Create Your Own Perk

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  • Northener1907
    Northener1907 Member Posts: 3,012

    Survivor Perk: Unity

    Life is full with dangerous but for you and your allies, that is not problem.

    When within 10 metres of a carried Survivor, killer will lose %5, 6, 7 movement speed.

  • SavageKukri
    SavageKukri Member Posts: 15

    Perk: body guard

    You know the dangers others have to face, and you will do anything to protect them

    When within 2/4/8 meters of an injured survivor in a chase, Body Guard activates.

    While active, press the Active Ability button to dash backwards, stunning the killer for 3 seconds.

    Causes the Exhausted effect for 60/50/40 seconds

    Body Guard cannot be used while Exhausted

    Like if you like idk

  • Deviri
    Deviri Member Posts: 29
    edited May 2021

    This website is very helpful if you want to mock up a perk.

    Edit: I just wanted something that might stop tunneling.

  • GGSlushy
    GGSlushy Member Posts: 61
    edited May 2021

    Killer

    Hex: Counterfeit

    For every other Hex perk you have equipped, Hex: Counterfeit will convert a Dull totem into a fake Hex totem to a maximum of 1/2/3.

    As the killer you will see 3/2/1 of the fake Hex totem(s) aura.

    If Hex Counterfeit is cleansed all dull totems and fake totems get broken except hex totems.


    I think this a pretty cool idea for defending multiple totems and not just one of them with undying... and ofcourse its named coutnerfeit because its op but if you get caught you are dead, thats why ALL totems get cleansed except hex totems (you get why its counterfeit)

  • GatoIsBored
    GatoIsBored Member Posts: 6

    Haven't figured out exactly how to balance this, or how to name it, but I have had this thought for a while now.


    Essentially it's a perk where when you vault a window, or a pallet towards the killer, you stun them for a few seconds. However, I would think this would come with a token system, where you'd have to earn a token to get it, and it's limited to a certain amount of tokens. After you used all of them, you can't use it anymore. Y'all are welcome to nerf it if you want.

  • ShyPirate
    ShyPirate Member Posts: 378

    Survivor Perk: Magician's Assistant

    Years of training in the art of stage illusion allows you to hide in plain sight, even in small spaces

    Each time the killer opens an empty locker, gain a token up to a maximum of 1/2/3 tokens. When the killer opens a locker you are hiding in, consume one token. The locker will appear empty to the killer when a token is consumed.

    "Nothing up my sleeve"

  • Star99er
    Star99er Member Posts: 1,454

    Killer Perks

    Anxious Pursuit:

    * Breaking a pallet, generator, or wall grants you the haste status effect for 8/10/12 seconds. (5% increase in movement speed).

    * You do not lose bloodlust when performing these actions.


    Blind Eye:

    * Each Time a totem is cleansed you gain the undetectable status effect for 25/35/45 seconds.

    * Hex Totems you have will appear as dull totems for survivors.


    Hemophobia:

    * Survivors who are in the injured state have their healing speed and healing efficiency reduced by 16/18/20%. This effect does not stack with other perks.


    Survivor Perks:

    Locked Grip:

    * Killers carrying a Survivor within a 8 meter range of you cannot willingly drop survivors.

    * When the Killer loses a Survivor they are carrying their stun time is reduced by 30/25/20%.


    Soul Bond:

    * Reveals the aura of the obsession to you for the remainder of the trial.

    * Increase you healing, repairing, vaulting, and sabotaging speed by 4/5/6% when you’re within a 16 meters range of the obsession.

  • Revolver_Ocelot
    Revolver_Ocelot Member Posts: 92

    Idea I had for Slenderman if he was a Killer:


    Paranoia: The myths that surround you invade the minds of the feeble making your prey easy to manipulate. Standing still for 2 seconds during a chase activates this perk. Once activated your red stain remains in the spot facing the same direction you were while standing still. Gain the undetectable status effect for 5 seconds, after which you regain the red stain. This perk has a cooldown of 60/75/90 seconds.

    False Hope: Your enigmatic presence deceives your quarry now and forever more. Survivors cannot see progress bars when repairing, healing, sabotaging, cleansing, rescuing other survivors, disarming traps, opening chests, or opening exit gates while outside the Killer's terror radius.

