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mxlv80

mxlv80

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mxlv80
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  • Trapper- Gives him the abillity to open closed traps without the need to pick them up with strg; Disarming a set trap now triggers a Skillcheck, failing that skillchek will trap the survivor in it. The difficultiy can be increased with the spring addons.

    Wraith- Moderdly incease movementspeed while cloaked.

    Myers: Stun and blind immunity in t3

    bubba: increase the chainsaw movementspeed during the first 2 seconds of the sawing.

    Doctor: increasing Shockrange by 20%, sloweing movementspeed while in treatmentmode to 105%, charging the shock do not slow you down anymore.

    clown: While wasted, survivors also vault pallets slower

    Legion: Basekit is ok, but rebuild the addons to trastikly change the playstyle of the differnd Legions. Frank: knife- Hitting a survivor with feral frenzy reduing bleeding bar by 25% Mix Tape- Redudes movementspeed by 5%, Hitting a survivor with Feral Frenzy dont end Feral frenzy. pin- missed attaks dont end Feral frenzy. Susi: Knive-hitting with deral frenzy, gives the oblivious effeckt for 15 secinds, pin- reduces terrorraduis while in Feral frenzy. Mixtape: hitting a survivor with Feral Frenzy increases movementpseed of that feral frenzy. Joey: Knive- hitting with Feral frenzy- gives hindered for 15 seconds. pin: increases killer instingt range while in feral frenzy. Mixtape: increases Feral Frenzy duration. Julie: Knive- hitting with Feral frenzy reavels the aura of the surviovor for 15 seconds, Mixtape, reduses feral frenzy time, reduces endstun-duration. Pin. Reduces terrorradius by 4m

    plague: incresáse objekt infection duration

  • If giving him such a power, it should be trapcontrolled instead of being random in my opinion. Lets say, you give him 4? Trap kits. He can use them to trap chests and lockers. opening a trapped Locker/Chest, let the trap expode, causing the survivor to be revealed for 3 seconds(base) and also get the normal bottle debuff for 20 seconds.

    he coud also close opened chests to trap them again (the chest will be empty, when opened again.)

  • How about making him an complete new kind of killer to play against:

    Killer Kit:

    Movement speed: 120%

    Terrorradius: 5m

    Heigh: huge.

    Instead of fixing Generators, survivors have to find the 8 glues to power the exit gates. When a page is found, a new one will spawn on the map. (only one page is on the map at the same time.)

    Slenderman is invisible to Survivors outside of 20m of him.

    when a survivor looks at Slenderman for 1 second while not inside of his Terror radius , slenderman cannot move or attack and a red light is emited, that sjows slenderman , from here he is looked at. A survivor, that looks at Slenderman gets a bar filled (15 seconnds basetime, like Freddys dream world) that after filled, blinds the survivor for 3 seconds(Basetime). Looking away, quickly reduces the bar (3 seconds base regression time when fully filled.)

    Active abilities:

    Mirror images:

    For Every taken page, a mirror image is spawn on the map (max 8). Survivors cannot see the mirror images* . Slenderman can teleport to any mirror-images, that is not in the view of a survivor (like a hag), leaving a Mirror image on the old position.

    When a survior looks at you, while you teleport, then the survior will see the mirror image till he looks away.(and suffer the same penaltys, as if looking at slenderman.)

    This version of slenderman cannot chase in the common way, but instead using his mirro images to swarm survivors.

  • How about giving them an repairdebuff for every page, that is missing

    0 collected: 90% repair-debuff

    1 :80% repair-debuff

    2: 70% ; 3: 60% ; 4:50% ; 5:30% ; 6: 20% ; 7:10% ; 8:0%

    So they have to choose, how much Power there are willing to give you.

    I would give him 105% base Speed + 2% for every Taken Letter. giving him 121% on all Pages.

  • Maby someting like this:

    False objektive:

    A 8th Generator is placed on the map. That generator does not count to the needed Generators for the exit gates. This Generator will emit a yellow Aura, when someone is working on it while your outside of a 40/32/24m Radius.

  • I would make the area to pick up traps bigger and fix the trap auras.

    Then i would disarming Traps have a skill check. Failing the check traps the survivor in the trap. (Now Distressing would actually make sense on Trappy boy)

    The Skillcheck can be make more diffucult with the spring- addons, and i would loving to see a new kind of Trapper build: The Lure-Trapper.