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Found 52 results

  1. Is it possible to have some type of implementation system when selection perks to NOT get the same perk constantly, based on what you have already chosen. For Example [I have uncommon, rare, and a couple epic, Already. I see it as a waste of a roll if I get anything already under these categories, with those specific Perks again]. I KNOW we can sell them back. I just didn't know if there is something to be done to take those perks out of the equation if you already have it in your perk inventory. Thank you.
  2. In most states the legal definition of gambling encompasses the following: Using CP (in-game currency) to pay for perks, falls into this category. With everything that has been going on with EA, and that fact that states are currently in the process of drafting legislation to control gambling in games, do you think that the current perk system is sustainable? P.S. While EA is referenced, this question is in regards to this game only. How will current, and future, legislation affect the game? Nothing else.
  3. I know, there has already been a topic on this. But, I have changed mine up a bit, instead of copying the other person's topic. My idea is similar to the Dead by Daylight perk system, if not exactly the same. Other counselors can also have these perks. So, let's get to it. Vanessa Sprinter- Run twice the speed of your normal speed for 3 seconds (Unlocks at lvl 45; only activates in chases; drains some stamina; cooldown 45 seconds) Windows can save your life- If Jason tries grabbing or slashing at you while you try to get out/in a window, you will go invincible for 2 seconds and you will automatically start running (lvl 40; Also, this is a build where the windows are fixed; normal stamina; cooldown 30 sec) Shh, Quiet!- When you go into a hiding spot, the noise is reduced by 10%/20%. Also, Jason cannot sense your sound blips for 2-5 seconds (again, gets triggered in chases only; doesn't drain stamina; lvl 37; cooldown 10 sec) Fox Picker Upper- You equip weapons/parts/items faster (no cooldown, can happen any time, lvl 35) Don't touch me!- When Jason grabs you, there is a 10% chance a skill check will appear to immediately get out of his grab (I know, I'm ripping off Decisive Strike, but there is a difference, there is a chance, not an immediate skill check; if you have a knife, the knife will not go in his neck; lvl 40; 2 times per match) Silent Mechanic- When you fail a skill check, there is a small chance that the sound will not play (Again, similar to technician from DBD, but this will only happen exclusively to repairing the phone or car, but if you're the last one alive, then this can apply to any escape route; lvl 45) Mitch 6th Sense- When Jason is near AND is in stalk, an audio cue will play, notifying the player (unlocks at lvl 26) High Turkey- Another Jason related perk. If you spot Jason, the scream that was added in the 10/25 update will play AND Mitch will scream like crazy, causing everyone in the area to get alerted (Lvl 33; cooldown for 7 seconds) Keeping calm- If you are in a hiding spot, and you are not holding your breath, there is a 5/10/15% chance that the voice cue will not sound, tricking Jason that you are somewhere else (lvl 49; no cooldown) Adam Edgy- You have a higher luck increase while this perk is active, and you can find items better (luck increase by 2-3, no cooldown; lvl 20) Radio Dude- While a radio is on, you get a 2% speed increase for every action, excluding calling the police (lvl 31) Buff- Your strength is increased by 1%. (No cooldown, lvl 36) LaChappa Nerdy Birdie- After jumping/going through a window, your repair speed is increased by 2 to 3%. (No cooldown; lvl 16) Trap Senses- Counselor/Jason traps are visible to you within a 32m range. (lvl 20) Spy- When you start the match, the auras of escape objectives/parts are revealed to you for 5 seconds (lvl 28) Buggzy Bodybuilder- Same as Adam's perk, but your strength is increased by 4%, which is not alot (lvl 17) Protector- You will get 200xp for protecting a counselor from an attack (lvl 22) Just a scratch- When you are critically injured, you are able to sprint, but your stamina cannot regen due to fear rates (lvl 35) AJ Rocker Chick- Jogging speed is increased by 25%, which is not alot. Lvl 7 Girl, please- You