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They are going to run out of perk ideas soon.

Breadn
Breadn Member Posts: 203

We can already see this starting to happen. Older perks were very simple, while many recent perks are complex and usually have cooldowns or activation requirements.

Unless they start adding more basegame mechanics (totems, chests, etc) we are going to get more and more useless, niche, or extremely complex perks.

I've been feeling this for the past year and it seems to be happening more and more. 80% of perks are bloat.

Comments

  • Mazoobi
    Mazoobi Member Posts: 1,604

    I like to write my own survivors and killers but I like to give them unique perks that aren't too similar to the current ones we have.

    I'll copy and paste some of my favorites from my google docs:

    (The first three are from the same survivor. She's a low morale scientist with a different view of the world)


    Biomedical Analysis: 

    Years of toying with the science of medicine and anatomy has taught you a new way to 

    approach those about to endure your care. 

    Unhooking or rescuing a survivor from the ground instantly fills their health bar by 

    15/20/25%.

    Affected survivors also gain the ability to self-heal at 50% speed for the next 30 seconds. 

    “Do you feel the strength running through your veins?” - Mira

    Biotic Drainage: 

    You’ll let those who interfere be a test subject to your new innovations. 

    After stunning the killer by any means, your health bar is instantly healed by 30%. 

    Doing so also grants a token up to a maximum of 3/4/5. Each token in your possession 

    reduces your maximum health bar capacity by 2%. 

    If affected by the hemorrhaged status effect, health depletion will be halted for 30 

    seconds upon receiving health. This grace period resets whenever health is received.

    So this is what it feels like. How intriguing.” - Mira

    Enigma:

    You’ll demonstrate the true potential of your work. 

    After healing others for a total of one health state, press the 

    ACTIVATE ABILITY BUTTON while repairing a generator to transfuse the generator 

    into a bio-engineered medical station for 35/40/45 seconds. 

    Affected generators will be revealed in a yellow aura to all survivors and heal injured 

    survivors by 1% for every second they continue to work on it. 

    The effect will wear off if the generator is kicked by the killer.

    “Tell me how this feels!” - Mira


    Wanted: 

    Moving fast is important when you’re on the run!

    Your vault speed is increased by 5%. 

    If you are the obsession, you receive a 1% haste status effect until you are no longer the obsession. 

    If you are the obsession, your aura is revealed to the killer for 5/4/3 seconds whenever you lose the killer during a chase.

    Equipping the perk increases the chances of you becoming the obsession at the start of the trial.

    “I hear the sirens! We have to go now!” - Derek 

    Knight in Shining Armor:

    Your screams of pain encourage others to act fast and handle the situation accordingly. 

    When hooked by the killer, all other survivors heal 30% faster for 30 seconds. 

    Additionally, you are unhooked by others 30% faster. 

    Survivors who unhook you receive 50/75/100% more blood points for the 

    Safe Unhook scoring event.

    The perk will not trigger if your scream of agony is silenced. 

    We mustn't die by this beast! We mustn't be intimated!” - Princess Sonia 

  • Carth
    Carth Member Posts: 1,187

    I do like the core of your ideas but some of this stuff combos insanely with perks that already exist, approaching the realm of instant heals. This is DBD's core problem is they have already let the genie out of the bottle. As fun as "Heal 90% faster" is, it's completely busted on its own, let alone when you consider items+addons+other perks.

    As an example taking a look at your first perk, Unhooking with Biomedical Analysis would be 25% + the survivor on hook running resurgence = instant 75% heal on unhook. 75% of 16 charges = 12 charges done with 4 left. You can basically unhook heal a survivor in 4 seconds base(1 C/S base heal speed), even faster with other perks + medkits.

    I shudder to imagine the world where healing is amped up to this level. We already saw the problem with CoH providing a ridiculous boost to healing. There will be very large problems in the gameplay loop(that currently exists) if survivors gain the ability to insta heal/pop off hook fully healed.

  • Mazoobi
    Mazoobi Member Posts: 1,604

    Thank you. I actually try to think of perks that would have a fair shot at changing the meta.

    Also, wouldn't "We'll Make It" be as good as my idea in terms of combining with Resurgence? Maybe it wouldn't be too bad since most players want more variety in the meta?

