http://dbd.game/killswitch
New Perk Ideas
Just giving a spot for the community to collectively pile perk ideas for the devs to get inspiration from for future chapters. Listing some of my own ideas as well. Numbers and things can easily be adjusted for balance, just focusing on the ideas/concepts themselves :) I will continue to update and add new perks as time goes on as well so be sure to check back!
Post your ideas!
-Killer-
Danger in Numbers - When 3 or more survivors are within 8 meters their auras are revealed and the killer gains 10% haste and Undetectable for the duration. I like that this is not very useful against solo queue but very useful against swf who like to make reset points. While not something that would trigger often, those times it would can be game swinging.
No Friends - Repair speed is reduced by X% when working on a generator alone. Deactivates if 3 or less survivors remain in the trial. Once again solo queue tends to stack more while swf knows more often to spread out and split up as much as possible. Another perk that works more against swf as well as encouraging not tunneling someone out by only giving the value while 4 survivors still remain.
Hex: Splinters - At the start of the trial all dull totems will be lit into hex totems. Each of these hex totems cleansed will break one random pallet on the map. This perk is not a hex totem itself. This would work similarly as a trap hex perk like Haunted Ground where you want them to be broken. Essentially works as some time waster if they do break them as well as some value afterwards. Also has the potential for low or no value if they don't find or break them, so some gambling there. Also has some deception value in them figuring out your perks as they could think they're removing some of your perks before they realize what's happening.
Scarred - Any time a healing action is interrupted, the healer will receive any of the status effects that were afflicting the survivor being healed with their durations refreshed.
Sound of Shadows - Killers ambient and footstep sounds are reduced by X% and survivors footsteps are increased by X%. Something to improve the effectiveness of builds with Oblivious or Undetectable as well as improving their ability to know survivor positioning around loops by hearing them better.
Flowing Tides - When a generator reaches 100% it will instead drop to 50% and another random generator with no progress will gain 50% progress. Can only trigger once per generator. Not gen regression technically, but something that smooths out their completion rate to give more time to react.
Anemic - Hooking a survivor for the first time afflicts them with a repair debuff that lasts until they are hooked again. Hooking them a second time will afflict a significantly weaker repair debuff. This design doesn't reward tunneling, but highly encourages spreading your hooks evenly among all survivors as leaving each one alone after the first hook keeps the strongest debuff on them. Encourages healthy game play. It needs to be strong because it's requiring the killer to play in a non efficient way.
Devotion - You are able to remote hook, however it will always send them to the furthest hook away from you. You can also now be blinded during any time of the pick up animation, not just the end. This encourages hooking instead of slugging as it makes it much more time efficient as well as avoiding body blocks or hook sabos. However the downside is that it's significantly easier to blind if you're not careful as well as making it significantly harder to tunnel since it's sending them the furthest away possible. This takes more of the boring time of the game for the killer out (carrying) and also encourages healthy game play.
Hex: Echos - Each time you hook a survivor a random dull totem will be lit as a hex totem causing a random gen to be blocked by the entity. This gen remains blocked until the corresponding totem is cleansed. This perk is not a hex totem itself. Works as a different type of gen slow down. Limited in activations by the amount of dull totems on the map.
Tachycardia - Hooking a survivor will leave a copy of your terror radius on the hook until unhooked. Also causes all terror radius related affects to linger on survivors for 15 seconds after leaving the radius's. Any perks or addons that trigger based on your TR will work for this copy as well.
Hunger - Causing a survivor to lose a health state reveals the aura of the furthest away healthy survivor for 3 seconds. While similar to Alien Instinct, this will trigger much more often however for less reveal duration, no oblivious debuff and is only on a healthy survivor, so less easy to capitalize on compared to an injured one with Alien Instinct.
Corrupt Salvation - When only 3 gens remain, 2 become blocked for 120 seconds. End early if a survivor enters the dying state. Similar to Corrupt Intervention but for late game.
Illuminate - When blinded, stunned, or Hindered reveal the aura of all other survivors for 10 seconds.
Savor the Taste - When a survivors aura is revealed gain X% haste for X seconds. Creating some more perk, addon, and killer ability synergies here. Given Haste will not stack any more this seems a bit safer. The % can also be very low given this might trigger often.
Agony's Taste - All status affects you apply to survivors last X% longer. Works with killer abilities and addons as well. Trying to create more build synergies here.
Trip the Weak - Being within X meters of the killer when he injures a survivor with a basic attack causes you to scream. Anytime survivors scream reveal the aura of any other survivors within X meters of them for X seconds. Making more scream synergies here. Encourages spreading pressure and not focusing one person down.
