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Changes to all 62 Non-Meta Killer Perks

Lmac99
Lmac99 Member Posts: 71
edited August 2021 in Feedback and Suggestions

This will be a list of changes for every non-meta perk. The idea is to tweak/buff or rework every perk that is considered too weak, or not worth running at all under any circumstances. The changes may be considered for some perks to be too strong or might be a change that isn’t necessary. However this is just to put ideas out there to see what others might think or may be able to bring some valuable input. It’s also just for fun and to see what the game could be like if every perk was meta/good enough to use in every game or with the right killer/survivor. (This Discussion will be for Killer, I am planning on doing Survivor later.)

Some notes before we begin: There will be no lore descriptions when describing perks, but I will make it look as official as possible. I will only be putting the values of tier 3 perks, since tier 1 and 2 should never matter. Any perk description that states giving extra Bloodpoints in a specific category will not be included. I will be going down the list of perks in alphabetical order rather than go based off of killer order. 

Updated: 8/25/2021 4:52 AM


Killer Perks:


Agitation -

 You pick up and drop survivors 15% faster. Survivors only gain 10% of their Struggle progress when dropped. While carrying a Survivor, your Movement speed is increased by 20% and your Terror Radius is increased by 12 metres. 


Beast of Prey -

 While in chase, upon reaching Bloodlust, you immediately gain Bloodlust Tier II and you are granted the Undetectable Status Effect for as long as Bloodlust is active. You gain Bloodlust Tier III 50% faster. Bloodlust will no longer be lost upon using a Special Attack.


Bitter Murmur - 

Each time a Generator is completed, the Auras of any Survivor who interacted with that generator will be revealed to you for 5 seconds. Every time a survivor misses a skill check on a generator the Auras of all survivors interacting with that generator will be revealed to you for 2 seconds. When the last Generator is completed, the Auras of all Survivors are shown for 12 seconds. 


Blood Echo - 

When hooking a Survivor, all other Survivors suffer from the Exhausted Status Effect for 45 seconds and any Injured Survivors will also suffer from the Mangled and Haemorrhage Effect until healed. (Just like Pop Goes the Weasel this perk has no cooldown and can only be used 12 times per match)


Bloodhound - 

Each time a Survivor is hooked for the first time, they will be affected by Bloodhound for the remainder of the match. Survivors affected by Bloodhound have 25% louder Grunts of Pain, Breathing, Footsteps, and Sounds of Falling, and suffer from the Haemorrhage Effect even when healed. 


Brutal Strength - 

After breaking 1 Pallet, Brutal Strength gains 1 Token, up to a maximum of 5 tokens. Gain a stack-able 10% Action Speed bonus to breaking Pallets and Breakable Walls, as well as damaging Generators. Pallet Stuns reduces your current stackable bonus by 50% for 10 seconds. 


Coulrophobia - 

The Healing speed of Survivors within your Terror Radius is reduced by 50%. This effect persists for 10 seconds after a Survivor leaves your Terror Radius. 


Coup de Grace - 

Each time you hook a survivor, Coup de Grace grows in power and you gain 1 Token. Consume 1 Token by double pressing the Attack key to increase the distance of your Lunge Attack by 60%. 


Cruel Limits -

Whenever you damage a Generator, all Windows and Vault locations within 32 metres of it become blocked for all Survivors for the next 30 seconds. Cruel Limits has a cooldown of 60 seconds. 


Dark Devotion - 

Hitting the Obsession with a Basic Attack causes them to emit a Terror Radius of 32 metres, until they are healed, or you down another survivor by any means. During this time you are granted the Undetectable Status Effect. The Obsession hears their own Terror Radius. If another survivor heals the survivor affected by Dark Devotion, they will become the Obsession. 

(Another idea is that all survivors within the Obsessions Terror Radius will be seen by Killer Instinct.)


Dead Man’s Switch - 

After hooking the Obsession, Dead Man’s Switch activates for the next 45 seconds. While activated, any Generator that is repaired above 50% will cause The Entity to block that Generator until Dead Man’s Switch effect ends. Affected generators are highlighted by a white Aura. 


Deathbound - 

When a survivor heals another Survivor for the equivalent of 1 Health State at least 32 metres away from you, the Survivor who healed will scream, and both Survivors Auras will be revealed for 3 seconds, and activate Deathbound. For the next 60 seconds, the Survivor that was healed will suffer from the Oblivious Status Effect. For the next 30 seconds, the Survivor that healed will suffer from Exposed Status Effect.


Deerstalker - 

The Auras of Survivors who are in the Dying State are revealed to you. You can determine the Recovery progress of dying Survivors by the intensity of their Aura. If the dying Survivor is Recovered to the Injured State, their Aura is revealed for 3 seconds. 


