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Suggestions for General Perks (Killer)

UndeddJester
UndeddJester Member Posts: 3,401

With the loss of Stranger Things from the general perk pool, I thought I'd put forward a few suggestions to replace them. BHVR has said they have no plans for new perks, but maybe we can change their mind....

The goal to my mind isn't to necessarily create super strong meta perks, just some nice/decent perks that fill a roll in the general list that has decent usage to get going in DBD and offer some potential perk synergies. Here are mine.

Trip Wire

You anticipate your victims to bring their best, and prepare accordingly.

  • After 3 continuous seconds of a survivor using a Toolbox while repairing a Generator, you get a loud noise notification centered on that survivor.
  • If that survivor let's go of the generator before it is complete, the generator is marked yellow for 90s.
  • If a survivor is downed while the generator is marked, the generator explodes and loses 25% progress.

"It's the red one... it's always the red one!"

This is quite simply an anti-gen rush perk. It gives the killer information on where survivors are committing their resources early and provides a chance to interrupt. It doesn't scale well throughout the game once toolboxes are spent, but it may allow the killer to get a foot hold early.

Disproportionately good on the mobile killers is the only concern... however a less mobile killer can't get there as fast, so they have potential for more of the Generator/Toolbox progress to get used up... so still balances out.

Survivors do have counters to this once they know its in play, which is why the regression is strong. They can only use toolboxes to finish off generators, only use toolboxes when the killer is a long way away, or even take the add-on that prevent skill checks for the duration and keep tapping. They can even decide to let go early once they know Trip Wire is in effect to lose less of their Toolbox while the gen progress is still low.

Malicious Castigation

Those who dare interfere shall be punished severely.

  • For each hooked survivor, gain a token.
  • Survivors who take a Protection Hit, are Hindered for 1.8s, reducing their movement speed by 6/8/10% per token.
  • Once a survivor is killed by any means, you can no longer gain any tokens.

"It was as if it saved all its fury for the bravest of us... like it was trying to make an example out of them..."

This perk is a chase perk, designed to help against off the record, dead hard, and other protection hits survivors might employ, as there isn't really anything to help killers here other than Forced Penance... which especially at end game doesn't really help.

The post hit boost for survivors is 1.8s long and is 165% movement speed. This perk hinders for the same duration, and gets progressively stronger the more hooks the killer gets. This actively discourages tunneling, and the reward for doing so making it so that hits in the end game (a potential 90% hinder) overpowers the 65% speed boost from taking a hit when trying to muscle survivors out and body block towards the gate.

The fact survivors taking protection hits are slower also makes them juicier targets for the killer as well, and knowing they can build up this perk with more instead of tunneling naturally places a carrot to break the tunnel. We may even see "looks like tunneling, but actually isn't" starts which would actually be pretty cool.

These are my common killer gripes. Rushing with powerful toolboxes feels like there is nothing I can do about it, you just hope you can pressure enough in the mid game when the early game ends inside 1 hook. If we make it to end game, the mass hook rushes are frustrating, especially when you havent tunneled or played mean, to be rewarded with a 3 man body block chain. These perks I feel would grant some decent options to the general perk pool to address as such.


Feel free to comment on any of these with suggestions, or add your own? What would you add to the general pool of perks?

Post edited by UndeddJester on