Perk Reworks & New Perk Suggestions
Reworks & Buffs
Survivors
Up The Ante - When repairing a generator without a Toolbox, Skill Check trigger odds are increased by 10% with success zones reduced by 40%. Increased 2/4/6% progression on successful Skill Checks, increased 2/4/6% regression on unsuccessful Skill Checks.
Vigil - When another survivor is within 8 meters, the killer's aura will be revealed to you and all other survivors within range when the killer is within 8/12/16 meters for 5 seconds. 30 second cool down.
This Is Not Happening - Recover from Exhaustion, Mangled, Hemorrhage, and Blindness status effects 10/15/20% faster when you are Injured. 50/75/100% Bloodpoint bonus in the Survival category.
Technician - Completely removes repair sound while working on a generator. (The piston sounds on a progressing generator are plenty loud enough to make this remain balanced).
Resilience - (added effect) 10/15/20% slower bleedout from Deep Wounds.
Killers
Insidious - (activatable perk like Dead Hard) When activated, you become undetectable for 8 seconds. 120/90/60 second cool down.
Territorial Imperative - Survivors interacting with objects (repairing a generator, searching a box, sabotaging a hook, sabotaging a bear trap, cleansing a totem, searching a Jig Saw box, drinking from a Pool of Devotion) within 10/12/14 meters auras are revealed.
Monstrous Shrine - Survivors' auras are revealed to you for 3 seconds when they enter the Basement and you are more than 32 meters away (Aura read has a cool down of 30 seconds). 50/75/100% Bloodpoint bonus in the Sacrifice Category. (takes over the original effects of Territorial Imperative plus a BP bonus).
Potential New Perks
Survivors
Conditioning - Recover from Exhaustion at 30/40/50% normal speed while running when outside of the killer's Terror Radius.
Oh Hell No - Gain a 5/6/7% Haste status effect while Exposed. Once per trial after the Exit Gates are powered, when you are struck with a blow that would put you directly from Healthy State into Dying State (Chainsaw cut, Exposed attack, Iridescent hatchet, etc.) receive a Deep Wound instead of going down.
Time to Bounce - After being freed from a Bear Trap, Hook, or escaping from the killer's grasp, move at 150% movement speed for 3 seconds. Time to Bounce ignores Exhaustion. Causes the Exhaustion status effect for 50/40/30 seconds.
Help!! - While being carried by the killer, reveal the killer's aura to all other survivors within 24/32/40 meters.
Heavyweight - Your scratch marks last 1/2/3 seconds longer. While being carried by the killer, the killer's movement speed is reduced by 5%.
Good Fortune - (takes over Up The Ante's old effects with a bit of a buff) For each other Survivor still alive, grant a 3/4/5% bonus to Luck to all remaining Survivors.
Killers
Rage - For every generator completed, the cool down of missed Basic Attacks is reduced by 5%. When the Exit Gates are powered, Terror Radius is increased by 30/40/50%.
The Butcher perks originally suggested here
: https://forum.deadbydaylight.com/en/discussion/112161/the-butcher-killer-concept
Deft Slaughter – You pick up and hook survivors 30/40/50% faster. After hooking a survivor, movement speed is increased by 7% for 9 seconds.
Exsanguination – While in Bloodlust, your next Basic Attack will cause a Deep Wound. Gain 30/40/50% more Bloodpoints in the Brutality category.
Coveted Prey – You become obsessed with one survivor. When you initiate a chase with your Obsession, you immediately enter Bloodlust tier 1/2/3. Has a 45 second cool down.
The Proxy Perks originally suggested here:
https://forum.deadbydaylight.com/en/discussion/112202/the-proxy-slenderman-killer-concept
I See You – When a survivor fails a skill check within 32/40/48 meters, their aura is revealed for 5 seconds.
Trepidation – Survivors within your Terror Radius recover from status effects 30/40/50% slower.
Hex: White Noise – Survivors become Oblivious while performing actions (repair, sabotage, healing, cleansing, searching chests). After ending the action, the Oblivious effect lingers for 1/2/3 seconds.
Comments
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Up the Ante is way too strong. Unless you meant only Great Skill check progression?
Vigil seems pointless.
This is not Happenning becomes a worse Vigil
Technician It doesn't matter at the end tbh.
Resilence, why not
Insidious aside from cooldown being way too high seems good
Territorial, basically the same as Vigil, aka almost useless
Monstrous becomes Territorial that has 10 second longer cd.
Conditioning looks like a weak idea with only that effect but would possibly become a perk.
Oh Hell No, i would reduce this a bit because Hope exists but its pretty good idea.
Time to Bounce cooould be annoying with a good SWF/survivors. But i think its okay
Help!!, change it to the general max range (128meters) and maybe give other survivors haste of 5/6/7%
Heavyweight, seems veeery bad. But still better than Boil Over
Good Fortune, still doesn't change that luck sucks!
Rage... why? Why not use Unrelenting instead?
Deft Slaughter, looks good. BUT i feel like it removes Lightborn from the game.
Exsanguiantion, This feels kinda bad. And i doubt it would be used ever.
Coverted Prey, omg that's overpowered. (yes, even tho its only for obsession. Because reminder obsession can change now)
I See You, it's a perk but almost at the same level as Im all Ears
Trepidation, becomes a counter for Vigil.... while Vigil is useless BECAUSE most status effects are pernament anyways. It would counter exhaustion mainly.
Hex: White Noise, pretty powerfull not gonna lie. Good thing it's a hex
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