Distressing - 

Your Terror Radius is increased by 30%. Anytime a Survivor is in the Dying State your Terror Radius affects the entire Map until that survivor is picked up or Recovered to the Injured State. 


Dragon’s Grip - 

After kicking a Generator, for the next 30 seconds, the first Survivor interacting with it will scream, revealing their Aura for 3 seconds, and suffer from the Exposed Status Effect for 60 seconds. Dragon’s Grip will go on cooldown for 80 seconds after successfully triggering. Only 1 Generator can be affected at a time. The Aura of a Generator affected by Dragon’s Grip will be highlighted in orange. 


Dying Light -

Each time you hook a Survivor other than your Obsession, you gain progress towards Dying Light: 

  • For as long as the Obsession is alive, all other Survivors suffer a penalty to Repairing, Healing, and Sabotaging speeds according to how many Hooks States you have gained; for a maximum of 6 Hook States. 
  • For 2 Hook States gain a 15% penalty. For 4 Hook States gain a 25% penalty. For 6 Hook States gain a 35% penalty. Anytime you hook your Obsession you lose 15% of your penalty. 
  • The Obsession is unaffected by this penalty and instead is granted a permanent 33% Action Speed bonus to Unhooking and Healing other Survivors, and 8% Action Speed bonus to Repairing. 


Fire Up - 

Each time you remove resources from survivors, Fire Up grows in power. Each time you break a Pallet or damage a Generator gain a stack-able 3% Action Speed bonus to picking-up and dropping survivors, breaking Pallets and Breakable Walls, damaging Generators, and vaulting Windows, up to a maximum of 21%. Each time a Generator is repaired, you lose 6% of your current Action Speed bonus. 


Forced Penance - 

Survivors who take a Protection Hit suffer from the Broken Status Effect for the next 80 seconds. After 80 seconds, the Survivor will suffer from the Mangled Status Effect for the next 30 seconds. Additionally any survivors that are 8 metres away from another Survivor that is put into the Dying State will scream, revealing their location for 2 seconds, and suffer from the Exposed Status Effect for 15 seconds. 


Franklin’s Demise - 

Your vicious Basic Attacks make Survivors drop their items on impact. If not recovered within 90 seconds, the lost item will have its Charges depleted by The Entity. The Auras of lost items are revealed to you and slowly fade from white to red while the timer elapses. Any Survivor who picks up the item affected by Franklin’s Demise will have their Aura revealed to you for 5 seconds. 


Furtive Chase - 

Each time you hook your Obsession, you gain 1 Token, up to a maximum of 6 Tokens. Each token reduces your Terror Radius by 5 metres. Your final token will grant you the Undetectable Status Effect. When a Survivor rescues the Obsession from the Hook, that Survivor will become the new Obsession. All accumulated Tokens are lost when the Obsession is sacrificed or killed. 


Gearhead - 

After hitting 3 different Survivors once with your Basic Attack, Gearhead activates. Each time a Survivor succeeds at a Skill Check while repairing, the generator will be revealed by a yellow Aura for as long as it continues being repaired. Additionally, the Repair Progression of that Generator can be determined by the intensity of it’s Aura. 


Hangman’s Trick - 

Unlocks potential in your Aura-reading ability and your ingenious modifications to Hooks alert you of tempering. Gain a Loud Noise notification whenever a Survivor begins sabotaging a Hook. While carrying a Survivor, see the Aura of any Survivor within 8 metres of any hook. Any survivors within your Terror Radius suffer from a 15% Sabotaging Speed penalty. If any survivor successfully Sabotages a hook in your Terror Radius, they will scream, and suffer from the Exposed Status Effect for 30 seconds. 


Hex: Blood Favour - 

Hitting a Survivor with your Basic Attack prompts The Entity to hold all Pallets within a radius of 32 metres from your location in place for the next 20 seconds, preventing Survivors from pulling them down. 

(Hex: Blood Favour has NO cooldown, because it’s a Hex Perk… BVHR PLS)


Hex: Crowd Control - 

Survivors who perform a Vault through a Window during chase will prompt The Entity to block it until the chase ends. 


Hex: Retribution - Survivors who cleanse a Dull Totem will reveal the Auras of all Survivors for 3 seconds. After cleansing a Hex Totem, the Auras of all Survivors are revealed to you for 10 seconds. If Hex: Retribution is cleansed the Auras of all Survivors are revealed for 15 seconds, and they suffer from the Oblivious Status Effect for 45 seconds. 


Hex: The Third Seal - 

The last 2/3/4 Survivors hit with your Basic Attack suffer from the Blindness Status Effect. Additionally all Survivors affected by Hex: The Third Seal will see all Dull Totems as Hex Totems. 


