perks:
when you down someone, all gens in a 32 radius regress by 12%
after a generator is complete, all vaultable areas in a 32 radius are blocked for 35 seconds
working on a generator below 50% gives you the exhausted status, this remains for 1/2/3 seconds after cancelling your action
i see it now
rune
full demigorgan perks
i'm rewatching it and i just found it and tried to change it before you replied s o r r yi literally just posted the images like 5 minutes ago
alternatively just watch the stream so we dont have to type it out
these are the wrong ways to go around itI don't blame them for trying to find ways for Killers to hinder Gen strats but these absolutely need toning down.
P.much. Like even as someone who mains Killer some of these just feel unfair - not to mention can't you basically chain them together? If the time was lowered and the range reduced to half? Fine, sure.these are the wrong ways to go around it
rune is good for the purpose as it creates a stop-gap where you have to be skillful enough to constantly hit great skill checks, chase for the totem which at times is in the worse spots of the map, or tap which takes half the time, essentially skill based for the survivors to counter
these aren't, especially since you're going to be 32 meters around a gen at all times and there's no way to counter the other two
You can counter the perks slightlythese are the wrong ways to go around it
rune is good for the purpose as it creates a stop-gap where you have to be skillful enough to constantly hit great skill checks, chase for the totem which at times is in the worse spots of the map, or tap which takes half the time, essentially skill based for the survivors to counter
these aren't, especially since you're going to be 32 meters around a gen at all times and there's no way to counter the other two
i think the largest problem with this is flipping over the tables completelyP.much. Like even as someone who mains Killer some of these just feel unfair - not to mention can't you basically chain them together? If the time was lowered and the range reduced to half? Fine, sure.
If they are too broken they will be nerfed very quicklyi think the largest problem with this is flipping over the tables completely
survivors are "broken" because of a select few perks
this update just completely nullifies those perks and adds more, so the killers should be broken for a while
(Deja Vu might actually become useful)
thing is tho you don't need to be skillful to avoid ruin, tapping is way easier for new players to do and it's less punishing than just going through the gen with ruinthese are the wrong ways to go around it
rune is good for the purpose as it creates a stop-gap where you have to be skillful enough to constantly hit great skill checks, chase for the totem which at times is in the worse spots of the map, or tap which takes half the time, essentially skill based for the survivors to counter
these aren't, especially since you're going to be 32 meters around a gen at all times and there's no way to counter the other two
tbh i hope so, always just worrying to see game devs announce these as the official standard on release, makes you wonder what's going on inside their headIf they are too broken they will be nerfed very quickly
Look at original freddy, he was considered OP when he was released, he was nerfed and stayed nerfed for over a year
the problem with surge is the rangeYou can counter the perks slightly
Cruel confinement triggers when a gen is completed so the obvious tactic would be to 99 gens. This also gives the killer a chance to halt progression on it
Surge is a tricky one, I'd say to counter it you'd need to take note of the closest gens together (Deja Vu might actually become useful) and lead the killer away
thing is tho you don't need to be skillful to avoid ruin, tapping is way easier for new players to do and it's less punishing than just going through the gen with ruin
I'll be honest though I do think that there are a select few perks that you can use to absolutely fuck a Killer, no matter how skilful they are. Not every time but there's a reason Ruin basically became one of the go-to perk for 99% of builds and its because with any half-decent set of Survivors, gen-rushing is how you win.
I totally get it, but I also think going too far into the other extreme is gonna cause issues.
UNDETECTABLE
The first Killer status effect since Bloodlust, Undetectable consolidates our Killer stealth mechanics into one easily understandable status that can be applied through Killer powers, perks, and add-ons.
When a Killer is Undetectable, the following effects are applied:
As with most of our status effects, the Undetectable icon will appear on the right side of the screen.
- The Killer’s terror radius is removed.
- The Killer’s red stain is removed.
- The Killer will not have their aura revealed.
- The Killer does not trigger the jumpscare sound effect.
- The Killer sees the smoky screen visual effect.
When the new chapter releases, players will have an opportunity to experience this status effect for the first time with the new Killer. We intend to roll out this status effect to other existing powers, perks and add-ons, where relevant, in upcoming chapter / mid-chapter releases.
OBLIVIOUS
Oblivious is a status effect applied to unfortunate Survivors that have no understanding that a Killer is nearby.
When a Survivor is Oblivious, the following effects are applied:
Being Oblivious makes a Survivor completely ignorant of a Killer in close proximity, but at the same time, they also ignore the effects of Coulrophobia, Unnerving Presence, Infectious Fright, and other terror radius perks.
- The Survivor does not hear The Killer’s terror radius.
- The Survivor is not affected by any effects that are conditional to being inside of a terror radius.
As with the Undetectable status, Survivors will have the opportunity to experience this effect when playing against the new Killer in the upcoming chapter release. Following this, we will include Oblivious in other powers, perks, and add-ons in later patches.
BLOODWEB CHANGES
This update will also see a change to the bloodweb which significantly cuts down the amount of time taken to unlock perks.
From level 40 and beyond, more perks will appear in each bloodweb, giving you more choice between which perks you take, increasing the odds of finding the perk you want, and potentially allowing you to take two perks per level. The exact details are as follows:
The other rules of the bloodweb remain the same; when you take a perk, The Entity consumes another perk at random. If you are efficient at acquiring nodes on the bloodweb, this change means that you could earn up to two perks per level, although you will be racing against The Entity.
- Levels 1-39: Unchanged
- Levels 40-49: Three perks appear, up to two can be purchased.
- Level 50: Four perks appear, up to two can be purchased.
With the total number of perks growing with each chapter release, getting the perks you wanted could be challenging. With this change, the odds of finding the perk you want are doubled and the amount of time taken to unlock all perks is dramatically reduced.