We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
It's stats time! Sign up for our newsletter with your BHVR account by January 13 to receive your personalized 2024 Dead by Daylight stats!

Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1

New Killer Perk: Big Mistake

yobuddd
yobuddd Member Posts: 2,259
edited August 2020 in Creations

If you are blinded while carrying a survivor, drop that survivor in the dying state. With a 60 second cooldown, this will reset all their recovery and wiggle progress. Also with a 60 second cooldown, the survivor who blinded you becomes exposed for 15/20/30 seconds.

(Please note that even while the perk is cooling down, the carried survivor will still always be dropped in the dying state.)



Edited to clarify points from the discussion below.

Post edited by yobuddd on

Comments

  • Dabihwow
    Dabihwow Member Posts: 3,409

    As godly as this perk is there has to be a balance lets say it can only happens every 60 seconds ( At max tier), before it could be used again, idk man that is a great perk though

  • yobuddd
    yobuddd Member Posts: 2,259

    Agree. Let’s meet in the middle though. Only the progress reset and Exposed status cooldown every 60 seconds. Whether on cooldown or not, you’ll still always drop your survivor in the dying state.

  •  Antares2332
    Antares2332 Member Posts: 1,088

    Imagine using this with Lightborn..

  • yobuddd
    yobuddd Member Posts: 2,259

    Yes and no. Getting the aura of a now-exposed is mighty nice, but you still have to be fully blinded for this perk to take effect. Survivors are gonna know something’s up when you’re gazing into their beamer for an extended period TRYING to get your retinas toasted! Would be hilarious though!!

  • Damarus
    Damarus Member Posts: 600

    Hmmm... Add a tangible and needed downside to this perk, like @Dabihwow suggested, and you have a great perk, which serves to counter SWF, in a way. BUT, as a mainly solo survivor, I would also love to have a perk that slows down the killer the longer he chases you, which would activate every 50 seconds or so. I mean, I am tired of getting chased endlessly, until I get downed because of Bloodlust, not because of any skill. But the thread is on a killer perk, so props to you for the idea, OP.

  • YaiPa
    YaiPa Member Posts: 1,929

    what's the point of using this over lightborn? dropping the survivor means losing momentum and the other down it's not guaranteed, lightborn grants free hits at pallet blind or at flashlight saves.

  • sad_killer_main
    sad_killer_main Member Posts: 785

    That perk is legit awesome. Can stop survivors from playing overconfident.

  • TATAHARAMBE
    TATAHARAMBE Member Posts: 120

    After the first time a survivor blinds you and you are able to use the perk, it won't happen again, I can assure you this. They will start gen-rushing and won't try to blind you again. IMO I don't see this perk very useful because is very situational, like lightborn. The survivors will realise you have lightborn/big mistake and they won't even try to blind you again, that's more time on gens for them. You can avoid flashlight saves very easily right now in the game. These perks were useful at the beginning of the game, where insta-flashlights existed.

  • White_Owl
    White_Owl Member Posts: 3,786

    That would be a fun perk. +1

  •  Antares2332
    Antares2332 Member Posts: 1,088

    But I don't see it necessary for it to be activated when they blind you completely, iIsn't it better that it activates when the flashlight is pointed at you? this makes it a crutch perk

  • yobuddd
    yobuddd Member Posts: 2,259

    I get what you’re saying, but I think that would make it too powerful. The main point of this is to not lose your carried survivor when blinded. On top of that, if frees you up to chase Mr. Clicky and punishes his boldness.

    The slug on the ground is safe to be left for at least a little while since he has to completely restart his recovery from scratch. Thus you can fully commit to chasing the flashlight.

    If someone else comes to heal up the slug, then that’s 3 survivors at the moment who are NOT working gens.

    As @TATAHARAMBE mentioned, many survivors will stop trying to blind you once they realize it would be a “Big Mistake”. Yay! Now you can pick up your victims without fear!

  • SadCyclops
    SadCyclops Member Posts: 118

    why would you think in a world where lightborn exists that this sounds any balanced?

    give it a 120 cd or make it a hex and we can talk about it again

  • NekoGamerX
    NekoGamerX Member Posts: 5,299

    this perk would be used a lot great idea.

