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Boil Over Vesus Iron Grasp!
Perk Counters 1:
Monstrous Hooks: (Was named: Monstrous Shrine)
Your hooks are deadly to the touch and is filled with pure evil. Hooked survivors will suffer a 6/8/10% faster Entity progression and their odds of freeing themselves from the hook is cut in half.
~Versus~
Hope:
Your will to not giving up has caused disruption in the Entity's abilities. While on the hook, you'll be granted a 6/8/10% Entity resistance and gain 1/2/3 more escape attempts.
Perk Counters: 2
Knockout:
Your vicious attacks causes extreme pain to your victims. Dying survivors suffer from the blindness status effect and other survivors cannot see their aura outside of a 32/24/16 meter range. Your strong attacks make the survivor exhausted; dying survivors recover 10/15/20% slower than normal.
~Versus~
Unbreakable:
You're a tough fighter and survived many battles. Grants the ability to recover from dying state once per trial and your grunts of pain are reduced by 30%/40%/50%. Additionally, you have managed to decrease your stress during dire situations; you'll recover 10/15/20% faster than normal.
Perk Counters: 3
Stridor:
You're intense sense of hearing makes you sensitive to your surroundings. Natural noises (such as making grass move) are 50%/75%/100% more audible than normal and you'll see the auras of survivors within 5 meters to you. Additionally, your sense of detection allows you to sense injured survivors; injured survivors' grunts of pain are 25%/50%/75% more louder than normal.
~Versus~
Iron Will:
You adapted to extreme stress and have the ability to handle extreme pain. You won't leave pools of blood behind and you'll see the killer's aura for 3/4/5 seconds after being attacked by the killer. Additionally, your ability to handle extreme pain has numbed some of the pain; grunts of pain are 25%/50%/75% less audible than normal.
Yeah, some of these are OP but you get the point. There should be more perks that cancel each other out which make perks more like a rock paper scissor game while not being completely screwed over when you're on the short end.
Comments
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I really like your idea!
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Yeah, you understood the very core of the balance: one killer perk should be about as powerful as four survivor perks.1
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One problem this game had is, Perks that counter mechanics, and this is bad design, mechanics needs to counter mechanics because this will reward smart players, while Perks that counter mechanics is more a lazy solution to try to fix a mechanic, BBQ&Chilli is a good example, since Killers didn't had a way to track stealth survivors devs created BBQ&Chilli to counter this, Perks should boost mechanics to give a small advantage in certain cenarios not counter a mechanics totally.
Your idea is totally correct, would be cool if newer perk was made like that.
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your idea of hope strongly reminds me of the current slippery meat...
maybe you should have just changed slippery meat accordingly?
or not have them stack, otherwise you'd have 6 extra attempts to free yourself from the hook with this combo...0 -
Mister_xD said:
your idea of hope strongly reminds me of the current slippery meat...
maybe you should have just changed slippery meat accordingly?
or not have them stack, otherwise you'd have 6 extra attempts to free yourself from the hook with this combo...0 -
Doesn’t Stridor already counter Iron Will?2
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SnakeSound222 said:Doesn’t Stridor already counter Iron Will?2
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Nickenzie said:I have to say I like the idea of how Iron Grasp and Boil Over interact with each other. They are really good examples on how other perks should be like when they are going against each other. So, my idea in this thread is to rework a few survivor and killer perks to make them similar to how Iron Grasp and Boil Over interact with each other.
Perk Counters 1:
Monstrous Hooks: (Was named: Monstrous Shrine)
Your hooks are deadly to the touch and is filled with pure evil. Hooked survivors will suffer a 6/8/10% faster Entity progression and their odds of freeing themselves from the hook is cut in half.
~Versus~
Hope:
Your will to not giving up has caused disruption in the Entity's abilities. While on the hook, you'll be granted a 6/8/10% Entity resistance and gain 1/2/3 more escape attempts.
Perk Counters: 2
Knockout:
Your vicious attacks causes extreme pain to your victims. Dying survivors suffer from the blindness status effect and other survivors cannot see their aura outside of a 32/24/16 meter range. Your strong attacks make the survivor exhausted; dying survivors recover 10/15/20% slower than normal.
~Versus~
Unbreakable:
You're a tough fighter and survived many battles. Grants the ability to recover from dying state once per trial and your grunts of pain are reduced by 30%/40%/50%. Additionally, you have managed to decrease your stress during dire situations; you'll recover 10/15/20% faster than normal.
Perk Counters: 3
Stridor:
You're intense sense of hearing makes you sensitive to your surroundings. Natural noises (such as making grass move) are 50%/75%/100% more audible than normal and you'll see the auras of survivors within 5 meters to you. Additionally, your sense of detection allows you to sense injured survivors; injured survivors' grunts of pain are 25%/50%/75% more louder than normal.
~Versus~
Iron Will:
You adapted to extreme stress and have the ability to handle extreme pain. You won't leave pools of blood behind and you'll see the killer's aura for 3/4/5 seconds after being attacked by the killer. Additionally, your ability to handle extreme pain has numbed some of the pain; grunts of pain are 25%/50%/75% less audible than normal.
Yeah, some of these are OP but you get the point. There should be more perks that cancel each other out which make perks more like a rock paper scissor game while not being completely screwed over when you're on the short end.1 -
Bravo0413 said:Nickenzie said:I have to say I like the idea of how Iron Grasp and Boil Over interact with each other. They are really good examples on how other perks should be like when they are going against each other. So, my idea in this thread is to rework a few survivor and killer perks to make them similar to how Iron Grasp and Boil Over interact with each other.
Perk Counters 1:
Monstrous Hooks: (Was named: Monstrous Shrine)
Your hooks are deadly to the touch and is filled with pure evil. Hooked survivors will suffer a 6/8/10% faster Entity progression and their odds of freeing themselves from the hook is cut in half.
~Versus~
Hope:
Your will to not giving up has caused disruption in the Entity's abilities. While on the hook, you'll be granted a 6/8/10% Entity resistance and gain 1/2/3 more escape attempts.
Perk Counters: 2
Knockout:
Your vicious attacks causes extreme pain to your victims. Dying survivors suffer from the blindness status effect and other survivors cannot see their aura outside of a 32/24/16 meter range. Your strong attacks make the survivor exhausted; dying survivors recover 10/15/20% slower than normal.
~Versus~
Unbreakable:
You're a tough fighter and survived many battles. Grants the ability to recover from dying state once per trial and your grunts of pain are reduced by 30%/40%/50%. Additionally, you have managed to decrease your stress during dire situations; you'll recover 10/15/20% faster than normal.
Perk Counters: 3
Stridor:
You're intense sense of hearing makes you sensitive to your surroundings. Natural noises (such as making grass move) are 50%/75%/100% more audible than normal and you'll see the auras of survivors within 5 meters to you. Additionally, your sense of detection allows you to sense injured survivors; injured survivors' grunts of pain are 25%/50%/75% more louder than normal.
~Versus~
Iron Will:
You adapted to extreme stress and have the ability to handle extreme pain. You won't leave pools of blood behind and you'll see the killer's aura for 3/4/5 seconds after being attacked by the killer. Additionally, your ability to handle extreme pain has numbed some of the pain; grunts of pain are 25%/50%/75% less audible than normal.
Yeah, some of these are OP but you get the point. There should be more perks that cancel each other out which make perks more like a rock paper scissor game while not being completely screwed over when you're on the short end.0