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Found 60 results

  1. 1: - There should be a map made based on the movie Jason takes Manhattan there should be a map where we try and escape from Jason on all levels upper and lower levels of the boat and try repairing the boat and find the missing pieces around the boat along with the tools used to repair the boat nothing to simple nor to hard to complete there should be another way to kill him on the boat and the ending should be where they escape to New York or escape from the boat on little skiffs to the city. 2: - all the main characters from all the Jason movies should be added like the Julius the boxer kid ,the cops from Jason lives the waitress from Jason goes to hell ,the bounty Hunter should be another alternative to call for help instead of Tommy Jarvis it would be the the bounty Hunter with the special blade that can kill Jason. 3: - new weapons should be added to the game like better escape or special stun weapons that have more damage to Jason. 4: - new and improved roll perks and Perks for Jason and counselors and all new costumes for counselors 5: - Jason should be able to choose from different weapons and have more different kill finishers .
  2. So me and these guys usually play in a group together. We know item spawns and alot of other stuff about the game. Ever since the last Jason buff we went from like everyone escaping every game to almost no one escaping besides the boat and stuff. I was messing around with Perks for a while to see what's the best way to survive as Jenny. I feel like this Perk build is one of the best Jenny builds. The Perks are Teamwork, Level-Headed, and Restful. All Epic maxed good stuff with minimal to no bad stuff. What are your thoughts? Video with the build! https://youtu.be/ivf9HUSY5HE
  3. Might this get a lock? I have no idea. I know there have been multiple perk ideas in the past, but I have an idea for a perk. Extra Protection: The icon is a condom, bc protection? Condoms? Horny Teens and premarital sex? The advantage is that you increase the stun chance, damage, and durability of any weapon from 1-5%. The only disadvantage is that you decrease the stats if you stun Jason or decrease his health to a certain point (ex: the machete deals 10 damage and when if you decrease his health by 50 points, the machete can break faster.) Maybe the whole idea of the perk can be changed. Leave your thoughts below.
  4. As you know there are a total of 45 perks in the game and only 30 perk slots available. It can be difficult to decide which 30 perks to keep so I wanted to poll the community to see which perks are commonly omitted. I was limited to 20 poll choices so I had to divide the perks into two separate questions. The following perks were omitted due to being considered some of the best: Marathon, Medic, Restful, Swift Attacker, and Thick Skinned. You can vote as many times as you like. In terms of discussion, it would be great to hear details on which perks are currently broken, nerfed into a useless state, or just bad in general.
  5. Hey Devs, I play and enjoy F13 since the release. First I want to thank you for this epic game, it is so much fun. Accross the last half year there are some points in this game, that could be much better or more balanced. Here are some Ideas: Teamdamage: Just like it was before the teamkills were removed. But just add the teamdamage back again. So conselour can cause damage to each other but cant do this until death. Because, if you play as Jason and grab a conselour other will try to release the grabed one by hitting everything. So Jason should use the grabed one as a shield. so everytime the other conselour try to release the grabed one, they need to hit Jason to do not cause damage to the conselour. It makes the fights more intense and help Jason a little more to fight vs a group of people who randomly hit on everything thats moving. But you cant hit each other until death. so there is a 1% HP border that conselour cant cross and kill. Only Jason. It would be better to act more carefully as a conselour. Improvement Walkie-Talkie: I think to get the game a little bit more difficult for conselour you should hide the droped objective parts on the map for all conselour until they pick up a walke-talkie. This would make sense, cause how they know where the parts are without communication. And it would motivate player to pick