We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.
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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
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Access the survey HERE!
Perk Change Ideas
pale_hispanic
Member Posts: 149
This is just some ideas I came up for fun that I think will spice the meta up a little bit. These perks are mainly survivor perks because I understand that role better and I feel like survivor has less perk variety.
- Bond: Now has an additional effect: When other survivors enter this perk’s radius, they can see the aura of the user. (gives value to the whole team and fits the theme of the perk )
- Desperate Measures: For the duration the user is downed or hooked all survivors are given this perk’s effects. This effect does not stack with additional Desperate Measures. (allows for riskier saves and can help stop a killer from snowballing)
- Spine Chill: This perk is no longer restricted by walls again. If the killer has the Undetectable status effect, this perk will not activate. (makes this perk usable again without hard-countering stealth killers)
- Leader: Now has an additional effect: Once you fully heal or unhook a survivor, this perk’s effects gain an additional 5%. This will only happen for the first 3-4 times. (buffs the perk and encourages team play)
- Repressed Alliance: After this perk has been activated, pressing the Ability button will deactivate it. (makes this perk better against 3-genning and allows more team play)
- Second Wind: This perk now runs on a token system. Fully healing a survivor grants 1 token. You can have a maximum of 2 tokens at a time. (allows for more uses)
- Resilience: Removed the increase to repair speed (still has the increase to cleanse, healing, etc.) Now has an additional effect: While injured, your stagger from falling is reduced by 15%-25%. (makes the perk more chase oriented instead of gen oriented)
- Borrowed Time: This is more of a rework. After pressing the Ability button, this perk will activate. The next person you save will be given a unique endurance effects for 60-80 seconds. This endurance effect can only be deactivated if the killer hits the survivor twice, if the survivor makes a Conspicuous Action, or once the duration is finished. The unhooker will enter the dying state 8-15 seconds after making the save. (more of a clutch/team perk. can be used to punished a killer who is hard-tunneling or for forcing a trade. the downsides of this perk are severe and specific enough to hurt tunneling but have little effect on anyone else)
- No Mither: You no longer start the trial injured. This perk activates after you’ve been injured by any means. (simple, straightforward change. makes this perk less punishing against certain killers and adds some surprise to the game)
- Empathy: Now has an additional effect: Gives a base increase to healing speed by 10-15%. For each person you heal gain an additional 10-15% healing speed up to a maximum of 30-45%. (synergizes with the aura reading and matches the perks theme)
- Inner Healing: Now has an additional effect: Staying in a locker for 8-12 seconds now clears any negative status effect, except Broken, Exhaustion and killer specific status effects. This effect can used anytime and does not need a totem to activate. Additionally, Inner Healing can now be activated by placing a boon. (gives more uses and can reward a survivor for sneaking into a locker mid-chase)
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