Hex: Thrill of the Hunt - 

For each Totem remaining in the Trail Grounds. Hex: Thrill of the Hunt gains 1 Token. Survivors suffer from a stack-able 6% Cleansing Speed penalty per Token, up to a maximum of 30%. Survivors starting to cleanse any Hex Totem will suffer from the Oblivious Status Effect, and trigger a Loud Noise notification. Survivors who fail to finish cleansing a Hex Totem will block that Totem from being cleansable for 10 seconds. 


Hoarder - 

Receive a Loud Noise notification when Survivors interact with a Chest or when they pick up an item. Survivors while searching a Chest will have their Aura revealed to you. This Aura reveal will persist for 5 seconds after they stop searching the Chest, or pick up an item. Any Item taken from a Chest that has Charges will only have 50% of its maximum Charges. The Trial begins with 2 additional Chests spawning in the Trial Grounds. 


Hysteria - 

Whenever you put a Healthy Survivor into the Injured State, or an Injured Survivor into the Dying State, all Survivors within your Terror Radius suffer from the Oblivious Status Effect for 40 seconds. Any time a Survivor heals or unhooks another Survivor, that Survivor suffers from Blindness for 60 seconds. 


I’m All Ears - 

Any Survivor that performs a rushed action while in Chase will have their Aura revealed for 6 seconds. I’m All Ears has a cooldown of 30 seconds. 


Insidious - 

After standing still for 3 seconds, you are granted the Undetectable Status Effect until you act or move again. Once you move again you keep the Undetectable Effect for 12 seconds. 


Iron Grasp - 

While carrying a Survivor: The Struggle Effects from Wiggling, causing you to strafe sideways, are reduced by 100%. The time for the Survivor to wiggle free from your grasp is increased by 15%. Getting stunned by pallets will no longer cause you to drop the Survivor, but will Stun you for 50% longer. Flashlights will take 50% longer to blind you, but will blind you for 50% longer. 


Iron Maiden - 

You open Lockers 50% faster. Survivors who exit Lockers suffer from the Exposed Status Effect for 30 seconds, and you gain Killer Instinct on that survivor for 4 seconds. Survivors who stay in Lockers for longer than 25 seconds will go into the Injured State if Healthy.


Knock Out - 

When putting a Survivor into the Dying State with your Basic Attack: Their Aura is not revealed to any Survivor for 15 seconds. The Dying Survivor suffers from a decreased Field of View, the Blindness Status Effect, and crawls 50% slower until picked up or healed. 

If the Survivor is picked up within the 15 seconds, you gain the Undetectable Status Effect until that Survivor is Hooked. Once Hooked, the Aura of the Hooked Survivor is not revealed to any other Survivors for 15 seconds. 


Lethal Pursuer - 

At the start of the Trial, the Auras of all Survivors are revealed to you for 9 seconds. Whenever a survivor is Sacrificed, all remaining Survivors will have their Aura revealed for 9 seconds. 


Lightborn - 

Lightborn grants immunity from being blinded by Flashlights, Firecrackers, Flashbangs, or Blast Mines. The Auras of Survivors attempting to blind you are revealed to you for 10 seconds. When carrying a Survivor, if a Survivor shines a light on you, you gain a Movement speed increase of 20% for 5 seconds. 


Mad Grit - 

While carrying a Survivor, you suffer no cool-down on missed attacks. Successfully hitting a Survivor will pause the carried Survivor’s Wiggling Progression for 4 seconds. You gain no movement penalty and increase your Movement speed by 15% until you hook that Survivor. 


Mindbreaker - 

Whenever a Survivor is repairing a Generator, they suffer from the Exhausted Status Effect. If the Survivor is already Exhausted, their Status Effect’s timer will be paused. The Status Effect lingers for 10 seconds after a Survivor stops repairing the Generator. If at any time a Survivor misses a Skill Check on a Generator, they will suffer from the Incapacitated Status Effect for 7 seconds. 


Monitor and Abuse - 

Your base Terror Radius is increased by 8 metres. Whenever you are outside of a Chase, your Terror Radius is reduced by 16 metres while your Field of View is increased by 10 degrees. Field of View gains do stack. Whenever you start a chase with a Survivor, their Aura is revealed for 3 seconds. 


Monstrous Shrine - 

Any survivors that are hooked in the basement will not have their Auras revealed to all other Survivors. Survivors hooked in the basement cannot Attempt to Escape. Skill Checks Survivors receive while Struggling are 30% smaller. 


