The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

10 Buffs to weak Killer Perks

Marc_go_solo
Marc_go_solo Member Posts: 5,327
edited August 4 in Feedback and Suggestions

Just some ideas - with reasoning - for 10 of the weakrr Killer perks to make them more unique, offer something fresh, or simple makes them a bit more worth considering:

1. Scourge Hook: Hangman's Trick

At the start of a trial, 4 random hooks are converted to Scourge Hooks.

These hooks cannot be sabotaged. If any attempt to sabotage is made, the survivor will receive a difficult Skill Check. A failure results in losing a Health State.

Any survivor who walks within 8 metres of a Scourge Hook will reveal their Aura to the Killer. When a survivor is hooked on them, the Radius extends to 8/12/16 metres for all Scourge Hooks.

(Reasoning: I wanted the Hooks to feel like a proper Saw trap which - because of Amanda - is rigged. The Hook cannot be sabotaged. It also adds an element of risk to saving Survivors, and a possible passive Aura ability on the off-chance a Survivor just so happens to walk by the Hook. I feel this gives something new, without making the perk ridiculous).

2. Predator

Scratch Marks appear Considerably closer together. When in chase, so long as the Killer stays on the Scratch Marks, they gain Bloodlust 11/22/33% faster.

(Reasoning: A simple buff which reflects a predator's adrenaline rush when it's on the right track).

3. Bloodhound

When you injure a Survivor using a Basic Attack, they suffer from the *nervous* status effect for 40/50/60 seconds. Whilst *nervous*, the Terror Radius music will appear further or nearer at random times than the Killer actually is. If the Survivor is not within the Terror Radius, they may randomly hear it in the distance and coming closer.

Blood Pools last 4 seconds longer and appear brighter.

(Reasoning: I wanted a new status effect which gave the impression of someone on the run, but always looking anxiously over their shoulder. It's like hearing the barking or twigs breaking, but not sure if the hunter is nearby. Blood pools has been kept as is).

4. Hex: Territorial Imperative

The Killer can see any Totem within a 12/18/24 metre radius. The Killer can Hex a Totem which takes 2 seconds, and generates the following effects if the Killer is within a 24 metre radius:

• See the Auras of all pallets, vaults and breakable walls.

• Vault 10% faster (stackable)

• 15% faster when breaking pallets, generators or walls (stackable)

• See the Killer Instinct of all Survivors either within the radius at the time of lighting, or who enter the radius of effect for 5 seconds.

A Survivor can smudge out the Hex, which takes 2 seconds. That Totem cannot be lit again for 60 seconds. The Killer can move the Totem at any time by lighting another.

(Reasoning: I wanted a more flexible Hex that can be used more than once and reflects the confidence the Killer has in their territory. Because of the Killer Instinct, if a Survivor had to break the Totem fully it would be nearly impossible since the Killer would always know, so snuffing it makes it quick. However, the Killer can still use the Hex again. A tactical perk).

5. Overwhelming Presence

Any Survivor within the Terror Radius of the Killer depletes their items 100% faster than normal. If a Survivor is put into the injured state by a Basic Attack, they suffer from the *ineffective* status effect for 60/70/80 seconds. During this time, they cannot use any item they carry.

(Reasoning: I wanted a status which complimented the reduced inefficiency, yet offered something more concrete. Of course, Franklin's Demise might be more useful for the hit, but the length of the status effect means if they then pick up another item during this time, they won't be able to use it).

6. Septic Touch

If a survivor is healing whilst within your Terror Radius, they will suffer from the *Blindness, Exhaustion*, and *Ineffective* status effect for 40/50/60 seconds.

(Reasoning: To boost it, I made it so the status lasts longer than just a few seconds if they escape the radius. I added *Ineffective* as an extra incentive to use it)

7. Genetic Limits

When you injure a Survivor using a Basic Attack, 1 random perk of the Survivors is instantly cancelled for 20/30/40 seconds. This perk has a cooldown of 40 seconds.

(Reasoning: As it is currently, it's a bit crap. So I wanted to give a simple rework which ties in with the idea of something realising it is genetically inferior; hence why it nullifies a perk - a human with 3 perks is inferior to the AI with 4 perks. Also, gives another varied effect).

8. Shattered Hope

Instead of snuffing Boon Totems, you destroy them.

Whichever Survivor lit that Boon will no longer be able to use their Boon perks for the rest of the Trial and becomes Exposed for 60 seconds.

For the next 40/50/60 seconds, any Survivor within 24 metres of that destroyed Totem will have their Aura revealed as long as they remain within the radius.

(Reasoning: It's very niche, and honestly I wanted this perk to stay in the same niche, but give a lot more. It still may not be used much, but it now gives a far more powerful impact).

9. Hoarder

Hoarder triggers a Loud Notification for 4 seconds whenever a Survivor opens a chest or picks up an item anywhere on the map, revealing the Survivor's location.

2 extra chests spawn on the map.

Whenever a Survivor opens a chest, they will face a difficult Skill Check. Failing this reveals their location with the Loud Notification, causes them to become injured if Healthy or gets the Deep Wound Status Effect if already injured, and the contents of that Chest lose all their charges. Also, any time Hoarder activates, the Killer gets 10% Haste for 3/4/5 seconds.

(Reasoning: I wanted the chests to feel they are more protected to the hoarder, which can act as a bit of a surprise to an unsuspecting Survivor. The Haste comes from the Killer springing into action to prepare to defend their goods)

10. Deathbound

Whenever a Survivor heals another further than 32 metres away from you, Deathbound activates.

• Causes all Survivors involved to scream and reveal their location via Loud Noise Notification.

• For the next 60 seconds, both Survivors become Oblivious if not within 16/12/8 metres of each other.

• The Healer is Exposed for 20 seconds.

• The Healer Survivor's icon on the Killer's HUD lights up for the duration of the Exposed status.

(Reasoning: Deathbound feels bad because there's no feedback for me. I wanted it to feel like you know ot does something by knowing both people involved in the heal, and offers a window of opportunity to snowball, without being too great a window).

Just some ideas which may give these perks a new lease of life.