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Making some perks overpowered
Just me writing down random ideas I got for existing perks in the game. I'm expanding on the concept of each of these perks, so some may be strong and others may be weak. Just please don't nitpick.
Survivor Perks
No Mither
Go on out kid, it's just a scratch.
After taking a protection hit, No Mither activates for 45/60/75 seconds.
While No Mither is active:
- You leave no blood trail.
- Grunts of pain while injured are reduced by 100%.
- Stunning the Killer with a pallet increases the duration of the stun by 50%.
Sole Survivor
As more of your friends fall to the Killer, you become shrouded in isolation.
Each time an ally gets hooked, the range in which the Killer can see your aura is reduced by 6/7/8 meters.
Receive an auditory notification when the Killer is attempting to read your aura.
(Not an obsession perk.)
Breakdown
When you are rescued from or escape a hook, it breaks for 180 seconds and the Killer's aura is revealed to you for 4/5/6 seconds.
When you rescue another Survivor from a hook, the hook breaks for 30 seconds.
Camaraderie
Life has taught you the importance of friendship which has given you strength.
When you are within 16 meters of a Survivor who is struggling on a hook, their hook timer is paused for 26/30/34 seconds and you gain the Haste status effect, moving at 7% increased movement speed.
Killer Perks
Hex: Blood Favor
A hex that gains the favor of the Entity when blood is spilt.
When a Survivor takes damage, all standing pallets within your terror radius will be held in place by the Entity for 16/18/20 seconds, and all dropped pallets within your terror radius are broken by the Entity.
You see the auras of pallets blocked by Blood Favor.
(Taking damage includes basic attacks and special attacks. I would've just wrote that, but it would create confusion with projectiles that don't deal instant damage like Plague's vomit or Trickster's knives.)
Iron Maiden
When a Survivor enters a locker, their location is revealed for 4 seconds and the locker is held shut by the Entity. The Survivor inside must fight to break out, which takes 8/10/12 seconds. They become Exposed for 30 seconds after exiting the locker.
(Yes, I know this takes away its use on Huntress/Trickster. I really don't think there's any way to make Iron Maiden better because lockers are hard to work with anyway.)
Cruel Limits
Your ties to the otherworldly manifest when your prey attempts to get away.
When a generator is fully repaired, all vault locations, pallets, and lockers within a 32-meter radius of the completed generator will be blocked by the Entity for 40/50/60 seconds.
You see the aura of all blocked locations.
Dead Man's Switch
You become obsessed with one Survivor.
When you hook your obsession, Dead Man's Switch activates for 45 seconds.
While Dead Man's Switch is active:
- The repair progress of all generators can be determined by the intensity of its aura.
- When a Survivor stops repairing a generator, it is blocked for 35/40/45 seconds.
The Killer can only be obsessed with one Survivor at a time.
Bloodhound
Like a hunting hound, you smell trails of blood from a great distance.
Blood trails are considerably more visible and linger for an additional 2/3/4 seconds. You can see blood trails through walls within 6 meters.
Predator
Your acute tracking ability allows you to hone on disturbances in the environment.
Scratch marks spawn considerably closer together and are visible through walls within 8/10/12 meters.
Survivors' footsteps are 50% louder.
(Spirit would be a literal nightmare.)
Coup De Grace
As the end nears, you go in for the kill.
When you damage a Survivor, the distance of your lunge attack is increased by 40%/50%/60% for the next 30 seconds.
Fire Up
The increased pressure of losing your prey fills you with unsuspected motivation.
Every time a generator is completed, Fire Up activates for 60/70/80 seconds and you receive the following effects:
- Gain a stack-able speed bonus of 20% to picking up and dropping Survivors, breaking pallets and breakable walls, damaging generators, vaulting, successful and missed basic attack cooldowns, and searching lockers.
When the exit gates are powered, Fire Up is active indefinitely.
Comments
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All of these are great but where the hell is autodidact
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Autodidact can be extremely good... but only if you're lucky. There's really no way to make it more consistent without a full rework, which for it I would recommend something similar to Brand New Part in terms of skill check frequency. But I dunno. I use it and I like it, so I can't do much more for it.
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