    HEX: Grave Peril: Intruders of your domain show no mercy and neither will you. Injured survivors that perform rushed actions suffer from the Broken status effect for 15 seconds. This effect does not effect survivors already suffering from the Broken status effect.

  • ItsKermit
    ItsKermit Member Posts: 1

    Survivor

    Tech Help

    The first chest that you open will always have a Commodious Toolbox. The toolbox will also come with Instructions so the generator won't give skill checks until the toolbox is worn out.

    (I couldn't think of a good name)

  • Predated
    Predated Member Posts: 2,976

    I think I thought of a decent hex perk actually:

    Hex: Bone Voyage

    Cleansing this Hex revives all totems(as dull, hex totems gone are still gone forever), places all totems randomly on the map as if the map just started. If its the first totem to be cleansed, adds 3 dull totems and resets itself(bypassing Undying ofcourse, which can be repeated untill all totem spots are filled).

    This totem could make hex builds a potential living hell, without actually making hexes themselves broken. It would give more use to Undying, while also making Thrill potentially the strongest hex protection in the game, gives survivors more reason to do dull totems before they dare touch a hex totem as if they found 2 hex totems at the same time, it could potentially mean their discovered totem disappears and moves to another spot. The danger, ofcourse, is that a well hidden hex might put out in the open. Other than that, it's actually a hex you want to be cleansed.

  • DarkJokerOfAmuro
    DarkJokerOfAmuro Member Posts: 84

    There night be something ssimilar to this so not sure but not gonna read the back pages cause too long lol.... but i got an idea while ago when thinking of the mechaninc of Old Ruin, if i had to change and make a new perk for nurse originally and THEN changed it a bit when i saw that Trickster got a Hex version of Bamboozle so i figuredy why not a version of Sloppy?


    Hex: Malicious Malpractice

    When Active, Survivors who become injured from a basic attack suffer from both moderate amounts of hemorrhage and an extra Mangled status (basically 1.3 times or so stronger than normal mangled ). While also healing yourself or an injured survivor, good skill checks will give 6/7/8 % regression and great skill checks will offer 0% progression. Failed skill checks give an extra 1% regression. Any survivors healed to healthy will still suffer a "slightly" hemorrhage status while hex is still active. Skill check regression does not occur when trying to heal survivors in the dying state. if any survivor were injured and hex becomes broke, they only suffer normal bleeding and a normal mangled till fully healed.

  • DarkJokerOfAmuro
    DarkJokerOfAmuro Member Posts: 84

    Thought i posted it and it seemed to have been deleted?? anyway not sure if there's a similar idea but yeah thought of this idea awhile ago and tried to work its mechanic.


    Hex: Malicious Malpractice

    When Active, Survivors who become injured from a basic attack suffer from both extra moderate amounts of hemorrhage and an extra Mangled status (basically 1.3 times or so stronger than normal mangled ). While also healing yourself or an injured survivor, good skill checks will give 6/7/8 % regression and great skill checks will offer 0% progression. Failed skill checks give an extra 1% regression. Any survivors healed to healthy will still suffer a "slightly" hemorrhage status while hex is still active. Skill check regression does not occur when trying to heal survivors in the dying state. if any survivor were injured and hex becomes broke, they only suffer normal bleeding and a normal mangled till fully healed.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,282

    An Alan Wake perk:

    Bring the Light: You know the power light holds is key to facing the darkness.

    The perk becomes active once you have done 80%/70%/65% of a generator. The next time you complete a gen, a radius of 16m/16m/20m around the gen brightens up more than usual for 1 second. Any killer within that radius will be blinded and spun around. Once used, the perk becomes inactive until charged again.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,282

    A Magnus Archive survivor - Jonathan Sims:

    In short, an archivist who has certqin supernatural powers linked to an entity called "The Beholding"

    #1. Persona: You are able to take on characteristics of those who give you statements.

    When you finish a healing action on another survivor, you are able to know 1/2/3 of their perks. - Starting those you may not have. You also gain the power of one of those perks for 40/50/60 seconds, effectively giving a temporary 5th perk.