Sabbath - Interacting with killer objects or survivor items on the ground or in chests afflicts the survivor with Silenced for 30 seconds. Allows for some synergies with item perks as well as with certain killers that have killer objects on the map making them more dangerous to interact with.
Blood Tapestry - Survivors coming within X meters of blood on the ground from other survivors have their auras revealed for X seconds. Causes the survivors to bleed more often and blood to remain on the ground for a significantly longer time. Does not show auras when standing still. So survivors own blood will not reveal them, but only other survivors that come near it.
Reliquary - If on your fifth hook no survivors have been sacrificed all remaining generators have X seconds added to their required completion time. Think of this as similar to a reverse BNP but is only rewarded for playing fair and not tunneling.
-Survivor-Toy Box - After opening and removing the item from a chest it can be interacted with to set a trap. When the killer comes within X distance of the chest they will be Hindered by X% for X seconds. Can only trigger once per chest but if rummaged through can be armed a second time. I like that this gives some more rummage synergy too.
Mess Express - Survivor items on the ground reveal the killers aura for X seconds when they come within X meters of the item. This is basically survivors version of Weave Attunement. I like the synergy this will have with offerings to bring more chests and rummaging. Makes you want to collect items to spread around the floor on the map.
Survivalist - For each totem you break gain a token. Consume a token to place a trap on a window. The next time the killer vaults that window they will be Hindered by X% for X seconds. Basically a chemical trap for windows with a limited amount of activation's by totems.
Campfire - Places a campfire on the ground that lasts for X seconds with no collision that will slowly recharge any items in hand passively while within its range. The campfires aura is shown to killer and survivor alike. This would be a very slow item recharge and shows the killer where it's at, but it's for all survivors and is passively happening in its range. Could be used as bait as well to make the killer think people are over there.
Feathery Friends - Disturbing crows while within the killers terror radius reveals their aura for X seconds. Some synergy with other perks here for both sides. May help the killer by seeing the crows fly but also gives you info on them for mind games or what direction they're coming from.
Sweet & Spicy - Fully consuming an items charges reveals the killers aura to all survivors for X seconds.
It's Me or You - Start the trial with 3 tokens. Performing a safe hook rescue or stunning the killer rewards a token. The next time your aura would be revealed to the killer consume a token and reveal a random other survivor for that duration instead.
Wild Thing - Disturbing crows causes your footsteps, breathing, grunts of pain, bleeding and normal scratch marks to be hidden for X seconds. Also for the duration causes wildly scattered scratch marks to appear.
Hide & Seek - Fast jumping into a locker triggers this perk. Your breathing sounds and grunts of pain will remain at that locker but you will be jumped into one of the immediate adjacent lockers. You enter and exit lockers X% faster. Has counter play if they predict it and best case scenario it just saves you a couple seconds. Also has a bunch of synergies.
Creepy Caverns - If a chest has been opened, item removed and rummaged, as long as you are not in chase you can interact with the chest to crawl inside and pop out at another random chest. Doing this while full health will injure you and while injured will cause the broken status effect for 60 seconds. Each chest is only enterable once. A strong effect but feels balanced by the negatives and requiring at least another perk committed to rummage as well as the time spent setting it all up.
Plays with Animals - Shine a flashlight on a crow to make them caw and trigger a loud noise notification on the furthest uncompleted gen from your location. Has a cooldown of 60 seconds.
Comments
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Some of these are really nice!
These are mine:
Boon: Quid Pro Quo
A boon that was made to disorient. To hinder. To distract. However, power comes at a price.You start the trial with 2 tokens.
Whenever a generator is repaired, you gain 1 token.
Blessing a totem consumes 2 tokens and gives the person the Exposed status effect until the totem gets snuffed.
Re-positioning a lit boon consumes 1 token.This effect does not affect other boon perks.
While in the boon's radius:
• All survivor actions and sounds are 50% quieter.
• The killer suffers from a 10% speed reduction to vaulting and breaking pallets/breakable walls/generators. This debuff doesn't reveal itself to the killer.If the killer snuffs out or breaks the blessed totem, all hooks on the map, with the exception of basement hooks, get broken for
30/45/60 seconds. If a survivor is hooked when this effect activates, they will get unhooked and the hook breaks.Amnesia
You know from experience how much harm can medicine do if it's used in the wrong way.You start the trial with 4 vials.
You can drop these vials anywhere on the map, seeing their auras from 36 meters away. Other survivors see them from 16 meters away.
If the killer steps on a vial, it will break and create a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/60/90 seconds.
Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.Into the Shadows
You have developed an ability to recognize the right time to step out of danger's way.Every 60 seconds of total chase time, this perk activates, inflicting Exhausted for 5 seconds.
When the Exhaustion timer ends, following effects happen for 5/10/15 seconds:
• You won't leave any scratch marks or pools of blood.
• The killer will be unable to see your aura.
• Grunts of pain and your footsteps will be muffled by 100%
Scourge Hook: Creative Slaugter
It's said that serial killers never change or adjust their methods of slaughter. That was never your case.At the start of a trial, 4 random hooks are changed into Scourge Hooks.
Each time a survivor is unhooked from a Scourge Hook, a random one of the following effects applies to the survivor who unhooked:
• 30/60/90 seconds of Blindness
• 10/20/30 seconds of Exposed
• 30/60/90 seconds of Deafened
• 40/50/60 seconds of Oblivious
• 5/7/10 seconds of Hindered (-10%)
• 15/30/45 seconds of Exhausted
• 30/60/90 seconds ofAmnesia
• 10/15/20 seconds of IncapacitatedNone of these effects can happen twice in a row.
Secrecy
You have always been surrounded by a shroud of mystery and secrets.For the first 60/90/120 seconds of a trial, survivors will be unable to interact, hear or see all totems on the map.
Then, this perk deativates.
Fakeout
Plot twists, fake evidence, unexpected endings, that is your speciality.You can create 1 Fake Generator. You can put it in places where generators can spawn normally by pressing the Active Ability Button. The Fake Generator will be highlighted to you in green. There can be only 1 Fake Generator in the trial.
Survivors can repair this generator, up to 25 charges. They will not get any skill checks. Once they reach 25 charges, the generator explodes, creating a Loud Noice Notification. The generator then vanishes.
Survivors repairing the generator during the explosion lose a health state. If a survivor is within a 6/9/12 meter radius of the generator when it explodes, they will scream and become Incapacitated for 10/15/20 seconds.
This perk disables once all generators are powered.
Invocation: Protector
When in the basement near the circle, press the Ability Button to begin the Invocation.
Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.
Once the Invocation is completed:
• You lose one Hook Stage.
• The timer of everyone's Hook Stages is increased by 9/12/15 seconds.If a survivor joins the Invocation process for more than 15 seconds, the resulting effect is increased by 3 seconds.
Completing the invocation disables the perk for all survivors.
Getting hooked for a second time disables the perk.Invocation: Cursed Passage
Where others see a dead end, you see an opportunity to show your talent to everyone.When in the basement near the circle, press the Ability Button to begin the Invocation.
Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.
Once the Invocation is completed:
• You reveal your aura for 20/15/10 seconds and become Exposed until hooked by the killer.
• All lockers in the basement change into Portal lockers.If a survivor joins the Invocation process for more than 20 seconds, one of the lockers becomes usable twice.
Completing the invocation disables the perk for all survivors.
Portal Lockers teleport the survivor who enters them into a random locker that is between 12 to 36 meters away from the entered locker and reveal the survivor with Killer Instinct. Using it will turn the Portal Locker back to normal.The next 3 were made around a Dread Ducky killer concept (from dark Deception)
Last Resort:
The possiblity of your prey escaping your grasp drives you into a state of frenzy.This perk activates once the Endgame Collapse is triggered. Once you are in a 12 meter radius of the Exit Gate area, you can activate this perk's effects for 5/7/10 seconds:
• Your speed increases by 10%.
• The Exit Gate becomes blocked.
• Your Lunge increases by 50%.
• The auras of survivors in the range are shown to you."You gathered all of the Soul Shards. The ring Piece is now exposed, and the monsters will go into a frenzy." -BierceSealed Away:
Even in the realm of the Entity, the souls of your victims help you to trap them in.Whenever you injure, down or hook a survivor, get a token, up to 20.
Once you gain more than 10/7/5 tokens, you can use all of them to Seal Away a generator.
Doing so will randomly spawn a Soul Shard into the trial for each token you have and make the generator blocked until all Soul Shards are collected.
Survivors can see Soul Shards' auras from 12 meters away.
You can't collect tokens while a generator is Sealed Away.
"Ah-ah-ah! I've got you now, mortal." - MalakHex: Voices of Illusion
A hex that feeds on the fear and anxiety of survivors, overwhelming them with sounds and tricking their minds.2 random Dull Totems become Hex Totems at the start of the trial.
While this perk is active, the survivors always hear a fake distant Terror Radius while in a 20/30/40 meter range of a Totem.
Once a survivor cleanses one of the Totems:
• They will always hear your own distant Terror Radius.
• They are considered to be in your Terror Radius, even when they normally wouldn't be.