Nemesis - (This one is just an idea that would be fun but would overtune the perk, I feel Nemesis is perfect at what it does and doesn't need changing)

Each time a Survivor blinds you or stuns you using a Pallet or Lockers, they become your new Obsession. The Survivor suffers from the Oblivious Status Effect for 60 seconds, and their Aura is revealed to you for 4 seconds. Each time you are stunned or blinded by the Obsession, you gain a stack-able 5% reduced Stun or Blind duration for a total of 20% Every time you are blinded or stunned by any other Survivor, you lose 5% of your total reduction.


No Way Out - (This one is just an idea that would be fun but would overtune the perk, I feel No Way Out is great at what it does and doesn't need changing)

For each Survivor you hook for the first time, No Way Out gains 1 Token. Once the Exit Gates have been powered, No Way Out activates: When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise notification, and the Survivor screams, revealing their location for 4 seconds, and suffers from the Exposed Status Effect for 60 seconds. The Entity blocks both Exit Gate Switches for 12 seconds and an additional 12 seconds per token, up to a combined maximum of 60 seconds. During this duration any survivors within 24 metres of an Exit Gate will have their Aura revealed. 


Oppression - 

When damaging a Generator, up to 3 other Generators with the most progress will also begin regressing. Also triggers a difficult Skill Check if the selected Generators are currently being repaired. All Generators affected will be highlighted in white, and any being repaired will be highlighted in yellow until all Survivors stop repairing that Generator. Oppression has a cool-down of 40 seconds. 


Overcharge - 

Damaging a Generator overcharges it. For 30 seconds any survivor that interacts with a Generator affected by Overcharge will cause them to automatically miss a Skill Check, resulting in an additional Progression loss of 5%. Only one Generator can be affected by Overcharge at a time. 


Overwhelming Presence - 

Survivors within your Terror Radius suffer from resource depletion. Any Survivor holding an item that has Charges, will suffer from a loss of 1 charge per second spent in your Terror Radius. Any item that does not have charges cannot be used in your Terror Radius. This does not apply to the following: Flashbangs, Firecrackers. 


Play With Your Food - 

Each time you chase your Obsession and let them escape, Play With Your Food gains 1 Token, up to a maximum of 3 Tokens. Each Token applies a stack-able 5% Haste Status Effect up to a maximum of 15%. Performing a successful Basic Attack, or Special Attack consumes 1 Token. 

(You no longer lose Tokens when missing a Basic Attack or Special Attack. Example: Bubba has 3 Tokens of PWYF, while using his Chainsaw he will only lose 1 Token if he successfully hits a Survivor)


Pop Goes the Weasel - 

After hooking a Survivor, Pop Goes the Weasel activates for the next 45 seconds. The next generator you damage instantly loses 25% Progression. While damaging a Generator the timer for Pop Goes the Weasel pauses. Regular Generator Regression applies afterwards and Pop Goes the Weasel deactivates.

(This is a Meta Perk I know, but I just wanted to include one tweak I would make to the perk, because right now Pop only lasts for 42 seconds, not 45 because the timer doesn't pause while using it for some reason)


Predator - 

Each time a Survivor is hooked for the first time they will be affected by Predator for the remainder of the match. Survivors affected by Predator leave Scratch marks when walking. Scratch marks left by walking Survivors remain on the ground for a moderately shorter time. Survivors can see their own scratch marks when walking.


Rancor - 

Each time a Generator is completed: Your Aura is revealed to the Obsession for 3 seconds. All Survivors’ locations are revealed to you for 3 seconds. Once all Generators are completed: The Obsession suffers from a permanent Exposed Status Effect. You are granted the ability to kill the Obsession by your own hand. If a survivor is within 8 metres of the survivor that was put into the Dying State from Rancor, they will become the Obsession once your current Obsession is killed. 


Remember Me - 

Each time you hit your Obsession with a Basic Attack, Remember Me gains 1 Token, up to a maximum of 5 tokens. The Opening time of both Exit Gates is increased by 4 seconds per Token, up to a maximum of 20 additional seconds. The Aura of any survivor is revealed when opening an Exit Gate. 


Shadowborn - 

Your Field of View is increased by 15 degrees. Field of View gains do stack. Each time you hook a Survivor you gain the Undetectable Status Effect until Injuring a Survivor by any means or once that Hooked Survivor is Unhooked. 


Spies from the Shadows - 

Crows startled by Survivors within 36 metres reveal their Aura for 3 seconds. Spies from the Shadows has a cool-down of 10 seconds between alerts. Crows return back to their position 50% faster. 


Stridor - 

Breathing of Survivors in Pain are 50% louder, regular breathing is 25% louder, and Footsteps are 50% louder. The sounds you make are reduced by 25% to both yourself and to Survivors. The volume of Chase music is reduced by 25%. 