    #2. Compulsion: You are able to compel others to give statements, willingly or otherwise. - When you are hit by the killer, you are able to see 1 killer perk. This can happen 1/2/3 times throughout the trial. There is a 60 second cooldown between uses, and cannot be activated when the survivor has the "Endurance" status.

    #3. Knowing: You are able to know certain things without prior knowledge. - At the start of the trial, the aura of the killer and survivors are shown to you. You will also see 1/2/3 treasure chests and the item within. The effect vanishes after 4/6/8 seconds.

  • Lunchbox8404
    Lunchbox8404 Member Posts: 1

    Survivor

    Decisive Kick

    while in second phase of being hooked, forfeit chance to struggle activating decisive kick

    Decisive Kick when active you forfeit chance to struggle, in an attempt to kick the Killer and "stun" them... the camping bastard!. award %150 boldness bloodpoints for being a bad ass on the way out

  • arturradukevic
    arturradukevic Member Posts: 2
    edited May 2021


    You have a abittite for totems that fill you with gas.

    When you break a hex Let it RIP first ability actives get in a locker killer takes you out hit the skill check to fart stunning the killer for 3 seconds first part of perk deactivates via worktime. For every other dying/hooked survivors, gain an additional 6/8/10% chance to self unhook. self unhooking applies any unhooking perks equipped to you.

  • Mooks
    Mooks Member Posts: 14,780
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  • BassTram
    BassTram Member Posts: 195

    Killer Perk: Lights Out

    Once per match, perform the break generator action on a completed generator and reset the progress bar to 90/80/70% completion.


    Killer Perk: Coward's Curse

    For every generator completed, any survivors within 2/3/4 meters of the edge of the map will have their aura revealed to the killer. When the exit gates are powered this Perk deactivates.


    Survivor Perk: Fixer Upper

    If you pick up an item that has previously been used by another survivor, refell the charges by 25/50/75% of the total amount. If this item has already been replenished by any means nothing happens. (This keeps survivors from swapping items and replenishing them constantly with no penalty, so an item can only be replenished once)


    Survivor Perk: Savior

    For every two heals completed on other survivors, you get one token up to a maximum of 1/2/3 tokens. If you take a protection hit for a survivor while in the injured state you will not go down and instead consume a token.

  • IridescentBlood
    IridescentBlood Member Posts: 21

    Grabbed by the Reins sounds like reverse Soul Guard lol

  • Shymare_11
    Shymare_11 Member Posts: 494

    Because it is, an anti-slugging perk which would probably be really good with WGTLF, FTP, or AutoD.

  • Vyne456
    Vyne456 Member Posts: 848
  • Wiitab360
    Wiitab360 Member Posts: 105

    These sound good except Coward's Curse, how would that work on maps like Hawkins or Lerys? Pretty much all of the indoor maps require you to be near the edge. Also, some maps like the swamp have gens on the edge of the map.

  • Dbdswitchisok
    Dbdswitchisok Member Posts: 30

    This is a full survivor concept with lore and perks!


    New Survivor Dorris Halls

    Doris grew up in a broken home. His mom had left and never came back, and his dad never cared for him. Maybe that was what gave Doris courage and commitment. He Always loved education. He exceeded far above expectations and was the smartest kid in his class. Later, he graduated with honors and had an amazing road of career opportunities ahead of him. He got a job offer at Clover Inc one of the biggest Producers of Medicine and accepted the offer. While working for clover, he was assigned to create a treatment for a newly discovered fungus. The Rongan Fungus was infecting humans and I caused some major symptoms like swelling, rapid growing of limbs, and blindness. He attempted to create a drug to treat it, after weeks and weeks of work he thought he created something that worked. Once he came back to the lab he found everyone, dead. A guard came in shouting Help. Dorris asked what happened and the guard responded The fungus its killing everyone! He ran out looking traumatized. Dorris saw a black fog roam in and was immediately somewhere else? All Dorris knew was that he wasn't home, or at the lab, he was in another realm.

    Dorris comes with Three personal perks


    Engaged Worker: You will work hard no matter what.

