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Suggested Killer Perk Buffs

Timeman63
Timeman63 Member Posts: 185
edited September 2020 in Feedback and Suggestions

Got another post here, which is a sequel to my Suggested Survivor Perk Buffs post. This time around I'll propose some buffs to some of the underused Killer perks in the game. As always, leave feedback and suggestions in the comments. Thank you.


Beast of Prey: The main issue with Beast of Prey in my opinion is the fact that it only activates once Bloodlust activates, which is a sign that you might be taking too long to end the chase in the first place. The perk does have a distinct purpose in making your red stain disappear in a chase, but I feel there should be a little more incentive to maintain the chase, and my idea to do that is simple: make Bloodlust quicker to activate and have the ability to maintain it easier.

Grants the Undetectable Status Effect after gaining Bloodlust Tier I. The Status Effect is removed once you lose Bloodlust.

Bloodlust now activates every 10 seconds in a chase and is not lost when breaking a Pallet.

Gain 30/40/50% more Bloodpoints for actions in the Hunter Category.


Blood Echo: I actually think the perk is rather decent in some builds, but one simple change I would make is to have it inflict the Mangled Status Effect upon hooking a survivor instead of Hemorrhage.

When hooking a Survivor, all other injured Survivors suffer from the Mangled Status Effect until healed and the Exhausted Status Effect for 45 seconds.

Blood Echo can only be triggered once every 80/70/60 seconds.


Cruel Limits: Some players have suggested that Cruel Limits should block the vaults near the Killer's location, but I think it would be unfair to the survivor being chased to suddenly not be able to vault in a chase because their teammates completed an objective. There are two changes I'd like to see done to Cruel Limits that I think would be powerful and interesting but still fair: an increase in range to make sure Cruel Limits always blocks at least a few vaults, and making the blocked vaults stay blocked until another generator is completed. The idea here is to effectively turn the area where a generator is completed into a dead zone, making it very dangerous to get in a chase with the Killer there.

Each time a Generator is repaired, all Windows and vault locations within a radius of 28/30/32 meters from the completed Generator are blocked for all Survivors. These Windows and vault locations stay blocked until a different Generator is completed.

Edit: According to the September Developer Update, Cruel Limits is going to get buffed to a 32 meter range. While I don't think this is quite enough to make the perk great, I'd like to see how this change plays out to see if the perk is worth using then.


Distressing: Though many players see this perk as a handicap, this perk does have a somewhat useful purpose: making the Killer's terror radius large enough to the point that Survivors have a difficult time determining where the Killer is or how close they are. That being said, the perk has differing interactions with certain Killers, especially those that have smaller terror radii (Huntress, Hag, Myers, etc.), so I think it would be beneficial if Distressing instead increased the terror radius by a flat number of meters, rather than being percentage based.

Your Terror Radius is increased by 8/10/12 meters.

Gain 100% more Bloodpoints for actions in the Deviousness Category.

The Bonus Bloodpoints are only awarded during the Trial.


Dying Light: Dying Light is a possible candidate for the worst killer perk in the game. Not only does it essentially give the Obsession a free Botany Knowledge perk, but the way the perk functions means that at any given time in the match, only the other three survivors are affected by the perk's effects (two if the Killer is chasing a non-Obsession). There are two changes I would make to make the perk much better:

1. Remove the increased healing and unhooking speed to the Obsession. Helping the survivors in any way is not acceptable for a killer perk.

2. Make it so the Obsession is also affected by the effects of the perk. This way if the killer chases a non-Obsession, the Obsession is still dealing with the slower action speeds like all the others.

You become obsessed with one Survivor.

Each time you hook a Survivor that is not the Obsession and the Obsession is alive, gain a Token.

If the Obsession is alive, all Survivors get a stack-able 2/2.5/3 % penalty to Repair, Healing, and Sabotage speed for each Token.

You can only be obsessed with one Survivor at a time.


Fire Up: I believe the simplest change that can be made to this perk to make it better is to increase the number by a small amount. The idea behind this is to allow Fire Up to make the action speeds worrying for Survivors in the mid-game, and by the endgame the action speeds are at a point where Survivors will want to leave as soon as possible to avoid being cornered.

For each Generator completed, gain a stack-able 4/4.5/5% buff to Picking-up, Dropping, Pallet breaking, Breakable-Wall breaking, Generator damaging, and Vaulting speeds for the remainder of the Trial.


Furtive Chase: The main benefit of Furtive Chase (reducing the terror radius during a chase) is not worth the effort needed to earn it. I think a more suitable reward for hunting constantly changing Obsessions is increasing the duration of certain Status Effects, but this is just one idea to make Furtive Chase worth working for.

You become obsessed with one Survivor.

When your Obsession is hooked, Furtive Chase receives a Token, up to a maximum of 2/3/4 Tokens.

Each Token increases the duration Survivors are affected by the Exhausted, Broken, and Oblivious Status Effect by 15 seconds.

When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession. You lose all Tokens if the Obsession is sacrificed or killed.

You can only be obsessed with one Survivor at a time.


Gearhead: Having this perk rely on Skill Checks to give information is not very reliable. So what I propose instead is to remove that condition. This makes the perk give reliable information, showing Generators in yellow as long as they are being repaired, but it still has to be earned through Basic Attacks.