  • MilManson
    MilManson Member Posts: 939
    edited June 2022

    If they want to make the game horror again they can add more environment-changing perks.

    Maybe a perk is that with every hook the trial becomes mistier and eventually it's thick fog.

    With every basic hit on a survivor the night becomes darker etc etc.

  • Slowpeach
    Slowpeach Member Posts: 707
    edited June 2022

    I think the bloat can be managed if it's different flavours of the same thing with different levels of risk/reward/additional effects/trade offs. For example autodidact, a bad example to be sure and probably should start with having no benefit and going 10/20/30/40/50 with tokens compared to say Botany Knowledge which is more reliable. Rough example because Botany gives an additional effect on top of that but eh.

    Obviously if stacking is an issue, then a hard cap could be introduced into all perks of the same type preventing players going over a certain number or diminishing returns with the same type of perk stacking.

  • Carth
    Carth Member Posts: 1,187

    I think your ideas are totally fine, most of the current heal perk meta is significantly overtuned. However, solving that problem is much harder than just boosting heal times for actions or nerfing them. Certain mobility killers make healing significantly harder than their counterparts which is part of the core problem. A trapper across the map is not a threat at all, a nurse/blight/sprit/dredge/any killer who can rapidly move around the map is still very much a threat.

  • Zozzy
    Zozzy Member Posts: 4,759

    Can only do so much with such a simple game.

    If they want better perks then they need to change the base game to be more than Shift W and Space on a pallet.

  • Brimp
    Brimp Member Posts: 3,554

    I think perk ideas were losing creativity when BHVR came up with the idea of "new content every 3 months"

  • Satelit
    Satelit Member Posts: 1,377

    I can't think of any new interesting perks either so I don't blame them

  • Cybil
    Cybil Member Posts: 1,163

    When is the last time they released a perk that was totally unique? Maybe blast mine?

  • Cybil
    Cybil Member Posts: 1,163

    I wouldn't call them totally new. They were more like retooled hex perks.

  • Mazoobi
    Mazoobi Member Posts: 1,604

    Here's a survivor I thought of. I thought his perks were pretty interesting for his background. I have A LOT more but his was cool IMO.

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

    New Survivor: Kiyo Takashi 

    Description: 

    A knowledgeable anthropologist who has studied rigorously in cultures notably ones involved with sacrificial and abstract practices which helps him study this unforsaken world.

    His personal perks: Humane Divinity, Seance, and Hex: Metamorphosis give him enhanced insight of others’ actions and locations while performing practices derived from the beings of this bizarre world to exploit their own tools. 

    Perks:

    Humane Divinity: 

    Your interest in others has influenced you to study and become close to other survivors at 

    the campfire. 

    At the start of the trial, all survivor’s auras are revealed to you for 40/50/60 seconds. 

    When any survivor loses a health state by any means, you see the aura of all survivors 

    you’ve interacted with via cooperative or altruistic action for 5 seconds. 

    “Please do tell. How is your life like living in these conditions?” -Kiyo

    Seance: 

    Years of studying the historical actions of humans has sparked your curiosity of those 

    within this realm. You feel an intense connection when the presence of others have 

    passed.

    When a survivor is hooked, the last object they interacted with has its aura revealed to you for 6/8/10 seconds in white.  

    When a survivor is sacrificed, all of the objects they touched are revealed to you 

    in a white aura for the remainder of the trial.

    “Viewing the world from the lens of anthropology is truly a gift” -Kiyo

    Hex: Metamorphosis: 

    You’ll do what it takes to better understand the entity even if it means practicing its 

    own terms. 

    While injured and cleansing a dull totem, press the ACTIVATE ABILITY BUTTON to 

    sacrifice pints of your blood causing the totem to ignite in flames creating a replica of a hex totem. In doing so, you suffer from the mangled status effect until healed. 

    This totem will be revealed to all survivors in a white aura and will automatically be snuffed after 20/25/30 seconds. 

    While the hex is active, the entity is caught off-guard and therefore becomes disoriented 

    by the unwelcomed and unstable force replicating its powers. All other hex totems will be 

    neutralized, preventing their effects from working until Hex: Metamorphosis is snuffed. 

    “It appears to be agitated from my actions. How marvelous!” -Kiyo