have a higher chance to stun Jason when he grabs a female counselor. Does not apply to males until lvl 60. (unlocks at lvl 14) Crazy Lixx- After stunning Jason, you have a 6% speed increase. Drains half stamina; cooldown of 30 sec. Lvl 27 Chad Lucky Douche- The duration of calling the police is decreased, along with driving the boat and car. If you have the perk that increases vehicle speed, it stacks. (Lvl 10) Know your ways with girls- When around female counselors, their fear DECREASES by 12%. (lvl 22) Such a Bastard- If you try to hit someone with the car, they instead will get pushed to the side (lvl 37) Jenny Home Girl- Jenny's repair/stun time is increased if she is the second to last one alive (lvl 26; 2% increase) The Final Chapter- You will be prompted with a skill check if Jason crashed the car to stun him if you need to make that quick stun/escape (lvl 42, 20 sec cooldown) Oh my god!- 6% chance that dead bodies will not startle you (ranges from 6, goes all the way to 9%; lvl 59) Kenny Head Counselor- Every counselor who is still alive receives a 4% action speed increase, but can only be activated if injured. this excludes hurting yourself through a window (lvl 30) Driver's License- If you crash, there is a 20% chance that the crash will be prevented; ranges from 20 to 50% (unlocked at lvl 62) Decoy- You are able to place an object that spins around in a circle, causing noise blips so you can distract Jason. Similar to radios, but you can carry them around (unlocks at lvl 95; can only carry 3; they will be placed in your inventory with x3 at the bottom of the icon, and jason can destroy them. you cannot fix them or pick them back up once placed) Tiffany Sticky like lip gloss- When YOU place a trap, and Jason steps in that trap, he will need to spend a longer time mashing E, X, or A to get out of the trap. (lvl 29; cooldown 30 sec) Scavenger- When standing near a pocket knife, firecracker, first aid, key, fuse, etc, will display a yellow aura for 2 seconds (unlocks at level 35, cooldown of 95 seconds) Faster- When you are near another counselor, there is a 3-6% speed increase to whatever they are doing, such as opening a door, window, going under a bed, repairing, etc (Unlocks at level 72; no cooldown) And now, last but not least, Deborah! Always Prepare for what's coming- When you start a match, you are equipped with a walkie, a map, a first aid, and a firecracker when you spawn (No cooldown, unlocks at lvl 150 when the patch comes out; also, the perks that allow you to start with those items DO NOT COUNT, so if you try to equip those, they will not equip) Coming Home- When running to the police within a 32-64m range, you will instantly heal + your speed will increase by 2%, similar to adrenaline from DBD (unlocks at lvl 132) Sweater Chic- When Jason senses you, the outline of your sweater will appear. Cooldown 90 sec; unlocks at lvl 122 I know, those were crap and might get moderated or get called terrible, or might get locked. But, I tried. If you liked this, I might make a Jason perk suggestion in the future. Thanks!
  4. Hope to use this for things that wouldn't be considered an overhaul of the game but more of an update on some features already in the game. While some will obviously be larger changes hoping most are realistic and achievable in terms of code/script loads and a production standpoint to improve on features already pretty solid without complaining too much. Would rather it be a more constructive suggestion/feedback list. First one: When getting perks we obviously have the Plus and Negatives displayed as a percentage but it would be a worth while idea to have another bar in each of the Counselor stats that actually show what the perk does to the corresponding stats they effect. So having something that E.g. has a stamina buff but speed nerf actually appearing on the respective bars would be an idea to have it when you equip that perk it's displayed as a blue notch and you get a better idea of what it is actually doing for/to your character. Terms of cost it would need a U.I. update, possibly some code .cpp changes then handled by metadata would be required for this. Then again it would maybe just need the U.I. and metadata to display the percentage that is already handled by the perk itself to show it. Not sure if this has been in yet. Apologies if Duplicate.
