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How would you re-design situational less used killer perks?

Here's a couple i'd like to see be changed or improved.

Coupe De Grace - I would perhaps make it into a scourge hook perk, upon hooking someone on a scourge hook, Gain a token from that survivor (can only get the scourge hook effect on them once), whenever that survivor is unhooked gain 2 stacks of Coupe De Grace, Your Coupe De Grace hits apply a Deep Wound that when mended, leaves that survivor broken for 30 seconds. When you have 4 different survivor tokens, Broken is a permanent effect.

Dying Light - No longer an obsession based perk, increase the percentages from 3/6/9/12/15/20 ect to 6/12/18/24/30%, now 5 tokens, must be a new survivor hooked each time instead of the previous survivor.

Hangman's Trick - A survivor that sabotages a hook in your Terror Radius while carrying a survivor has a 50% chance of being dealt a health state, anyone else in the sabotaged hook's vicinity of 12/14/16m receives the exposed effect for 30 seconds.

Dark Devotion - Hitting the Obsession with any for of attack now causes them to emit your terror radius for 60 seconds while within the vicinity of others, the timer pauses when not within 20m of others. You gain Undetectable for 60 seconds.

Furtive chase - Hooking a survivor now masks your red stain and suppresses your terror radius in a chase for 60 seconds, Your footsteps and vocal audio are muffled increasingly per token until completely silent at 4 tokens.


Let's hear some of yours.

Comments

  • anarchy753
    anarchy753 Member Posts: 4,212
    edited November 2021

    Remember Me

    1. The obsession is now affected by the slower gate progress the same as every other player.
    2. Increased seconds per stack from 2/3/4 to 3/4/5, meaning at the max 4 stacks the exit gate takes exactly double the default opening time.
    3. When not being held, the exit gates will regress at half of default opening speed, ie the same speed as they open with maximum stacks.

    This would solve the following issues;

    • The perk is very niche. It only has an effect when the gates are powered, meaning in a great game it does nothing. Almost every meta perk on the killer side is guaranteed to have an impact in the game even if it is temporary, (Ruin, Undying, Corrupt) or is guaranteed to be triggered. (BBQ and Tinkerer)
    • On top of the above niche, it also only does something if a difference of 16 seconds on the gate is important. Multiple survivors alive when the gates are powered? You may get one extra chase from a person trying to get the gate, but far more likely they're going to open the gate while you're busy anyway, or you have to defend the one person you have caught so they have all the time in the world to open the gate anyway.
    • On top of that, there's a 1 in 4 chance that after building 4 stacks of your perk throughout the game, even when the effect would be useful, the obsession opens the gate so the perk just does nothing. Most of the time this isn't even planned, and they just ignore your perk by accident.

    By making the gates regress with Remember Me, there would be pressure to open the gates immediately, countering the 99ing meta and potentially putting survivors in a more difficult position even in cases where you don't have an opportunity to shoo them off gates. It would also create greater synergy with other perks like Blood Warden as it means survivors must choose between the gate regressing while they save allies, losing an ally to essentially camp the gate to keep it 99ed while others rescue, or open the gates and risk being trapped by Blood Warden.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Coulophobia

    Any survivors inside your terror radius receive 50% slower healing speed. When survivors finish healing in your terror radius they will scream revealing their location

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,914

    What if they made it so this perk with other terror radius perks makes it so if survivors leave the terror radius, the effect lingers on them for 5 seconds

  • dugman
    dugman Member Posts: 9,713

    Monstrous Shrine

    • Rescues take 2/3/4 seconds longer in the basement
    • You can always see the basement hook auras, even when not carrying someone
    • All basement hooks count as Scourge Hooks for related effects

    (And if that’s not good enough, keep the entity timer going faster in the basement too.)

    Beast of Prey

    • Bloodlust activates 2/3/4 seconds faster per level

    (Those numbers are just placeholders, whatever time benefit is worth using but not overpowered)

    Coup de Grace

    Replace the tokens with a timer, say every 40/50/60 seconds your next lunge is longer.

    Or alternatively just make it that all your lunges get an increased +x% distance per generator completed (similar to Fire Up where it ramps up as generators finish) using whatever x makes sense.

    Dying Light

    • Every time you hook a survivor who isn’t he Obsession gain a token.
    • For each token all survivors have 2/2.5/3 % slower action speeds
    • For each token the Obsession gets a 2/2.5/3% increased healing speed bonus

    This makes the perk not a handicap at the start of the match, and it ties the bonus and penalty together to ramp up tension on both sides as hooks are happening.

  • StarLost
    StarLost Member Posts: 8,077


    Distressing: In addition to existing effects, while a survivor remains in your terror radius for 25/20/15 seconds and is in an active chase with you, 3 seconds after the chase ends the survivor will scream and their aura will become visible to you for 3 seconds.

    Monstrous Shrine: Survivors performing the Rescue or Heal actions while in the basement have their auras revealed to you so long as you are more than 30/25/20m away from the basement. Additionally, while in the basement, survivors suffer from the Oblivious status effect.