walkie-talkie up. At the moment if you dont want to teamplay, there is no further reason to pick this item up. Map: The map need to get a "Fog of War". At start without walkie-talkie, the conselour should see other conselour only in the range of the minimap or range of voice without walkie-talkie. The rest of the map activities are shadowed. If they pick up a walkie-talkie, they are able to see other player on the map including the droped objective parts as in the topic before. Much better would be that there are no conselour on the map to see. to avoid player teaming with Jason to reveal positions of other player. But it will be minimized be the point before. Additional Perk and Item Slots: As a hardcore player I want some rewards for high levels. My suggestion: Level 100 unlocks a 4th Perk Slot for each character of the account. Level 150 unlocks a 4th Item Slot for each character of the account. Jarvis Map rework: The Jarvis map is beautiful, but not well balanced for the game. It should provide 2 cars and 1 boat. The two main houses needs more focus. maybe put the phone alway in one of the two. the size need to shrink a little bit. not like the small maps. just a little bit. They ways between the camps are to long. the midle part with the mountain is too big. More F13 Music scores: I love the movies and i love the music. Maybe it is possible to add more randomly played F13 Soundtrack during the rounds. there are a lot of brilliant titles of part1 , part 2 and part 3 that are missing on this game. Maybe it is possible. Also the Radios on the map should include the metal song again. By activate and deactivate should switch the music track of the radio, like it was in the early version. Now the summer track is on the radio only and the metal track only in the car radio. Savini as Random at level 150: I know I know, this topic is old and hellpain since day 1. But, I think to keep Savini Jason alive in this game, is to unlock it to other player too. They guys who payed the 65 bucks for this kickstarter reward did their job well and helped the projec to get real. thanks for that ! But many of them are not play this game anymore or to less. So there are nearly no Savini Jason anymore in this game. How about this? You unlock the Savini Jason at Level 150 in the "Random Pool" of the account. So there is a small Chance for player with level 150 to play as Savini if the select random as Jason. I think this will be fair because people who play until this level 150 are enthusiasts and deserve the same honor as people who payed just 65 bucks and maybe stop playing after 2 or 3 months. If you want to reach this level cap, you need to play this game and you need to play this game good and fair. This is good for the community and the game if people really can earn a reward for playing this game long time. These are some suggestions. Thanks for reading and I wish some feedback. Thank you
  6. This is a simple one that would be very helpful, especially for those of us who like random counselors. A quick reminder at the beginning of the match of what you selected as that counselor's perks would be great, as I like to equip different things for different counselors to vary my playstyle.
  7. I had a great idea of an extra perk given to all Jason’s; let’s call it, startle. Basically 1 time per match the Jason player is able to use a 5th ability given to all when they get into rage mode that allows Jason to teleport directly to a counselor and grab them immediately. This will “startle” or scare the crap out of people playing online and also guarantee a kill if there’s 1 left and you save it or use it at a random moment in a match. With how many pocket knives are spawning maybe this ability also nerfs the knives and gives you a kill immediately. In all of the movies there is at least one death where Jason is never shown and out of nowhere he gets a quick kill. Same principal and would be awesome. Obviously it’s frustrating in a counselor POV but with how easily the counselors seem to be able to beat up on Jason, it would be nice to have some fun again and kill out of nowhere. Anybody else think this is a cool idea?
  8. Should they increase the max perk limit from 30 to higher? I know some people like collecting the different perks, and it seems like there are more than 30. It makes it harder to collect them all if you are only limited to store 30 of them in the bank.
