Edited by Xabier at 2018-8-19 01:13
The Persona Web The persona web is branches of upgrades for both survivor and hunter in which certain perks can be obtained to give them an advantage over the other side. Every perk costs 5 points, some of which you can master by spending 15 points.
Survivor Persona Web Let’s start on the top branch and work our way clockwise.
Find a certain perk easily by pressing CRTL + F and searching for it!
The Upper Branch
Mech Elite - “Give yourself some rest.” When a calibration is triggered, the success zone (The Grey Bar) will be 10% bigger, making it easier to hit successful calibrations.
Curiosity - “Who can conquer the curiosity of decoding?” Highlights the closest two ciphers once the game begins. Note that your time will start once you spawn into the map, not when the camera finishes turning around, so make sure to pay attention!
Disturbance - “Sharks will suffocate if they stay still, while their prey is doomed to a life of fear.” Allows you to move 40% faster while you are crouching. This won’t make you as fast as walking, but it will sure speed you up. Useful for trying to stay stealthy and shying yourself away from the hunter.
Air Walk - “Tread carefully, as footprints will blow our cover.” When you run, a trail of footprints will be left behind you, allowing the hunter to follow it and track you down. Air Walk will shave off 1/1.5/2 seconds on the duration of your tracks, allowing you to lose the hunter easier.
Healing - “Strong willpower will take you to the dizzying height of success.” The 3 other survivors you are paired with will be able to heal you 10%/15%/20% faster. Useful when you’re a “hard to heal” character or under the effects of a healing debuff from those pesky hunter perks.
Sticker - “One can be hurt but not defeated.” Your self healing speed is quickened by 10%, allowing you to reach the heal limit quicker in preparation for teammates to heal you. Crawl speed (not to be confused with crouching) is also increased by 50%/75%/100%, allowing you to crawl for help just a tiny bit easier if you can, or make a desperate last attempt towards that open gate or hatch…
Hawthorn Effect - “People always behave differently when watched.” For every survivor within 5 meters of you, your decoding, healing, and breaking speed will be increased by 3%/3.5%/4%. You will usually have this effect while working on the same cipher machine as someone else. This effect can stack, allowing all 3 survivors near you to give you a potential bonus of 12%.
Spectator - “Save no one, and in the end, no one will save you.” You will be able to see anyone injured on the map, even if they are far away. However, those tied to balloons will not be highlighted. Your healing speed is also increased by 20%, allowing you to come to the rescue when they need it the most. Spectator will not show your location to others if you are injured.
The Right Branch
Obsessive - “Don’t miss any opportunity to rifle through some chests!” A fairly basic perk, one you were forced to unlock during the tutorial. Any chests within 16 meters of you will be highlighted. It is easier to see these chests behind walls, as the outline is more apparent.
Cold - ”Targeted prey will always feel a trace of dread.” Useful for when you don’t want to risk turning the camera while running to check which direction the hunter is coming from, as you might bump into objects. Cold will unlock an arrow gui, pointing towards the hunter if they are currently looking at your back within a 36 meter radius behind you.
Distraction - “Don’t lose hope. Remember: the night is darkest before the dawn.” Once exit gates are activated, the hunter will be outlined in red for 5 seconds, allowing you to choose the exit gate the hunter is walking away from.
Self Deception - “If you can’t hear it, then no one can.” If you are still struggling to hit skill checks, Self Deception is a good perk to lessen the punishment for missing one. There will now be a 50%/75%/100% chance for the hunter to not be alerted if a skill check is missed, causing the cipher machine to shock the survivor but not the hunter’s ears.
Snooze- “Pretense alone will change nothing.” If you want to smite campers and patrollers for those extra few seconds, run Snooze. The time it takes for a chair to blast off with you on it will be increased by 3%/6%/9%, either buying more time for your friends to decode or come rescue you. This perk is better paired up with a survivor who has a natural buff to their survival time on the chair, allowing up to 63.8 seconds of survival.
Escape - “If you know only how to run and escape, then run!” Boosts your running speed for 120 seconds after the gates activate by 4%/6%/8%. Escape can also be used as a judgement of time for a deadly hunter perk “Detention”. Both perks last 120 seconds after the gates power on, so when your escape perk runs out, so did the hunter’s detention perk.
Compensate - “There is a fine line between winning and losing.” This perk is basically the “You know where I am now, so do I.” After you or your survivor buddies fail a skill check, the hunter’s outline will be displayed for 3/5/7 seconds, allowing you to run away from the hunter more effectively. A nice pair with Compensate is Self Deception, as you will not trade your position for theirs anymore.
Borrowed Time - “To what end will the last gleam of hope lead?” After the gates are activated, you will heal one health state. So if you are injured, you will be healed back to healthy. If you are incapacitated, you will be brought back to your injured state. Borrowed Time will not activate if you are tied to a balloon or in a chair. Your movement speed is also increased by 50% for 5 seconds, useful for a sudden escape from an unpreferred predicament.
