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Killer perk changes (Five Nights At Freddy's -> Alien)

SoGo
SoGo Member Posts: 4,221

As the title says, I decided to pitch some rework/buff/change ideas for some perks from these chapters. Feedback is welcome.

Haywire:
• The perk now causes the Exit Gates to jam midway when they open. (Idea by @Langweilig )

Help Wanted:
• Now also increases the breaking speed by 10% when a Compromised generator is completed.

Hex: Nothing but Misery:
• Remove the activation condition.

Forever Entwined:
• Increase the speed bonus to 6% per token.
• The perk now also decreases your Basic Attack cooldown upon downing a survivor by 3% per token. (Idea by @Langweilig )

No Quarter:
• Now, on top of it's normal effect, it also causes skill checks to appear while Mending. These skill checks don't grant additional progress.

All-Shaking Thunder:
• Increase the duration of the perk to 10/20/30 seconds.
• Preforming a lunge shortens the timer by 15 seconds.

Hex: Wreched Fate (Full rework):

This perk activates when the first generator is completed, creating a special sixth Hex totem. This totem can be seen and cleansed only by the Obsession. This totem also cannot be blessed or rekindled.

If the Obsession dies or is sacrificed, the totem will become visible and interactable for everyone.

If the totem is still standing once all generators are powered, the following effects apply:

• The Hex Totem becomes blocked for the rest of the trial.
• The Exit Gates will take extra 15 seconds to open.
• The hook timers of all survivors become 20/25/30% shorter.
• If the Hatch spawns while this Hex is active, it will close itself automatically.
• Unopened Exit Gates regress automatically and reveal the auras of survivors interacting with them.
• The entity blocks an exit gate for 15 seconds after it becomes open, and for 5 seconds every time a survivor loses a health state in the exit gate area.

Human Greed:
• The perk now no longer has a duration, and the auras are revealed infinitely as long as the survivors are in range.
• You now see closed chests as well.

Dark Arrogance:
• Increase the vault speed boost to 15/25/35%.

Unbound:
• Increase the activation window to 25/35/45 seconds.

Undone:
• Reduce the cooldown to 15 seconds.
• Good Skill Checks now give you 1 token.
• Great Skill Checks now give you 3 tokens.
• You no longer gain tokens from missed Skill Checks. (Idea by @UndeddJester )

Hex: Two Can Play:
• Rework the activation requirement of this perk. Now, this hex lights up when the killer gets stunned/blinded for the first time.
• Increase the duration of the blind to 2,5/3,0/3,5 seconds.
• Now, every time the Hex respawns after being cleansed, the time needed to cleanse it decreases by 15%.

Ultimate Weapon:
• Revert it to the original version, but keep the current cooldown of 80/70/60 seconds and reduce the duration to 15 seconds.

Rapid Brutality:
• The perk will now activate after the weapon wipe animation elapses.

Post edited by SoGo on

Comments

  • SoGo
    SoGo Member Posts: 4,221

    Edit: Changed some numbers and linked the other thread to this.

  • Oloy294
    Oloy294 Member Posts: 13

    No Quarter would be nearly unplayable against newer players, and even more so if you run Coulrophobia. If anything, make the skill checks harder on self-healing to encourage finding a teammate and having the survivor waste multiple peoples time. I get that you were trying to buff it, but I think making it work with altruistic healing would be too far.

    Hex: Wretched Fate is already a pretty good perk, and this change seems like it could push it over the edge, or make it broken with Pentimento (getting 5 Pentimento Totems even easier as you only need 5/6 totems, and the 6th would be another powerful hex like Devour), although I assume it wouldn't work with Pentimento.

    Ultimate Weapon in its current state isn't terrible, and if they want to make it a bit better, either add a linger around the locker or lower the cooldown. Making it centred around the killer just makes it stronger on killers with high mobility, which are typically already the strongest killers. Making it centred and buffing it in other ways will keep it around the same on high tier killers, while increasing its effectiveness overall.

  • SoGo
    SoGo Member Posts: 4,221

    No Quarter is a joke atm. Most of people don't self-heal anyway. It would still be weaker when an altruistic heal happens, especially with a healing perk, since it's based on percentage. Even if it triggered on altruistic heals, it would work for 4 seconds, or less.

    About Hex: Wreched Fate, the totem would be impossible to rekindle. Pentimento is strong enough. I probably should have added that into the description. My vision would be that the killer wouldn't be able to see it either, to avoid bodyblocking it, but it would be better hidden than most totems. Anything other than the boring Pentimento enabler of a perk.