Surge - 

When you put a Survivor into the Dying State by any means, all Generators within 48 metres of you instantly explode and start regressing. This applies an immediate 10% Progress penalty.


Surveillance - 

The Auras of regressing Generators are highlighted in white. If the Regression process is interrupted on a Generator, it’s Aura will be highlighted in yellow until Survivors stop repair progress on the Generator. Surveillance increases the audible range of Survivor’s Generator repairing noises by 8 metres. 


Territorial Imperative - 

Any Survivors that are in the Basement have their Aura revealed to you, and play a Loud Noise notification when they enter. If a Survivor is Hooked in the Basement, Territorial Imperative activates. Once the Survivor is unhooked the exit to the Basement is blocked for 20 seconds. During this time only you can enter and exit the Basement. This effect can only activate once per game. 


Thanatophobia - 

Each injured, dying, or hooked Survivor incurs a stack-able 4% penalty to all Survivors’ Repairing, Sabotaging, and Cleansing Action speeds. This penalty stacks further upon the stages of every survivor. For every Injured Survivor it incurs a 4% penalty. For every dying Survivor, it incurs an 8% penalty. For every hooked Survivor it incurs a 12% penalty. Up to a maximum of 48%. 

(Example: If all Survivors are injured it incurs the normal "pre-buff" 16%. If all Survivors are injured and one is currently hooked you would receive a 24% penalty. The 48% penalty can only be obtained if all 4 Survivors are hooked at once)


Thrilling Tremors - 

After hooking a Survivor, all Generators not currently being repaired by Survivors are blocked by The Entity for the next 20 seconds. The Auras of blocked Generators are highlighted to you in white. And the Auras of Generators being worked on during Thrilling Tremors duration will be highlighted in yellow. 


Trail of Torment - 

After kicking a Generator, you are granted the Undetectable Status Effect until that Generator stops regressing or you damage a Survivor by any means. If a Survivor stops the Regression of the Generator you kicked they will suffer from the Oblivious Status Effect for 30 seconds. Trail of Torment has a cooldown of 40 seconds. 


Unnerving Presence - 

Survivors within your Terror Radius have more trouble dealing with Repairing and Healing. Skill Check Trigger odds are increased by 10%. Survivors must hit only Great Skill checks. Anytime they hit a Good Skill Check Repair progress or Healing progress is halted for 3 seconds. Any Missed Skill Checks will result in a 5% extra penalty loss. 


Unrelenting - 

The Cool-down on missed Basic Attacks is reduced by 30%. This includes hitting objects. Downing a Survivor after Successfully performing a Special Attack will reduce the recovery speed from using your weapon by 20%. 

(Example: If Trapper hits someone in his Trap his weapon animation is the same speed as if he has 4 stacks of STBFL. If Nurse blinks and downs someone after she recovers from Fatigue 20% faster) 


Whispers - 

Whenever a Survivor is within 32 metres of your location Whispers will activate. The Perk Icon will light up. You will begin to hear whispers from The Entity, the closer you get to a Survivor the louder the whispers will get. Sounds of Whispers will stop when you enter a chase with a Survivor. Whispers does not apply to any Survivor that is currently Hooked.


Zanshin Tactics - 

The Auras of all Breakable Walls, Pallets, and Windows on the Map are revealed to you. Any time a Survivor interacts with Pallets or Windows, the Aura of that Pallet or Window will be revealed in red for 3 seconds. For every Pallet that you break, all Aura-reading ranges are increased by 2 metres. 

Post edited by Lmac99 on
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Comments

  • GannTM
    GannTM Member Posts: 10,887

    As a new member of the expanding Bush community, please don’t make that Whispers buff happen.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Can you do survivor perks next?

  • Lmac99
    Lmac99 Member Posts: 71

    I will definitely be doing Survivor Perks as well. This project took me 5 hours, and I had no breaks lol. So I will get it out as soon as I can. Thanks for reading.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Ok thanks. These were really interesting. As a survivor main I would love buffed perks for both sides.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    As an avid Gearhead user I don’t really like the change. Making it permanent would be too strong aswell as the repair progress

  • Huge_Bush
    Huge_Bush Member Posts: 5,409

    You will be assimilated. Resistance is futile. Did you really thing your false god brought us here of its own will? Ha! It fears us more than it loves to feed on the hopes of those it torments. It has no choice but to over look our existence, for if it ever tries to consider standing in our way, it will no longer be the hunter, but rather, the hunted.

  • Lmac99
    Lmac99 Member Posts: 71

    It's effect only applies for as long as they repair the Generator. If they get off and back on they will have to hit another Skill Check for the Aura to reveal itself in yellow again. But I can understand if it would be too strong, I am grateful for your feedback. I would like to ask what you would change about the perk, if you feel its needs tweaking. Do you feel it's too weak?

