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Survivor Perk tweak ideas
MrGibbs
Member Posts: 6
Hey, I've just been spending some time thinking about little things in gameplay so here they are!
- Lucky Star: All locker noises are silenced- both getting in and out. There's not much reason against this. Having a solid locker perk would, in my opinion, be a great thing for game health and misdirection plays, which are by far the most fun ones in the game
- Light footed: Remove one or both requirements. It has no reason to exist while injured as you'll already give grunts of pain and it'll only be useful in misdirection after taking a vault or for some specific killer powers. I frankly believe it doesn't have enough utility to justify either requirement as a consistent perk slot.
- Autodidact: One token is gained for completing a health state (assuming no tokens have been gained for 1 health state's worth of healing) and/or increase the rate you get healing checks as a function of distance to killer.
- Diversion: Regenerates at a constant rate of 40s or as a function of generator time
- Boil Over: Gain 33% wiggle rate when killer drops you instead of the killer dropping. I don't mean to be mean when I say this but I genuinely believe that there was some miscommunication when this change was added to the game as it has notoriously lead to myriads of cheese spots where it simply isn't possibly to hook without dropping
- Boon Illumination: One of the following- all totems survivors and items are marked too, the killer's aura is revealed when snuffing any totem for a couple seconds to the perk holder, the killer's aura is revealed when doing certain interactions to all occupants (i.e breaking a pallet or maybe hitting a survivor), or I would suggest making it an aura relay such that all aura reading is shared within its occupants but I doubt that's feasible for the engine to handle
- Blood Pact/Teamwork Perks: upon leaving a 16m radius there's a 7 second grace period to get back in radius shown by the red percentage of the perk. Blood Pact holds a guilty pleasure spot for my solo-q survivor but I hate how easy it is to lose the effect. Having a strong indication for these types of perks would be a serious boost to quality of life
- Calm Spirit: remove speed penalty. Not much reason for it.
- Iron Will: 100% silence while walking, crouching, etc. 50% silence while running or interacting
- Counterforce: Aura of furthest totem is permanently revealed to you. Furthermore, each token increases booning speed by 20% each as well making an interesting situation of removing extraneous totems to bless priority ones
- Deadline: remove random positioning of skill checks or remove injured requirement
- Deliverance/Comraderie/Reassurance: Add a special perk status for hook icons (in what would be the survivor action section) of currently active hook perks (the most recent one added in a queue). Also allow hook pauses to stack
- Quick and Quiet/Cut loose: Add a queue of audio blockers such that only one gets taken for any rushed action instead of both.
- Mirrored Illusion: increase the opacity of the illusion to ~80% or make it dependent on view angle (i.e glancing angles give significantly more opacity). Particle effects still play as normal; the goal isn't to make the killer question whether its a survivor or illusion, they should be guessing if there's a survivor in the illusion.
- Lucky Break: Charges increase by healing charges instead of healing time. It seriously irks me that I love running ambulance builds but can't run this perk with it as I heal people too fast to get meaningful value out of the perk. Also, it could potentially only be used in chase so you never get too far from the killer but still get loads of misdirection value in chase, preserving your charges in the process
- Red Herring: make the noise bubble spawn randomly in a 32m radius (12m minimum) after entering a locker. This could add a whole new layer of mid-chase misdirection with a clever locker entry and the instances where you want to bring a killer to a generator you were working on are few and farbetween.
- This Is Not Happening: Additionally increase the reward from great skill checks
- Small Game(?): while being cursed by a hex totem, receive a humming attuned to your distance to the nearest hex totem you can follow to the source
- Dance With Me(?): increase duration of scratch marks to 5 seconds or decrease cooldown to 30 seconds. Its not a bad perk but its too niche to killer pathing and map generation- it either needs to be strong with a long cooldown or mild with a short one to justify its perk slot
- Balanced Landing(?): makes all falling noises silent. Balanced landing isn't a good exhaustion perk in reference to DH, SB, Lithe, and it would be good to see some cool secondary effect to justify taking it
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