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The unbreakable idea you have is really a second adrenaline, idk if that would be fair in some instances, especially if they put BT back to working after the doors open, 3 perks for escape seems a little strong. (while I would like it being a strong counter to noed) is gives the killer way to much to worry about, and the after gate powered portion of the game can be a long one and a clutch for the killer.
All for it, makes it so you can quickly end the people who linger by the gate as well by forcing them out.
I do think this would work on just being with iron grasp, as it was touched hard already, and quite a few instances there are no hooks in a reasonable distance to a door. However, it might fare well as its own perk by itself, such as being renamed
The Final Sacrafice
You become angered as your prey nears its escape, all hooks are immediatly regenrated and survivors struggle effects are eliminated, and time to struggle out is increased by (12/24/36)%.
Pairing that with NOED, agitation and Iron grasp itself would be a campers delight, as it may even help you reach the basement from nearly anywhere.
No Entrance
You become increasingly bloodthirsty, so much as you are willing to go to any length to catch your last prey, the Entity is forced to hold you back so you can not follow its pawns out (thus keeping you out of going through the hatch. When within 5/10/15 meters of the Dark Lock, it will remained closed, and not produce sound. When within 10/15/20 meters of the hatch, hits will trigger the dying state on the last survivor. If the perk is level 3, you will also have the option to kill the survivor by your own hands. ( why not? probably gonna hang him anyway )
Unstoppable
Your Focus and Determination to reach injured survivors makes you a walking tank, any healthy survivors you walk into are bumped aside (or just able to walk through, as bugs are sure to happen with a pushing mechanic), giving an 3/6/9% speed boost for 5 seconds each touch, stacking if multiple (can not touch a survivor multiple times in a row for the effect). Barricades also break upon being dropped on you, however previously dropped baricades will still need to be destroyed as usual.
The idea of the perk is when you are chasing the injured survivor to the door, and the whole team comes to block your path, as well as chasing down the survivor if they are looping you.
Keen Sense
You remain calm and stay dilligent, thinking about your prey's next moves.
Once the Exit gates are powerd, all aura reading perks ranges are increased by 32/64/infinate range and last 5/10/15 seconds longer.
This one sounds a little strong, but you will really only ever have nurses to view people, thus its increase in time would be applicable to Bitter murmur as well.
The hatch one pretty much covers the main idea so you already covered that one Boss.
Regroup
You have grown attached to the other survivors in the trial, auras are revealed from a 32/64/infinate range once the exit gates are powered.
This will not overshadow bond as it will only be available at the end, and would allow you to see who is being chased and where to hide in the mean time until you can route your escape.
The Man in the Alley
You see a shadowey figure blocking your path, it is unaware of your prescence, and you hide in fear. Killers aura is revealed to you when he is within 5/10/15 meters of the exit gate panel or the Black Lock. The effect is trumped by killers stealth abilities. (insidious, wraith cloak, T1 Micheal)
Last Hope
The sight of open doors and a chance to freedom ignites a fire in you, once the exit gates are powered, gain a 10/20/30% incrased chance of jumping off the hook, and invulnerability for 1/2/3 seconds after.
Thats all my ideas and opinions, too many of these perks would kinda crowd up, though more non teachable perks I would love to have. Any other ideas would be increase time to opening doors and such, but these are all I could come up with.