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Hex ; Chained by Fate , imagine you bound that with Remember Me ( 24 second second increase in the opening gate) + Blood Warden ( Exit is blocked for 60sec if you hook someone once the exit gate is open ) + No one ecape death
>>So basically Killer have Perma vision , so he knows if survivor goes toward one of his Hex, Opening the gate take a lot of time, and he ONE SHOT the survivors.
Perversion of Nature
It give vision AND haste, it could be okey but with a cooldown of 40seconds or something. You really can't imagine how many crow you are scaring, imagine the 4% haste while in chase...
Curried Favor
While a good idea, I think a perk that give a hook state to a survivor that didn't ask anything, didn't do any mistake, right of the bat would be perceive as unfun, plus it means you can Tunel this survivor and quickly kill someone.
Like one hook state is a big advantage, once again in the hand of an experienced killer.
I would 100% target the hooked survivor, with Monstrous Shrine to force survivor to rush to help him.
Unless he is a great looper (again, RNG) , this will impact the survivor side too much.
Like you have 1.9K hours in the game, don't you think you would do this too ?
I agree in the hands of new player they are quite helpfull to learn the game tho'.
I think your taking into fact too many variables imo. I see your point on Hex ; Chained by Fate but its a hex perk, which is cleanse-able, as most games i find that killers will generally run end games perks anyways, the theorem behind it is weak. Most people will cleanse the dull totems they find and that is very easy considering killer totem placement especially in the legacy maps like Autohaven or Macmillan since there is almost always 2 dull totems in the main buildings on each of those maps. You run remember me, Chained by Fate and Bloodwarden and your early and midgame will be so bad you wont have hooks by the end of the match anyways. Even with the paired aura reading survivors will know you ran the perk since it will notify them upon spawning and also from the killer aura. Even if you see the aura of someone cleansing your totem, doesn't that leave the exit gates unattended? In a single minute of time, for 20 seconds, you will see the killer 4 times.
For my personal experience this is a ample and fair cooldown regarding a hex perk, which starts at the end of the game, granted there are dull totems, and this would also make stealth killers useless because of chase notifications. Even with bloodwarden, good survivors will know about it, and if you down a survivor they will generally either just open the gate and wait out the timer. Even if the killer activates blood warden they still have to chase a survivor and leave the hooked one. I purposefully made the perk hindering and helping killers.
For Curried Favor, i highly disagree with you on this one. A 4.6/ms is brutal on any killer that isn't ranged, and for the vast majority of killers its a direct nerf.
With curried favor ;
Hillbilly could not curve on most loops
Trapper = GG not even a question
Wraith could pair with speed add-ons but he still must down survivors with basic attacks.
Oni would suffer getting a first hit to charge his power
Legion would have a speed debuff on every chained hit and his power would only make him 4.8/ms on activation
Clown has haste but he only has 4 bottles, and his haste would only make him 4.8/ms
Knight would corner survivors with much less efficiency
Lich could use fly, but its a 30 second cooldown.
Bubba = GG survivor win
Myers = GG survivor win
Even if you tunnel the survivor, who tf pairs monstrous shrine nowadays?!?! The perk knocks off 17 seconds on each hook state provided you are 24 meters away, which you must chase the survivor AGAIN...with 4.6/ms....24 meters away....and PROVIDED they DON'T have anything like Off The Record or any kind of bodyblocking. Nah man.
Why are you talking about hindering those killer and making their chase more difficult when they are already 4.6m/s killer ??
Why are you saying Legion will have a power at 4.8 while his power is 5.2 (so even if he was 4.8 down to 4.6 that would make his power from 5.2 to 5.0) ?
Are you sure you know the speed of all those killer and survivor ?
Your description of the perk only talk about slowing from 4.8 to 4.6, nothing more. Even if you want to argue that the 3% repair speed buff is criticla to them, that doesn't impact the chase so why are you... what ??
I'm so confuse right now.
Same goes for your first arguement, even if survivor cleanse totem for point ( even tho', no they don't I never seen cleanse them unless end game for point, most will use them for boon, but let's admit they do) , they won't cleanse the whole map. I highly highly doubt it, even if they do that will be the 1% top player I guess.
So for 99% of the games, you will still have two dull totem by the end of the game, which is the two you need ( Chained by fate + NOED ).
"Even if you see the aura of someone cleansing your totem, doesn't that leave the exit gates unattended? " That's the whole point playing Remember Me , as it make the gate 24 second slower to open, and it require only 6 hit on the obsession, by any means (since it's losing health state 6 time). That's not impossible by any mean, even against good player (unless the obsession is a pro looper, but at this point we can argue any scenario in the world it become absurd).
So while your gate is 24sec slower, you see the aura of everyone. Including the closest survivor.
Including the one going for your hex.
They are ONE HIT down, since NOED.
If for some reason the exit gate is opened during that first chase, hook him and you now have a 60sec bonus with Blood warden.
Like... we can argue infinitely on the counter-play and the counter-counter-play and so on... just like there will always be super powerfull Survivor that know everything and are ready against every scenario, and noobs that hide in a locker during Feral Frenzy.
But between the Super Good and the Super Noob, everything in between, this combo will be really powerfull IMHO.
Now I wouldn't be against it, since it's a super late game one, but still, it's powerfull.
To put it more simply: Look at the number of people that complain about the amount of aura reading perk and how they are "busted" because the killer can just go there, and you want to make a perma aura reading in a scenario where you can run other perk that will slowdown or block the exit gate.
Just pointing that risk, I'm not saying this is a trash idea, just a risk, I would find this build fun to play against tbh (just like I like playing against Noed, while most people just bail out instead of helping)