    After hitting 10 great skill checks, Your next great skill check gives you a 10% bonus.

    Fighter: You have courage and strength even in dire situations.

    After being unhooked, press the activate button to destroy the hook for the remainder of the trial Only one use

    Helping hand: Being helpful is key for survival

    When unhooking another survivor, that survivor gets a 90% healing bonus for 150 seconds

  • velosinhooo
    velosinhooo Member Posts: 295

    Killer

    Wariness

    (You were waiting for the perfect moment.)

    For each survivor working on a generator gain a token.

    For each token reduce you terror radius is by 25%

    While in chase Wariness cannot be activated.

    Your tokens are not shown.

  • velosinhooo
    velosinhooo Member Posts: 295

    Survivor

    Sacred Books

    In your years of study you learned the sacred phrase.

    If the killer is within a 20 meter radius of you you hook timer is paused,

    If you are rescued and the killer stayed at all time in the 20 meter radius, the entity ignores one hook state.

    Does not Activate on third hook.

  • velosinhooo
    velosinhooo Member Posts: 295
  • XOXOnotreally
    XOXOnotreally Member Posts: 11

    Good Manners

    Your top priority is to make sure those around you feel comfy and safe. Once per trial, when you drop a Medkit within 8 meters of another survivor, this perks activates for the next 10 seconds. While this perk is active, the Medkit will glow yellow, and you cannot pick it up. Any injured survivor that picks it up will be healed 1 Health State. After a survivor picks it up, they gain 7% haste for 3 / 4 / 5 seconds.

    "Pancakes! You don't like pancakes, I'll get ya sumpin' else!" -Dale

    -------------

    Misfortune

    You always seem to stumble your way into trouble. While you are repairing a generator or cleansing a totem, the killer can see your aura within 40 / 32 / 24 meters of you. You gain 100% more bloodpoints in the survival category.

    "We've had one doozy of a day." -Tucker

    -------------

    Bad Name

    People are quick to judge you based on your appearance, but you're here to help, and by golly you're gonna prove it. You have the Oblivious status effect. Each time you hit a great skill check on a generator, Bad Name gains 1 stack. Each stack grants you a 1% bonus to your repair progression on your next great skill check. If you fail a skill check you lose 3 / 2 / 1 stacks of Bad Name.

    "Looks can be deceiving..." -Sheriff Granger

  • UntilValhalla13
    UntilValhalla13 Member Posts: 183

    Killer Perk: Booby Trap


    This perk summons a random, dummy, 8th generator on the map. It looks and behaves like a regular generator until fully repaired. Once fully repaired, the generator explodes, and injures any survivor within 5(?) meters one health state. Completing the generator does not count towards exit gate progression.

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  • rasputin13
    rasputin13 Member Posts: 6

    "Self Sacrifice" would be a great perk for the Winchester Brothers from Supernatural whom I would love to see introduced in the game. The perk would allow, with a healing animation, one survivor to "absorb" a hook state from another character and add it to their personal total. Great runners could bail out weaker looping characters.

  • Dpooly
    Dpooly Member Posts: 474

    (Insert name later):You leave no scratch marks for 3 seconds after wiggling free

    After successfully escaping the Killer's grasp, gain a 150% movement speed bonus for 3 seconds. Gain the Exhausted effect for 40/50/60 seconds.

  • papichulo
    papichulo Member Posts: 271

    SURVIVOR PERK: Social status

    Your teammates love your willingness to help others causing you to have a very strong social status amongst the survivor team.

    Once a generator is completed by repairing it with 3/3/2 other survivors, Social Status activates. Once it activates you have the option to press the active ability button. Once you do the following will happen:

    -Reveal all totems on the map for 2/2/3 seconds

    -Hide survivor blood trails for 2/5/6 seconds

    If 2 or more survivor(s) equip this perk in a trial at the same time, Social Status will not activate. If a Boon Totem is cleansed within the killer's terror radius however, Social Status will reactivate for one random survivor that is carrying this perk without having to repair a generator.

