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Perks idea. Please 1 for killer and 1 for survivor

I'll start.

Killer perk: entity regression: when ever all survivors got hooked 1 time the entity will give you a reward: the generetor the have the most progress regress to 0% and will give you a notification if someone was on the generator. When the killer hook all surviovors for the 2 time and they are all alive one generator that was completed get to 0%. This perk will give you a 50% bonus of blood point for every surviovor hooked for a max of 100%/150%/200%.




Survivor perk: counter attack: every time the killer down you, you gain a token: 1 token: your pain grunt and your blood trail is reduced by 50/60/70%. 2 token: you have a second chance,you will wiggle 50/55/60% faster. 3 token: press the abilty button when you are downed to get yourself up instantly and if the killer is near he get stunned for 2 second, if the killer take you before you hit the ability button you lose all your token.

Comments

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,422

    Both Perks are very bad designed.

    The Killer Perk is just bonkers. The more Hooks the Killer has, the more pressure they have already. So why should they gain even more pressure? Especially when getting 8 Hooks, regressing a completed Generator... The insane BP-Bonus would make this Perk a staple anyway, but the effect on top is way too strong.

    The Survivor Perk really bad for the first Down. The second Down might be frustrating for the Killer, 60% increased wiggle time is a lot, so there needs to be a hook very close. And the third down is just bonkers again, you rob the Killer instantly of their Kill with that. Basically a little bit weaker than old DS.

  • teuzdj
    teuzdj Member Posts: 41

    The killer one i agree whit you maybe instead of a gen completed regress to 0% the can see the progress pf generators

  • teuzdj
    teuzdj Member Posts: 41

    The killer perk was for trying to stop tunneling. Maybe nerf it a little bit but i like the concept i made

  • R2k
    R2k Member Posts: 1,069

    I'm not sure how stupid killer perk is, but survivor one is broken. I will bring hook distance offering every single game and u won't kill me no matter how hard u try unless u have mori.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    Killer perk: Freshman

    Description: Your students will learn, even if they start dumb. At the start of the game, all perks are disabled for all survivors. After 60 seconds a perk will become available at random, and every 25/30/35 seconds another perk becomes available until all are freed.


    Survivor Perk: Do Unto Others...

    Description: ... as they do unto you. When you have at least unhooked 2/1/1 survivors and healed 3/3/2 health states total, you gain the "shielded" status and can withstand an additional hit. This effect cannot be stacked, but lasts until you're next hit.

  • teuzdj
    teuzdj Member Posts: 41

    The effect of the second token is one use sorry i didnt Mentioned.

  • ad19970
    ad19970 Member Posts: 6,468

    Hooking every survivor once doesn't necessarily mean a killer has a lot of pressure going on. Instead, it encourages to not tunnel or camp, so I do like that aspect of the perk. Of course, having hooked everyone twice, means the game has been going fairly well for the killer, but at the same time, that's kind of a worst case scenario for killer if they want to win.

    But I do agree that the numbers are too much. Always the gen with the most progression, going back to 0%, is insane. And an already repaired generator going back to 0%, is even more insane. The second effect should just be removed, and for the first effect, it should just be a percentage of that gen, like 40 or 50% or so.

    Not sure if the survivor perk would be that bad, though the wiggling part definitely is too much. But the fast pick up with the 2 second stun, not sure. 2 seconds really isn't that crazy.

  • ad19970
    ad19970 Member Posts: 6,468

    Your survivor perk sounds like a good Mettle of Men. I think it could work well, I would maybe just have the hit apply the deep wound status effect, so the killer still gained a bit of pressure from hitting you. Unless it also works when being healthy, then that wouldn't really work, but not sure if that would maybe be a bit too good.

  • GuyFawx
    GuyFawx Member Posts: 2,027

    Killer Perk: Every last drop - Blood trails left by survivors give you an increased movement speed of 4% while running over them and for 2 /4 /6 second afterwards blood however will glow for survivors in the meantime.


    Survivor Perk: Catch me if you can - While in a chase with the killer you disrupt their aura reading abilties and tracking moving at a increased 2% they will however recover their tracking after about 10 / 20 / 30sec from ending their chase with you.