  5. Jenny Myers is a tank for composure. I currently have equipped the Night Owl perk for 58% darkness resistance. Controlled breathing - 22% (faster composure increase while hiding) And Ice Cold - 49% (reduction of fear of dead bodies) For some reason I think Ice Cold may not be that good. Is there any sources of how much fear rises from seeing a dead body? Lone Wolf or Nerves Of Steel are interesting choices. Nerves of Steel is overall fear resistance right?
  6. are all vehicle perks fixed? are they working,? and i would love to have a list for the max perks %'s for every single perk would be nice somewhere, ^^
  7. If I choose a perk for a character who has max stats in a certain area e.g Deborah having the repair perk (she already has 10/10 in repair skill), or Jenny having the escape artist perk (already having 10/10 composure). Does it actually make a difference to that skill as they're already maxed out or am I better off choosing perks that boost lower skills they may have?
  8. I have tried playing with almost all the counselors -- but I just seem to enjoy the game more when playing as Chad. He's fast, recovers stamina quickly, and makes the coolest faces. But fixing crap with him is a nightmare. I have to go through, like, TEN tiny little fields to get him to fix something. Needless to say, it's time consuming. Which, of course, is the whole point. I keep rolling the dice to try to get the "Tinker" perk for him, but have yet to come across it. I'm just worried once I finally do get it, it will only give him SEVEN fields to get through when repairing -- rather than the 2-3 that Deborah has. Has anyone tried Tinker with The Chadder? I just want to know if I should keep trying to get that perk, or if it's not worth it.
  9. Now that Jason has been nerfed. Can we finally have perks for Jason? 3 slots or 2? I have seen SO many people in game bully Jason until he quits since the patch its pretty cringy. Okay I get it the range for the grab kills was OP and rage inducing but also satisfying (as Jason). Give Jason at least perks to use? Increase sense range by x% or run speed by x% or car start up decreases when near a vehicle by x%? Right now Jason is not even threatening, compared to before. Jason is the driving force of this game. Games will be boring soon once Jason starts dying on a regular. Make Jason lethal again with perks would be fair? I think this would make Jason more customizable and more fun.
  10. Hello everyone. I have a epic sucker punch perk but really can't feel any improvement on stun chances compared to when I didn't use it. So my question is: is it just a feeling or is it one of the perks who still have to be debugged?
  11. Many counselors have stories of perks they "Accidentally" sold when trying to sell a different perk. While I may rue suggesting this as a preferred Jason, let's have a "Perk Call Back" system where after deleting a perk, the perk then goes down-screen into a "To Disappear" queue, where the perk flashes slowly, and is held for a limited time of about 30 seconds. If a mistake was made, the player will have 30 seconds to go down screen and "Call Back" only the most recently sold perk which is now sitting in the "To Disappear" queue. Any perk in this "To Disappear" queue vanishes forever if a second perk is deleted as doing so causes the second perk to take the place of the first perk deleted in the "To Disappear" queue. Finally, if there is a perk in the "To Disappear" queue, make it so that players cannot delete a second perk until they review and confirm the perk that is about to disappear in a pop-up dialogue that appears as they are about to sell a second perk. This whole system, as described here, will prevent accidental deletions while at the same time, not allowing counselors to cherry-pick from multiple deleted perks.
  12. I really don't do that. After watching a youtube video when the game released I remembered a guy named CharminExSoft telling you the most important perks you need. Would you think the Dev's will make future plans to add new perks that you may would want? Like a perk that's the same as the one you once had but it just has higher green percentage and a bonus that comes with lower fear and yada-yada? Or a completely new perk that can trump 3 perks you have all out all at once? Something I think is good food for thought. It was just on my mind lol.