    Coulrophobia: Survivors within your terror radius that interact with a pallet or vault a window will be unable to interact with pallets or perform the vault action for 5/8/10 seconds. Attempting to do this will cause a loud noise notification.

    Overcharge: If the survivor succeeds in the initial skill check, no additional progress is granted. Additionally, the loud noise notification is caused regardless of success.

    (Right now, this perk is more often than not a buff to survivors as it allows them a free skill check).

  • chargernick85
    chargernick85 Member Posts: 3,171

    I adore Fire-up and the idea of it (Getting stronger as the match goes) however the numbers are a bit too safe right now. I would like it to be turned into this.

    Gain a 10% stackable action speed boost to Picking up/Dropping, Carrying (New effect), Kicking/damaging. I know the max 50% sounds scary but it's not until end game. I added carrying but not sure how that would go since agitation at 18% seems really fast but could also be crazy in a fun/cool way.

  • Kurri
    Kurri Member Posts: 1,599

    Bloodhound - When you hit a survivor the entity takes them immediately.

    Finally a balanced perk.

  • Adjatha
    Adjatha Member Posts: 1,814

    Monstrous Shrine: Throw out all the existing text. Change to: "Survivors in the basement or within 16 meters of the killer shack become Exposed." That way, the killer shack stops being the strongest, survivor-sided tile in nearly every map and is, instead, dangerous to play in. Survivors counter it by just keeping their distance from the shack once they see the exposed pop up.

    Zenshin Tactics: Add "Survivors who attempt to vault a pallet or window affected by this perk perform a Slow Vault instead." That way, the perk actually has some in-game use. If the survivor is vaulting near you (but not in your line of sight), they go at 1.5 speed instead of 0.5

    Bloodhound: Add "Increases the time to remove Deep Wound status effect by 100%". It wouldn't make the perk any better for Wraith, but it would have use on Legion and Deathslinger, as well as survivors who abuse Borrowed Time (which is every survivor).

    Overcharge: Just change it to work as intended. The second a survivor touches a gen, the check pops up. If they tap a gen, that check auto-fails and the gen explodes.

    Furtive Chase: Double the radius to 8m per hook, and remove the reset-on-death mechanic.

    Gearhead: Change it to Once on ANY attack and make it 60 seconds.

    Dead Man's Switch: Change it to "While a survivor is hooked, if another survivor stops repairing a generator, it become blocked for 35-45 seconds and appears in a white aura."

  • gentacle
    gentacle Member Posts: 260

    All scourge hooks should be every hook.

    Hex perks should have a passive (maybe not that strong) attached to them so RNG isn't as unforgiving or also only spawn into the game when needed. Ruin spawns on a totem after someone's touched a generator, that sort of thing.

    It would be nice if obsession perks didn't benefit the obsession so much.

    Jolt: map wide or lower cooldown, applies kick related perks like eruption or trail of torment or dragon's grip.

    Oppression: lower cooldown, applies every kick related perk as well.

    Hoarder/Franklins: I don't play survivor but I think it would be funny if you got to keep everything left on the map to be gifted to your own survivors.

    Unnerving presence: Honestly I'd make this just a basekit perk. It's pretty useless but would be atmospheric.

    Predator/Bloodhound: Probably should be merged, maybe add a speed boost when seeing fresh blood to help out with Hold W meta.

    Beast of Prey: Either kicks in extremely faster, makes bloodlust take shorter to build, or immediately go into undetectability when a chase is started. It's extremely bad.

    Coulrophobia: I'd just build it in basekit as well.

    Gearhead: Any attack, 30 seconds of being unable to do skillchecks and give it a built in ruin/thanatophobia effect (20% less efficient gen repair, gens not being worked on regress that sort of fun stuff)

    Hysteria: remove injured requirement. Make everyone oblivious when someone gets hit. Should be funny.

  • Not_Social_Joker
    Not_Social_Joker Member Posts: 44

    Going off one off the top of my head. Brutal Strength. It is a perk that I personally think is pretty good, but suffers from other perks that, though they don't do the same thing, they are better altogether. But, I think I've thought of a fun way to buff it. It's not perfect of course, but it could lead to something viable.

    Give a token modifier. Whenever you break a pallet, breakable wall, or generator, you gain a token, to a maximum of 10. You start with one token. Depending on how many tokens you have, you deal with these very "differently"

    2 Tokens: You break pallets, breakable walls, and generators 10/15/20% faster (this is unchanged from the original perk).

    4 Tokens: You break pallets, breakable walls, and generators 15/20/25% faster.

    6 Tokens: You break pallets, breakable walls, and generators 15/20/25% faster, and generators begin to regress somewhat faster.

    8 Tokens: You break pallets, breakable walls, and generators 15/20/25% faster, and generators immediately begin to regress.

    10 Tokens: You break pallets, breakable walls, and generators 25/30/35% faster, and generators immediately begin to regress. If you are a stunned by a pallet, you instantly break the pallet and you are stunned for a reduced duration. This action consumes 3 tokens.

    Either that, or just give Brutal Strength the ability to break pallets that stun you, but you still suffer from the stun duration.

  • Thunderfrog
    Thunderfrog Member Posts: 218

    I hate these perks because I like their idea, but hate their implementation. Here's my suggested fixed.


