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New survivor Perk Ideas: Four pages

RyanTheNarrator
RyanTheNarrator Member Posts: 38
edited December 2021 in Creations

Page 1: Letter from the 6th identity

  • Artefact Hunter - You scavenged something useful to take the challenge at ease. Once this perk was equipped, start the trial with 3 copper piles hidden around the map. Press the action button while empty handed to search for parts for 38/34/30 seconds. After searching, You'll find a Spare Part to quickly repair a generator with 25% progression for 5 seconds upon installation. If you're carrying a toolbox with no add-ons, you'll find a Brand New Part on the pile instead. The total repair progression for installing a Brand New Part will be 35% (25% for 6 seconds, 5% each for 2 skill checks). You can only carry a Spare Part one at a time. Spare Part will be left behind if you were killed, sacrificed or escaped. "Treasures are everywhere; and we find the only key to escape the chamber." - Ryan
  • Shell Shocker - Be aware when you see the danger if you fail. If you or the other survivor fails a skill check on a generator, The killer's aura will be revealed to you for 4 seconds if they are farther than 48/43/38 metres away from the exploding generator. Shell Shocker has a cooldown for 40/35/30 seconds. You'll still suffer the failed skill check penalty. "A difference between winning and losing has a single line has no point." - Ryan
  • Observer's Letter - Once this perk has been equipped, each 4 letters can be found on generators, chests, lockers and hooks during the trial. Once you picked up and opened the letter, you'll receive a bonus effect depending on the letter type: Objective letter - Repairing speed was increased by 3/5/7% for 30 seconds. Survival Letter - Gate opening speed was increased by 20/25/30% and you'll be able to see the hatch within 48 metres. Altruism Letter - Unhooking and Healing speed was increased by 30/45/60% for 60 seconds. Boldness Letter - Movement speed was increased by 5/8/11% for 90 seconds when in a chase. Observer's Letter has a 90/75/60 second cooldown and cannot be used more than one. "Dear stranger, if you see this letter, it'll guide you to survival, not freedom." - Written by Benedict Baker


Page 2: Silence for a small hope

  • Helen's Sharpness - A curse from the haunted house have brought you misery. At the start of the trial, you'll receive these uncomfortable effects for the remainder of the trial: Your aura will no longer be displayed to other survivors, your vision will be slightly blackened and field of view was moderately decreased, and suffers an Exposed status effect. However, When repairing generators, no skill checks were triggered and repair speed was increased by 20/25/30%. "I've been almost blind for years, but I can skilled through writing senses." -Helen Jacules
  • Resonance - You are still staying strong, and you never get caught by evil forces. If you've been unhooked once, Resonance activates for 120/150/180 seconds. Upon activation, the next time you've been hooked the second time the hook will revert back to the beginning of the sacrifice progress. Resonance will be deactivated for the remainder of the trial if the duration expires or you've been hook for the second time. Resonance can be used once per trial. "I'm not giving up yet, you ugly freak! now come get some!" - Mike Winston
  • Enersurge - A mixture of a energy drink of a weird drug filling. Enersurge can be drank if you or your teammates were injured, they will suffer the Dizzy status effect and they will heal to one health state. Start the trial with 1/2/3 Enersurge drinks. Press the active ability button to drink Enersurge. Once drank, your move at 130% of its movement speed for 4/6/8 seconds. Enersurge has a cooldown of 50 seconds. "A special energy with an unknown production. Drinking it would heal my wounds faster and makes my head feel numb a bit." - Mike Winston

(Honorable Mentions: Hypercharge was the powerful version of Enersurge. You cannot drink it while injured, and cannot be shared to other survivors if necassary. Those who drank it will suffer a level 3 Dizzy status effect. Also, you'll become unaffected to most of the killer's powers and perks. Like No One Escapes Death, Blood Echo, Deathbound, Unnerving Presence, Coulrophobia, etc. but this one is not included to the Dead By Daylight idea.)

(Dizzy status effect causes survivors' vision to blur slightly, and shifts directions uncontrollably when moving straight. It also reduces grunts of pain and screaming is almost muffled.)

Page 3: Lost hero of wishes

  • Frail Damage - If you are familiar to torturing devices, you must've overcome your fear to them. After sabotaging a hook and the entity repairs it, Frail Damage activates. The Hook you sabotaged and restored by the entity becomes a Damaged hook. If a survivor was hooked at a Damaged hook, is gains the following benefits: Slows down sacrifice progress by 8/10/12%, Increases self unhook chances by 7/11/15%, and Decreases self unhook penalty by 4/7/10%. Frail Damage does not affect Basement and Scourge Hooks. "I know those things as torturing devices. I think I can bent it." - Sammy
  • Strengthened Might - You hit your enemy very hard to keep them out of your way. Pallet pulling speed was increased by 50% and Killers will be stunned 16/22/28% longer. "They hit me hard, I'll hit them to where they're coming from. - Sammy
  • Connector - A special device that was used to advance engineering. When you repair the first generator with 65/54/43% of its progression, Connector activates. Press the active ability button to install a wire box. Once installed, the aura of the nearest generator will be revealed to you. Repairing a second generator at 50% of the normal repair speed, as the other half of the percentage will make the first generator repair itself. Repair speed bonuses will not affect on the first generator and the self repair process will end if you've finished the second generator or the first generator was finished. Killers can destroy the wire box by kicking the generator to deactivate Connector. You can only use Connector on a generator at a time. "This device can power up energy resources to withstand blackouts and short fuses." - Josie Adams


Page 4: The Village of shadows

  • Boon: Swift Duet - Something musical was hidden inside the fire, but how was that possible? Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out within a radius of 24 metres. Survivors inside the Boon Totem's range benefit from the following effects: All affected characters' actions are 50% faster, but in reality, movement, repair, pallet and window interactions, chest unlocking, healing, rescuing and gate opening speeds were increased by 9/12/15%. Once out of range, this effect persists for 3/6/9 seconds. You can only bless one Totem at a time. All equipped Boon Perks are active on the same Boon Totem. "A dancer who gracefully dances in a tear, a Swan gracefully flies beyond the burning skies, and the river were frozen in red instead of blue." - Pianist's riddle note
  • The Third Eye - You can see the future, and the danger right in front of your vision. By the start of the trial, The killer's Aura will be revealed to you for 5/6/7 seconds. "What was that? Its something like a nightmare will be emerged soonafter." - Mia
  • Honeycomber - You vault obstacles 15% faster. If you vault over a window, sticky liquid will appear at the window and It slows down vaulting speed by 10/15/20% for all other survivors or killers except you. the sticky liquid will disappear for 20 seconds. "I touched those things that I'm not supposed to."


Post edited by RyanTheNarrator on