  • caspa
    caspa Member Posts: 10

    Maybe a perk that heals yourself while doing a gen,instead of running to corners waiting for team mates to come back to the gen,I call the perk 1 JOB

  • velosinhooo
    velosinhooo Member Posts: 295

    if its a DS rework you cant use it with normal ds, if it is another perk you CAN use with ds, so you have 2 chances to get out of the killer grasp

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  • Rectal_Prolapse
    Rectal_Prolapse Member Posts: 60
    edited May 2021

    Survivor

    1> Eldritch Affinity

    You start the trial with 1/2/3 tokens. Each time you're hooked, Eldritch affinity will attempt to spawn shadow pallets on eligible locations within 16m radius of you.

    The amount of shadow pallets generated depends on the amount of tokens remaining.

    Survivors within Eldritch affinity range can see ther auras highlighted in white. Everytime a pallet gets dropped or destroyed it consumes a token.

    2> Heavy Frame

    Decreases the speed at which the killer carries you by 12% while increasing the amount of wiggle progress necessary to break free by 10/8/6%.

    3> Evasive Maneuvers

    Discard your item sideways in a attempt to gain momentum.

    Causes you to dash forward briefly (similar to dead hard but without iframes) and to generate lines of scratch marks to the side of your character whilst hiding your own for 3 seconds.

    Causes exhaustion for 35/30/25 seconds.

    4> Smoke & Mirrors

    Whenever your aura is revealed to the killer, it shows him the actions you were performing 6/7/8 seconds ago. This effect gets diminished by 1 second each time it triggers.

    Post edited by Rectal_Prolapse on
  • Rectal_Prolapse
    Rectal_Prolapse Member Posts: 60
    edited May 2021

    Killer

    1> Ruiner

    Whenever you hook a survivor, the next generator you damage will become highlighted in yellow for all survivors.

    For the next 60 seconds, all skill checks generated by targeted generator will become hexed skill checks (good skill checks will regress the progress by 1%/2%/3% while great skills checks will provide no progress).

    Increases the odds of receiving skillchecks on affected generator by 12%.

    Survivors will achieve objective points regardless.


    2> Relentless Pursuit

    After chasing survivors for 30 seconds, relentless pursuit becomes active, allowing you to destroy a pallet or a breakable wall with your basic attack and having the successful attack cool down reduced by 20%/30%/40%.

    Being stunned by a pallet immediately puts relentless pursuit on cooldown.

    Being idle from chases for 5 seconds will cause the progress to begin decaying in a factor of 2 per second.


    3> Hex: Doom

    When a survivor finishes a generator within your terror radius, he'll suffer from the exposed effect for 16/20/24 seconds. In addition, survivors operating the exit gate lever will be exposed for the duration and for a lingering 3 seconds after stopping the action.

  • Kharbarg
    Kharbarg Member Posts: 126
    edited May 2021

    Entity's revenge

    After the killer is stunned or blinded five times the next time the killer hits a survivor without failing, he will remove a state of health from all survivors. If he misses the hit, the perk will be reset.

  • Kharbarg
    Kharbarg Member Posts: 126
    edited May 2021

    Exiting the tunnel

    If the survivor is hanged twice in a row without any other survivor being knocked down, in case he is rescued from the hook a second time he will have full immunity for 30 seconds and if the killer tries to hit him, the killer will not succeed and will be stunned for 7 seconds.

  • Stridor
    Stridor Member Posts: 28

    Now that the Devs have mentioned the idea of boon totems, I thought I'd repost these perks I had posted a few months back. Let me know what you guys think of these. When I had made these, I originally called them Blessed Totems (which, in my humble opinion, is a better name than a Boon Totem)


    Blessing: Ward of Persistence

    Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.

    While a blessed totem is active, all team members can continue to perform actions while in the dying state at xx% speed while within xx m of the blessed totem. This includes Repairing, Healing, Sabotage, Unhooking, Cleansing, Exit Gate Opening, and Chest Unlocking.

    The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.


    Blessing: Confusion Charm

    Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.

    While a blessed totem is active, the survivor no longer leaves scratch marks while in a chase with the killer within xx m of the blessing as well as receiving a speed boost of xx%.

    The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.


    Blessing: Live Feed

    Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.

