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Perk concept dump, Honest opinions welcome!

TWiXT
TWiXT Member Posts: 2,063
edited April 2024 in General Discussions

Moderators, Please let this stand in General Discussions for at least 24 hours to get a feel of responses from the average forum goer before sending it to the Creations Forum Graveyard that doesn't really see enough traffic.

Hello everyone, Just putting out some Perk Ideas I hope the devs choose to implement in some form or another, Be as brutally honest about them as you will, I can take it.

Killer:

Threatening Presence:

Your presence gains potency directly proportional to the amount of pain you cause your victims.

For every injured, down, or hooked survivor, your Terror Radius gains 1/2/3 meters in Radius.

For every Healthy Survivor, your Terror Radius reduces 1/2/3 meters in Radius.

Injured Survivors Healing themselves Within your Terror Radius experience 10% increased Skill Check Trigger odds that feature 20% smaller success zones.

Hex: Torment

A Hex rooted in the power of confusing your victims.

60 seconds after a trial starts, Hex: Torment activates lighting up a random Dull Totem.

The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect.

As long as Hex: Torment remains active, it cycles to another random Dull Totem in the trial grounds (if any are available) Every 80/60/40 Seconds.

Scourge Hook: Territorial Dominance

Your shrines of Sacrifice Mark unsafe ground for your victims to tread.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

The Auras of Scourge Hooks are revealed to you in white.

Each time a Survivor is hooked on a Scourge Hook, the following effects apply:

Up to 3 used/down palettes within 16/24/32 meters of All Scourge hooks are Destroyed.

If no used/down pallet is Available, Then the closest 1 unused/Upright pallet within 16/24/32 meters of the Scourge Hook you hook a survivor on is destroyed instead.


Undeterred Rage:

The Survivors struggles against you have finally reached their limit, and now you will show them why it's unwise to agitate you any further.

Every 4/3/2 times you are stunned or blinded by survivors, Undeterred Rage activates.

Performing a Lunge attack at a down pallet or breakable wall will instantly destroy it and extend your Lunges range by 50%.

Missed and Successful Lunge attack recovery Speed after breaking a pallet or breakable wall is 50% longer.


Notes: Basically, if you get stunned or blinded enough you can just charge through the next dropped pallet or breakable wall and try to get a hit. It's like Billy's Lopro Chains add-on, but only applies to basic attacks and requires taking a bit of a beating to charge up.


Scourge Hook: Empathic Agony

The Agony of facing ones mortality takes it's toll on your victims, crippling their ability to press on.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

The Auras of Scourge Hooks are revealed to you in white.

Each time a Survivor is hooked on a Scourge Hook, the following effects apply:

Scourge Hook: Empathic Agony Gains 1 token, and for every 4/3/2 tokens gained all survivors suffer from a persisting status effect for the remainder of the trial. (maximum of 8 tokens)

2 tokens: All survivors suffer Hemorrhage when injured.

4 tokens: All survivors suffer Blindness.

6 tokens: All survivors suffer Oblivious.

8 tokens: All survivors suffer Exposed.

All tokens and status effects are Lost if you Hook the same survivor Twice in a row on any hook.


Catastrophic Interference:

Your experience in knowing when and where to strike in order to cause the most damage has resulted in your presence becoming highly detrimental to the survivors means of escape.

For All Survivors within your Terror Radius the following effects Apply:

Increases the rotation speed of Repair Skill Checks 10-50% depending upon your proximity to any survivors repairing a generator (closer = faster).

Survivors who fail Repair Skill Checks are stunned for an additional 1.5 seconds before they can move or continue their Repair action.

Whenever you successfully Grab survivor off of a generator while they are repairing it, the generator will explode and lose 25/50/75% of it's total gained progress.


Hex: Times Up

A Hex rooting its power in Time, it commands the end of a trial.

Once a gate has openedHex: Times Up activates on a dull totem (if any are still standing) and survivors have 90/60/30 seconds to leave the trial grounds, otherwise the gates will slam shut and won't Re-open until Hex: Times Up is cleansed.

Any Survivors trapped within the Escape/Exit Zone beyond the gates threshold when the Gates slam shut, that have not escaped, are automatically sacrificed.

All survivors still in the trial grounds automatically Escape if You get trapped in the Escape/Exit Zone when the gates slam shut, hooked or not.

The End Game Collapse Continues to count down during this time.

Notes: Basically, if a survivor is passed the gate t-bagging the killer when the gate slams shut, they get sacrificed by the entity. If the killer is beyond that threshold when the gate slams shut, every survivor in the trial grounds escapes. Otherwise, survivors have 30 seconds to "just leave" and any who don't extend the trials length, if they remained in the trial grounds, by having to find and cleanse the totem to re-open the gates. This, like NOED is avoided by cleansing totems, and is more Lenient with it's 30 second timer before activation.


Head of the House:

Your previous encounters with survivors have awakened your sense of preparation in the trial grounds.

Up to 4/5/6 Randomly Chosen Pallets in the trial grounds are revealed to you in White.

Whenever a survivor drops any of these pallets, they are instantly destroyed.

You can be Stunned if one of the selected Pallets is dropped on you


Anchor:

Putting a survivor into the dying state now has some added weight.

