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Perk Concepts Part 3!

SpasticLlama
SpasticLlama Member Posts: 60
edited September 2020 in Feedback and Suggestions


Hello fellow survivors and Killers! Part 3 of my perk ideas is out! Of course, balancing will probably be needed cause I'm not an expert lol. Comment below what you think of them, how you would change them and which ones are your favorite! :3

Post edited by SpasticLlama on

Comments

  • AhoyWolf
    AhoyWolf Member Posts: 4,402

    I really like some of these ideas, but few of them are really unhealthy and broken, I will start with the ones I like!

    Elusive Prey

    I really like the idea of this perk, confusing the Killer, something like Pebble and Red Herring.

    But instead of a "cooldown" I would rather give it an activation requirement, like Pebble, stay in the terror radius of the Killer for 55/50/45 seconds to activate it maybe.


    Enraged

    Sounds like a fun perk! But I can imagine the combo with Brutal Strength, Spirit Fury and Enduring, could be kinda unfair.


    The Entity's Sight

    This one is really interesting, giving vision for mobility is a really cool idea! I never saw something like this before! But I would change it a bit:

    While Standing Still, press and hold the Active Ability button for 4 seconds to activate Entity's Sight.

    While Entity's Sight is active:

    • You hear the whispers of the entity and your vision is completely blackened.
    • You suffer from the Oblivious Status Effect.
    • You can see your Survivor teammates in white aura if they're within 64/96/128 meter range.

    The Entity's Sight will deactivate after you start to move again.

    Reasons for these changes, I think that with the range, the timer and the cooldown it would be really weak, so I made it so you're completely oblivious to your surroundings, but get to see your teammates forever if you don't move at all, would be a great solo perk! (Hope you don't mind that I changed it a little bit more)


    Annihilation

    This perk would be so good, just block the gen with the most progress, but I can imagine that with some perk combos it would be kinda broken, or when playing as Freddy or a Killer with high mobility, or if the Killer is going for the 3 Gen strat, but otherwise I really like the idea!


    Now the Perks that I don't really have strong feelings about or are straight up broken.


    Hex: Insidious Phantasm

    I think that this perk wouldn't be that useful, the effect of making dull totems look like Hexes sounds fun, but I'm not sure if it should be tied to a Hex, also I'm not the biggest fan of the secondary effects.


    Stamina

    Could be really broken, just Sprint Burst away and get some extra distance for 12 seconds, not a big fan.


    Tough as Nails

    I think giving Survivors more second chances isn't a good idea, also I think this could be abused, just farm your teammate with Borrowed Time, fast vault when the Killer is really close to you, boom, free escape with basically no consequences.


    Justice will be served

    I really like the effect, but I realized how it could be abused by SWF or just normal sabo gamers in general, I would probably just reduce the range to 24 meters, then it could probably be less abusable.


    Technician's Trick

    Making The Killer unable to kick Generators could be really broken, I don't think this is a good idea tbh.


    I hope my feedback is good and helpful. :)

  • SpasticLlama
    SpasticLlama Member Posts: 60
    edited September 2020

    Hello there AhoyWolf! Thank you so much very taking the time to give me feedback!


    The Entity's Sight: I think you have the wrong. This perk is meant for the KILLER and not the survivor lmao.


    Justice Will Be Served: Fair point. I guess SWF would abuse the crap out of this perk. I will change it.


    Annihilation: This perk is meant to be powerful. Of course, to balance it out it requires a sacrifice which takes time. Also, neither the Killer or survivors can touch it. That means the Generator wont regress giving the survivors an advantage but also for the Killer since it cant be finished.


    Technician's Trick: I added that feature because if not the perk would be pointless.

    EX: You activate this perk, Killer kicks the Generator and it gains a 10% bonus progression. Killer notices it doesn't regress. Kicks it again. The benefits of the perk would then just diminish.


    Enraged: Yeah that perk combo would be disgusting lmao. Perhaps it would grant a long lunge but also a decreased cool-down for missed/successful attacks?


    Elusive Prey: Im glad you like it! Perhaps the terror radius activation would be a good idea.


    Stamina: Im seeing a pattern of people despising this perk already lmao. I really do like the idea. Ill just lower the duration then.


    Tough as Nails: I understand what you are saying about second chances for survivors. I will look into it!


    Thanks again for the feedback and it indeed did help! :3


    Insidious Phantasm: Could you elaborate further on what you mean? The intention of this perk was to make survivors waste time by THINKING they see a Hex perk when in reality it was a dull totem. The cleansing effect is meant to add more of a threatening effect for the perk


    PS: I just reworked some of them! Check them out! :3

    Post edited by SpasticLlama on
  • AhoyWolf
    AhoyWolf Member Posts: 4,402

    Oops, Sorry, I thought for some reason that Entity's Sight was a Survivor perk, probably because these conditions like 'Stand still for X seconds' are mostly for Survivor perks, but if it is a Killer perk, I think that's a still really good idea!

    I really like what you did to these perks! The changes are really good!

    I would like to mention tho, I really like the new effect of "What's Up Danger", but maybe it could again be too overpowered, especially against slower Killers or just basic m1 Killers, maybe you could remove the tokens when getting hit instead of when getting hooked, that would probably be more balanced. (Also I would personally decrease the speed boost a bit, maybe to something like 2.33%, so it gives the same amount of speed like Hope at 3 tokens)

  • SpasticLlama
    SpasticLlama Member Posts: 60

    I'm glad you like the changes! :3


    I understand what you are saying about the new change for (was Stamina) Whats up Danger.


    The reason why I made the perk to lose Tokens when Hooked was because I feel like losing Tokens upon getting hit makes the benefits of the perk almost useless. HOWEVER, when I think about it a little more, maybe you're right lmao. I will change it.


    I hope you check out my previous perk concepts before this one! :3 I will also go back and change those later on.

  • WTBacon
    WTBacon Member Posts: 593

    "EX: You activate this perk, Killer kicks the Generator and it gains a 10% bonus progression. Killer notices it doesn't regress. Kicks it again. The benefits of the perk would then just diminish."

    Except not really.

    Gens regress at 25% speed. It would take 40 seconds just to remove that 10% regression before it even begins regressing what was already there.

    Imagine all 4 survivors using this.

  • SpasticLlama
    SpasticLlama Member Posts: 60
    edited September 2020

    Ah, I see. I looked up the numbers and you are right. Thanks for pointing that out! I will change it!

    See you in the Fog! :3


    PS: What do you think about the changes I made to the perks? :3

  • Kyxlect
    Kyxlect Member Posts: 230
    edited September 2020

    Man..these perks are bad. If ever I needed a Vote Down or Dislike option it would be now...

    ...and there's 9 perks here. I don't really want to go in depth saying why nearly each and every one of them are bad. Feels easier to just say that most are.

  • SpasticLlama
    SpasticLlama Member Posts: 60

    Whats up Kyxlect! Interesting comment! Could you explain why you think they are bad?