  13. Do perks which increase a specific stat, such as Stealth, actually increase that stat if it's already at 10?
  14. Right so I hadn't rolled for perks for ages once I hit 101 so I checked my co I had 40k and did a marathon run on spending now a few times I seen some pictures of perks flashing by that I can't find on the net or asking people, but they've also seen them flash past too. 1. Is a hand holding a knife, unused starts with a knife perk? Or pocket knife has 2 uses? Or even stuns Jason for a bit longer? Or maybe start with a machete? 2. An eye not the one with a trap next to it I know that perk, it's just an eye, no idea what that could be 3. Some kind of crystal ball? If I can get images I will but I'm using a ps4 and it's a bit hard to get them on there, so if a pc user could? If you have or know someone who has rolled these perks and know what they are then please let me know. Also on a side note, any noticed a weapon swinging noise? We all hear it at the same time too
  15. Asking all members to please help @Gertz go through this list so we can inform the devs of exactly which Perks are working and which aren't. Working Perks will be listed in GREEN and broken Perks will be listed in RED. Please keep the thread free of too much unnecessary discussion. Simply state the Perk Name and if it's working or not. The goal is to get the list color coded as quickly as possible, so focus on the Perks that haven't been classified yet. Or if you disagree with the status of a certain Perk, post proof showing otherwise. Color codes will be added as we move forward with this. (Note: This was started in another thread. But in the interest of clarity and making the list easy to find, I wanted to make sure it was the OP of the thread.) Link to reddit post requesting this information: Perk Name Positive Effect Negative Effect Additional Effect Adrenaline Rush + Grab Stamina Boost - Stamina Regen None Aquanaut + Swim Speed - Sprint Speed + Swim Stamina Controlled Breathing - Hiding Fear - Stamina None Easy Listening + Radio Stamina Regen + Noise None Escape Artist + Grab Escape - Grab Stamina Boost None Evasion + Dodge Speed + Damage Taken None Firecracker + Firecracker Radius + Noise Start with Firecracker Friendship + Damage per Nearby Teammate - Stun None Grease Monkey - Car Start Time + Boat Start Time None Grinder + XP Gained - Melee Damage None Heavy Hitter + Bat Stun Time - Stamina Regen None Heavy Mover + Barricade Speed + Noise None Heavy Sleeper + Tent Sense Avoid + Fear None Homebody + House Sense Avoid - Stamina None Hypochondriac + Healing + Damage Taken Start with Medical Spray Ice Cold - Corpse Fear - Sprint Speed None Lead Foot + Car Speed - Boat Speed None Level Headed + Sense Avoid + Noise None Light Foot - Sprint Noise + Fear None Lone Wolf - Solo Fear - Melee Attack None Low Profile + Sense Avoid - Sprint Speed + Crouched Speed Man At Arms + Weapon Durability - Melee Stun None Marathon + Stamina - Sprint Speed None Medic + Healing + Damage Taken 2 uses per Medical Spray Motorboating + Boat Speed - Car Speed None My Dads A Cop - Cop Time - Car Speed None Nerves of Steel - Fear - Sprint Speed No Fear Mini-map loss Night Owl - Darkness Fear + Noise None Potent Ranger + Tommy Damage - Not Tommy Damage None Preparedness - Fear - Sprint Speed Start with Large Map Psychic + Voice Range + Noise Start with Walkie Talkie Pyro + Flare Spot Time + Fear None Quiet Swimmer + Swim Sense Avoid + Fear - Swim Noise Restful + Stamina Regen - Sprint Speed None Scout + Trap Escape + Damage Taken None Slugger + Damage - Stun Start with Baseball Bat Sneaky + Window Speed + Damage Taken + Hiding Speed Spacial Awareness - Stumble + Noise None Speed Demon + Solo Vehicle Speed - Repair Speed None Sucker Punch + Melee Stun - Sprint Speed None Swift Attacker + Attack Speed - Attack Damage None Teamwork - Fear per Nearby Teammate - Attack Strength None Thick Skinned - Damage Taken + Stumble None Thrasher + Axe Damage - Melee Stun None Tinker + Repair Speed - Stamina None
  16. What role would you put Chad as? Also share your perks for Chad. I'm using Thick Skin, Sucker Punch, and Heavy Hitter all epic of course, I put Chad in the role of playing as a Body Gaurd. Please share your thoughts and support/tips all you Chad Fans.???