Upon putting a survivor in the dying stateAnchor Activates.

The most recent survivor put into the dying state cannot crawl or begin recovery for 25/35/45 seconds.

Other survivors can still help a survivor in the dying state affected by Anchor recover.

Only 1 survivor can be affected by Anchor at a time.


Suppressed Presence:

You've mastered the art of stalking survivors in silence.

Refraining from Entering a Chase or Injuring a survivor for 25/20/15 seconds activates Suppressed Presence and lowers your Breathing, Lullaby Radius, Breaking, Vaulting, Footstep and Movement sounds Volume by 100%.

Suppressed Presence automatically Activates whenever you become Undetectable.

Suppressed Presence has a cooldown of 30 seconds whenever Deactivated by Entering a Chase, Losing the Undetectable Status or Injuring a Survivor.


Survivor:

Leap of Faith:

Newfound Strength emboldens you to press on for survival, no matter how far you must jump for the opportunity.

After you have been rescued from a Hook or rescue a survivor that has been Hooked, Leap of Faith Activates.

When falling from Great Heights while Leap of Faith is active, you benefit from the following effects:

Gain the Endurance Status for 3/4/5 seconds.

Any damage that would put you into the Dying State while under the Endurance Status will inflict you with Deep Wounds instead.

Endurance Cannot Activate If you are already under the Effect of Deep Wounds.

On the Edge:

Coming closer to death instills urgency in your survival instincts pushing you to your limits.

When rescued from your Second Hook PhaseOn the Edge Activates.

While in the healthy state, Your aura cannot be revealed to the killer, you will no longer scream, and fast vaulting no longer alerts the killer.

Whenever going from Healthy to injured by any means, these effects apply for a further 20/30/40 seconds.

Upon going from Healthy to the Injured state while On the Edge is active, you gain a 10% Haste status effect for 10 seconds.


Devilish Deal:

Your desperation to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.

Whenever you are suffering from the Exposed status effect, Devilish Deal Activates and you gain the Endurance status for the same duration as Exposed. If struck by the Killers Basic Attack during this time, Devilish Deal will Mark and Disable 1 of your other Perks at random for the remainder of the trial.

Being struck while Protected by Devilish Deal does not trigger The Deep Wound State.

Devilish Deal can Mark one of your other Perks up to a maximum of 1/2/3 time(s) per Trial.

If Devilish Deal has Marked and Disabled the maximum amount of Perks, the Exposed State no longer Activates Devilish Deal.

If Devilish Deal has Marked and Disabled the maximum amount of Perks when you are Hooked, You will be Sacrificed regardless of which Hook Phase you would normally enter.


Notes: Basically It's a trade off for survival against Killers using Abilities or Perks that Expose you, wherein you sacrifice your Other perks and risk a 1 hook sacrifice, but don't have to fear the Exposed status as much, and like Mettle of Man, don't have to spend any time Mending.


Aural Projection:

Your connection with other survivors is strengthened by your innate need to ensure their survival.

Unlocks the Aura Broadcasting ability.

Every Killer or Survivor aura you see is now visible for up to 1/2/3 other survivors whenever they are revealed to you.

This effect does not apply to Objects, Items, or Vault Locations.


Bribe:

Your willingness to sacrifice your aides pleases the Entity.

You may purposely drop and destroy an item you are carrying during a chase to gain the Endurance Status Effect for the next 10/15/20 seconds.

The dropped item must contain at least 100/75/50% of its remaining charges to activate Bribe.

Dropping any Item with Less than the required amount of charges During a chase will still Destroy the item, but not activate Bribe.


Tools of the Trade: 

When supplies are low, you have a keen instinct for finding the right tools for the job.

While carrying a Flashlight or Toolbox item of Common/Uncommon/Rare or lower quality during a trial, any chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

This does not apply to any currently equipped add-ons.


Boon: Ring of Warding

A boon that protects loved ones from Malediction.

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 and objectives inside the Boon Totem's range benefit from the following effects:

Nullifies Curse Status Effects caused by Hexes.

Hexes cannot activate within this boons range.

Any Active Curse Effects Return 1/2/3 seconds after leaving this boons range.

Boon: Ring of Warding benefits from its own effect.

Boon: Ring of Warding does not stack with other instances of itself.

You can only bless one Totem at a time.

All equipped Boon Perks are active on the same Boon Totem.


Notes: Basically, All curse effects from Hexes are nullified whenever you enter this boons range. Some examples: If you repair a gen within this boon's range and Hex: Ruin is active, the gen doesn't regress. If Hex: Devour Hope has made you Exposed and you run into this boons range, you are no longer exposed!

In other words, any killer bringing in Hexes have no effect on you as long as you are under the boons influence, I feel this could really shake things up as an Anti-Hex boon, and Give more weight to killers taking time to snuff them.


Primer:

Your Hard work can gain you and others a temporary advantage towards freedom.

After Fully repairing 1 Generator, Primer activates.

When near an unpowered gate switch, press the Alternate Ability Button to install a device.

When the Gates are Powered, each installed device automatically increases the gate opening progress bar by 10/15/25%

Up to 4 Primer devices can be active on one gate switch at a time.

Post edited by TWiXT on