    While a blessed totem is active, the killer's aura will be revealed to the survivor once they are xx m away from the Blessed totem for xx seconds every xx seconds; however, the killer can also see your aura whenever you can see theirs.

    The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.


    Blessing: Swing Lock

    Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.

    While a blessed totem is active, when grabbed from a locker or interrupted during an action, the closest hook automatically breaks for xx seconds.

    The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.

  • Blue_Archer33
    Blue_Archer33 Member Posts: 318

    Survivor Perk: Curb stomp

    Sometimes the best catalyst is the fear of failure. You make an example of those who fail you.

    Each time that another survivor sandbags you at at window or pallet, gain 1 token.

    Each time that another survivor fails a skillcheck within 8 meters of you, gain 1 token.

    While you are on the hook and no other survivors are within 30 meters of you, gain 1 token each 20 seconds.

    After 5 tokens have been received, stand over another dying survivor to play a mini mori animation to stomp their head, killing them.

    The perk deactivates for the remainder of the trial.

  • Blue_Archer33
    Blue_Archer33 Member Posts: 318

    (okay, this one isn't a joke perk)

    Survivor Perk: This is No Place to Die

    While healing another survivor from the dying state, press the ability button to start dragging the dying survivor at 40% (1.6 m/s) movement speed. The survivor being dragged can continue healing and, additionally, recover from the dying state as long as they are being moved.

    Once the dying survivor recovers from the dying state, both survivors are granted a 10% (4.44 m/s) Haste effect for 10 seconds.

  • caspa
    caspa Member Posts: 10

    SPIKE STRIP killer perk, all pallets at start of game are covered in spikes only top of pallets ,when survivors drop pallets spike will appear on top ov downed pallet, if survivors vault the pallets they get 1 loss health state and so on,this would help cut out looping and force suvivors to continue to next tile,

  • BastardKing
    BastardKing Member Posts: 784

    Had a set for a chapter idea I was working on:

    Killer:

    Subjugate:

    *"Heros arise when cowards face their fears. Make examples of them."*

    When a survivor takes a protection hit, your successful hit cooldown is decreased by 30/35/40%.


    The Hill They Die On:

    *"They hold onto everything they have with their lives. We will take both."*

    Kicked generators regress 200/300/400% faster. When the last generator you kicked is worked on, gain 10% movement speed for 12 seconds. The second part has a 60/50/40 second cooldown. 


    Tactical Reclaimation:

    *"Taking the land was only half the battle."

    Once per match prior to the exit gates being powered, you may kick a completed generator, reducing it to 80/60/40% progression.




    Survivor Perk:

    Defiance:

    *"We must look this entity in the face and tell it we are not afraid."*

    Gain Endurance for 6/8/10 seconds after finishing a gen within a killer's terror radius.


    Final Stand:

    *"The winner is decided by who can get back on their feet."*

    While you are downed, downed survivors within 12/18/24m of you are highlighted white and see you highlighted in white. Once per match, you may recover off the ground and recover allies within 12/18/24m by 25%. (Using with Unbreakable uses both perk's once per game recovery)


    Trust:

    "*Trust is hard to earn, but saving a life is a good way to do it.*"

    After being unhooked, gain a token. Heal 10/12.5/15% faster for each token.

  • Keezo
    Keezo Member Posts: 454

    Killer

    Final Countdown

    For every hook, you gain a token. For each token, Hook Progression is accelerated by 15%

  • daddy_myers1
    daddy_myers1 Member Posts: 1

    Don't underestimate my strength:

    Good for you to know that killers have weak ears

    If killer chases you again within 20/30/40 seconds after hooking you up, you will scream and the killer will be stunned for 4/5/7 seconds.

    Don't underestimate my strength used once in 60/50/40 seconds.

    I'm sorry if I translated it wrong because my English is not very good.

  • renia669
    renia669 Member Posts: 5


    best I could come up with honestly

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Well seeing as Boon perks are on the way, i’d love one that provides permanent aura blocking over an unlimited range until the Boon is deactivated.

  • velosinhooo
    velosinhooo Member Posts: 295

    The game is already survivor sided, whats the point of 2 d strikes?