DBD's meta should be diverse-Part 2 (Killer perks)
This is a follow up to first part where i listed and changed bad or avarage survivor perks that could become stronger and diversify the current meta. This part is also focused only on perks and nothing else.
EDIT: Yes i understend that Killer meta is still pretty diverse compared to what Survivors use, it's just a list of changes to some perks that i saw bigger potential so they would become viable or who knows maybe even meta.
NOTE: Not all of these buffs are my ideas. Also while i did look into every single Killer perk in my opinion, no killer perk deserves nerf but more so a full on rework like you are going to see with Tinkerer and NOED. Just like before some perks here will have my two new status effects: Doomed (Survivior can't use windows, locker and pallets) and Terrorized (You heal other survivors 20% slower).
General buff to all Scourge Hook perks-increased number of SH hooks on map from 4 to 6.
Buffed perks:
- Scourge Hook: Gift Of Pain-after being hooked on SH: Gift Of Pain survivor suffers from Mangled status effect until fully healed and Terrorized status effect for 60sec. Survivors also suffer 9% speed debuff when they are valuting, repairing, cleansing and healing, these debuffs last until survivor is hooked on normal hooks;
- Jolt/Surge-range is increased to 45m, basic attack requirement is removed and cooldown is reduced to 20sec;
- Merciless Storm-if they miss the continuous skill checks or stop repairing the generator, it is blocked for 20sec and the generator loses 30% of its total progress;
- Overcharge-after kicking it loses 5% of its total progress and will be overcharged. The next survivor that interacts with that generator will face very difficult skill check, if they will fail to hit it, generator will lose extra 7% of its total progress and the aura of survivor who failed the skill check will be revealed to you for 6 sec. Overcharge has cooldown of 15sec;
- Trail Of Torment-after kicking a generator it loses 5% of its total progress and you become undetectable for 30sec. Trail Of Torment can be triggered every 30sec;
- Eruption-cooldown is reduced to 20sec;
- Lethal pursuer-the aura reading of this perk is increased from 9 to 12sec. Every other aura reading perk such as I'm All Ears or BBQ has their aura reading duration increased for 2sec;
- Agitatation-movement speed while transporting body is increased from 18 to 25%. You pick up survivors 15% faster;
- BBQ-the required range of aura reading is reduced to 20m (the 2x BP part of this perk stays the same);
- Thrilling Tremors-cooldown is reduced to 25 sec;
- Brutal Strenght-you break pallets, breakable walls and generators 35% faster. You also reduce pallet stun duration by 15%;
- Enduring-you reduce the pallet stun duration by 50%. You break pallets faster and reduce other means of stunning you by 15%;
- Spirit Fury-it also reduces stun time from pallet by 15% when Spirit Fury activates;
- Deathbound-once survivor heals another survivor at least 24m away from you Deathbound activates for 60sec. Survivor that was performing healing action and healed survivor will scream and suffer from Oblivious and Terrorized status effects for 60 sec. If you down one of the two survivors while Deathbound is active, the second survivor will reveal their aura to you for 8sec;
- Franklin's Demise-after hitting survivior not only do they lose item but also it applies this survivior with Terrorized status effect for 30 sec;
- Remember Me-one stack of Remember Me increases time to open exit gate from 6sec up to 24sec. When exit gates are powered Obessesion's aura is revealed to you for 5 sec, Obsession is also effected by this perk;
- Hysteria-after hitting a survivior all other survivors will suffer from Oblivious and Blindness stauts effect for 45 sec, Hysteria has a cooldown of 45sec;
- Deadlock-when a generator is completed the Entity blocks the next generator with the most progress for 45 sec and it removes 15% of its total progress. When a generator is completed and no other generator has been worked on, Deadlock will block all the generators for 30sec;
- I'm All Ears-cooldown has been reduced to 14 sec and the range of this perks has decreased to 20m;
- Grim Embrace-increased duration of blocked generator from 40sec to 70sec;
- Hangman;s trick-while carrying survivor you: see the aura of survivors that are 15m within the location of any hooks, gain notification when survivor begins sabotaging a hook and 12% more movement speed while carrying survivior, decrease time it takes to sabotage hook by 15%.
- Forced Penance-any survivor that takes protection hits will suffer from Broken and Oblivious status effects for 80sec as well as Terrorized and Doomed status effects for 30sec;
- Opression-after kicking generator it loses 5% of its progress and all the generators start to regress. Any survivivors that are repairing generators when Opressions is activated will face very difficult skill check. Opression has a cooldown of 30sec.
Reworked perks:
- Hex: NOED-This perk activates when exit gates are powered and if there is at least one remaining dull totem in trial. Each time a survivor has been hooked for the first time you gain a token up to 4 tokens. The first 3 tokens give you each 1%, aside giving you 1% speed boost the 4th token will also effect survivors with Exposed status effect. The 4% speed boost and Exposed status effect will remain in trial as long as this Hex isn't cleansed;
- Tinkerer-each time a hook stage is added to trial (so cages and hooks as well as dc will activate this perk) this perks activates. The most progress generator will be shown to you for 5sec. If survivors finish the generator while it's aura is still shown to you Tinkerer will locate and show the aura of next generator with the most amount of progress;
- Dead Man's Switch-after hooking survivor this perk activates for 40sec. For duration of this perk, any survivor that stops working on generator will cause Entity to block that generator for 20sec and remove 8% of it's total progress;
- Dying Light-Obsession gains 18% action speed bonus to healing and unhooking actions. Whenever you hook survivor that isn't your Obssesion you gain a token up to 9 tokens. For the first 3 tokens, each token gives survivors 9% debuff to repair speed. For the next 3 tokens each of them gives 5% debuff to healing speed. For the last 3 tokens each token gives survivors 4% speed debuff to opening gates and sabotage speed. When you kill your Obsession you can no longer gain tokens. Obsession is also effected by these debuffs.
