The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

6 Survivor Perk Ideas

PizzaMafia
PizzaMafia Member Posts: 19

I came up with a few perks and drew up some icons for them. I did my best to keep them balanced but one or two may be a bit OP. They're mainly perks that I think would help counter certain killer perks, or killer techniques.

Lock Picker:

You transform small bits of metal you've found into lockpicks. While lockpicking you will be faced with 3/2/1 tremendously **difficult skill check(s).
You can pick the locks to the **Black Lock and Reverse Bear Traps
. Hitting all skillchecks will open the Black Lock for 10 seconds/remove the Reverse Bear Trap.

Lock Breaker can only be used once per trial.
"I love knowing how to do things that incriminate me!"

Salvage:

You've spent a lifetime cleaning up other people's messes. Regressing generators regain 20/30/50% of regressed progress if you stop the regression. Can only be activated every 120 seconds. ( Does NOT counteract the effects of Pop-Goes, or Overcharge[if the skillcheck is missed] )
"IT'S OKAY, I CAN FIX THIS"

Under Pressure:

You know how to apply pressure to the right places to stop bleeding. You no longer leave blood trails while injured/injured/injured and dying.
"Oof, ouch, my bones"

Padlock:

You've gotten your hands on a padlock, which you can use to lock yourself inside of a locker, preventing the killer from opening it.
Instantly activates when the killer attempts to open a locker you're hiding in.
After 30/40/50 seconds the lock breaks and the locker can be opened. Lock also breaks if you exit the locker after the perk has been activated.
Can only be used once per match.
"Occupaido"

Bail-Out:

Years of escaping consequences has taught you how to make a quick escape when things turn south. When the hatch appears, you can see it's aura within 12/24/36 meters. in tier 3, if the only other survivor alive is on a hook, you can open the hatch and escape before the other survivor is sacrificed.
"Uhhh.... I gotta go."

Mirror Image:

Your unpredictability disrupts the Killer's Aura reading abilities towards you.
Aura-reading abilities activated by the Killer produces a false aura that mimics your movements, and move in the opposite direction of you.
The false aura lasts for 3/4/6 seconds maximum.
The false aura disappears when the Killer's Aura-Reading perk ends.
"Don't you know it's rude to stare?"

Comments

  • Dreamnomad
    Dreamnomad Member Posts: 3,929

    Some very interesting ideas here. I like that you made some art to go along with it. I don't hate the idea of lockpicker, but it does seem to trivialize keys as an item. I would kind of prefer to see it work like pharmacy in that it would guarantee a key from a chest, but also make it so that key would disappear at the end of the match so it couldn't be stockpiled.

    I'm okay with salvage. I think most of the time that it wouldn't give survivors that much benefit, but there is always the potential to bring a dead generator up to like 45% instantly. I would imagine that other survivors would mess up the usage of this ability often.

    Under pressure I'm okay with the concept, but I think the concept and wordage needs a little work. I don't think it should eliminate blood drops, but reduce the frequency by 25/50/75%.

    Out of time, I'll comment on the others later.

  • Patrick99
    Patrick99 Member Posts: 41

    Gotta admit, some of the perks here do seem kinda nice. I like the concepts for some for some of these and the designs are damn impressive. But I do have some critiques.

    Lock Picker sounds nice for the Hatch play, but giving it the ability to screw over Reverse Bear Traps does kinda seem like a huge advantage against anyone trying to play the Pig. If anything, I'd give it something similar to Slippery Meat, but instead you search the Jigsaw Boxes faster.

    Salvage is pretty damn cool. I kinda agree that Survivors might misuse this perk but it can be a lifesaver in certain situations.

    Under Pressure sounds nice, but isn't it basically just a buffed-up No Mither? If that's actually the case, then you might as well delete No Mither from the game. Even better, actually, just buff No Mither into this.

