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Universal Perk - Nowhere to Run

Clockwork_Enigma
Clockwork_Enigma Member Posts: 529

Nowhere to Run

Your presence instills great fear and hesitation among your victims and lowers their chances of escape.

Any time a Survivor is repairing a Generator within the outer 50% of your Terror Radius, Nowhere to Run activates:

  • Survivors that interrupt the repair action are faced with a difficult Skill Check upon leaving the Generator.
  • Neither succeeding nor failing the Skill Check will affect Generator progression.

If a Survivor fails the difficult Skill Check, the following effects then apply:

  • That Survivor will scream and reveal their aura to you for 3/4/5 seconds.
  • You gain a 20% Haste bonus for the next 10 seconds.

Nowhere to Run has a cooldown of 45 seconds after the first Skill Check appears.

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Nowhere to Run is a perk based around the concept of preventing Survivors from attempting to pre-run whenever they begin to hear your Terror Radius. This tactic is commonly seen in teams that are a lot more competitive and tends to make it so that the Killer has a harder time catching up to the Survivors.

This Perk has a two-fold idea in that it forces Survivors to remain just a little closer to the Killer in order to not give them its effect, as well as allow the Killer to potentially catch up against pesky pre-runners. Skillful Survivors will become wary of this and will often try to succeed the Skill Check, but if multiple Survivors are caught off guard, this could spell disaster for the group.

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