  17. One thing I really enjoyed from Dead by Daylight is their perks system for the killers. Each Jason could have a deep perks system such as conselors. For an example of possible perks: Jason could install bear traps more quicklier. Reduce weapons damage, resistance to flare guns, temporary immunity to firecrackers. More stun resistance from Pamela's sweater, etc.
  18. I've noticed that only one of my perk slots work in game and with that I've searched and have found nothing to fix it (and if you want to know I play on pc) and these are all the things I've tried only using a single perk in one of each slot in there different matches with the perk that give you med spray and only the first one work I've tryied doing it in the lobby home screen everything and it still only works with the first one so if anyone has an idea or suggestions tell me (unlikely but if an moderator or someone higher up sees this and know there making a patch on this tell me!)
  19. So today I got on the game today to see my thick skinned perk specifically had been altered. I could be wrong but I haven't seen an announcement anywhere for this, and I admit I'm not satisfied as it was completely unexpected. But more importantly my thick skinned was 43% and its been reduced to 18% now. I would just like to know if there is any news on this? I asked on twitter and I was told it was a bug they are looking into seemingly. Despite that, I find it very hard to believe. So is there any news? I'm not looking for an opinion of it being OP or something like that but genuine news as I don't know what's going on, I plan to stop playing this game if developers cant compensate with CP or be consistent. I spent lots of CP that I wouldn't have trying to get specific perks to fit a style and if that combo now becomes useless I would at least like CP to help me pick myself up in a new style. I definitely wont be sticking if this isn't resolved properly somehow or it happens again. I don't mind them having to balance things out if that's what they feel but take into consideration the game has far bigger issues and at least try to compensate players who wasted CP potentially when they could have bought fun Jason kills. Well I will come back, but I am incredibly dissatisfied to say the least. Once again on the twitter they seemed to have implied its an issue that they are looking into. So any news?
  20. Haven't seen this mentioned, folks on Steam are saying the thick-skinned perk has been "nerfed". (Yes, those are quotations... Gamer linger isn't my thing.)
  21. Hello everyone, after playing this game for a while me and many others have felt some aspects of the game felt unbalanced so I just had to say my opinion on what can be done to make the game more balanced. So in this thread I will try to list all these problems and what can be done for them while I also give my own suggestions to balance them. Eric Lachappa Now we all know Lachappa is by far one of the worst counselor to play as since you rarely ever see him being used in a match (unless he's being used to troll) as both A.J. and Deborah beat him in almost every stat besides Luck and Strength. What the balance should be for Lachappa: Remove 1 point in Luck Remove 1 point in Strength Add 2 points in Composure With this balance Lachappa can become viable and can be used more often but won't exactly outshine A.J. or Deborah. With this buff Lachappa will beat Deborah in Composure, Luck, and Strength but Deborah will still beat Lachappa in Stealth, Speed, and Stamina meaning it comes down to preference and play style on who do you want to play as. Even with the buff Lachappa does not outshine A.J. in Composure, Stamina, Stealth, or Speed meaning A.J. or Deborah still outshine Lachappa in certain stats but with the buff Lachappa should see more usage rates. Tommy Jarvis The main and biggest problem with Tommy Jarvis is not everyone is well informed on how to play him as when you are in a match you most of the time see the person playing Tommy trying to escape and basically using Tommy as a second life to escape instead of actually helping your teammates escape. I've seen threads with good ideas such as when players have died it gives the dead player a message that tells them if they want to become Tommy Jarvis or not and if chosen not to be Tommy then it tells another dead player if they would like to become Tommy. Another solution to this would be when it states 'YOU were chosen to be Tommy Jarvis' it would also say underneath that text 'You DO NOT gain XP from escaping, XP is gained from helping teammates'. Another problem with Tommy Jarvis is some players aren't motivated or don't feel like helping others as he gains the same XP as other counselors when they help others. A fix to this would be Tommy gets +25 extra points for everything he does to help others. So for example a regular counselor fixing a generator would only get +50 but if Tommy fixes it he gets +75 and this would be for everything from helping a counselor break free from Jason, to healing a injured teammate, and so on. Now this third problem is optional but I will still state it anyways. Tommy should spawn with a pocket knife as most of the time when you or someone else gets chosen as Tommy there is rarely any items left when you/they spawn. The pocket knife will also help prolong his survival a little more which is more time for Tommy to help the remaining teammates. (Plus he had one in Part 5 it would only make sense for him to be carrying one). Jason Voorhees You already probably knew this was going to be included in the thread as lets face it grab is a little