- 2+ killers in a match exploit: Abusing bugs to join a public match a second killer
- Legion mend time exploit: Abusing a bug with Filthy Blade and Nasty Blade add-ons to greatly extend mending time
If you witness a player abusing the Legion mend time exploit, please be sure to report them through the in-game report system. There is no need to report the 2+ killers in a match exploit. We have access to data that will allow us to find the players abusing the exploit.
New Killer - The Hatred (Surv too)
New Killer - The Hatred (and survivor too). A lot of times when I think of killers, I tend to base them off of a very narrow yet undeniably fun build of an existing killer. Such is the case here. This is the result of wondering what it'd be like to have a sort of permanent vanity/scratched mirror Myers. With some modifications, of course.
First of all (and yes I've said this exact same thing with every new killer I submit), sorry for the impending wall of text. Yes this is yet another new killer/new survivor kind of post. Sorry not sorry. I really appreciate this game and would like to see it evolve. Now then, all constructive criticism welcome. If you like my ideas, say so. If they're crap say so then help me polish the turd a little. You get the idea. Fuller backstory to follow if this idea is liked. Will respond to comments as able.
The Hatred (110% base speed. 16m terror radius. Weapon=fireplace poker. Appearance=A teen girl with sunken eyes, emaciated skin, and tattered clothing). The target of relentless bullying at school as well as inhumane torture and physical/emotional abuse at home, Rebecca Morrison felt completely invisible and irrelevant. Hope had long ago fled from her. No one would help. No one cared. No one realized the true horror of what she was enduring. No one, that is, until she heard a whisper in a dream offering what no one else could...a way to make it all stop, a path for empowerment and revenge, and a way to never be forgotten again.
Power: Phase Shift - The Hatred is a relentless tide of evil. She does not benefit from bloodlust or any speed boosting effect of a perk. Instead, she pursues her foes endlessly using the power of Phase Shift. Holding down the power button turns her form ethereal and allows her to pass through solid objects (as in no collision detection). Releasing the button will phase her back in. The actual phasing in and out is instant, but her speed drops by 1% per second that she's phased and returns at a similar rate when solid again. Hitting or grabbing a survivor within 2 seconds of phasing in will restore her speed to full immediately. While phased, she can't be stunned and has no heartbeat or red stain. She is especially vulnerable to being blinded however. If she's blinded while phased, her speed return will take twice as long. Note: at no point of her phasing is she ever invisible.
If The Hatred phases back in when still in contact with something solid (including a survivor), then The Hatred is stunned for 3 seconds and can't phase again for 30 seconds. If it is a survivor, then that survivor is also stunned, but for only 1 second, and they're also hindered for 10 seconds.
Mori - With the survivor standing/wobbling, The Hatred connects with a crushing blow against their kneecap, dropping them to their knees. The Hatred then connects with a vicious blow to the back of their skull, laying them out flat. Finally, after contemplating the survivor as they feebly twitch, The Hatred stabs down with her poker through the survivor's neck, finishing them.
Perk#1: Fear Factor - You elicit abject horror from those survivors in your immediate vicinity. This horror causes any survivors entering your terror radius to have their active negative status effects extended by 10/20/30 seconds. Those already in your terror radius receiving a status effect are unaffected. There is a 60 second cd before a survivor can be affected by this again. Status durations can not be extended past the maximum for their original cause. A survivor affected by this perk will have their portrait icon glow for 2 seconds.
Perk#2: Hex: Cursed Touch -This is a hex based on the concept of revenge. Whenever a generator is completed or a totem is cleansed, a token is generated (capped at 4) and each living survivor receives a random debuff between exhausted, hindered, blinded, and exposed. These debuffs last for 30/45/60 seconds or until that survivor is hooked. Survivors already suffering the debuff that would be assigned to them instead have that duration reset to max. When this totem is cleansed, that survivor gets a set of debuffs = to the number of accrued tokens lasting 15 sec per token. Note: While token generation is capped at 4, debuffs will continue afterwards.
Perk#3: Prized Possessions - You never had anything of value in your old life. Now that you do, you protect them aggressively. Cleansing totems and opening chests will now incur a single skillcheck at a random point during the process that is moderately/considerably /tremendously more difficult than normal. Failing this check will give a loud notification and reset progress to the beginning.
Survivor - Chad Connors. My general idea here is a boy in his late teens who was a jock as well as a bully. I thought it'd be funny to use the first name of the jock from Last Year.
Perk#1: Pack Mule - Why stop at one when 2 is better? You are now able to hold 1 additional item, either by bringing one item and finding another one, or by finding 2 items in trial. Pressing the activate button will switch out your active item. This practice is clumsy, however. When carrying 2 items, each item is used up 70/60/50% faster. Additionally, both items will be dropped if something happens to cause one item to drop. This is incompatible with other activatable perks.
Perk#2: Desperate Measures - Everyone has a survival instinct. Yours is...extraordinary. For every other survivor sacrificed, you receive a stacking 1/2/3% to your base speed while in a chase. If you are the last survivor in a trial, the speed boost is always present, regardless of being in a chase.
Perk#3: Grasping at Straws - The sheer power of your will to live shines brightest when you're heavily injured. When you're on the ground in the dying state, up to 40/50/60% of your recovery bar is translated to your struggle meter when picked up. (full disclosure...yes i know many people have suggested something like this so I'm not trying to take credit for this idea. It's just something that should exist in the game, so I'm renewing the call for it)