Both effects deativate when the second Totem is cleansed"They're trying to blend in, eh? Let's see how well you pay attention to details." - Bierce2 -
I will first post my ideas and comment later on your ideas. It will take a while to go over them.
That‘s effects I‘d like to see:
- Reduces chance for skill checks by 100% (Survivor)
- While unseen gain 5% haste. (Killer)
- Survivors in your terror/Lullaby radius suffer from the silence and fog status effect. (Killer)
Silence status effect (new):
Makes you deaf and the visual heart beat sensor deactivates.
Fog status effect (new):
A wall of fog blocks your view outside of a 24 meter range and you don’t see auras through it.
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Almost all of these sound really good and reasonable!
Only one that seems significantly overtuned is Amnesia. Like even if it was only one of those effects for 90 seconds, not both, and 4 vials, that would be overtuned. You’re essentially talking about a free 6 minutes of killer blindness and no hud..that’s wild..and that’s only if one survivor brings it, you could have multiple lol. Even if only 2 of the 4 survivors brought that perk the killer would essentially be blind and no hud for the entire match lol
Even if that timer was 30 seconds that would be quite strong and very, very annoying. Like power level aside that would be so annoying to have multiple survivors bring that, that even at 30 seconds I think it would get nerfed because it would annoy people so much lol
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So that invocation idea seems way too strong and even aside from the power level would probably get nerfed from merely how wildly annoying it would be. Like the amount of time you’d waste searching in random directions, losing people, checking lockers ect would be a ton. It would frustrate people. Also no counter play since you’d have no way of knowing if what you’re hearing/seeing was real or fake.
That said I like your other ideas and new status effects. I think for some new killer abilities and perks the devs should add some new status effects to work with.
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Funny, I didn't think of Amnesia as the problematic one, but I can see where you're coming from.
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they should just add a section specifically for concept suggestions
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Agree. Then all the complaining or general feedback would be separated from ideas.
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Yeah I think the blindness on flashlights perk is just enough for good value but not too much to be too annoying. I think when it comes to blindness on the killer or hiding their hud it’s a very thin line between good and too much.
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Danger in numbers is interesting but probably not good.
No friends is quite interesting and strong. 👍
Hex: Splinters. Also cool, but how would it interact with other hexes?
Scarred: Could be interesting. Depends on what it would interact with. It should also have a way to get value without synergies.
Sounds of shadows: Similar to my silence effect. I would like that, but it is probably too niche or insignificant. It probably won‘t make a difference in most situations.
Flowing tides: I would hate seeing that happen to me. I already hate painted for this reason. You are almost done, boom, the killer comes and it is back to nothing.
Anemic: Probably too strong depending it’s values and it makes scourge hook gift of pain pretty useless. Good idea tho.
Devotion: Far too strong. It completely messes up the time the game is balanced around.
Hex echos: That‘s I would really love to see.
Tachycardia: I don‘t see much value with it, but it’s fine.
Hunger: It‘s too easy to overlook survivors with it. During a chase you can‘t look around much to memorize the survivor locations. It will have the same problem as sadako‘s scourge hook perk.
Currier Safation: 👍
Illuminate: Weird but funny.
Agony’s Taste: 👍
Trip the weak: 👍
Sabbath: I don‘t want a very long tinnitus.
Blood tapestry: I want that effect for the other blood perk we have as a buff. I think it was from wraith or hillbilly.
Reliquary is too easy to get. 5 hooks isn‘t enough for the effect, but if also depends on the number.
I go over the survivor perks later.
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Danger In Numbers I think would be weak for most matches, but it would be game swinging against swf when it does proc. How would you improve it?
Hex: Splinters does not trap other hex perks. It's not triggering the effect on other hexes as a trap. These totems themselves are the trap. So if you were running like DH and Undying for example and this perk, the remaining 3 totems would be Splinter totems. Now if you had like Retribution for example its effect would work on these totems though since they are hexes.
Scarred we could add a little extra something so it has an effect by itself I suppose. Maybe anytime the heal is interrupted the healers aura is revealed for X seconds?
Sound of Shadows I don't expect to be strong, it's more a fun perk for meme builds.
Anemic needs to be too strong to compensate for the fact that you are only getting its value if you play is a very inefficient way, IE spreading hooks around the survivors evenly. This is the worst thing you could do for wanting to win. It has to compensate for that. I think the effect is different from Gift of Pain. Pain is focused on mangled and hemorrhage with a side debuff. This would be a solely debuff, but stronger and is based on different criteria. Tbh I also think Gift of Pain is pretty lackluster anyway and could use buffs.