too op in the state it's in. It does not matter if you have high composure or the Jason grabbing you has Grip Strength as its weakness as you will die from grab kills specifically kills that are quick to perform such as the dreaded Choke kill. Let's not also forget how insane Jason's grab range is and how far he can grab you from which obviously needs to be lowered. I have thought of many, many solutions to this problem and I feel like I have came up with the best possible solution to fix this problem without making Jason feel weak or less op. The solution is Jason can no longer perform grab kills instantly (can still do context kills normally) and off the bat but instead all 4 grab kills act similar to that of his abilities but instead of having to wait for all 4 to be ready, they all charge up at the same time. For Jason to perform a grab kill they have to be 100% full. Jason passively gains 3% every 5 seconds (subject to change if it takes to long to charge up) (Once Jason performs a grab kill it resets back to 0% and the cycle continues). Jason can speed up the charge in many ways such as if Jason knocks out a generator he gains 6% every 5 seconds in sections of the map where the lights are off. If Jason breaks a window, door, or manages to land a hit on a counselor with either his weapon or a throwing knife/dart then he gets +5% (what I mean by this is I don't mean it adds to his passive so if he breaks a window and a door then he gains +10% but does not add to his passive gain). If Jason kills a counselor he gains +15% and +75% for killing Tommy. Since Jason can no longer perform grab kills unless they are 100% fully charged it means Composure and Grip Strength actually matter and if a counselor breaks free from Jason's grasp then Jason gets +10%, if they use a pocket knife or firecrackers he gains 20%. If a counselor steps on Jason's trap he gains +15% and if Jason stops the boat he gains +35% and +45% if he stops the car. Breaking generators and the phone box give +5%. And getting stunned by melee weapon gives +10%, stunned by flare gun gives +15%, and getting stunned by shotgun give +30%. In rage mode Jason passively gains 10% every 5 seconds (gains 20% every 5 seconds if that area of the map has its lights turned off). (Depending if Jason goes to rage faster and proves too difficult as more people are likely to break free from Jason's grasp then slightly increase the amount required to reach rage mode) Now this last problem is only centered on Part 7 Jason and that is he considered by many one of the worst Jasons to play as since most of what make an undead Jason good are his weaknesses. To counter this problem get rid of Shift as his weakness and replace it with Stun Resistance (Part 7 had Stun Resistance in the beta before traps were introduced) as not being able to run and having Shift as a weakness greatly hinders this Jason at being a threat on land. Counselors If the suggestions above about Jason do get added then when a counselor gets grabbed by Jason the player should also see all 4 of Jason's grab kills so it gives the counselor an indication on how close Jason is on filling up his grab kills and the player could communicate to his/her teammates on how close Jason is to being full. If that suggestions gets added then counselors no longer automatically use pocket knives but instead players have to press the button to use it so if the player sees Jason is very close to filling it up and then see him passively gain that 2% or 4% needed to be 100% full and they know they won't be able to escape in time then they can use their pocket knives to escape. Now we all know if you try to escape in a boat and Jason stops it there is nothing you can do as you are pretty much dead as you can't stun him or even escape as drowning is an automatic death so to somewhat make it more fair: If a player on the passenger seat has a shotgun or flare gun they can stun Jason if they manage to land the hit but for a much shorter amount then when stunned on land. Perks There are so many perks yet so many are underused or not used at all as they are terrible so here are my suggestions to improve them. (Keep in mind I do not have all perks and the websites I used to see what each perk does/gives could have been outdated so some perks could have changed) Thrasher perk starts you off with an axe Scout perk has a chance for you to be able to use a pocket knife on a trap without losing it (based on percentage) Quiet Swimmer perk makes you regenerate stamina faster in water as an additional effect Pyro perk starts you off with a flare gun Potent Ranger perk gives Tommy Jarvis (you) a second use of the shotgun as an additional effect (based on percentage) Heavy Sleeper perk makes you regenerate stamina faster Evasion perk makes you use less stamina when dodging as an additional effect Easy Listening lowers your fear as an additional effect Aquanaut perk decreases fear in water as an additional effect Teamwork perk also lowers fear for everyone around the person who has it equipped as an additional bonus Friendship perk also increases attack damage for everyone around the person who has it equipped as an additional bonus Heavy Mover allows you to close doors faster as an additional effect and reduces more fear while closing doors Now some perks may still be terrible but I did the best I could think of to make them somewhat decent. If you have any suggestions about a certain perk be sure to say it. If you managed to read all the way through then thank you for taking your time to read through all that and be sure to leave your suggestions as it would greatly help.
