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My ideas on Buffing/Reworking Killer perks

Straight to the point, here are my suggestions/ideas/Wishes for some "meh" killer perks that need some love.

Agitation: Keep current mechanic and numbers. Add new additional mechanic: Hitting a survivor while carrying another survivor regresses the carried survivor's wiggle progress by 5%.


Blood Warden: Rework- Token based, every hook= one token. Each token = 5 sec. Once Exit Gates are opened, the entity blocks exiting by the number of tokens. No longer shows survivor auras. (Removes hooking a survivor post-gate opening requirement)


Iron Grasp- Struggle effect reduced by 100%. Increases the time it takes for a survivor to struggle by 20%.


Insidious: Standing still for 8 secs grants undetectable status. Undetectable status persists for 15 secs after moving.


Monstrous shrine: Increase Entity progress by 15%, 50% increased difficulty on escape chances, 15% increased penalty on escape fails. Add new additional mechanics: Rescue/Unhooking speed reduced by 9% and the survivor doing the unhooking has the Hindered status effect applied for 3 secs.


Predator: Rework- While within a chase, you can see the aura of the survivor being chased while within 8 meters. Revealed aura persists for 3 secs after chase has ended.


Surveillance: 16 sec yellow aura timer removed, once a gen stopped regressing yellow aura remains indefinitely. New additional mechanic: Ability to see the aura's of survivors working on the "yellow" gen while at least 16 meters away and a range of 32 meters.


Territorial Imperative: Rework- Auras of survivors in basement can be seen for as long as they're in the basement from anywhere on the map. No cool down, no timer on aura reading, no distance restriction.


Spies from the Shadows: Rework- Distrubed crows show the survivor's aura for 5 secs while at least 24 meters away. 30 sec cool down.


Claustrophobia: Increase radius from 36 meters to 40 meter range. New additional mechanic: Now also blocks survivors from vaulting DROPPED pallets (can still drop and vault but not vault an already dropped). Survivors within the affected radius have the Oblivious status effect applied for 10 seconds.

Comments

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    That Predator rework makes I'm All Ears obsolete

  • LastShoe
    LastShoe Member Posts: 1,183

    Blood warden- makes perk junk

    Insidious- still only useable when camping

    Predator - extremally op, especially when used on the executioner

    Spies from the shadows is already strong, there are just better choices

    Claustrophobia- it's so op... i can't even state how many ways to exploit this perk there would be

  • tesla
    tesla Member Posts: 446

    Agitation: I would like if instead of messing with wiggle (there is mad grit already) this speed up the pick up and hook animation

    Blood Warden: I like your idea, but make it 10 sec per token

    Iron grasp: I like your idea a lot

    Insidious: still would be used for camping. How about: After hooking a survivor, insidious activates. Whenever you are at least 24 metres away from any hooked survivor you gain the Undetectable Status Effect. When the survivor is unhooked, insidious deactivates.

    Monstrous shrine: I don't know what to do with this monstrosity.

    Predator: too op, I like one idea I saw where the scratch marks would be animated and flow in the direction the survivor ran.

    Surveillance: very interesting indeed.

    Territorial Imperative: I still wouldn't use, I guess I don't care much.

    Spies from the shadows: how about instead you see the auras of disturbed crows anywhere in the map, no cooldown. Useful, but not op as survivor's aura. And not confusing as the current bubble thing.

    Claustrophobia: another complicated one

  • IWFreak
    IWFreak Member Posts: 252

    I like the idea of showing aura's of disturbed crows.

    Either that, or don't touch the perk. I like it as it is now!

    The Claustrophobia one is really oppressive. Not being able to vault a pallet while in the killer's TR? Idk if you realize, but pallets are almost the ONLY defence the survivors have against killers, together with windows. Taking away the ability to vault pallets when survs need it most is just, no...

    What would be interesting: not being able to vault pallets when NOT close to the killer.

  • HagathaSimmons
    HagathaSimmons Member Posts: 236

    My reasoning for the prevention of vaulting pallets mechanic in claustrophobia is that it would be the only perk in the game that addresses vaulting pallets (hex bloodfavor affects dropping them but nothing affects vaulting them). It SOUNDS OP but if you think about, Claustrophobia only procs AFTER a gen is complete AND for a short duration. So AT MOST you get FIVE chances to utilize this reworked version.

    many perk that can only be used or only has value when the survivor completes THEIR objective SHOULD be incredibly strong due to its limited uses. (Like Pop is incredibly strong but can be used after EVERY hook)