We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

Chapter think tank, come share

TrueKn1ghtmar3
TrueKn1ghtmar3 Member Posts: 1,143
Share what fragments of chapters you have, together we could probably build something grisly 

Comments

  • TrueKn1ghtmar3
    TrueKn1ghtmar3 Member Posts: 1,143
    edited January 2019
    SURVIVOR PERKS

    The coven- the last 1/2/3 survivors you completed an action with become connected, connected survivors can see any aura the other sees (except those revealed by this perk), if either connected survivor has a map able to track those auras they are tracked on the map.

    Eagle eyed- when look at an objective in a 10/15/20m range (with DLOS) that objective shows an aura.

    Spread the wealth- increase chances of becoming obsession, when there are survivors within 10m of you (and you are the obsession) they gain a 15/20/25% boost to actions including sabotaging, cleaning and repairing, if you are not the obsession other survivors gain 9/12/15% boost to the previous actions when within range.

    KILLER PERKS

    Growing Hunger- per survivor in your tr you gain a 3/4/5% increase in movement and action speed, your tr is decreased 8m while chasing a survivor but increased by a similar amount while not.

    Give a Dog a Bone- when you successfully perform a grab (off gen, out of lockers or through windows and pallets) get a 10/15/20% increase to transport speed for 5s, -/-/the wiggle timer is paused for 3s.

    Hex: tracker- any tracks left by a survivor (blood and scratch marks) are slightly/moderately/considerably increased, tracks left by survivors last 2 seconds longer.
    Post edited by TrueKn1ghtmar3 on
  • CashelP14
    CashelP14 Member Posts: 5,564
    We limited to 3 perks for killer and survivor because I literally have 5-10 of each. It's unfortunate that even though are chapters won't be used that they don't seem to look at the perks we suggest either.
  • TrueKn1ghtmar3
    TrueKn1ghtmar3 Member Posts: 1,143
    CashelP14 said:
    We limited to 3 perks for killer and survivor because I literally have 5-10 of each. It's unfortunate that even though are chapters won't be used that they don't seem to look at the perks we suggest either.
    It is just a think tank add any and all ideas you would like to share
  • CashelP14
    CashelP14 Member Posts: 5,564
    Killer Perks:

    Not So Fast: The Entity sees how you dispatched of the other survivors and knows with a little more time you can catch the last one. Once the Hatch is activated it becomes locked for 40/50/60 seconds with the killer getting a 2/3/4% speed increase.

    Locked Down: You become obsessed with a survivor. The Entity knows why the obsession is important to you and gives you a reason to keep them alive. While the obsession is injured, downed or hooked the totems around the map become locked and cannot be cleansed. The obsession can heal themselves 100/75/50% faster. If the obsession is sacrificed then the totems become unlocked.

    Blood Infusion: You have mastered the power of blood and know how to use it to your advantage. You can now infuse your weapon to give it more power. After successfully killing a survivor you can now infuse your weapon with blood. If you choose to do so survivors will now have the exposed status for 40/50/60 seconds. Can only be done once per match. Killer is the only one who knows they have the exposed status.

    Flip The Switch: Skill checks will now have have a 30/40/50% chance that the skill checks will come anti-clockwise.

    Totem Turmoil: You see the potential in the tools of the entity and want to exploit it. Hex totems are shown as dull totems however they still give off a notification noise when destroyed. There are 1/2/3 extra totems that spawn on the map. Survivors who destroy a dull totem will have their auras shown for 2/3/4 seconds.

    Hex: Heart Attack: You see the potential in generators, with a bit of work you can make them deadly. If a survivor misses a skill check on a generator they will get a shock. This shock will injure all survivors on the generator. The generator will also be locked for 5/10/15 seconds.

    Survivor Perks:

    We Work Together: You have a bond that links you and another survivor. You always worked together and knew things were easier when working as a team. When you and your "friend" are working on a generator together the great skill check sizes are increased by 15/20/25% with an increased 1/2/3% progression when great skill checks are hit.

    Craftsman: After studying the Entity's world for long enough, you have developed skills which will help you survive. Once per match you can rebuild a pallet already broken by the killer. This pallet will take 20/15/10 seconds to rebuild. The killer will also get a notification once the survivor starts this. The same pallet cannot be rebuilt more than once.

    Sixth Sense: You can sense the evil off of hex totems when you get close to them. When within 24/20/16m of a hex totem you get a notification sound however the totem will take 75/50/25% longer to cleanse. As the killers obsession they get a notification sound once you are within the totem range. Increases your chances to be the Killer's obsession. Only one obsession per match.

    Anti-Camper: When the killer is within 16m of a hooked survivor and not in a chase for 30 seconds this perk activates. All survivors will be given 10 seconds of endurance, as well as the survivor on the hook. The Entity progression is reduced by 15/20/25%.