  22. UPDATE: Played a game and now I have all my perks. 2 of my perks have gone missing. I know this because I always keep 29 perks, and I'm currently sitting at 27. One of them was definitely the Medic perk that I just rolled last night. Interestingly, it's still equipped on Vanessa but not LaChappa. Vanessa with the perk equipped: http://steamcommunity.com/sharedfiles/filedetails/?id=970229966 Perk Inventory with it missing: http://steamcommunity.com/sharedfiles/filedetails/?id=970230018 LaChappa with the perk missing: http://steamcommunity.com/sharedfiles/filedetails/?id=970230068 I'm not sure what other perk went missing because I wasn't using it. If it helps, I rolled a rare Medic perk last night and sold my old Uncommon perk.
  23. Hello, First I will like to start by giving kudos to what it is an amazing game. Thank you! I will also like to point out some perks that have potential but I think myself and most people I talked to and from videos I watch are not significant. Again, this is to give players more choices. Grinder: 5% exp is not significant from the epic. I believe this perk can double on value and NOT be a game breaker. I tested with it and replacing it full offensive perks and I get more exp surviving and fighting with Jason longer than the exp I get from this perk. I will suggest 2%, 4%, 6%, 8%, 10% to be a bit more significant. Escape Artists: This is one perk that is useless to most players, even epic and running Jenny with higher composure is no use for grabs instant kills. I see recently most Jasons are getting VERY lazy and resorting to that instant kill. I even saw a Jason not swing the axe once. The percentage that the epic provides is not significant, it does not give them a chance to escape that choke. The other solution is to have someone hit Jason and stun him while he is chocking you but smart jasons will spin so that that the counselor gets hit. My recommendation is to boost this perk a good significant amount (x3-x5)so that EVERYONE can take advantage of it and give Jason a run for his money, OR slightly increase(x2) it so that it can be slightly useful and has you start with a pocket knife. More to come.... Thank you again.
  24. My suggestion is that certain articles of clothing be made purchaseable with cp just as perks(counselor) and kills(jason) are... nothing too crazy, but small percentage buff on what perks already offer. Stackable, I'm thinking something like this. My level headed perk is 11% sense avoidance -3% noise generating penalty. I would spend cp on both a hat or shirt that increases my sense avoidance chance, and shoes that take away the noise penalty. Catching what I'm laying down?
  25. Out of curiosity, I was wondering what perks everyone likes to use? Why do you recommend those? I have been using Preparedness to start with a map, thick skinned, and my third one allows for quicker strikes. I typically use Deborah as I like to repair things for the group and her stealth is decent, although according to Rydog's guide stealth is pretty much insignificant except for eliminating sound pings when running. Considering switching to AJ though. Still using swift attack and thick skinned. Might try to use something to improve fixing with her or stun length. Does anyone have any character and perk preferences or recommendations? Which Jason do you frequently run and what strategies do you use?
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