Slippery Meat Rework
Slippery Meat:
The last 1/2/3 hooks that you sabotage at least 50 percent provide a 100 percent chance for the next survivor hooked on one of them to unhook themselves during the escape attempt.
The aura of these hooks can be seen by survivors within 128 meters of range.
What do you guys think?
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I think this would actually turn the perk into a fun one people would use. It provides a powerful ability, but the trade off is you do have to bring a toolbox or the Saboteur perk, invest time in going to the hook and sabotaging it, and have the killer use that specific hook to hook the survivor.
The aura part is so solos get just as much benefit from the perk as SWFs would.
Comments
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I like the idea but there would have to be a cooldown of sorts. It would also definitely have too be the last hook you 50 percented. If 4 people ran it then you could pick 4 hooks close to eachother so if someone is in a chase then you could make sure you die by them. So when you get downed you are close.
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Actually even if all 4 people ran it the payoff isn't large enough to be problematic and doesn't stack. That is to say if someone is hooked and kobies via this than all the other people who also ran the Perk may as well have not done so.
Remember, you can only get off the hook on your first hook and doing so isn't THAT much better than someone else unhooking you to the point of being a problematic perk (it's a strong effect but it's fine considering the required effort).
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It was already reworked, do you actually beleave that the devs would look at it again!?
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No idea. Hopefully, though, since it's still considered one of the worst perks in the game.
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I actually take back the cooldown part of it but yeah slippery meat is in need of a buff. A lot of other perks too need a change. I made a thread about it but still not sure how you would change some.
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My thoughts exactly!
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To rework slippery meat you need to change it totally. If i want unhook myself i'd just use deliverance, more consistent.
The effect you provided is really strong, with a very intelligent team, that know when it's the moment to unhook or not, also i wouldn't that the requirement would be hard (maybe with the old sabotaging times), "forcing" the killer to hook you in a specific place isn't that hard.
But again, you either create a "complex "perk (like you did, debatable changes, yet well made) or just get rid off of the unhook mechanics (like they did with tinkerer).
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Thanks for the feedback.
I don't think it'd be too powerful even with an intelligent team; it might be. If so, the percentage of sabotage that needs to be done for the perk to activate could be increased from 50 percent.
Also, even though Deliverance is a good perk, it's nice to have options. For self-healing, we'll soon have Self Care, Second Wind and Inner Strength.
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Don't forget about pharmacy!
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😃
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