Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
6 Survivor Perk Ideas Pt. 1
ReduCe, Reuse, Recycle
When empty-handed, or already carrying Planks, press the Ability button when standing over a broken pallet to collect Planks. Once planks are collected from a broken pallet, they can no longer be collected in that Trial.
After collecting 3 Planks, a survivor can create a new pallet. The auras of buildable pallet locations are revealed to you within Several Metres.
- To build a pallet, press and hold the Ability button when standing on a buildable pallet location
Light the Way
You start the trial with 5 tokens.
When empty-handed, press the Ability button to consume a token and create an orb of light on your position. The orb remains there for 60 seconds, or until the killer walks through it.
Every 30 seconds you are within 8m of another survivor, Light the Way gains back 1 Token.
Immediate Action
When any other survivor is hooked, you break into a sprint at 200% of your normal Running Movement speed for 4 seconds.
Immediate Action causes the Exhausted Status Effect for 60/50/40 seconds.
Immediate Action cannot be used when Exhausted.
Note: Blood Echo causes an injured survivor to suffer from the Exhausted status effect BEFORE Immediate Action can activate.
Locked In Here
Instead of opening the exit gate, Locked In Here activates when you complete an Exit Gate Switch:
- The Exit Gate Switches are blocked for 30 seconds
- The Aura of all other Survivors are revealed to one another
- All survivors healing and unhooking speeds are increased by 33%
After Locked In Here deactivates, the original Exit Gate opens.
Cold-Blooded
Whenever the Killer gains Bloodlust while you are in chase, gain 1 Token.
- Each Token increases the chase time required for the Killer to gain Bloodlust on you by 2.5 seconds
Boon: Illumination
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 have their Repair speed increased by +10%
Killers inside the Boon Totem's range have the aura of all survivors inside the Boon Totem's range revealed to them
Comments
-
These are all really cool super creative
1 -
opinion on your creations:
Reduce, Reuse, recycle: I assume 1 plank per broken pallet? if so seems fine, should get 2 uses on average per game, somewhat map dependant tho. Overall not bad.
Light the way: useless tbh
Immediate action: Not bad, an exhaustion perk that isnt a chase perk other than head-on. sounds good but still kinda weak compared to other exhaustion addons. Comfortable B tier
Locked in here: can be abused to troll, bad. its like repressed alliance (bad perk design)
Cold Blooded: the concept of punishing killers for taking very long to down you is interesting, but your method is very weak and needs and overhaul
Boon: interesting, seems balanced on paper but i cant tell for sure
1 -
Good feedback, thx!
Light the Way: The intention with LtW is to fill an information perk role while providing an opportunity for killer interaction like with Diversion. A survivor would use the perk to a) tell other survivors where they are, b) tell the killer where they are, or c) trick the killer into thinking a survivor is an area.
DBD is over-saturated with Aura Reading perks that provide little-to-no value for survivors who no longer need help finding things. Light the Way aims to move away from single-purpose training wheel perks that provide zero value to 90% of survivors.
Locked in Here: Troll potential came to mind when designing the perk. I don't believe it would be a prevalent issue, because most players develop their petty desires to sandbag teammates during the trial (after they've already selected their perks).
That said, this is the first iteration of a concept I have in mind (mainly, prevent teammates from abandoning one another once the gates are powered, and provide them with incentives to stick around), so I'm happy to redesign it.
Cold-Blooded: This is a tricky one to balance. I don't actually know how many times a killer gains bloodlust while in chase with me, or how often I make them lose it by forcing them to break a pallet.
In my experience, even good killers depend on Bloodlust Tier 1 to secure downs at relatively unsafe pallets. If every survivor was running this perk, it'd have an effect on the killer similar to Thanatophobia for survivors.
0 -
Fun ideas, I like the idea of LTW.
1