    Why Stop Now: You have vaulted a window 3 times and don't see any reason in stopping. You can vault a window 4 times before it is blocked by the Entity with an increase to vaulting speed of 5/10/15%.

    Give Us Strength: You can't stand back and watch them die, you must help them. For every heal state you fully heal a survivor you gain a token. After collecting 6/5/4 tokens you can heal a survivor from the dying state to injured state using a secondary action. You will lose all tokens earned after performing the action.

    Insight: You have gained insight which gives you the knowledge of a great one. Every time the killer sees the aura of 1/2/3 survivors you get the same aura reading.
  • I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
  • CashelP14
    CashelP14 Member Posts: 5,564
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
  • TrueKn1ghtmar3
    TrueKn1ghtmar3 Member Posts: 1,143
    CashelP14 said:
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
    Idk if Heart attack was used with huntress lulluby if could become a potentially op combo
  • CashelP14
    CashelP14 Member Posts: 5,564
    CashelP14 said:
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
    Idk if Heart attack was used with huntress lulluby if could become a potentially op combo
    I'd look for the totems then lol I'm 95% survivor main and hex totems can be destroyed instantly so they don't bother me. I think a killer would be taking a big risk using 2 hex totems in a game.

    As long as you are told about the totem the second after a skill check is given (Same as Huntress lullaby) then I think it gives survivors a fair chance of taking a big gamble or looking for the totems. I wanted to the totem to be strong but fair. This mi

    Maybe it could be strong at the lower ranks but it's something they could test. At higher ranks survivors never really miss skill checks.
  • TrueKn1ghtmar3
    TrueKn1ghtmar3 Member Posts: 1,143
    Huntress lulluby at 5 tokens gives no indication of a skill check making you more likely to miss making you injured or even dying this is only exasperated by thrill causing you to wait for a notification protecting your totems and not the gens since the gens can't physically get done since there is no notification stacked onto losing health with a notification on the totems. 
  • Steamtastic_Vagabond
    Steamtastic_Vagabond Member Posts: 134
    edited January 2019
    CashelP14 said:
    CashelP14 said:
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
    Idk if Heart attack was used with huntress lulluby if could become a potentially op combo
    I'd look for the totems then lol I'm 95% survivor main and hex totems can be destroyed instantly so they don't bother me. I think a killer would be taking a big risk using 2 hex totems in a game.

    As long as you are told about the totem the second after a skill check is given (Same as Huntress lullaby) then I think it gives survivors a fair chance of taking a big gamble or looking for the totems. I wanted to the totem to be strong but fair. This mi

    Maybe it could be strong at the lower ranks but it's something they could test. At higher ranks survivors never really miss skill checks.
    Do notice that none of the killer perks (as far as I am aware) can directly deal damage to a survivor without killer input. That’s another reason why I figure this would be a better power than a perk
  • CashelP14
    CashelP14 Member Posts: 5,564
    Huntress lulluby at 5 tokens gives no indication of a skill check making you more likely to miss making you injured or even dying this is only exasperated by thrill causing you to wait for a notification protecting your totems and not the gens since the gens can't physically get done since there is no notification stacked onto losing health with a notification on the totems. 
    That's a fair point. I don't know I just don't think people will run Huntress lullaby because of this perk but maybe it's a bit strong. I could add that skill checks chances are 70/60/50% reduced.

    This is from a survivors mains point of view btw. I just would ignore gens and go after the totem. Thrill would make it tough but if a Killer is totem guarding then survivor who are good with skill checks could fly through it.

    Either way your feedback is helpful and something I could take another look at.
  • TrueKn1ghtmar3
    TrueKn1ghtmar3 Member Posts: 1,143
    Thrill gives a notification when the totem is first started. And like I'm saying no notification makes it near impossible to hit the skill checks (run a full hex build heart attack, ruin, lulluby and thrill trust me no one will ever get anything)
  • CashelP14
    CashelP14 Member Posts: 5,564
    @Steamtastic_Vagabond that is actually quite interesting. Never thought about that, and it's something in the last year and a half I've been playing this game I've never noticed.

    I wouldn't want this as a power because I wouldn't want to face this over a full game. And at rank 1 where survivors very rarely miss skill checks anyway. That's why as a hex totem I felt it could really slow the game down for the killer but be fair to the survivor.

    If i made a change which of these would you prefer? It could be changed to a timed perk where it only lasts for a certain amount of time at the start of a game. It only affects 1/2/3 generators on the map (won't be a hex totem then). It could decrease skill check chances.
  • CashelP14
    CashelP14 Member Posts: 5,564
    CashelP14 said:
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
    Idk if Heart attack was used with huntress lulluby if could become a potentially op combo
    I'd look for the totems then lol I'm 95% survivor main and hex totems can be destroyed instantly so they don't bother me. I think a killer would be taking a big risk using 2 hex totems in a game.

