Killer perks ideas?
Elan
Member Posts: 1,664
- When chase begin survivor suffer exposed for 60s, once down or time elapses, goes on cooldown for 20s.
- When trial begins, you are granted undetectable for 60s, same occurs when EGC is started.
- When all survivors been hooked once, next time you down survivor he can be moried by your hand.
- When the last gen is remaining all generators will be blocked for 120s. You are granted undetectable for the duration.
- Scourge hook: Happy haloween - when survivor is unhooked from a scourge hook 30s timer starts. If you down any survivor within that time they will be moriable by your hand.
- Hex: Filled by stone - anyone injured will suffer broken status effect untill totem is cleansed.
What is your idea? Can be survivor perks. Glad to hear some ideas. Nice weekend to everyone. :-)
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Comments
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These are the worst takes that I have ever read.
- Expose type perks are supposed to have counterplay or when there is no counterplay, like with friends till the end, the expose duration isn't 60 sec. make your choice would still fall under that category since you are very far from the hook.
- Actually not to bad (for once it's not op as heck)
- so basicly the freest tunnel of all time? you can tunnel anybody, with no hook timer.
- Would allow for some crazy comebacks, 120sec is too long and no undetectable. it could work as a late game corrupt intervention.
- Step A hook someone, Step B slug someone, Step C wait for unhook, Step D kill at 4-5 gens. Balanced
- Terminus on steroids. Also basicly an unconditionnal devour hope or noed
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