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Totally small DbD perk changes that I thought off in the shower

Hydrant
Hydrant Member Posts: 36
edited October 2021 in Feedback and Suggestions

While in the shower, I had a bunch of ideas for a bunch of killer perks that either aren't used nearly too much or have issues that make them irritating at times, some are aimed to change the meta, some are aimed to make them just playable in a normal match, at the end, I will also touch on some add-ons that are viewed by many to be borderline useless.


-Shadowborn: When spawning into the trial the killer is affected by the Undetectable status effect, this effect is active until a survivor is injured by the killer, then the perk stays up for the next  60 seconds until it is deactivated for the rest of the round.

Note: this change would only apply if a FOV option gets introduced into settings, as having a perk for that seems ridiculous honestly.

-Surge/Jolt: Now activates upon downing a survivor with both a basic or a special attack.

Note: This is aimed at killers like Blight, Hillbilly, Huntress etc. with which (especially Blight) they tend to linger around the boring meta or Ruin/Undying/Pop, this change hopes to introduce Surge to these killers for more perk variety;


-Cruel Limits/Claustrophobia: Locks down windows nearby a completed generator until another one is completed, locks down upright pallets for 20/25/30 seconds nearby a completed generator, blocks all windows for 17 seconds when the last gen is completed, this aims to introduce the new mechanic to blocking  pallets while also making it stronger at blocking windows, especially when the endgame starts;


-Coup de Grâce: Coup de Grâce now gets tokens when an unhook takes place far away from you (40 meters), this aims to make Coup more common and easier to use, while the range is making so it is not easy to get tokens back to back to back to back;


-Distressing: Now grants bonus blood points after the match, aims to make it more rewarding;


-Territorial Imperative: Upon kicking a generator, it is marked with a pink aura, whenever a survivor gets close to this generator, T. Imp. reveals the location of the survivor for 3 seconds, this has a cooldown of 15 seconds, the effect stops after 60 seconds and must be reapplied;


-Beast of Prey: BofP is now activated slowly when chasing survivors, after chasing survivors for 30 seconds, the killer can activate it by pressing the active ability button (E by default) while out of chase, this triggers the Undetectable status effect for 30 seconds or until hitting a survivor, bonus blood points are awarded when the match ends;


-Insidious: Insidious is now a token based perk, you get tokens like with Hex: Devour Hope, the only difference is that it is not a hex. The list of effects is:

1 token - no effect;

2 tokens - All survivors are oblivious when far away from the hook (~24/32);

3 tokens - Oblivious lingers for 15 seconds;

4 tokens - The Killer is Undetectable when far away from the hook (~24/32);

5 tokens - Undetectable effect lingers for 40 seconds;


-Gearhead: The perk now activates with special attacks as well as basic attacks and stays active for 45 seconds, the duration can be refilled with basic attack hits while Gearhead is active;


-Remember Me: The Opening time of both Exit Gates is increased by 8 seconds (was 4) per Token, up to a maximum of 32 additional seconds (was 16), this effect is disabled if only one survivor remains in the trial;


-Unrelenting: Every 3rd basic attack that would injure a survivor, will apply a deep wound and (optionally) an unused 'Hearing' status effect for 15 seconds, on top of the injury, reduced missed attack recovery stays of course;

Note regarding Unrelenting, from the dbd wiki: "The Hearing Status Effect temporarily impairs the hearing of Survivors and Killers, muffling their audio and playing a high-pitched whistling sound."


Note about Scourge Hooks: With those series of changes, a change to Scourge Hook perks is introduced, the hook no longer breaks when a survivor is sacrificed on it.

-Dead Man's Switch: Dead Man's is now a Scourge Hook perk, the effect activates for 30 seconds when hooking a survivor on a Scourge Hook, the effect is doubled when hooking an obsession on a Scourge Hook;


-Monstrous Shrine: Mon. Shrine is now a Scourge Hook perk, the hook progression speed up is accelerated by an additional 6% (was 15%), on top of the current effect, however, all survivors are notified of this perk's effect when a survivor is hooked, this is aimed to give them the information, that the hook progression is sped up significantly, so they must unhook that survivor faster than usually;


Hex perk changes:

In order to make hex perks more consistent, they have assigned values to determine how well they are hidden:

-3 - the hex perk is hidden decently well, far from other objectives;

-2 - the hex perk is hidden fairly normally, however it spawns far away from objectives;

-1 - the hex perk spawns in plain sight, far from objectives;

-0 - the hex perk spawns in plain sight, may spawn near objectives;


-Blood Favour: Value 2

-Crowd Control: Value 2

-Devour Hope: Value 2

-Haunted Ground: Totem 1 - Value 0; Totem 2 - Value 2

-Huntress' Lullaby: Value 3

-NOED: Lower values preferably

-Plaything: Random value

-Retribution: Value 3

-Ruin: Value 2

-TTS: Value 3

-TOTH: Value 3

-Undying: Value 2 (reduces value of other hex totems by 1)

Note: Yes, the additional Undying change is about forcing you to play Surge, yes, I love Surge.



Hemorrhage add-ons:

Freddy's "Z" block add-on applies what is referred in the files as Hemorrhage/b, which makes you bleed while healthy, those series of changes aim to increase the usefulness of Hemorrhage add-ons.

All of the add-ons listed below will slightly highlight blood, in order to make following it easier, in addition:

-Executioner's Crimson Ceremony Book;

-Pig's Utility Blades;

will now apply Hemorrhage/b, add-ons below don't need to do that because of the fact that you get injured when getting affected by them:

-Huntress's Begrimed Head;

-Wraith's "Blind Warrior" - White;

-Twins' Rusted Needle;

-Trapper's Serrated Jaws;


We're done here, I'd love to hear your opinions down in the comments, please if you notice any issues regarding the writing, please point them out so I can fix them as I am not a native speaker. Thank you for reading!

Post edited by Hydrant on

Comments

  • snek
    snek Member Posts: 180

    those are interesting changes, especially hex value addition and bloodpoint rewards being applied after the match (this should be on all perks tbh)