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another perk idea thread
I want to hear creativity from the community so lets see some new perk ideas (Ill go first but Im running out of ideas I havent already said)
Pull your weight - for every full gen equivalent, hex totem/2 dull totems, full minute in chase gain a token each token adds 1% speed to healing, gen repair, movement speed, gate opening speed, vault speed, (any other think I missed cause its supposed to be basically all) for a maximum of 4/6/8 tokens
GET AWAY - when put into the dying state after being chased for a total of 90 seconds gain 300% movement speed for 3 seconds (youll be crawling so its actually not as much as youd think) gain the exhaustion status effect for 60/45/30 seconds. cannot be activated while exhausted
I wont go alone - when put into the dying state by a direct attack (any non ranged attack) stun the killer for 3 seconds (ignores enduring) perk cooldown 3/2/1 minute
edit - messed up some numbers
Comments
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Killer perk ideas too cause I want to have some for both
Revenge value - gain a stackable 2% speed for every pallet you get stunned by for a max of 8 tokens. lose 8/6/4 tokens when hitting any survivor
<placeholder name> - start the game with an obsession. can only be obsessed with one survivor at a time. when hitting your obsession gain a token with a max 8 tokens. when damaging a generator use all tokens to regress the gen by an additional 1%/2%/3%
Mindless Compassion - leaving a chase with a survivor without attacking gives you and that survivor 5%/10%/15% haste effect for 5 seconds. does not stack. can only be activated once every 90 seconds
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Survivor Perk: When hooked, for the next 20/25/30 seconds, if the killer is within 24 meters of the hook, your entity progression is reduced by 50/70/90%. The killer can see this effect as a debuff on their UI.
Rationale: Basically, an inverted Camaraderie. If the killer camps the hook, they will need to wait longer for the survivor to be sacrificed, giving the other survivors more time to do gens. Also, just like Camaraderie, if a survivor is being stupid and looping the killer around the hook, then the hooked survivor gets more time on the hook and thus more chance of getting saved in the long run. So, it defends against camping killers and stupid survivors. It works a bit better than Camaraderie does, hence the slightly less significant effect of 50/70/90% reduction instead of being a static pause for 34 seconds.
Counter: The killer leaves the hook to deny the effect, so doesn’t camp. Good gameplay ensues.
Killer Perk: When a survivor is saved or escapes from the hook, they are cursed for 40/50/60 seconds, slightly/moderately/considerably (10/20/30% maybe?) reducing their repair progress and increases the frequency of skill checks. Only one survivor can be cursed at a time, when another survivor is saved or escapes from the hook, they become the cursed survivor.
Rationale: Gen defence and anti-tunnel perk. The killer wants the saved survivor to get away, as they will be less efficient than their teammates, and instead can go after the non-cursed survivors to push them away from gen progression.
Counter: As this debuff counts as a curse, any perks that interact with curses also apply here, such as Soul Guard, increasing the anti-tunnel value. Also, the cursed survivor can take the time to save other survivors from the hook, or do totems, other objectives, etc. knowing that other teammates will be more effective on gens than they are.
Killer Perk: When hooking a survivor, all Generators not being repaired automatically regress at 100/150/200% of normal regression rate for the next 60 seconds. All generator regression is paused when you are within 32/28/24 meters of a hooked survivor.
Rationale: This is a temporary Ruin-like effect, that is disabled when the killer is camping. Like Ruin, it encourages the killer to leave the hook and pressure gens to get the full effect, but as it's not constant like Ruin and is reliant on hooks, it's not a Hex that can be cleansed.
Counter: Lead or engage the killer close to the hook to pause the regression. This of course means one more survivor isn’t doing gens so less overall gen progress is made anyway, balancing it out. However if coordinating, the remaining two survivors could be rushing gens to make up for it.
This could pair well with Thrilling Tremors to get people off the gens to begin with.
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Watch Out! (Survivor) - When you suffer you make sure to watch your own back and stay alert. You are not affected by the oblivious, dream, and scared status effect. When a generator is completed Watch Out! deactivates for 15 seconds. The Scared Status Effect does the following; survivors cannot heal, their grunts of pain are increased by 15%, and they scream whenever they fast vault pallets or windows.
Threat Level (Killer) - You love to threaten and scare your survivors for the trial. When a survivor is put into the dying state all survivors enter the Scared status effect for 10/10/30 seconds. The Scared Status Effect does the following; survivors cannot heal, their grunts of pain are increased by 15%, and they scream whenever they fast vault pallets or windows.
Hope you like it!
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Survivor perk
Unmotivated
For every 20 seconds that a killer chases you, you gain a token.
Up to a max of 5 tokens.
When you pallet stun a killer, 3 tokens are consumed, and the killer loses 1% movement speed for the duration of the chase, up to 5% max debuff.
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Perk is too weak. Make it stronger but have a higher requirement.
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I’m not enough of a numbers guy to know how this breaks down with killer speed. I’m kind of just guessing at the speed. Trying to relate to haste which is 7%, and strong.
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I get it. I am starting to get very cautious because if the perk isn't balanced it will either be too weak or too op.
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I was thinking maybe it should be 15 seconds instead of 20. I’m thinking the speed debuff is where it needs to be.
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Dwight's Special Perk;
You've been through hell and back, enough is enough
After being chased by the killer for 5 seconds, you can enter a locker and say "######### it"
You cannot be removed from the locker, you instantly teleport back home and eat a sandwich, and feel content with your life choices and decide to start life anew without needing to run in circles and perform mindless mechanical engineering tasks
Dwight's Special Perk has cooldown of 1/2/3 confused teammates, 1/1/1 angry killer and 1/1/1 rather relieved corporeal entity of endless mazes and trials
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I feel like this would be a good exhaustion perk if you could enter a locker, lock it for 30 seconds, and then it had a cool down of like 60 seconds. Killers would lose their minds wondering...
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Killer Perk
Jaws of Death: Upon starting a chase with a survivor, 1/2/4 of your perk cooldowns are refreshed. This perk becomes usable again once a survivor is unhooked outside of your terror radius.
Survivor Perk
Resurrection: If you deplete an item you bring into the trial, you will find the same item with the same addons in the next chest you search. The item will come with 25%/50%/75% of its charges remaining.
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Your survivor perk is already a perk, except that you don’t have to search a chest. I forget it’s name. It gives you back 50% of your item once it is depleted.
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Oh sorry I forgot Built To Last existed
That's my bad
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