  • Lmac99
    Lmac99 Member Posts: 71

    NOOOOOOOOOO... But before you assimilate me, may I ask if you think the change to Whispers is actually a good one? Your feedback is very important to me. Anyway NOOOOOOOOOOOOOOO!!!!!!!!

  • Phasmamain
    Phasmamain Member Posts: 11,531

    It definitely is weak as of now. For my changes I’d buff the timer to 45 seconds and have it work on great skill checks too. This would give it synergy with oppression and overcharge.

    Id also remove the basic attack requirement and make it 2 health states so if for example a billy chainsaws you it’s a automatic gearhead

  • Huge_Bush
    Huge_Bush Member Posts: 5,409

    Ok, since I don't want to get in trouble for going off topic, As a killer, I'd love it, but it feels a little too strong. It would almost be as if it were wall hacks, which sucks, because as a survivor main, one of the most things I love is breaking chase and disappearing, especially against someone who tunnels at 5 gens.

    I had a killer tunnel the other day, they tunneled the first person they found, running instant down hatchets. When everyone realized they were tunneling only to mori asap, we all became part of a bush (seriously, super stealth mode). It was extremely satisfying watching the killer look all around the gen that I was working on and not be able to find me, while I'm just positioning myself behind a rock. If they had your buffed Whispers, they'd have found me immediately and no one on our team would have had a chance.

    Also, Imagine this perk on Spirit. Only Spirit mains would enjoy that.

    If anything, I wish they would make it so Whispers would just not light up if the closest survivor is on a hook. That way I would know not to look around for someone and look elsewhere for my next chase.

  • TicTac
    TicTac Member Posts: 2,414

    Beast of prey: i would prefer a full rework. Undetectable in chase is not that useful and bloodlust is really problematic imo. Chases with bloodlust give you an easy down, but you lose the match bc of the time waste.

    Bloodhound: 25% louder doesnt matter and its useless against IW. Seeing the blood is ok, but nobody will ever run it. Maybe more an activation after a hit. Example: After you hit a survivor, you see the aura of every survivor in your TR for 5 seconds.

    I will read the other ones later.

  • GannTM
    GannTM Member Posts: 10,887

    We are immortal. Our lord and savior, Claudette, is too powerful to be challenged by your commander. The Bush will win, always!

  • GannTM
    GannTM Member Posts: 10,887
  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    well you can tell the bush that if it doesn't stay on topic it will burn in dragon fire

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    IMO pop goes is fine lightborn is fine franklins is fine as well as a few others. There are plenty of good perks they just don't have to be meta to be good.

  • GannTM
    GannTM Member Posts: 10,887

    Ok fine, I still will keep spreading he word though.

    About the post, I do like the Whispers buff. It does help with hiding survivors as when I play killer, it gets annoying when survivors use Spine Chill and hide whenever it goes off.

  • fogdonkey
    fogdonkey Member Posts: 1,567

    Are you an intern working for BHVR?

    Feedback: instead of writing the whole perk description just add the delta, i.e. what you changed.

  • Lmac99
    Lmac99 Member Posts: 71

    Yes the Good Skill Check thing should definitely be changed to both Good and Great. And making it work with Damage by any means I feel is also necessary. Synergy with Oppression is always good too.

  • Lmac99
    Lmac99 Member Posts: 71

    I completely forgot that the perk doesn't work when someone is on Hook. And thanks for the Feedback, I didn't feel like it would be too strong and this tells me whether I am going over board or not. But I don't think it will be a Spirit only perk, it would just make it a good Tracking perk again. Most people don't run it now because it feels unnecessary and they find that it's much more worth it to use that Perk Slot for a slow down Perk instead. So I wanted to find a way to spice it up so people find it very worth it to run it. But I'm glad you like idea, and thanks for reading!

  • Lmac99
    Lmac99 Member Posts: 71
    edited August 2021

    I 100% agree Pop is fine, I just think it needs to stop false advertising itself with the 45 seconds, when it's in fact 42 seconds. And I also agree Lightborn and Franklins are definitely fine where they are at I just wanted to see what I could come up with to spice them up and make them a little more interesting. I agree a perk doesn't need to be Meta to be good, I just mainly wanted to try to put all perks near the same level and think about what the game could be like if you could choose from 84 good perks, instead of the current like 20. Thank you for the feedback, and thanks for reading.

  • Lmac99
    Lmac99 Member Posts: 71

    For Beast of Prey I agree that they should just take out Bloodlust and make a brand new perk in its place. But Undetectable is very good in chase because you no longer have a Red Stain, and the idea was to not waste as much time and gain the benefits of Bloodlust III faster.

