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Killer perk changes (Doomed Course -> Tools of Torment)

SoGo
SoGo Member Posts: 1,530
edited December 12 in Feedback and Suggestions

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

No Quarter:
• This perk is now active for both self-healing and altruistic heals.

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.

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.

Weave Attunement:
• Increase the range back to 12 meters.

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

Unbound:
• The perk is now active infinitely after injuring a survivor.
• Increase the duration of the Haste to 7/11/15 seconds.

Undone:
• Reduce the cooldown to 15 seconds.
• Good Skill Checks now give you 1 token.

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.

Forced Hesitation:
• Increase the range to 24 meters.

THWACK!:
• Return the range back to 32 meters.

Related discussion:

Post edited by SoGo on

Comments

  • SoGo
    SoGo Member Posts: 1,530

    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: 1,530

    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.