Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

New Perks

Visionary, the only moment I need to know where the gens are is when I just finished repairing a gen. Making me see gens during chase but not when I NEED to know where they are makes no sense. Also, it incentives 3-gen situation since you can only see close gens. It is a worst detective's hunch (which is already a bad perk).

Built to last, OP with SWFs.

Hex: undying, this should be base kit on every hex perk. Killers now have to sacrifice 1 perk slot to fix BHVR's bad totem spawns. Awesome!

Hex: blood favor, a killer perk to teach potato survivors how to play optimally. It should be a survivor perk to force other survivors to play better.

Comments

  • CheyeneKL
    CheyeneKL Member Posts: 723

    Hex: Undying should NOT be base kit. It's gonna be annoying as hell with NOED (people already started moving away from the "cleanse ALL the bones" mindset because of the fact that some totem spawns are nearly impossible to find before it's too late for it to matter, so they just memorize the totem spawns that they see so that the chances that it spawns in a visible spot is higher). Just the threat of NOED+Undying will have people cleansing totems more often, which aids in making totem cleansing a small little secondary objective.


    I'm surprised Hex: Blood Favor is a hex perk. I don't think it's that strong for how you can just run to another loop or pallet with the speed boost from being hit. I can only see it being good/strong when all the other local pallets are wasted- and by that point, it is later in the game and the totem has already been cleansed, most likely (if it glows, it goes!). Now, I could see it being a nasty little perk to bring a Game offering with. Pallets are your best friend as a survivor on that map, with so few vaults available, and totems are somewhat difficult to find on there, too.


    The new survivor's perks do kinda suck LOL, one of them is a perk for people who are new to the game and don't know where to find gens (so it's weird to give it to a DLC survivor), one of them is a different version of Streetwise that will only be decent for medkits or SWF items (purple flashlight, anyone?). Toolboxes aren't worth refilling, nobody uses keys for anything other than opening the hatch, and maps are rarely used. But it isn't completely bad, just not that interesting considering we already have something similar with Streetwise (which only conserves by 25%, but also affects your teammates AND applies to whatever item you use in the trial instead of just refilling one item once)

    Desperate Measures might have some potential but I haven't played around with it enough yet. I don't really see many people considering it worth a perk slot, though, because it will be inconsistent. Botany knowledge won't affect hook save speed but it will consistently make healing faster, instead of it relying on teammates being hooked, injured, or dead. Idk. Seems like a risky perk for one of your slots. But not TOO bad.

  • ad19970
    ad19970 Member Posts: 6,814

    Hex Undying is way too strong to be base kit. Hex perks are simply put high risk, high reward. There's nothing that needs to be fixed except maybe a few particularly bad totem placements. Hex: Undying makes them much less risky to use and makes them last much longer on average, that's worth a perk slot in my book. Especially the ruin and surveillance combo