    Territorial Imperative: Survivors in the basement are exhausted and oblivious while in the basement, and scream and reveal their location after being in the basement for 15/10/5 seconds. Unhooked survivors are not exhausted or oblivious until they have been unhooked for 5 seconds.

    This makes going into the basement for loot and escaped scary, and makes it worth it for killers to both run the perk for information purposes AND as a coupling to Monstrous Shrine maybe. Its risk / reward for the killer, who has to assess if they can get someone in the cellar or not. Since recently unhooked survivors don't suffer the effects, you can still use your exhaustion perks to flee after a rescue.


    ------------------------------------------

    Gear Head: After hitting a Survivor with your Basic AttackGearhead activates on that survivor for 40/50/60 seconds:

    • Each time a Survivor succeeds a Good Skill Check while repairing, the Generator will be revealed by a yellow Aura for as long as it continues being repaired. Each Good Skill Check reduces the successful check zone by 10/15/20% until a check is failed, or the generator is no longer being repaired. Skill checks are 25/50/75% more frequent. Stopping repairs on a generator while this perk is active on a survivor causes that survivor to scream and reveals their location for 3 seconds.

    This perk always seemed too hard to activate. Now you can use it in a spread the damage strategy, and put the survivors in a game of chicken. The counterplay is literally survivor skill. If they can pass the skill checks, they prevail. If not, you get a generator fail and notification. If they wuss out, you get a scream. If they choose not to try at all, you get 30 seconds of them doing nothing. The duration is long enough that the survivor has time to get away and heal and still be affected.


    -----------------------------------------

    Bloodlust: Your lust for a kill is intense. Bloodlust activates 3/4/5 seconds sooner during a chase. Upon gaining the Bloodlust  Status EffectBeast of Prey activates:

    • Grants the Undetectable Status Effect for as long as Bloodlust is active.
    • You do not lose Bloodlust when breaking pallets.
    • Bloodlust lasts 3/4/5 seconds longer.
    • Once activated, after Bloodlust is lost, this perk has a 55/50/45 second cooldown.

    Beast of Prey grants 30/40/50 % bonus Bloodpoints for actions in the Hunter Category.


    Loops are really strong. For killers that hate them, this helps. Survivors don't have to get nerfed and maps don't have to change. Adding a cooldown means that killers can't just always have stealth and chase up. Your own skillcap determines whether or not this perk is useful. If you can still get kills and hooks, then ignore it for something else.


    ------------------------------------

  • mynameisBlade
    mynameisBlade Member Posts: 325

    Monstrous Shrine: If you hook Survivors in the basement they basically die twice as fast.

    Gearhead: You get a notification for EVERY SINGLE "Great Skill Check" anywhere on the map.

    NOED: Should be base kit to teach people to get off Generators and do the Totems.

    Bloodhound: Would work like Warwick in League of Legends. As long as a Survivor is injured. You will see the scent (a red smokey trail) of their blood directly to wherever they are at all times. The trails will be map wide.

    Hangman's Trick: Hooks cannot be sabotaged.

  • IWFreak
    IWFreak Member Posts: 252

    I don't know the exact numbers, but 50% is too much.

    Keep in mind this is about almost EVERY action a killer can take, except for lunging or using their ability... That quickly adds up.

    For example: Bamboozle's 15% is more than enough to throw a survivor off guard with how much faster it is than normal, and that is not counting the window blocking part.

    Windows would literally not do anything anymore. Imagine Shadow Dance Wraith, but he can hit you immediately after vaulting the window.

  • Entinaty
    Entinaty Member Posts: 165

    Predator

    Your tracking abilities are now now greatly enhanced to better track those that would seek to stand against you..

    The Scratch Marks left by Survivors now become footprints that remain 2/3/4 seconds longer.


    Furtive Chase

    You become obsessed with one Survivor.

    You strike from the shadows, eliminating the hopes of the survivors one by one.

    0When a Survivor rescues the Obsession from the Hook, that Survivor will become exhausted for 3/4/5 seconds.

    All accumulated tokens are lost when the Obsession is sacrificed or killed.


    Territorial Imperative

    Unlocks potential in you Aura-reading abilities.

    When you inflict damage on a Survivor, there Aura is revealed for 8/9/10 seconds.


    Fired Up

    The anger you feel is unbearable as you feel your prey is slipping from your grasp.

    Each time a Generator is completed you gain a 5% increase in movement and all actions for 50/55/60 seconds.

    Does not recharge if a Generator is completed while still under the effects of Fired Up.


    Overwhelming Presence

    Your presence alone inspires great fear.

    Survivors within your Terror Radius suffer from inefficiency. When using an Item it has the ability to become unusable for 8/9/10 seconds at a percentage rate of 40/45/50 %.

    These are just some off the top of my head. Trying to balance them to be viable without being too strong but let me know what you think.

  • chargernick85
    chargernick85 Member Posts: 3,171

    Again it's still less than Shadow dance (60%) this would be 50 and not until endgame.

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    Blood Warden

    Same as now but it causes gates to regress so survivors cant leave them at 99%.