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Killer Perk Ideas (Please Help)
Hex Worship
The entity lend you his power to raise a hex totem up. If hex has been knocked out raise it up in 7/5/3 seconds again.My Favourite Child
As long as obsession hasn't been hurt your redstain stays gone for all but the obsession. For every hit a token of 3 is awarded. When hit obsession 3 times then all can see your red stain. If kill the obsession then makes red stain 25% longer to all survivors.Killer Wail
Scream your loud wail and deafen survivors in a 5 meter range. Deafen effects make survivors afflicted not hear terror raidus for 5/10/15 Seconds.The Last Laugh
When exit gate are powered be shown the hatch for 1/2/3 seconds and then be instantly teleported to exit gate with closest survivors.Cut Through
While transporting a body any survivor that touches the killer body will get pushed away 5 meters and stunned for 1/2/3 seconds.Hex: Burning Lantern
Candy Skull
After hooking someone gain a 5/10/15% speed movement bonus for 3/6/9 seconds.Smash and Crash
Your rage makes you destroy pallets if if your run around through it 9/6/3 times during a chase.Hex: Deaths Song
Blood Polish
When hit a survivor stops you for 7/5/3 seconds to polish the blood into your weapon. With each polished slash can raise lunge range 3/6/9% for up to 2 tokens.Hex: Eye Mist
See through fog in long range stream across map every 60/45/30 seconds.Hex: Bone Meal
Hidden Veil
Survivors in 7/5/3 meters of your totems can see it appearance. There is a hidden invisible veil on all totems as long as not in range.Stage Performance
Every 12/9/6 vaults you get a boost of speed of 200% til you strike a survivor.Scorned Heart
Feel broken hearted over obsession can't let them go. Your obsession leaves a hand print everytime they touch something they interact with. Leaves a bright orange handprint light that remains until killer walks in 2/4/6 meter range of it.Young Blood
With each generator completed your red stain gets 10/15/20% smaller. When all generators completed remove terror radius and red stain completely.Pin Down
When letting go of someone you can stomp them on ground. They cannot move from spot til healed. They need 10/15/25% more heal at end of there self recover.Watchtower
Everytime stop someone from taking out your hex gain a 15/20/25% progression token to the totem. For 3 total progression tokens.Jaws of Life
Comments
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@CheersTC i had to tag you here cause curious on thoughts.
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FayeZahara said:@CheersTC i had to tag you here cause curious on thoughts.
Hex Worship: I like the concept, however to make sure it works, it should be a 1 use per game.
My Favourite Child: Don't know what to say about this one...would be amazing on Doctor, but on other killers it may be weak.
Killer wail: I'd love this perk! Something I think would make it more balanced is that it would be a perk that has a replenish timer...probaly for 60/55/50 seconds.
The last laugh: This could screw a killer up completely. If they're in a chase and get screwed up. I like the concept, but I don't think it works well.
Cut through: A great perk for countering body blocking! Not to OP and not to weak, however it should have a replenish timer of 20/15/10 seconds, like Killer wail so it's balanced.
Hex: Burning lantern: UM...the only point of this perk is to trick other survivors when you have 2 hexes??? Seems a bit useless to be honest.
Candy Skull: Great perk, however I think it should work like BBQ & Chili, must have no survivors within a certain range of the hook.
Smash and Crash: Good perk to counter looping, but we've already got a whole killer for that
Hex: Deaths song: Another great, original perk! Could trick out many survivors and would be useful for many killers with big terror radius Perks.
Blood Polish: Seems a bit weak to be honest. Would probaly need increased Lunge or less time wiping the blood.
Hex: Eye Mist: Love the perk, but don't think it needs to be a hex...
Hex: Bone Meal: Like Hex burning lantern, it's only really useful with another hex perk. And this one only gives a 50% chance of success.
Hidden Veil: Like many of the lasts ones, great but has a problem, this one is that it's kind of a waste of a slot, unless you're using multiple hexes.
Stage Peformance: Change it to when you're in chase, or then you could do this. Vault 7 times, chase and hit. Vault 7 times, chase and down. Hook, rinse and repeat.
Good other wise.
Scorned Heart: An ok perk, should have a timer on how long it lasts so you know they're near by.
Young blood: It sounds weak, but when you put it into aspect, it is strong as hell. Imagine this with NOED. I'm up for this perk and I main survivor
Pin Down: Good concept, however slight change/tweak. They can move IF they're the last survivor in the trial.
Watchtower: Did you forget to put something in? Or am I not reading something?
Jaws of life: Many concepts of Perks with skill checks and exit gates, but I think this one's the best. Puts risk ok survivors and makes it that if they fail, they're in trouble. Most other concepts are the 1st part to yours, making it weak. With this, it's strong. Not to strong, but strong enough.
Enjoyed doing these and if you ever need any more 'ratings' than just ask0 -
CheersTC said:FayeZahara said:@CheersTC i had to tag you here cause curious on thoughts.
Hex Worship: I like the concept, however to make sure it works, it should be a 1 use per game.
My Favourite Child: Don't know what to say about this one...would be amazing on Doctor, but on other killers it may be weak.
Killer wail: I'd love this perk! Something I think would make it more balanced is that it would be a perk that has a replenish timer...probaly for 60/55/50 seconds.
The last laugh: This could screw a killer up completely. If they're in a chase and get screwed up. I like the concept, but I don't think it works well.