  9. It used to be fun to play Jason but now it's no fun so many people play counselors so much that it's to the point you can't get many if any kills unless there are a majority of newbies playing. Here are some of the major issues with being Jason and if it don't get fixed soon i feel interest in even playing Jason by the majority will dwindle and without Jason there is no game to be played. So please fix and consider the following below and please all if you agree rate this posting and leave a comment if enough people speak up maybe we will be herd. 1.) It's so unfair that counselors can see gas, battery and keys on the map i think this should at the very least be reduced to the small map not the large map. 2.) Counselors can block and strike when playing Jason now you can block but not strike if you try it takes forever to do so Jason should be able to block and strike at the same rate a counselor can to make this fair. 3.) Counselors have been invisible a lot here lately i think this is a bug that seriously needs fixed can't kill what we can't see. 4.) Jason 4 used to be able to knock down a bolted up door with just two strikes i feel this should be re enabled again. 5.) You all really need to add at the very least a 3rd step to calling the cops the fuse is still very close to the phone if not in the same house further it's to easy to fix the box make a call and boom game is pretty much over b4 it begins so many Jason players quit once they hear the cops as they just started the game i also feel the cop perk to shorten time should be taken away and the police response time should be increased to 8 minutes. 6.) Jason's grab range needs increased it's way to easy for the counselors to get away just a wiggle when they hear the shift and boom gotta wait for recharge by then counselor is in a house. 7.) Jason part 7 as iv stated many times is way to under powered i want to play him more but he only has 3 traps and is very slow he needs more traps at the very least 5. 8.) The game provides way to many knives not only did each game have four pocket knives before the Tommy upgrade but now there are five including him. 9.) Jason's kills don't always show up proper when you grab someone sometimes usually most the time you have to use a crappy kill due to it being the only one that lights up red or risk losing your catch. 10.) All Jason's need to be a little faster even the Jason's who run are slower then all counselors light jog not even their run their light jog making it very frustrating when playing Jason and your slow as a snail. 11.) Counselors can hit Jason through the door and windows while he's trying to break or knock them down a bat or wrench or machete should not be able to go threw a door while it's still up or a window that's not broken. 12.) It's way to easy for counselors to stun Jason even Jason himself with powerful weapons such as part 3 and 4 Jason have to hit a counselor even those without the thick skin perk more then once to cripple them yet counselors only have to hit Jason once and he get's stunned forever. I feel counselors should have to hit Jason at minimum twice esp when Jason has a counselor grabbed before he gets stunned. 13.) Counselors get perks but Jason don't please provide Jason with perks such as sight sense last longer, stun time shorter, faster pace, stronger weapon, stronger grab, more knives at start, more traps at start, ability to see Jarvis house so Jason can kill power to it early, map shift loads faster, traps turn blue on map when set off this way if multiple traps are set at dif locations players won't go to the wrong place by mistake, throwing knives stun counselors, bigger target graphic when throwing a knife making it easier to hit target, throwing knives that will follow and hit a counselor like a tracking missiles etc..... One possible solution I have thought of to keep all happy is offering all there changes and provide say online game difficulty options such as "play against fearless Jason" This mode would be a match for advanced players in this online mode all changes mentioned above are implemented and for those who want an easy game as a counselor they play an online game as it is now calling it easy online mode this way counselors who want more of a challenge can have it as well as those who want a better, faster, and stronger Jason can enjoy also. Or just say hard online mode and easy online mode. Lastly I preferred playing the game much more before the developers wrecked Jason all to hell and gave all the counselor players all they wanted and then some on a silver plate it's to easy to escape Jason in most games even by the experience Thanks this is all i can think of right now if anyone wants to add to this or give their opinion please do so but please if your not one who even plays Jason and haven't or don't plan on it then don't complain about this posting for you have no idea. Sincerely, Chris
  10. Hello everybody, My highest perk is the epic night owl (reduction to the fear penalties from darkness) perk with +59% Darkness fear resistance bonus and -2% noise generating penalty. I was just wondering, what is your highest perk percentage you got rolling out perks?
  11. 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.
  12. 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.
  13. 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!
  14. 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.
  15. 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?
  16. 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, ^^
  17. 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?
  18. 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.
  19. 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
  20. With the right perks, Trolling Jason is too easy. For example i can just run around a table and he cant get me, his throwing knifes can be evaded simply by crouching behind a chair. His shift is just a matter of getting him stuck on terrain or a quick turn and to throw in some giggles, stun him when he gets annoyed and doesn't expect it. It's far more fun to get a Jason running around a table than escaping. He also cant trap inside. I have counted 9 rage quits by Jason players. Get a good Jason player and you can still waist his time long enough for everyone else to either escape or to get enough fun out of the troll. I don't even bother trying to escape anymore, it's uneventful in comparison. Councillor Perks can easily out tier Jason's abilities. If you would like proof of just how easy it is i can do a video in ANY game.
  21. 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?
  22. 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.
  23. 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.
  24. Do perks which increase a specific stat, such as Stealth, actually increase that stat if it's already at 10?
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