    Padlock is funny and kinda ridiculous at the same time. It's funny because if the Killer is dumb, he'll keep trying to open the locker and he'll just waste his time. It's kinda ridiculous since he can wait out the timer since the Killer knows you're stuck there, especially if you're the last Survivor. It basically becomes a waiting game, which nobody really likes (unless you're Myers.)

    Bail-Out is cool and funny. Cool since it potentially removes the dreaded Hatch stand-off and funny since it literally gives a middle finger to the hooked Survivor. Now that I think on it, it's almost cruel if you just find the Hatch on the way to save him/her, find the hatch and just vanish, since you just killed any hope of being saved.

    Mirror Image is nice, too. I'm assuming this is the counter to BBQ & Chili. I'm almost afraid that EVERYONE will be running this just to screw over BBQ and Chili, which could actually make it too op. I dunno, but it's still a nice idea, to say the least.

    All in all, this ain't too bad at all. Pretty good job so far!

  • Saint_Ukraine
    Saint_Ukraine Member Posts: 942

    Hi PizzaMafia,

    Right off the bat, I'd like to say that the concept art for the perks looks most impressive; you obviously put a lot of work into them! The perks are great ideas, although, like you said some do seem slightly OP, or make other perks/items obsolete.

    I won't say that Pick Locker is OP, due to the fact that finding the closed hatch is usually by accident. And in the event of finding the hatch, with this perk equipped no less, you still need to do 3 DS sized skill checks in a row to open it. It also will end up being useless if you die early on, and if the killer is not the Pig. So, I would compare it to Decisive Strike, in the fact of it having a lot of potential to turn the game in the favor of the survivor, as long as the survivor is good. So, overall, a decent perk.

    The idea of Salvage is brilliant. So many times I repair a gen and the killer comes along, kicks it, and chases me away. In some situations I come back and a 50% gen has regressed to 0%. Boosting it up to 25% with just a tap could come in handy. The cool down doesn't seem necessary, as the survivor will need to be away from the gen for a while in order for it to regress, and make the potential of Salvage reach its peak. Then again, the amount that a gen regresses in 2 minutes is unbeknownst to me. Not OP, as other survivors could most definitely make the perk useless, by tapping the gen without the perk equipped. Again, I'd probably remove the cool down timer, or at least reduce it.

    Under Pressure seems to just be a mimic of No Mither, but you can still be healed (I assume). I don't have any serious problem with this perk, other than the fact that every tier of this perk is the same. I would probably make it similar to Iron Will. Maybe make the blood less visible in each tier, or the time/distance between blood spots on the ground is increased. I don't have much of anything else to say about that perk.

    I have mixed feelings about Padlock, as for one, the idea of being able to lock the doors of a locker from the inside seems bizarre, as well as the fact that the killer basically gets a guaranteed grab if they choose to camp the locker, but on the other hand, it would waste time. I like the idea of giving lockers a greater purpose, but dislike the idea of creating an easy way to waste time for survivors who may not be good enough to run a killer around. I wouldn't say it's OP, because it can only be used once.

    Bail Out definitely gives me an OP vibe, as you can see the hatch aura within a fair distance, and kind of negates the need of a map. It also seems to promote against altruism, and makes the game a little too easy for the last survivor in that aspect.

    Mirror Image seems a bit OP as there's really no way to counter it, other than guessing whether or not the survivor has the perk. I think what should happen, is that 2 auras appear, yours, and the fake aura. That way the killer gets at least a 50/50 chance of going to the survivor, instead of, well, nothing.

    Again, these are fantastic ideas and obviously took a lot of thought and work. I hope you continue to come up with more perk ideas in the future.

  • CashelP14
    CashelP14 Member Posts: 5,564
    I really like the idea of Lock Picker, I think it is a bit strong but still pretty interesting. I think it should be 5/4/3 tremendously difficult skill checks to be fair to the killer. I don't think it should affect the reverse bear trap but like someone else said it should maybe decrease the search time of jigsaw boxes maybe.

