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How I would rework/update some killer perks that seem weak, or too situational

Brutha
Brutha Member Posts: 188
edited September 7 in Feedback and Suggestions

These are changes to perks I think are either weak, situational, or both.

Remember Me (Updated)

You become obsessed with one Survivor. Each time your Obsession loses a health state, gain 1 token, up to 2/3/4. Each token increases the exit gate opening time by 6 seconds, up to a maximum of 12/18/24 additional seconds. The Obsession is not affected by the slower speed. If the Obsession is alive, exit gates lose progress and regress 4% faster for each token gained.

Fire Up (Reworked)

Each time a Generator is completed, gain a token, up to a maximum of five tokens. For each token, you can instantly break a pallet, breakable wall, or damage a generator with a basic attack. Each action consumes one token.

Scourge Hook: Hangman's Trick (Reworked)

When a Survivor is hooked on a Scourge Hook, gain a permanent 5% movement speed increase while more than 24 meters away from the hooked Survivor. After the Survivor is unhooked, the speed increase lingers for 5 seconds before deactivating.

Genetic Limits (Reworked)

While a Survivor is exhausted, they suffer a 5% decrease in speed for all actions. While exhausted, the sounds of their breathing are 25% louder and grunts of pain are 15% louder.

Post edited by EQWashu on

Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    Remember Me (Rework): I do like how you've kept the original idea, but then added an extra catch, as well as a caveat which doesn't make it impossible if the Obsession dies. Also, great to see an Exit Gate regression idea! Good rework.

    Fire Up (Rework): A fast breaking action, simply by using an attack, is a good idea. Does the payoff of being able to only do this once for every gen that is completed feel worth it though? I'm not sure. Maybe more needs to be added. Perhaps if it was 2 tokens per gen done, or keep as this and also keep its current ability too, it would feel more usable?

    Scourge Hook: Hangman's Trick (Rework): A decent idea. I like the caveat of this not working if within 24m of the hooked survivor. Is the lingering effect once the Survivor is unhooked necessary? It may be perfectly fine without this, albeit perhaps you've put that in place in case the Survivor is unhooked really quickly, so at least some use is gained?

    Genetic Limits (Rework): I really do like the effect of this; reflecting someone being really knackered from exerting a lot of effort. It feels a little like getting something quite considerable for no effort though. I'd like for some other condition to be fulfilled for such an effect to happen. However, the effect is absolutely brilliant!