Pitchumi's perk suggestion laboratory

Pitchumi
Pitchumi Member Posts: 17
edited January 2019 in Feedback and Suggestions

# Introduction

This big thread is about all my perks ideas for both Survivors and Killers. My main objective is to imagine perks that change the playstyle of who use it. Finished perks will have a dedicated thread for in-depth debate.

Suggestion notation list :
1. • Unknown = In wait for author's notation or community feedbacks.
2. • Rubbish = Definitively a bad idea that must be discarded.
3. • Unclear = The perk idea don't show an explicit use or not seems to be viable.
5. • Underpowered= The perk idea is underpowered and needs some tweaks.
6. • Overpowered = The perk idea is overpowered and needs some tweaks.
7. • Suitable for release = The perk idea seems to work in theory and can get released in game.

To do list :
1. [X] Improve the introduction section.
2. [X] Improve the perk section.
3. [X] Add the "suggestion notation" section to each perk idea.
4. (•) Create perk icons

Have a good time reading these !




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# Survivor perks

Perk S1

Icon Name Description
image No name yet You have trained your audition to distinguish what importing the most for your survival : When under chase or in the killer's terror radius : Killer's footstep sounds are 75%/100%/150% more audible and hearthbeat/chase music are 50% less audible.
  • Intended use : The idea is to give a better audio awarness to survivors.
Suggestion notation
Author notation : Rubbish
Community notation (feedback) : Unknown

Perk S2

Icon Name Description
image No name yet

• Grant a 3/6/9 % bonus to Luck

• Each percent of luck you have count as token to a maximum of 25 tokens

• The effects that have random chance to trigger from the survivors perks that affect you have an increased chance to happen by your number of token

• The effects that have random chance to trigger from the killers perks that affect you have an reduced chance to happen by your number of token

Some example :
Survivor perk case :

• Running this perk with 25 tokens with Tier III Technician will increase the chance to prevent the generator explosion by 75% instead of 50%.
• Running this perk with 25 tokens with Tier III Ace In The Hole will increase the chance to find a second Add-on of Uncommon Rarity or lower by 75% instead of 50%.
• Running this perk with 20 or more tokens with Tier I or II Calm Spirit will Reduces chances of alerting Crows by 100% instead of 80/90%. So the perk will works like if it was Tier III.
• Running this perk with 25 tokens with Tier III Slippery Meat will increase odds of freeing yourself from Bear Traps by 50% instead of 25%.

Killer perk case :

• Running this perk with 10 or more tokens against a killer running Tier III Unnerving Presence will change the "greater chance of triggering skillchecks" by 0% instead of 10%. So it fully counters this effect.
• Running this perk against a killer running Spies From The Shadows will decrease the chance that cawing Crows give a visual cue to the killer.

  • Intended use : It's like the old Tinkerer perk but for survivors with perks. Complement for the Ace Visconti's perks based on luck.
  • Extra note : The whole effect of this perk is very conceptual and has a very situational use. However the perk is still viable with other Luck based perk because of its Luck bonus.
Suggestion notation
Author notation : Unclear
Community notation (feedback) : Unknown

Perk S3 - Preservation

Icon Name Description
image Preservation Your heal progress bar from the injured and dying state will not reset if you take hit or escape the killer's grasp
  • Intended use : Help you to get healed up more faster in the case you got hit before being fully healed. Almost an anti-slugging perk that can be combined with Unbreakable and Tenacity.
Suggestion notation
Author notation : Suitable for release
Community notation (feedback) : Unknown

Perk S4

Icon Name Description
image No name yet The isolation you find in lockers help you to forget your situation, get calm and recover. While in a locker and haven't being chased 15 seconds before : recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 50/75/100 % faster, you also slowly recover from Madness Tier I and II Status Effects.
  • Intended use : Works like Vigil but only for its user and with a stronger recover. Help for the survivors using exhaustion related perks. But don't worry, it's still balanced because the survivor can't use the time in lockers to get heal and is exposed to be caught by the killer, even more if the killer use Iron Maiden. Added the ability to recover from Madness Status Effects as a continuity of the locker's propriety to stop Madness to increase when in.
Suggestion notation
Author notation : Unclear
Community notation (feedback) : Unknown

Perk S5

Icon Name Description
image No name yet

You are determined to save your fellow hooked allies and put an extrem effort for it in dreadful situations.

when unhooking a Survivor within the Killer's Terror Radius if you are not exhausted : unhooking animation speed is increased by 100% , you cannot be grabbed by the killer during the animation and you break into a sprint at 125 % of your normal running speed for a maximum of 3 seconds after a succesful unhook.