    Salvage is pretty strong in my opinion. As a survivor main I think it would make life a lot easier for me. If someone has a reverse bear trap on their head a land I choose not to finish my gen, it wouldn't matter if the killer kicks it I could still get 50% back. In SWF lobbies it would be abused a lot I think.

    Under Pressure I think should decrease the frequency of bleeding personally. It is a better no mither but people who run no mither are trying to challenge themselves. I could see this perk being added.

    Padlock is just funny lol I think it would annoying for some but it gives the killer a choice. Sit outside the locker or just leave them. I think only being able to use it once is a good idea but maybe you should choose when to use it, rather than the killer choosing by attempting to open the locker.

    Personally don't like Bail Out. I see it making hatch escapes too easy and encouraging people to camp the hatch rather than save another survivor.

    Mirror Image should show your aura as well. This would make the perk fairer and would give the killer a choice.

    You put a lot of effort into this and I think you've done a really good job. Love the perk designs btw, wish I had your talent lol
  • friendlykillermain
    friendlykillermain Member Posts: 3,162

    lock pick is ok but it shouldn't work on rbts that just neutralizes the pig even more in the higher ranks

    salvage is fine but maybe nerf the numbers a bit

    under pressure should reduce the size of blood not appearance rate that way bloodhound can still counter it

    padlock is fine but it doesn't do much but then again i see some great trolling with sfw squads all 4 using it against the huntress and every time she needs a hatchet they all keep jumping in the lockers

    mirror image should show both and it should trigger when you make a hook rescue that way its a counter to make your choice but not completely overpowered maybe nerf the numbers a bit 6 seconds is a bit too long

    but no bailout hatch is already unfair to the killer this idea would make it even worse

  • No_Mither_No_Problem
    No_Mither_No_Problem Member Posts: 1,476

    I think my favorite Perk here is Mirror Image; that ######### is TASTY.

  • Dreamnomad
    Dreamnomad Member Posts: 3,929

    @Patrick99 said:

    Under Pressure sounds nice, but isn't it basically just a buffed-up No Mither? If that's actually the case, then you might as well delete No Mither from the game. Even better, actually, just buff No Mither into this.

    The answer to your question is that no it isn't. The entire point of running No Mither is so that you are always injured to take advantage of other perks such as Dead Hard, Resilience, and This Is Not Happening. The option to get back up after being knocked down, no bleeding and reduced moaning is there to reduce the monumental handicap. Some people also run No Mither to intentionally handicap themselves to make the game more challenging.

    Is No Mither in any way shape or form good? No. It isn't. But in theory if you ran something like No Mither, Resilience, This Is Not Happening, and Technician and were able to avoid the killer then you could power through generators pretty quickly.

  • Dreamnomad
    Dreamnomad Member Posts: 3,929

    Of all the perks you've suggested, I think padlock would be the most likely to be a meta perk. I actually think it is too strong. Say you're being chased the killer, manage to waste 30 seconds before being hit then immediately run to a locker. The killer either waits out the 50 seconds to finish the chase and loses potentially 3 generators or the survivor gets a free escape after wasting a bunch of the killer's time. Either way this snowballs the game too hard in the survivor's favor. I think the times need cut in half for this to be a thing.

    Bail-Out I'm fine with. It's a super situational perk anyway. I'm not as obsessed as many killers are with the occasional survivor getting a hatch escape though. There would be lots of killer whining on the forums if they did this. BTW, my first thought was that the art was of a laptop which I found rather confusing.

    Mirror Image- I'm not a million percent clear on what this perk does. Would the killer see 2 auras of the same survivor going in opposite directions or only see the fake? If the killer sees two auras then I'd be okay with it because then the killer can use intuition or just take a guess which is real. Considering the popularity of BBQ, I could see this actually getting some use. Actually seems like a fair way to deal with killer aura abilities.