    As long as you are told about the totem the second after a skill check is given (Same as Huntress lullaby) then I think it gives survivors a fair chance of taking a big gamble or looking for the totems. I wanted to the totem to be strong but fair. This might even get survivors running perks like small game or detectives hunch again which is good.

    Maybe it could be strong at the lower ranks but it's something they could test. At higher ranks survivors never really miss skill checks.
  • CashelP14 said:
    CashelP14 said:
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
    Idk if Heart attack was used with huntress lulluby if could become a potentially op combo
    I'd look for the totems then lol I'm 95% survivor main and hex totems can be destroyed instantly so they don't bother me. I think a killer would be taking a big risk using 2 hex totems in a game.

    As long as you are told about the totem the second after a skill check is given (Same as Huntress lullaby) then I think it gives survivors a fair chance of taking a big gamble or looking for the totems. I wanted to the totem to be strong but fair. This mi

    Maybe it could be strong at the lower ranks but it's something they could test. At higher ranks survivors never really miss skill checks.
    Do notice that none of the killer perks (as far as I am aware) can directly deal damage to a survivor without killer input. That’s another reason why I figure this would be a better power than a perk.
  • yes
    yes Member Posts: 361

    Survivor perks I had in mind:

    Saved by the Gen: When the exit gates are powered, if you are the obsession, if you are on the hook/killer's shoulder, you immediately get off the hook or stun the killer for 2/2.5/3 seconds. Otherwise, succeed a tremendously/considerably/moderately skill check to escape the hook. After escaping the hook or killer's shoulder, you suffer the Broken status effect for the rest of the match.
    Increases your chances of becoming the obsession.
    Only one obsession per match.

    Medic: Your noises caused by healing is reduced by 4/6/8 meters. On a failed heal skill check, there is a 20/30/40% chance the failed skill check will not alert the killer.

    Flexibility: You enter lockers 5% faster. After exiting a locker within the killer's terror radius, break into a sprint 150% your normal running speed for 3 seconds.
    Causes Exhaustion for 60/50/40 seconds.
    Flexibility cannot be used while exhausted.
    You cannot recover from Exhaustion while running.

    Help!: When you are injured, auras of survivors are revealed to you within 36/64/unlimited meters, and your aura is revealed to other survivors for 3 seconds when you get hit.

    Benefits: When performing an action inside of the killer's terror radius, your action speed is increased by 11/22/33% for the exception of repairing and healing. Gain 50/75/100% more bloodpoints inside of the Objective category.

  • CashelP14
    CashelP14 Member Posts: 5,564
    yes said:

    Survivor perks I had in mind:

    Saved by the Gen: When the exit gates are powered, if you are the obsession, if you are on the hook/killer's shoulder, you immediately get off the hook or stun the killer for 2/2.5/3 seconds. Otherwise, succeed a tremendously/considerably/moderately skill check to escape the hook. After escaping the hook or killer's shoulder, you suffer the Broken status effect for the rest of the match.
    Increases your chances of becoming the obsession.
    Only one obsession per match.

    Medic: Your noises caused by healing is reduced by 4/6/8 meters. On a failed heal skill check, there is a 20/30/40% chance the failed skill check will not alert the killer.

    Flexibility: You enter lockers 5% faster. After exiting a locker within the killer's terror radius, break into a sprint 150% your normal running speed for 3 seconds.
    Causes Exhaustion for 60/50/40 seconds.
    Flexibility cannot be used while exhausted.
    You cannot recover from Exhaustion while running.

    Help!: When you are injured, auras of survivors are revealed to you within 36/64/unlimited meters, and your aura is revealed to other survivors for 3 seconds when you get hit.

    Benefits: When performing an action inside of the killer's terror radius, your action speed is increased by 11/22/33% for the exception of repairing and healing. Gain 50/75/100% more bloodpoints inside of the Objective category.

    I actually really like a lot of these perks. Not op but could have a place in the game.

    I would say Saved By The Gen shouldn't work with adrenaline and I would say is very good in that situation. The only thing is that unless your in a swf it's way to situational.

    Medic would be great for new players but survivors at the high rank would never use it, like technician.

    Flexibility I like but I think the speed of entering/exiting lockers should be a lot more. 5% is nothing really but if it's increased then it could be good. I've seen this perk idea before as well as the pallet stun sprint burst which is also a good idea.

    Help I have no problem with. Basically reverse Empathy which is very good.

    Benefits is a bit confusing. I don't see why it's in the objective category when it doesn't involve gens. I know the objective category isn't primarily gens but it is basically the brunt of it. If it doesn't affect healing or repairs then what really else is there. I think it's just searching chests and totems, it also now have to deal with the new changes to Leader.