After hitting a Survivor 2 times with your Basic Attack, Gearhead activates for 20/25/30 seconds.

Generators will be revealed by a yellow Aura for as long as they are being repaired.


Hex: Huntress Lullaby: I love this perk to death, but even I have to admit that the perk just has so many flaws. One of the main flaws is that the perk takes too long to reach its full potential, when Devour Hope takes just as many tokens and provides a much greater reward. I also think the hex should only reveal itself if it has at least 1 token, instead of 0.

Survivors receive a 2/4/6 % Regression penalty when missing any Skill Check.

Each time a Survivor is hooked, Huntress Lullaby grows in power:

1 to 2 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.

3 Tokens: No Skill Check warning.

The Hex effects persist as long as the related Hex Totem is standing.


Hex: Retribution: The one issue with Retribution in my opinion is the fact that there is no reliable way to capitalize on the Oblivious Status Effect that occurs when a Survivor cleanses a Dull Totem. Having the Survivor scream after cleansing a Dull Totem might help in this regard.

Any Survivor who cleanses a Dull Totem will scream and reveal their location for 4 seconds, as well as suffer from the Oblivious Status Effect for 35/40/45 seconds.

If any Hex Totem is cleansed, including this one, the Auras of all Survivors are revealed for 10 seconds.


Hex: The Third Seal: Despite what many players may say about this perk not being strong enough to be a hex perk, I think being affected by permanent Blindness can be really detrimental in dire situations. I believe the main issue with the perk is that unlike the other hex perks, having all of its power tied to a single totem is not practical for what it does. Michi's idea to rework Third Seal was an excellent idea, so I wanted to show it here.

Hitting a Survivor with a Basic Attack while a Dull Totem is available changes it into a Hex Totem and applies the Blindness Status Effect.

This effect applies to the last 2/3/4 Survivors hit.

The Hex effects persist as long as the related Hex Totem is standing.


Insidious: Standing still will not win you very many games. I would much rather be able to become Undetectable on command (something like a Survivor's Active Ability) at the cost of a cooldown.

Press the Active Ability button to become Undetectable for 16 seconds.

Insidious has a cooldown of 100/80/60 seconds.


Iron Maiden: Simply put, 15 seconds is too little time to properly capitalize on the Exposed Status Effect. That being said, it's dangerous to make the duration too long, or else stealth plays would become far too risky.

You open Lockers 30/40/50% faster.

Survivors who exit Lockers suffer from the Exposed Status Effect for 25 seconds and their location is revealed for 4 seconds.


Mad Grit: Mad Grit has a strong effect, but is far too niche to be worth running. Instead of pausing the wiggle timer, what I think Mad Grit should do is make it so that if any Survivor attempts to take a Protection Hit for the Survivor being carried, they are immediately put into the Dying State. But not only this, the perk should also reveal the Auras of nearby Survivors when carrying a Survivor. This way, even if you don't manage to hit a Survivor while carrying, you still gain beneficial information.

While carrying a Survivor, you suffer no cool-down on missed attacks, the Auras of Survivors within 6/8/10 meters are revealed to you, and successfully hitting another Survivor will immediately put them into the Dying State.


Monstrous Shrine: This perk has so little reward for the effort needed that it might be one of the worst Killer perks in the game (but at least it doesn't help survivors in any way, unlike Dying Light). Since the theme of the perk is hooking survivors in the basement, the reward for doing so should be much greater.

The Basement Hooks are granted the following bonuses:

25% faster Entity progression.

Survivors cannot attempt to unhook themselves.

Survivors that are unhooked from the Basement Hooks are affected by the Broken Status Effect for 80/100/120 seconds.


Zanshin Tactics: This perk would make more sense and would be a little more usable if the perk entered cooldown upon downing a survivor, rather than hitting them.

The Auras of all Pallets, Breakable Walls, and Vaults are revealed to you within a range of 24 meters.

When a Survivor is put into the dying state, Zanshin Tactics becomes inactive for 40/35/30 seconds.

Comments

  • Blazelski
    Blazelski Member Posts: 351

    These ideas are pretty amazing, at least for red rank play. Behavior is very mindful of new players, though, and many of these things would be unacceptable for less knowledgeable/skilled survivors. I particularly love the new Mad Grit and Cruel Limits. This new Furtive Chase has a lot of synergy potential with different killers and addons, so that's rad.. I am conflicted about the combo potential (high and/or low) of this version of The Third Seal and Undying/other hex perks.

    While Dying Light is absolutely a terrible perk, making it as good as it should be as a slowdown perk is very dangerous when it could combo with other anti-gen perks. This version of Dying Light coming in with Pop Goes The Weasel, Corrupt Intervention, and Thanatophobia could be... too oppressive, and make the arguments for the necessity of optimal gen-rushing even stronger, leading to poor game health.

  • Timeman63
    Timeman63 Member Posts: 185

    You have a good point about Dying Light. That said, I'm not really sure how else to help this perk. Maybe someone else has some ideas to make it balanced. As it is now, it's the only killer perk that actively helps survivors, and I just think that's ridiculous.