    Ultimate Weapon IS terrible in it's current state. Darkness Revealed is much better, and not a paid perk.

  • SoGo
    SoGo Member Posts: 4,221

    Edit 2: Made some small changes to the ideas for Dracula's perks.

  • Uknownenjoyer
    Uknownenjoyer Member Posts: 40

    i reallly like these changes overall the only ones I have a problem with is;

    Wretched fate might be to be toned back a bit, nut I do really like the idea. The current iteration is quite boring.

    Forced hesitation does not need a buff, it is a pretty strong perk but make it any stronger it makes it even more unhealthy perk than it already is, that being a perk that encourages slugging.

    And 2 can play, just needs the buff to the blind anything else than that is I feel uanessacry, a hex that can reactivate itself is pretty strong, it just needs a decent effect to pair with it, and a 3.5 sec blind is more than enough.

  • fixblitzskin
    fixblitzskin Member Posts: 442

    lowering the cooldown on current ultimate weapon would be nice buff . 60 seconds is way too long for the effect it has.

  • SoGo
    SoGo Member Posts: 4,221

    Two Can Play is pretty annoying to get running. Making it easier to trigger, but weakening the respawn mechanic a bit would make it smoother to use.

  • SoGo
    SoGo Member Posts: 4,221
    edited April 4

    Edit:

    Added Rapid Brutality, Hex: NBM and Forever Entwined into the post.

    Adjusted the No Quarter change.

    Post edited by SoGo on
  • Langweilig
    Langweilig Member Posts: 3,129
    edited April 3

    Hex Two can play shouldn’t be hex and work like enduring. Additionally increase the stun duration to 3,5 seconds and we have a great perk!

    For forever entwined I really hope for that number buff or that they just double its tokens.

    How long are you going to continue with adding perks to the list ? It’s kinda wild. I would find it funny if you would start with dbds first chapter instead of Tools of torment. Keep it up👍

  • Bodark
    Bodark Member Posts: 283

    Making Hex perks actually be worthy of being a Hex Perk? I’m shook.

  • SoGo
    SoGo Member Posts: 4,221

    I will probably keep adding them as long as BHVR will keep releasing pretty mid perks.

    I don't really think that I will try to add perks from all chapters, mostly because many of the older perks are actually good, so I'd end up skipping chapters. And it would be a chore to write and read.

  • SoGo
    SoGo Member Posts: 4,221

    Edit:

    - Removed THWACK! and Weave Attunement from the list, as they are good now.

    - Adjusted buffs to Undone, Unbound, Human Greed, Hex: Nothing but Misery and Forever Entwined

    - Added suggestions for Haywire and Help Wanted.

  • Feather
    Feather Member Posts: 118

    Those are great ideas, i adore forever entwined one.
    Here is my concept of reworking unrelenting as well

    Unrelenting - Hitting generator with basic attack makes generator explode losing 5% progress and begin to regress.
    (No perks work by "kicking' gens that way)
    Missing basic attack or hiting environment reduces cooldown by 20%/25%/30%

  • SoGo
    SoGo Member Posts: 4,221

    That is actually quite a good one!

    Making it work on gens would be pretty nice! I see you put a lot of thought into it.

  • Astel
    Astel Member Posts: 762

    I think these are pretty great.

    I thought what if we make None Are Free's blocking time gets extended a lot more if you manage to get full tokens before someone dies or gets sacrificed. So for example, you gain 15s blocking time per token, and if you gain full token before some dies, it's blocking time extends by additional 30 seconds.

    I have also wanted Eruption's cool-down to be deleted.

  • SoGo
    SoGo Member Posts: 4,221

    That would be a nice buff to None Are Free.

    As for Eruption, it's not part of this discussion, but it should get a bit of an adjustment.

  • Elan
    Elan Member Posts: 1,418

    Apart from undone, interesting ideas. I kinda don't feel that people who are good at hitting great skillchecks should boost damage up to 30 %. I for example am pretty good at hitting great, so per gen you get about 30 % extra regression and blocking as a punishment for being good.

    Undone:

    Hitting a survivor grants you token up to 6 tokens. Per each token your next damage action will cause 5 % extra damage perk token. Has cooldown of 20s once you apply any tokens. Removes blocking. Note: 5 % base damage is additive, so it will result in 35 % per 6 damages dealt.

  • SoGo
    SoGo Member Posts: 4,221

    Ok, I get where you are coming from.

    But making it so three basic attacks are enough to get a Pain Res like effect is insane.

    Though, maybe it could work with smaller numbers.