    For Bloodhound it counters Iron Will, just like Stridor used to. Iron Will provides reduced grunts of pain by 100%. Bloodhound would allow you to hear them at 25% louder just like Stridor did with 50%. Also I might need to change up the wording, but it's 25% of ALL sound. Including footsteps, breathing, sounds of falling, etc. The blood being seen at all times makes it very hard for Survivors to play Immersed, they couldn't go in lockers without you knowing, when they walk you can still track them. I feel like it might have been TOO strong, but maybe I'm wrong. Thanks for your feedback, and thanks for reading these now and some later. :D

  • Huge_Bush
    Huge_Bush Member Posts: 5,409

    On topic: As long as he isn't running Iron Maiden, it's not too difficult to avoid him. Like with most killers, LoS blockers and lockers work miracles. Making sure to move out of his terror radius works as well.

    Off topic: The hum of our leaves lets out a frequency that nullifies all sound attacks! Muahahahahaha.

  • Lmac99
    Lmac99 Member Posts: 71

    No I'm not an intern, this is just a passion project. The idea was to make every perk feel like they could exist in the game already so I made it as official as possible. So many perks descriptions will describe the same as before with minor or major tweaks. Or some are rewritten almost entirely. But I do understand that it could be confusing for some, and might be hard to find the changes. I might just make another Discussion where I just list the changes themselves. Thanks for you feedback!

  • Huge_Bush
    Huge_Bush Member Posts: 5,409
    edited August 2021

    You're such a meanie!

    This will be the last off topic post I make in this thread, I realize I'm getting carried away.

  • Lmac99
    Lmac99 Member Posts: 71

    I don't know what the rules about all of this are but, I don't mind jokes here and there. Twas fun and cute kitty! :D

  • Haddix
    Haddix Member Posts: 1,048

    I just wanna say

    "No Way Out - 

    For each Survivor you hook for the first time, No Way Out gains 1 Token. Once the Exit Gates have been powered, No Way Out activates: When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise notification, and the Survivor screams, revealing their location for 4 seconds, and suffers from the Exposed Status Effect for 60 seconds. The Entity blocks both Exit Gate Switches for 12 seconds and an additional 12 seconds per token, up to a combined maximum of 60 seconds. During this duration any survivors within 24 metres of an Exit Gate will have their Aura revealed. "

    This perk is already really strong. Like, comp used strong. This buff would be really really unnecessary imo.

  • CrowVortex
    CrowVortex Member Posts: 965

    Coup De grace could literally be the same but gain tokens at 50% progression of a generator, that gen is then highlighted in yellow until you spend that token or it's completed. That's what i'd do to make it appealing.

  • Lmac99
    Lmac99 Member Posts: 71

    Yes I think I agree, I just wanted to find a way to add like a piece of No Ed, and Blood Warden to the perk. But this perk is good as it is for sure. Thanks for the feedback.

  • Lmac99
    Lmac99 Member Posts: 71

    Interesting idea! The only issue is what if you kick that gen, it regresses to 49% and the survivors get it back up to 50% again, you would be able to get so many Coup Tokens. The perk can be very strong when used right. Even if you can only get 1 Token per Generator that reaches 50% Repair Progression, that's still only 10 Tokens total, or 14 if that manage to 50% every Generator which doesn't happen often. So if it's based off of Hooks, you get rewarded for doing your objective, and and you get Stacks consistently all match. One problem I have is the concept of getting rewarded as Killer for losing your Objective. It shouldn't be in the game because Survivors shouldn't get punished for doing their Objective. Thanks for the feedback!

  • Lmac99
    Lmac99 Member Posts: 71

    I am not an intern, this is just a passion project I wanted to put together. I want to make the perks feel like they could actually be in the game, so I wrote down the original description and tweaked/changed some minor or major values/details. I understand how that can be confusing though, I might make another Discussion where I just list the changes themselves. Thanks for the feedback.

  • FancyMrB
    FancyMrB Member Posts: 1,250

    I really like your Coulrophobia one, tho 20 sec may be a bit harsh? 10 seconds sounds pretty good ^^ I would like to see that change.

  • Lmac99
    Lmac99 Member Posts: 71

    Thank you! Yes I was thinking 20 might be a lot especially since the Killer can just keep renewing it so yeah that value would have to be tweaked for sure. Thanks for the feedback and thanks for reading!

  • FancyMrB
    FancyMrB Member Posts: 1,250

    You made a very well thought out post ^^

    I recently made a topic myself about Dead Man's Switch. I like your buff to it! I think that perk could be meta without being OP and your idea seems to fit the bill.