Cut through: A great perk for countering body blocking! Not to OP and not to weak, however it should have a replenish timer of 20/15/10 seconds, like Killer wail so it's balanced.
Hex: Burning lantern: UM...the only point of this perk is to trick other survivors when you have 2 hexes??? Seems a bit useless to be honest.
Candy Skull: Great perk, however I think it should work like BBQ & Chili, must have no survivors within a certain range of the hook.
Smash and Crash: Good perk to counter looping, but we've already got a whole killer for that
Hex: Deaths song: Another great, original perk! Could trick out many survivors and would be useful for many killers with big terror radius Perks.
Blood Polish: Seems a bit weak to be honest. Would probaly need increased Lunge or less time wiping the blood.
Hex: Eye Mist: Love the perk, but don't think it needs to be a hex...
Hex: Bone Meal: Like Hex burning lantern, it's only really useful with another hex perk. And this one only gives a 50% chance of success.
Hidden Veil: Like many of the lasts ones, great but has a problem, this one is that it's kind of a waste of a slot, unless you're using multiple hexes.
Stage Peformance: Change it to when you're in chase, or then you could do this. Vault 7 times, chase and hit. Vault 7 times, chase and down. Hook, rinse and repeat.
Good other wise.
Scorned Heart: An ok perk, should have a timer on how long it lasts so you know they're near by.
Young blood: It sounds weak, but when you put it into aspect, it is strong as hell. Imagine this with NOED. I'm up for this perk and I main survivor
Pin Down: Good concept, however slight change/tweak. They can move IF they're the last survivor in the trial.
Watchtower: Did you forget to put something in? Or am I not reading something?
Jaws of life: Many concepts of Perks with skill checks and exit gates, but I think this one's the best. Puts risk ok survivors and makes it that if they fail, they're in trouble. Most other concepts are the 1st part to yours, making it weak. With this, it's strong. Not to strong, but strong enough.
Enjoyed doing these and if you ever need any more 'ratings' than just askI knew that be response to smash and crash when she was announced i was like oh well that defeats its purpose but im definitely using that perk alot in builds. But thank you so much alot of feedback to apply to perksWill keep updated if have more perk ideas need balanced ^^0 -
Watchtower (hopefully fixed)Everytime stop someone from taking out your hex while a survivor is on it.You gain a 15/20/25% total progression need to be made on the totem. For a total of 3 total max progression tokens.
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FayeZahara said:Watchtower (hopefully fixed)Everytime stop someone from taking out your hex while a survivor is on it.You gain a 15/20/25% total progression need to be made on the totem. For a total of 3 total max progression tokens.
Watchtower: Decent perk, like many of the other hexes will need to be partnered with a second...maybe a buff it applies to each totem.
No problem bro, please update me when you have more!0 -
There are some interesting ideas here. Most aren't very realistic or feasible though. Hex worship is insane. Your hex totems would basically be immortal. Plus it does wonky things for bloodpoint farming. About the only way I could see this working is if it were something like this:
Hex Worship: The entity lend you his power to raise a hex totem up. If hex has been knocked out raise it up in 12/9/6 seconds. Revived hex totems take tremendously less time for survivors to destroy and give less bloodpoints for being destroyed.
My Favorite Child, Hex: Eye Mist, Young Blood - I don't see these as worth using as a killer.
Hex: Bonemeal and Hex: Burning Lantern - Both of these fill the same game space as Hex: Haunted Ground, but Haunted Ground does the job better.
Candy Skull- Pairs a little too strongly with BBQ.
Stage Performance- completely broken. So I just jump through a window 6 times and I have 200% runspeed until I hit a survivor? I don't think the game could perform at those run speeds. That is so fast that it would be incredibly difficult to even control.
Pin Down- This perk is completely unnecessary and trollish. Killers already have deerstalker.
Honestly, looking through these perk ideas, most of them are unnecessary and compete for already used space in the killer arsenal. About the only one that I think fits a hole in the killer's perk toolbelt is Cut Through. It might need some modifications, but it would be nice to have an option to stop survivors from body blocking while carrying to a hook.
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Dreamnomad said:
There are some interesting ideas here. Most aren't very realistic or feasible though. Hex worship is insane. Your hex totems would basically be immortal. Plus it does wonky things for bloodpoint farming. About the only way I could see this working is if it were something like this:
Hex Worship: The entity lend you his power to raise a hex totem up. If hex has been knocked out raise it up in 12/9/6 seconds. Revived hex totems take tremendously less time for survivors to destroy and give less bloodpoints for being destroyed.
My Favorite Child, Hex: Eye Mist, Young Blood - I don't see these as worth using as a killer.
Hex: Bonemeal and Hex: Burning Lantern - Both of these fill the same game space as Hex: Haunted Ground, but Haunted Ground does the job better.
Candy Skull- Pairs a little too strongly with BBQ.
Stage Performance- completely broken. So I just jump through a window 6 times and I have 200% runspeed until I hit a survivor? I don't think the game could perform at those run speeds. That is so fast that it would be incredibly difficult to even control.
Pin Down- This perk is completely unnecessary and trollish. Killers already have deerstalker.
Honestly, looking through these perk ideas, most of them are unnecessary and compete for already used space in the killer arsenal. About the only one that I think fits a hole in the killer's perk toolbelt is Cut Through. It might need some modifications, but it would be nice to have an option to stop survivors from body blocking while carrying to a hook.
Isn't there max on all points to not create endless farming??But yeah make good points will take feedback into the perks0