http://dbd.game/killswitch
Scraped Perk Concepts
Here are some perks that I made to go with some chapters. The killers either had no power at all or seemed broken af.
Anyway checks these out.
Heavyweight - Uncommon / Rare / Very Rare
You know how to use your weight and momentum to your advantage.
While airborne your all damaging attacks deal double damage. You fall 10%/15%/20% slower and retain full movement control while in the air unless movement is restricted by power, perk or addon.
"Death from above!" ~ Some flying killer lol
My thoughts on use: Situational, but powerful. Airshots with huntress, speed-limiter billy instadowns while launching off hills, etc.
Iridescent Sight - Rare / Very Rare / Very Rare
Removes the killer’s ability to see scratchmarks.
For 15 / 20 / 20 seconds after the chase ends, you see a white aura of objects the chased survivor has interacted with. Healing survivors show the healed survivors aura in white and resets the perks timer on the originally chased survivor.
My thoughts: Allows killers to re-establish chases with careless survivors, simply running away without using anything that can show an aura, counters it. Built to counter bold plays that should be punishable.
Also, the survivor would get a new status icon telling them what’s happening, which could be called "Tracked."
Hex: Counter Intel - Rare / Very Rare / Very Rare
While this Hex remains, if a survivor sees your aura, you see theirs for; the same duration / the duration +3 seconds / the duration +5 seconds, if the survivor would see your aura but are Blind, this perk still applies to their attempt to read your aura.
"You want me to come at you? Fine, here I come!" ~ Killer idea
My thoughts:
"Tracked" is displayed on the survivor’s hud.
Challenger - Uncommon / Rare / Very Rare
When you see the survivors aura, they see yours. While you see a survivers aura. the are Exposed. Exposed stays on the survivors for 4 / 6 / 8 seconds after their aura is no longer shown.
"No peaking now, that'd be cheating and you know how I hate that." ~.The same killer idea
My thoughts: I like the idea of playing around auras.
“Notice Me” - Rare / Very Rare / Very Rare
You become obsessed with one Survivor.
You gain 100% more Bloodpoints in all categories if scored against any survivor except your obsession. If your obsession is dead at the end of a trial gain 50% more post-trial Bloodpoints
If your obsession is alive you gain 10% bonus movement speed.
If your obsession escapes the trial, you lose 50% total Bloodpoints earned in the trial, applied after other Bloodpoint modifiers.
"Everything has a cost, even loving you." ~ #1 Fan
My thoughts: I like the idea of playing around with the obsession mechanic
Paint Dye
You’re basic attacks cause the survivors to bleed a random specific color, yellow, light blue, pink, & lime green, once a survivor is bleeding a specific color, only their blood will be that color for the rest of the match. Affected survivors perform ALL actions 1/2/3% slower.
“Look at those pretty colors, I know who’s here” ~ Funny Man Jones
My thoughts: A mostly for fun perk with a little usefulness, blood is easier to tell the difference from the ground, and survivors are slightly slower.
Feigned Gate - Rare / Very Rare / Very Rare
You and they, both know that this will never end. Your overpowering connection to this place distorts it to your liking. Up to 2 additional Fake exit gates are added when the trial is generated. The Fake exit gate switches are tracked as usually by survivors who can track their auras. When the exit gates are powered the Fake exit gate switch auras are shown to you in red. Opening a Fake exit gate does not start the End Game Collapse.
If the trial area cannot support the additional gates, moderately difficult skill checks are added to the exit gate switches, failing a skill check removes 10/15/20% unlocking progress if there is 1 Fake Gate if there are no Fake Gates the failed skill checks remove 20/25/30% instead.
“Trapped, without purpose, doing something else’s bidding. Not if I can help it.” ~ Voice from the void
My thoughts: This perk came from a killer idea I had, I scrapped it because I couldn’t figure out how t balance his power. 2 more exit gates, making the final stage of the game a bit more interesting.
Factory Error- Uncommon / Rare / Very Rare
This place isn’t what you wanted, time make it your own.
The trial is generated with 3/4/5 additional Faux Chests.
Faux Chests when searched, produce Faulty Items that have a 4% chance to break per charge that is used. The item breaks when all chargers are used. If an item breaks, a Faulty Item Event occurs.
Faulty Item Events:
- Repairing a generator: Acts as if they failed a skillcheck.
- Sabotaging: Acts as if they failed a skillcheck, Blinds the attempted saboteur for 120 seconds.
- Healing: Acts as if they fail a skillcheck and the survivor being healed goes into Deep Wond and is Mangled until healed.
- Flashlight: No event, the flashlight is too weak to affect the killer in any way.
- Map channel: Map Burns away, the survivor screams, and the survivor is blinded for 120 seconds.
- Key mind channel: The survivor screams and their aura is shown to the killer for 30 seconds.
- Opening a hatch: The key snaps off in the Hatches keyhole, making it unable to be open for the rest of the trial. The Hatch attacks the offending survivor who looses 1 health state.
Affected positively by survivor luck.
Leaving the trial with a Faulty Item will fix it and it will be able to be used by the survivor in future trials with no penalty.
“Checks out these beauties”~ Shady Business Man
My thoughts: I thought it would be cool to make items unreliable, but give more of them with this perk as to reward survivors who escape with the faulty found items. Little bit more mind games with the items.
Reverse Roulette- Uncommon / Rare / Very Rare
The Hatch is visible at the start of the trial. 3/4/5 additional False Hatches are generated with the trial. If a survivor attempts to enter a False Hatch and they have an item on them the item is destroyed. If they do not, they take one health state of damage. If the survivor is in the dying state and attempts to leave through a False Hatch, they will be sacrificed.
When there is one survivor left in the match, all Hatches open, except the ones that have been attempted by other survivors. Also, you are not notified of the escape attempts by this survivor.
The Hatch auras are shown to you in when you are within 32 metes. False in Yellow, True in Red.
My thoughts: Why not make the hatches a bit more fun to play around? And with full health and an item, you can attempt 4 different hatches when you are the last one left. The Hatch auras can be tracked by survivor maps and ALL are shown in Red. Left Behind reveals the correct hatch as it will only read the real one’s aura.
Seek and Sacrifice - Uncommon / Uncommon / Rare
Understanding how to appease the entity can make this easier.
When you hook a survivor gain a token, for each token you have you gain 1/2/3 meters of aura reading around you. If a survivor dies in any other way, you lose a token.
My thoughts: If you math it out, each full sacced survivor gives you 12 meters of aura reading, which isn’t too powerful, though I do have a different version that gives way more and is a hex perk.
Desperation - Uncommon / Rare / Very Rare
Power-based on your fear of failure, once the exit gates are power and a Dull or Hex totem remains, this perk will either light a Dull totem or share a Hex totem with another Hex perk.
Other Hex perks gain priority and are lit before this perk is applied to the Hex totem.
Per survivor remaining in the trial gain an additional 10% vault speed and hit/miss recovery speed increase.
Also, your movement speed is increased by 4/5/6%.
My thoughts: NOED No.2 electric boogaloo. No, but I wanted to make another end game hex perk. Cause those seem fun and like they’d get more use than your average hex perk.
Hex: Daylight and Nightlight
A Hex built around the want of exposure and need of secrecy.
While this hex is active the dark mist tremendously reduced, also your terror is increased by 8/12/16 meters.
If this hex is cleansed, the dark mist is tremendously thickened. Your terror radius is also reduced by 8/12/16 meters.
My thoughts: A weaker hex perk that you might want to defend or let be broken. Letting some build reach astronomic huge terror radiuses over 70 meters with some builds. Or becoming Undetectable while not in a chase.