Causes exhaustion for 60/50/40 seconds.

You do not recover from Exhaustion while running.

  • Intended use : Another help like Borrowed Time to get rid of some hook standoff with the killer, you are protected against killer's grab in manner to counter facecamping. However you cannot abuse of these effects because of the Exhaustion mechanic.
Suggestion notation
Author notation : Rubbish (Not giving a true advantage for the rescued survivor)
Community notation (feedback) : Unknown

# Killer perks

Perk K1

Icon Name Description
image No name yet The entity given you an odd link with the lockers : Unlocks the ability to use empty lockers to teleport into another one chosen randomly located 24 or more mettres far away. The killer's Terror Radius will stay on the killer's previous location 0/4/8 seconds after the teleportation.
  • Intended use : A perk to help the killers using some stealth builds, to surprise survivors and being unpredictable.
Suggestion notation
Author notation : Suitable for release
Community notation (feedback) : Unknown

Perk K2

Icon Name Description
image No name yet Give you a crosshair placed on the middle of the screen, when looking directly at purchased survivors fills your bloodlust 100% more quickly. When looking directly at regressing generators make these regressing 25%/50%/100 % more faster.
  • Intended use : Anti-looping perk, the idea is to give some extra power to the killer based on the vision. The crosshair also can be useful for Huntress to help in hachet throwing aim.
Suggestion notation
Author notation : Unclear / Underpowered (It seems to not giving a big enough advantage for the perk user)
Community notation (feedback) : Unknown

Perk K3 - Hex : Excommunication

Icon Name Description
image Hex : Excommunication

Your hatred for your obsession curses it with a Hex totem.

You become obsessed with one Survivor.

All the survivors that are not the obsession suffer from this effect :

• This Hex totem appears as a Dull in their view

And 1/2/3 survivors that are not the obsession suffer from these effects :

• They don't get any noctification from the obsession

• They can't read the obsession's Aura

• The obsession is hidden in their HUD

The Hex effects persist as long as the related Hex Totem is standing.

  • Intended use : It's a kind of Third Seal but more extreme. It basically remove all communication between the obsession and the others survivors, making cooperation very difficult. For example the obsession can be hooked without the others survivors being noctified at all. Only the obsession can see the totem as Hex, making its cleansing by the others survivors also difficult, it's definitively the obsession's work to get rid of the curse.
  • The hex appears as dull effect of the perk is in my opinion too OP for the killer, I thinking about remove this part.
Suggestion notation
Author notation : Overpowered or Underpowered
Community notation (feedback) : Unknown

Perk K4 - Over-Insidious

Icon Name Description
image Over-Insidious

By standing still for 4/3/2 seconds, duplicate your Terror area to this location until you use this effect somewhere else.

  • Intended use : It's Insidious but with its effect reversed, this is maybe more interesting.
Suggestion notation
Author notation : Rubbish / Joke
Community notation (feedback) : Unknown

Perk K5 - Emergent Death

Icon Name Description
image Emergent Death

Once per trial, after hooked 4/3/2 survivors, the Perk activates.

When activated and if there is enough space, interacting with a downed Survivor to start a special animation and call the entity to raise a hook from the ground that will hook this Survivor during its elevation.

  • Intended use : Basically grants you a 100% chance to hook your victim by also generate a new hook, but I think the point of this perk is just the special animation that must be spectacular (as same as a mori). I imagine the killer grabbing the leg of the Survivor in manner to put it on the back and then the hook emerges from the floor taking the survivor during its elevation.
Suggestion notation
Author notation : Suitable for release
Community notation (feedback) : Unknown

# Perk rework

Perk - Surveillance

Icon Name Description
image Surveillance

Your ingenious modifications to generators give you some indication about their states.

Regressing and inactive Generators' Aura(s) are indicated in blue to you. This effect stay for 5/3/0 seconds after survivor's interaction on these.

Link to the dedicated thread here :
https://forum.deadbydaylight.com/en/discussion/39535/surveillance-perk-rework-suggestion


# Pitchumi's Perk pack (3 survivors perks and 3 killer perks) :

SURVIVOR

• Preservation

• ?

• ?

KILLER

• Perk K1

• Emergent Death

• ?

Post edited by Pitchumi on