smurf8765
smurf8765
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Honestly I'm all for perk synergies, but Buckle Up's design seems to be against slugging rather than what it currently does with For the People in robbing a down for another 10+ seconds, longer if the endurance can take them to a loop.
I'd keep the synergy, but make the endurance effect only happen when the dying survivor has been on the ground for 10-20 seconds without getting picked up.
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Technically, Singularity is also a kind of stalk Killer with their Biopods, where surveilling them enables you to slipstream and teleport to infected survivors in line of sight.
If I were to make another stalking killer, I'd like there to be one that stalks in tiers for specific survivors, with a zooming scope or something:
First tier would show a survivor's perks, items, and add-ons at a corner of your screen when highlighting them.
Second tier would show that survivor's status on what they're doing like the survivor HUD.
Third tier would give you bonus action/attack cooldown speed when chasing that specific survivor.
Tiers would decrease as you hook them or get stunned by that specific survivor.
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The original post was posted 2021.
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@mizark3 said:
Yeah I think as long as the Survivor still hasn't done a CA, the Killer can 'shoulder-check' the Survivor and if they are phasing, the Killer knows an anti-tunnel perk can still be active.
Also should this be Feedback/Suggestions rather than General Discussion? Or is it you more want to explore this issue than outright suggest it?
I'm just curious on how both sides perceive the recently unhooked doing bodyblocking with basekit BT/the killer just waiting it out with their own style of bodyblocking to give as little distance as possible to the unhooked.
The unhooked BT is solely for getting as much distance and dissuade the killer from pursuing them, but it's interesting to see how both killer and survivors adapted to it beyond its intended use.
Calling the side by side maneuver where the killer bodyblocks a BT survivor 'shoulder-checking' makes a lot of sense actually haha.
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Dead Dawg Saloon could have it so every so and so minutes, a bottle can be picked up from the bar for a mini Diversion of 5-10ish meters
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Myers and Ghostface need that extra few seconds of unawareness that they're in the match to snowball their stalking. Hooks specific to them tell the survivors very early on to look for them stalking.
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@Seraphor said:
As I understood it, the new pain res changes means the first time any survivor is hooked on a scourge hook, it activates.
So if their first hook is on a regular hook, ad their second hook is on a scourge hook, then it activates and consumes the token, and their third hook won't.
But I agree with showing individual hook states to the killer for a bunch of reasons.
Ohh I misunderstood it badly, thanks for clearing it up. I was in the mindset of the old BBQ and Chili.
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I'd like his pallets and snares to be combined in his base-kit, similar to Clown's bottle switching. His add-ons need the most work, most of them are just slightly better versions of each other. I'd do the following to make them more unique:
Common Add-ons
- Wool Shirt: Survivors in the Dream World suffers from an Increase in the Regression penalty of failed Repairing and Healing Skill Checks by +8 %.
- Sheep Block: Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 45 seconds.
- Kid's Drawing: Reduces the Movement Speed penalty of triggered Dream Snares by -10 %. When a Survivor activates a Dream Snare, Freddy gains a 5 % Haste bonus for 5 seconds.
- Garden Rake: Increases Dream Pallet and Dream Snare token count by 2
Uncommon Add-ons
- Prototype Claws: Survivors within a 5 metre radius of a Dream Pallet while in the Dream World have their Aura revealed
- Outdoor Rope: Survivors fall asleep 10 % faster while repairing Generators. Survivors in the Dream World increases the audible range of Generator-Repair noises by +8 metres.
- Nancy's Sketch: Reduces the Cool-down duration of Dream Projection by -7 % for each Survivor inside the Dream World.
- Green Dress: Survivors that fail a Skill-Check while awake add 33 % progression towards falling asleep. If the Survivor is put into the Dream World from the failed Skill-Check, their Aura is revealed for 10 seconds.
- Cat Block: Dream Projection Cool-down duration reduced to 25 seconds. Remove the global audio cue of teleporting. The range of the Generator Freddy can teleport to is no longer global, but rather 32 metres.
Rare Add-ons
- Unicorn Block: Survivors fall asleep 15 % faster.
- Paint Thinner: If a Survivor interacts with a Dream Pallet, all Survivors within 24 meters of the Dream Pallet are revealed for 3 seconds.
- Nancy's Masterpiece: Dream Projection's Charge duration reduced to 2 seconds.
- Jump Rope: Auras of the Alarm Clocks are visible to Freddy. Survivors waking up by the Alarm Clock have their Auras revealed for 5 seconds if outside his Terror Radius.
- Blue Dress: When Freddy walks over a Dream Snare, Freddy gains Undetectable for 1 second. Has a cooldown for 5 seconds.
Ultra Rare Add-ons
- Pill Bottle: Reduces the Distance range at which awake Survivors see The Nightmare intermittently to 12 to 24 metres. The Nightmare is invisible to awake Survivors beyond 24 metres and when he is carrying another Survivor. Glimpse cooldown reduced to 1 second. Increases the volume of Survivors' Grunts of Pain by +25 % while in the Dream World.
- Swing Chains: After using Dream Projection to completion, Survivors within 5 meters of the Generator are highlighted with Killer Instinct for 3 seconds.
- Class Photo: Unchanged.
- "Z" Block: Putting a Survivor into the Dream World with a Basic Attack generates a token. At 8 tokens, Survivors cannot wake up.
Iridescent Add-ons
- Red Paint Brush: Causes all Survivors to start the Trial inside the Dream World. Survivors are unable to wake themselves up by failing Skill Checks. Survivors that wake up using the Alarm Clock are Incapacitated for 16 seconds. Increases the volume of Survivors' Footsteps by +50 % while in the Dream World.
- Black Box: When all Exit Gates are powered, Survivors who are not immune to falling asleep fall asleep immediately. When an Exit Gate is opened by a Survivor in the Dream World, that Exit Gate is blocked off for 15 seconds, and increases by 5 seconds for each successful Basic Attack Freddy lands if still blocked.