This is just a list of perks that in my opinion could be way better and how i would change them to more acceptable level of strenghts.
Comments
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Hope they will buff play with your food.
I want to see movement speed meta.
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Um, so a few spots you mention inflicting the Terrorized status effect but I don't see anywhere where you explain what that does.
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Weirdly, I think the killer meta is actually pretty diverse right now.
There are a ton of crap perks, but it's not just Ruin+Undying every match. I see a lot of PR, Starstruck, Agitation, DMS, CoB, Pop, some Surge, Devour Hope, Plaything, Pentimento and the like.
The big outlier is BBQ - as this is the only perk killers have to really help with the ridiculous grind.
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Oh i am sorry. I wrote this down pretty late in night.
Terrorized status effect makes you heal other survivors 20% slower.
This is just my idea of new status effect, numbers could be always tweaked if this status effect would be either too weak or too strong
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Not saying it isn't. But how often do you run into Jolt when facing a killer? Yea i just tried to think how to make meta more diverse for both sides.
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Merciless storm making a gen lose 30% is way too strong. If you run current tinkerer with it then it would be easy to get the 30% regression.
Overcharge just needs a buff so you can't "walk away with the skill check" then it would be a good anti gen tap perk.
Trail Of Torment change looks more like a nerf compared to the current ToT. 5% regression for 30 seconds of undetectable vs a possible 79 seconds of undetectable and an indicator of a survivor on the gen.
Agitatation doesn't need a movement speed buff but a pick up buff would be nice.
Dead lock would be a face camping killers dream. You can't give free regression on the next gen with most progress.
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Tinkerer doesnt need to be changed, it's good.
I'd say the killer has a better range of meta perks than survivor, while alot need to be buffed killer still has a wider range of meta perks used especially on different killers.
Some changes are good, scourage perks should add 4 hooks per perk then even if it's not the strongest effect you still get the passive 4extra hooks.
Edit: another thing they could do is change all perks that require kicking to be triggered on explosion/damaged.
Having jolt trigger stuff like overcharge, or oppression creating multiple overcharge etc. This would really increase the possibilities of perk combinations
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Seeing how I use more than a third of the Killer perks across all Killers for various builds, my perspective is significantly different. I find Killers have a vast diversity. I would sooner see Survivor perks to be looked at, because even if I am running a meme build the perks being used is still below half the perk pool.
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Merciless storm could work with my version of reworked Tinkerer.
I decided to rework Deadlock since i don't think it gives you enough of good enough value compared to other slowdown perks.
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Yea i tried to also look at survivors perks in Part 1. As for killers meta, yes it is in way better shape than survivor's meta, i just looked at perks that had some potential or were too braindead to use, same goes for Part 1.
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I don't agree with the statement for Tinkerer. I swear most killers run Tinkerer and it is such a braindead perk. This is why i reworked Tinkerer so it would be usefull while you would still need to work for that info like with BBQ and Thrilling Tremors.
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Fairly often actually. It's not as common as some other stuff, but Myers and Ghosty really like it.
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Well i just tried to make ToT more usefull and simple since it has in in opinion way too many downsides. It highlights the aura of gen, if gen hits 0% of progress you lose undetectable status effect and it has quite a big cooldown from what i remember it's like 60sec.
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Tinkerer is bad on it's own, it's only good when paired with other perks and has many counters to it not to mention it's not that great on slow mobility killers or just certain maps in general
Work on separate and multiple gens, he cant be everywhere. Keep an eye out when it gets to 70%, hide and make him waste time if you want. If a killer drops a chase on you die to tinkerer just follow him and hop on the gen he chases someone off. Use a toolbox when you hit 70% etc.
I hate how we call a perk you need to combo with too strong and brain dead, nearly all survivor perks are brain dead. Tinkerer is fine, just people are too lazy to play around it...
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How do you play around Blight with ruin+undying+tinkerer? Tinkerer is braindead and very good. It gives you info for free and if you combine it with right perks it is just annoying.
Yes some Survivor perk are braindead, this is why the Part 1 is for, to help balance them out.
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All work on separate gens and know how to loop.
Or you can learn some totems spawns, help you can even spawn on them. I gave you multiple counters to it in my previous comment, 1 killer cannot be in multiple locations at once.
I always find it funny how killer shouldn't be able to use a perk for info, while just in your other post you want kindred etc. As base... that's an info perk and you want it for free and not use a perk slot?
The games a 1v4 not a 1v1, perks that require a combo arent that strong and if you buff a bunch of other perks tinkerer would also be used less.
I also explained how tinkerer is still only good on high mobility, certain maps and when combined with other perks... that's alot of requirements.
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