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How I'd fix some of the problematic survivor perks

AetherBytes
AetherBytes Member, Alpha Surveyor Posts: 3,188
edited January 2021 in Feedback and Suggestions

And remember, these are idea, opinions to build upon with criticism. Feel free to mark yourself as toxic by saying "lol baby killer" because I've realized how actually broken these are by playing survivor.


Now, the ol' reliable argument starter, Decisive Strike.

Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.

After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds or until healed a health state. The timer pauses whilst in the dying state.

While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.

  • Succeeding or failing the Skill Check will disable Decisive Strike.
  • Working on a generator or totem will deactivate Decisive Strike.
  • Successfully stunning the Killer will result in you becoming the Obsession.

Increases the odds of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.

"There's nothing to be scared of." — Laurie Strode


Speaks for itself. Survivor gets the ton of immunity DS brings at the cost of no progression until they give it up.

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Here's another argument starter, OoO (or as I like to call it, "Monkey See, Monkey Loop")

A supernatural bond links you to the Killer.

If you are looking in the Killer's direction, your link will reveal their Aura to you. If the killer looks in your direction during this, your link will reveal your aura to them and hide theirs.

This effect applies only if you are outside of the Killer's Terror Radius .

As the Killer's Obsession , this effect applies to a maximum range of 56/64/72 metres. Otherwise, it applies to a maximum range of 44/56/64 metres.

Increases the odds of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.

"He was watching me!" — Laurie Strode


Not much of a change, except that now it becomes more dangerous to run it as it becomes possible to give the killer info if you don't use it carefully.

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Unbreakable

You refuse to let your group die.

Whilst in the dying state and another survivor is hooked on second stage or in the dying state, you will passively gain a health state over 30/26/22 seconds. If the activation requirements are no longer met before being healed, the passive gain will pause and resume when met again. Unbreakable has a cooldown of 60 seconds after gaining the health state.

  • Increases the Dying State Recovery speed by 25/30/35 %.

"Goddammit, I am seriously FUBAR!" — Bill Overbeck

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Adrenaline

You are fuelled by unexpected energy when on the verge of escape.

Gain endurance for 15/20/25s and sprint at 120 % of your normal Running speed for 5 seconds when the Exit Gates are powered.

Adrenaline is on hold if you are disabled at the moment it triggers and will instead activate upon being freed.

If playing against The Nightmare (and not actively in a chase | best leave this out until he gets nerfs), Adrenaline will wake you from the Dream World upon activation.

Adrenaline overrides any current exhaustion and triggers exhaustion for 3s


No more getting saved 2 minutes down the line because of a free health state, but it will give you an extra chance in an active chase. also, instead of only a forced SB, with a quick cooldown of exhaustion (so as to not stack SB and this) will allow any exhaustion perk. A neat tradeoff, more utility for a nerf in how well it keeps you alive in the endgame.

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I plan to probably do a killer one later, but for now im going to go watch YT. What do you guys think of the above changes?

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