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Killer perk rework ideas to make them more interesting or fun?

NOCTURN_05
NOCTURN_05 Member Posts: 102
edited August 2021 in Feedback and Suggestions

Metas will always exist in every game, where a load out exists, there's no stopping it. Unless somehow they made everything equally interesting. Do you guys have any ideas to do this for dbd?

Here's some of my own suggestions in a completely random order.

Coup de grace- your lunge range is increased by 0/5/10%. for each generator completed, gain a token. For each token in your possession, your lunge rang is increased by 10% for a maximum of 60%

Hex: Blood Favor- when a survivor vaults a window in chase, every pallet within 12/14/16 meters is blocked by the entity for 12 seconds.

Beast of Prey- Bloodlust happens in opposite order. As soon as you enter chase, you are granted with bloodlust tier 3. Bloodlust tiers down every 6 seconds. After bloodlust is gone, it behaves as normal until the chase ends. You gain 30/40/50% extra bloodpoints in the hunter category.

Bloodhound- Bloodpools are tremendously more visible appear as a straight line of blood rather than separate pools. They also stay 4/5/6 seconds longer

Eruption- simple change. Just make it apply to damaged generators rather than kicked so it has a slight chance for synergy.

Hangmans trick- you see the aura of survivors within 4/5/6 meters of hooks at all times.

Hysteria- Just make it so it applies to hitting injured people as well

Monstrous shrine- Survivors suffer from the hindered, oblivious, and blindness status effect as long as they remain in the basement. All survivor actions preformed in the basement have a reduced speed by 50%. The auras of all players are revealed to all players when within the basement. All effects persist for 3/5/7 seconds.

Overcharge- same thing as eruption

Territorial imperative- Survivors auras are revealed to you for 1/2/3 seconds when they enter your terror radius.

Any thoughts on these suggestions or others from your own ideas? I would also love to hear you recommended changes for little used survivor perks

Comments

  • Firellius
    Firellius Member Posts: 4,539

    Coup de grace- your lunge range is increased by 0/5/10%. for each generator completed, gain a token. For each token in your possession, your lunge rang is increased by 10% for a maximum of 60%

    Pretty sure this is too strong. A permanent lunge range increase would make chases far more lopsided, and in particular Wraith would be absolutely busted if he consistently had even longer lunges. I'd hate to see a Wraith uncloak with 60% bonus lunge range, he could probably hit you from across the killer shack with that.

    Hex: Blood Favor- when a survivor vaults a window in chase, every pallet within 12/14/16 meters is blocked by the entity for 12 seconds.

    A very strong effect, but this one's a hex, so I think this is a fair idea.

    Beast of Prey- Bloodlust happens in opposite order. As soon as you enter chase, you are granted with bloodlust tier 3. Bloodlust tiers down every 6 seconds. After bloodlust is gone, it behaves as normal until the chase ends. You gain 30/40/50% extra bloodpoints in the hunter category.

    Also too strong. You have 15 seconds to break the chase, otherwise the killer just gets a monumental speed boost and can easily close a loop. I think this would make any killer other than Nurse impossible to run from.

    Bloodhound- Bloodpools are tremendously more visible appear as a straight line of blood rather than separate pools. They also stay 4/5/6 seconds longer

    Probably fine, although I'd make Bloodhound cause haemorrhaging, rather than a straight line of blood trails. At least leaves -some- kind of play opportunity for the survivor, even if it isn't much.

    Eruption- simple change. Just make it apply to damaged generators rather than kicked so it has a slight chance for synergy.

    Fair idea, as it's the set-up that makes Eruption struggle. On the flipside though, it should probably not work with Ruin, since that perk is already really strong and doesn't need to tack on a big synergy on top.

    Hangmans trick- you see the aura of survivors within 4/5/6 meters of hooks at all times.

    Absolutely not, that'd give way, WAY too much intel. With the oak tree offering to bring hooks together, I think, on most maps, this would just permanently let you see all survivors.

    Hysteria- Just make it so it applies to hitting injured people as well

    This one's fair.

    Monstrous shrine- Survivors suffer from the hindered, oblivious, and blindness status effect as long as they remain in the basement. All survivor actions preformed in the basement have a reduced speed by 50%. The auras of all players are revealed to all players when within the basement. All effects persist for 3/5/7 seconds.

    No. The basement is a bad idea in general, as it purely supports camping and tunnelling, and any perks to expand upon that function can push it to become more of a problem. This perk would make basement camping virtually impossible to counter, as unhooking and escaping would both take way too long. Having it persist for a whole 7 seconds after leaving, too, is way, WAY too strong.

    Overcharge- same thing as eruption

    That might be a bit too strong. Overcharge is a bit stronger than Eruption I think.

    Territorial imperative- Survivors auras are revealed to you for 1/2/3 seconds when they enter your terror radius.

    Absolutely not, that would be far, FAR too strong. That's way too much free intel. There'd be almost no point to the Doctor with a perk like that.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,964

    Coup de grace should be a killer's dead hard:

    If you chase an injured survivor your next lunge is increased by 60/80/100%. Coup de grace then goes on cooldown for 50 seconds.