    I realize they both basically the same concept but i was trying to add some play to chases as we dont really had much outside of sprint burst and lithe for chases on survivor side.

  • Kira4Evr
    Kira4Evr Member Posts: 2,025
    edited October 2021

    Killer perk:

    Regular Perk - If a generator is not being repaired for 5 seconds, it will start to regress automatically at 70% of the normal regression speed.


    Survivor perk:

    Boon Perk - You can recover from the dying state as many times as you want when you're in the boon radius.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    It's trying to get thqt balance between high-powered, yet having to earn it. "Shielded" would differ from "Endurance" because it acts as a proper shield and would not grant deep wound status. So it's a reward for good, altruistic play. Maybe it could also add taking a protection hit, or add more requirements, but it would be about taking time for keeping people alive for longer.

    Maybe it could need more requirements after the first use (for example: [1 unhook + 2×heals] becomes [2 unhook + 2×heals + 1 protection hit]. Either way, I wanted stronger perks for both survivor qnd killer to add more variety.

    Thank you for the feedback!

  • ShadowIce
    ShadowIce Member Posts: 228

    Survivor perk. Random tools can spawn on map and you can either break a breakable wall or rebuild one and has a cooldown.


    Killer perk. After kicking a gen blocks the gen for 30 secs so kinda like represses alliance for killer and it regress faster than normal but has a cooldown of 60 secs

  • CLB198
    CLB198 Member Posts: 315

    Killer Perk: Hex: Fortress - Hex: Fortress triples all cleansing time for all other totems and hides the light from other hexes. Hex: Fortress aura is shown to all survivors after 24/32/40 seconds.

    Survivor Perk: Explosive Results - When you drop a pallet on a killer the killer will become blinded and stunned for 6 seconds. This will break the pallet. Cool down of 120/105/90 seconds.

  • dugman
    dugman Member Posts: 9,713

    Killer Perk: Jogger

    Gives a +1/2/3% movement speed bonus.

    (Basically it’s a little surprising that the only movement speed perks are bigger conditional or complicated boosts like Play With Your Food or the movement speed increases in NOED and Devour Hope. A small persistent boost might be a nice alternative. Not a huge amount, but big enough that every now and then it might make a difference catching someone before a vault or pallet drop.)

    Survivor Perk: Backstabber

    Once per match if the killer is carrying another survivor you can attack the killer by holding your activate ability button next to them for 1 second. Movement speed is reduced to 90% while charging. The killer can interrupt the Backstab ability with a basic attack. If the Backstab is successful the killer is stunned for 1/2/3 seconds.

    (Basically this would be a once per game rescue of a carried survivor similar to Decisive Strike. The 1 second charge time and movement speed penalty make it so you have to actually get in close and be behind the killer for 1 second while they carry the person without them noticing you. That makes it a risky move but one with a high benefit payoff.)

  • Fuzzels
    Fuzzels Member Posts: 449

    The survivor one sounds a bit like old MoM and I'm not sure how to feel about that lol. I really like the idea behind the killer one though

  • FreshCoal
    FreshCoal Member Posts: 174

    Terrible ideas, hope they are never added. Both are completely busted and terribly designed.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    These are reworks of other perks, with reasoning behind them added:

    Predator: you become obsessed with one survivor. The obsession leaves scratch marks through any form of movement.

    [There aren't enough obsession perks currently that make being the obsession something to potentially worry about, but they don't have to be as obnoxious as old dying light either. There's some risk/reward, if the obsession is a very good looper and doesn't really do stealth it's unlikely to make much difference]

    No mither: While healthy, the first attack which would put you into the dying state instead puts you into the injured state and applies the status effect broken for the rest of the trial.

    [I like "second chance" perks to have high risk/reward. If the killer has no instadowns except noed then you could potentially get insane value out of this perk. If you get chainsawed by a bubba 30 seconds into the match or the killer has no instadowns at all, you really won't]

    Didn't do perk tiers because those shouldn't really be a thing anymore.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    Yeah, the survivor one may need more conditions before it activates, and the killer one I liked more too bexause it doesn't take away survivor skill or doing their objectives, but it does cause some panic, especially with which perks they have to wait longest for. Choosing Dead Hard, but that being the last perk made available could result in some early hooks.