    Personally I don't like perks that pick on one obsession. What do you think of the idea of whoever unhooked the obsession becomes the new obsession? That way DMS can get proctor more and it encourages the killer to target a new survivor.

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    One idea I had for Dead Man's Switch was to change it from an Obsession Perk to the new Scourge Hook mechanic. Dead Man's Switch current effect triggers every time a Survivor is hooked on a Scourge Hook, regardless of Obsession status. Potentially allows you to get the DMS effect much more often/consistently without having to change the perk too drastically.

  • TicTac
    TicTac Member Posts: 2,414

    Undetectable in chase is sometimes a little bit useful. If it would be good, people would run Beast of Prey.

    Iron will will now always make the survivor completely silent. I dont know their reason for the change, but they will 100% not revert it.

    My biggest problem with this new perks would be that still nobody would use them.

  • TicTac
    TicTac Member Posts: 2,414
    edited August 2021

    Dead Mans Switch: does it mean every gen above 35% gets blocked or that every gen that reaches 35% gets blocked? I would change it that every gen above 50% gets blocked, but that could still be too strong.

  • Dino7281
    Dino7281 Member Posts: 3,294
    edited August 2021

    I like most of your ideas and I hope BHVR will have 1 patch just full of perk / balance changes.

  • Lmac99
    Lmac99 Member Posts: 71

    Thank you, I appreciate hearing that! The idea with changing Obsession is definitely interesting. The only issue is that Furtive Chase already does that, but I don't see a problem with having 2 perks with one same element. And it could fit well with DMS for sure.

  • Lmac99
    Lmac99 Member Posts: 71

    I like this idea a lot as well! I feel like with Scourge being a new mechanic, it will take awhile before we start getting really good Scourge perks. Taking some old perks and making them part of the new Scourge mechanic could be an interesting idea.

  • Lmac99
    Lmac99 Member Posts: 71

    I feel the reason no one runs Beast of Prey is because to get Undetectable you must always have Bloodlust. But Bloodlust takes too long to activate and can be lost in a ton of different ways, not necessarily because Undetectable isn't that good of an effect in chase. I will make a tweak to the Beast of Prey idea where you cannot lose Bloodlust when using a Killer ability.

    For Iron Will, I actually did not know it always made Survivor completely silent. That seems unhealthy for the game, and ruins a lot of ideas for Killer perks that deal with sound. So for the sake of hoping they revert that, lets say they do so these perk ideas could still work and make those perks actually good enough to want to be used.

    I don't believe that nobody would use them. There still will be lots of Killers that stick to the Meta perks that can consistently win games, but that would be at the cost of their fun. I feel a lot of these ideas could not only make bad perks a lot better, but can change up the feel of each game so that they won't get bored after a few hours of matches. But I would like to ask if you feel like a lot of these perks need to be stronger in order to make people use them, or if it's just the ideas themselves that won't do anything to make people want to use the perks.

    Thank you for your feedback! And thanks for reading!

  • Lmac99
    Lmac99 Member Posts: 71

    It means any Generator currently above 35% when the Obsession gets hooked, gets blocked for 45 seconds. Are you saying 35% is too strong or not strong enough? Because I could understand 35% being too strong.

  • Lmac99
    Lmac99 Member Posts: 71

    Thank you, that's great to hear! I really appreciate you saying that. I was afraid that the reception I would get would be that most of the perks would be too strong, or the tweaked idea might be too lazy, etc. So I'm glad to see people find some ideas to be good ones.

    I also hope that could happen some day, whether it be in 1 patch for they dedicate an event with multiple patches where they finally give love to all the perks that just can't make the cut in most games.

    Thank you for your feedback, and thanks for reading!

  • TicTac
    TicTac Member Posts: 2,414

    35% is too strong. Hooking the obsession is not the easiest condition, but blocking every gen over 35% for 45 sec is a game changer. And you get the information which gens to pressure. If you use a build to change obsessions, its too oppressive.

  • TicTac
    TicTac Member Posts: 2,414

    I think its still a problem when most of the perks are not viable. A perk like mad grit with a unique effect is ok, but bloodhound for example would just give two effects which you can get with other perks, addons etc.

    But i guess nothing will ever really challenge gen perks anyway if the game stays at it is. So if we want more perk variety, maybe we need more basekit gen defense and a nerf to gen perks.

  • Tekno_Badger
    Tekno_Badger Member Posts: 526
    edited August 2021

    I like your ideas, these are solid. I'm working on a full-scale rework Google Doc for DBD, would love your input, since you seem invested in this sort of thing. You can't edit but you can leave comments anywhere on it

    https://docs.google.com/document/d/1nUxBRomb77siSwDWkoD6fDjIbfiWKOU6uKLjS58MV34/edit?usp=drivesdk