The Lower Branch
Drawbridge Effect - “When faced with the same peril, you feel the heartbeat of others.” Any survivor in a 18 meter radius of you will be highlighted in yellow, showing their location. Useful for sticking together in a situation where teamwork will make or break the match.
Distress - “There is yet some value that can be squeezed from your tragedy.” If you are placed in a rocket chair, other survivors will be able to see each other. This perk allows them to see if someone is already trying to save you, so they don’t waste time running to your rescue if it’s not needed. It will also let them to group back up and heal, or decode together.
Sneak - “No one will ever hear the person I am at this moment!” You leave no trail behind you when you run within a 18 meter radius of the chaired survivor. Note that you will starting leaving trails after saving them, as they are no longer chaired (thanks to you hopefully).
Shelter - “Survivors will beg for healing and comfort from you.” Probably the most effective healing perk, due to its risky requirement to activate, Shelter will boost your healing speed by 20%/30%/40% for 60/90/120 seconds. This effect may stack, potentially allowing up to a 120% boost from rescuing your 3 survivor friends.
Doctor - “Prolonged illness makes the patient a doctor, and there is no magic bullet for chronic illness.” A basic, but sturdy, healing perk. Doctor will boost your current healing speed by 15%/20%/25%, allowing you to heal others faster and get them back into the action quicker. Pair this up with other healing effects for a larger impact.
Catfish Effect - “Competition promotes the continuation of species.” As if fueled by the urge to save you, survivors within 12/18/24 meters of you while you are chaired will receive a 4%/6%/8% speed boost to their movement speed. Every percent counts between life and death.
Herd Effect - “There is only one shepherd amongst an ignorant flock of sheep.” For those who like to decode in groups, this perk will boost the decoding, healing, and destroying speed of every survivor within a 5 meter radius of you by 3%/5%/7%. Most effective around the whole team, giving out a 21% boost in total.
Tide Turner - “Don’t give up! This is how miracles happen.” After saving someone, both you and the rescued will be undownable for 20 seconds as you make your escape. Players under the tide turner effect will have a blue aura around their icon in the top right corner. However, you can still be hit by the hunter. If a hunter manages to hit you while you are under the tide turner effect, your blue aura will turn red and you will be put into the “Last Effort” stage. During Last Effort, your main priority is to run away from any chairs and lead the hunter as far away as you can from your team. After the 20 seconds are up, you will be incapacitated. During the effect, you cannot be healed by anyone, so tread carefully. Miracles only happen if you make them happen.
The Left Branch
Risky Move - “This pair of hands could even remove the crown of thorns from poor Jesus’ head.” Don’t need to waste any more time than you need to saving a friend. Your rescue speed is increased by 40%. A Magician will be grateful for that swift rescue, and you will be too.
Exit Path - “In this dangerous game, you need to rely on yourself.” Pick yourself up from that floor, here’s your second chance. The healing limit is removed and you will be able to heal yourself back up to injured state. This is only possible once, so choose wisely when to make a possible miracle happen. You may also use this ability to heal yourself up to 99%. You will not waste the self revival and your friends will only need to spend a second to pick you back up. This perk only works if you are incapacitated, not injured.
Prisoner’s Dilemma - “To save or not to save? You have already made up your mind, haven’t you?” Your selfless eyes allow you to see others in peril. If a hunter picks up a survivor, both of them will be highlighted in red for 5 seconds, allowing you to possibly cut them off and attempt a save. This perk lasts the entire round.
Will to Survive - “Like a stranded whale, there is no struggle, just despair.” You’re not going out, not like this. Everyone on your team, including yourself, will be able to struggle out of the hunter’s grasp 5%/10%/15% quicker. This perk also causes the struggle effect to occur quicker on the hunter.
Great Power - “True potential is unleashed just before death.” Strengthens the power of your pulls. The hunter will be stunned 10%/15%/20% longer than usual after being hit by a pallet, buying more time for your escape and for your friends.
Bad Example - “An example has been made of someone already, would you like to be the next one?” It’s now your time to shine. When you are within a 12/18/24 meter radius of a chaired survivor, your movement speed is increased by 4%/6%/8%. The faster you save them, the better it will be for your team. Saving a survivor before their rocket meter reaches 50% will allow them to be chaired again and survive… until 100% of course.
Knee Jerk Reflex - “A feeling of impending doom is but a type of intense stimulation.” Use that inertia to carry you forward. After vaulting a pallet, your movement speed will be increased by 30%/40%/50% for 3 seconds. As you master this perk, the cooldown will decrease as well. You will be able to activate this perk every 60/50/40 seconds.
Broken Windows - “The window is broken, what are you trifling about?” Luckily you’re not vaulting actual broken windows with all that sharded glass… Like Knee Jerk Reflex, your movement speed is increased by 50% for 3 seconds after vault a window. Speed boosts can stack, you just need to figure out a way.
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