  • dugman
    dugman Member Posts: 9,713

    Interesting, although now I’m thinking Lightborn plus Agitation plus Mad Grit would be a funny combo. Someone tries to blind you, not only does it not work but you can out run the flashlighter and hit them with no penalty while carrying someone. 😄

  • yobuddd
    yobuddd Member Posts: 2,259

    Well, I wouldn’t recommend running this with Lightborn. Lightborn is intended to prevent you from being blinded in the first place. Big Mistake would only proc AFTER being blinded. Therefore these 2 perks are counter-productive with each other.

    Besides, staring down a flashlight for an extended period is a dead give away that the killer is trying to combine the 2 perks, so you’ll know something’s up. On top of that, this perk has huge counter-play: once you know about it, don’t do flashlight saves. Remember, it only works if a survivor is being carried.

  • SadCyclops
    SadCyclops Member Posts: 118

    i know, what i meant was that this perk is just lightborn but 10 times better.

  • yobuddd
    yobuddd Member Posts: 2,259

    Lmao, whoops! 😅. Okay, now I’m with ya!

    In response to that, hmmmmm. What if I said it’s like Hauneted Grounds - a trap. Survivors don’t realize until after a flashlight save....until they’ve made a Big Mistake! After that they won’t try, but they can still blind you at pallets all they want without penalty. You’ll typically be lucky to see it proc twice in a match.


    I see it more light this:

    Lightborn - Use for a more efficient game since blinds don’t occur to slow you down.

    Big Mistake - Use for a more devious game by trading a quick hook for 2 slugs.

  • SadCyclops
    SadCyclops Member Posts: 118

    still too op. maybe it would be a little more balanced if it was a once per trial perk. imagine having lightborn on, nobody would be so dumb and try to blind you two times.

    i bet you are one of these baby killers who get toxic swf groups who blind you 24/7 and you want some revenge. my tip: let it go ...

  • yobuddd
    yobuddd Member Posts: 2,259

    And here I thought we were having a good conversation....... just more name-calling. Oh well 🙁

  • SadCyclops
    SadCyclops Member Posts: 118

    its not a bad conversation but i really think this is how things are. the only reason to create such a op anti blind perk would be that survivors absolutely destroy you with flashlights.

    i mean (as a real helpful advice) if you get triggered by being blinded, equip lightborn. you see that this will be enough as it has been buffed recently

  • yobuddd
    yobuddd Member Posts: 2,259

    It’s alright. This is the downfall to speaking through text. By voice, you’d have been able to tell that I’m calm about all of it. I’m a pretty mellow player in-game as well. 😏 On top of that, I’m on PS4 where flashlights aren’t such a big deal because they’re so hard to control (ohhh but it still happens, to be sure.)

    No, my defense of the Big Mistake perk is because:

    • 1) It’s my original idea, so I’d love to see it get some traction!
    • 2) I wanted it to affect a smaller segment of gameplay, rather that just changing gen times and downing survivors - which so many other perk ideas focus on.

    I edited the original post to include some nerf ideas suggested by others earlier. Cooldowns in particular. Feel free to reread it. I don’t think it’s overpowered since it’s fairly situational to get use from it

    • you must play against survivors with the skill to pull off a flashlight save.
    • you must be carrying a survivor.
    • you must be fully blinded (and suffer the consequences of blindness).
    • for full effect, you must be cooled-down.
    • for repeated use, you must play against survivors who are either brazen or not paying attention.

    I don’t think this is strong enough to be a hex. But I’m also certainly open to discussion if you have other ideas for modifying it.

  • SadCyclops
    SadCyclops Member Posts: 118

    you have to have in mind that lightborn still exists and your perk is a lot more powerful than it. a 60 sec cd wont be enough. cut the exposed thing and it would be ok or cut the dying drop (which imo is the cooler part).

    if you want both, make it a hex or make it disabled at the start and charge it up somehow (like if you get blinded every second time or when carrying survivors for a total of x seconds this perk becomes activated)