Devotion I do not understand this rational for it being too much. The time the game is balanced around? I could literally right now equip one of multiple options of gen regression perks that cut the same or more time off generators than the time this perk would save. So if you think this is unbalanced for the time the game is balanced around than so is literally all the meta slow down perks. This perk is essentially the same as a gen regression perk, you're just cutting the time off carrying instead of regressing or blocking a gen instead. I also gave it lots of negatives including forcing you to play fair since the survivors get a free safe unhook. As the trend you'll see with lots of these, if the perk only rewards playing "fair" it needs to be very strong, because you are being forced to play in the most non efficient way you could play if you cared about winning. They have to compensate for that compared to perks that give their value regardless of that. Like Deadlock I could tunnel my heart out and still get its value. The perk would need to be much better than Deadlock. Just one example, there's many though.
Sabbath we could change to a different effect. What would you recommend?
Blood Tapestry you're talking about Bloodhound and yeah I'd be fine with that.
Reliquary what do you think would be a fair number then, 6?
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Just popping in with a perk concept I just conjured up.
Last Aid
Even on death's door, you still want to lead them towards safety.
This perk activates while you're hooked, giving all other survivors a 3/6/9% boost to repair, healing, recovery and gate opening speed until you are unhooked.
Once you are sacrificed or dead, this boost becomes permanent.It may be too much, maybe it should only activate from the second hook onward, I'm not sure tbh.
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Hmm I like the idea. Repair speed perks do always make me nervous.
I'm just wondering if teammates would leave people hooked for long periods of time to milk the bonus.
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Yeah, that is a good point.
Solo Q teammates are sometimes really greedy.
But, somewhere (not sure where) I heard that the safest place a survivor can be is on hook. Not sure if it's accurate, but still.
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Id probably say it’s on the ground slugged lol.
What category of perks do you think people want more of? Like chase, gen perks, info ect. I feel like it’s hard to please when everyone’s sick of all of those.
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Danger in Numbers: My problem with the perk is that it is very situational, but that is also your intention. Maybe make it grant undetectable for the haste duration, so sneaking up is easier.
Hex splinters, scarred👍️
Anemic really depends on the numbers and can´t be too high since there is no way to remove it. Also agree with gift of pain needing buffs.
Devotion: Hooking people remotely is very strong. It bypasses sabos, safes a very big amount of time (more than pain res) and allows you to start new chases a lot faster while another survivor is hooked. The last time this was in game it was very ufun to play against, because you couldn´t do gens while the killer was carrying someone and you were only unhooking/ healing constantly.
Sabath: I would jsut make that you hear nothing for 30 seconds (the silnce effect I suggested). Then you have the same effect without the tinitus.
Reliquary 6 sounds better.
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Danger in Numbers: That seems like a reasonable change. I was trying not to be too heavy handed but I suppose given its situational nature that might be fine and the fact that generally speaking the only time it's triggering is against swf resetting. I really like the idea of perks that aren't great against solo queue but are especially strong against swf.
Sabath: Sounds reasonable.
Devotion: You say more than pain res in time saved but if we take the average carry time and multiply it out you generally would only be beating pain res in time saved after 8 hooks (average 10 second carries x #of hooks)..meaning the games already over. So in most matches it isn't giving more than pain res. In most matches this would be saving less time than all the other regression/blocking perks. The starting new chases faster isn't much different than a gen regression. It's just the difference of saving the time before hand vs knocking it off after. End result being similar. Yeah you can't do gens during carrying, but that isn't much different than you doing the gen while he carries, and then having that gen time knocked off as soon as he hooks. Same result. My experience during that time wasn't that people had much of an issue with the remote hooking, it was that people could get the remote hooking AND the gen regression. This version would be taking a perk slot. The problem with the event was that it was free and basically just a 5th slow down perk. As far as saboing, well saboing currently has basically zero counter play anyway for the killer and it also isn't common anyway, so I don't see the issue here. You can still blind and stun with this perk as well.
Would still like your thoughts on the survivor perks as well!
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Toy box is funny, but why would the killer run around a chest? Maybe it´s better than I realize.
Mess express: Very cool, like a little camera network. Do you think the killer should get a warning like survivors get with weave and have some type of counterplay?
Survivalist could be a buff for chem trap. I don´t think we need two perks with almsot identical effects.
Campfire should have an amout of charges it can regenerate instead of disappearing after a certain amount of time and whether or not it will be useful depends on how fast you can recharge items. If it´s too slow, I don´t think anyone would use it.
Feathery friends seems like the invocation perk from taurie. It´s good, maybe behavior should change that perk to your version.
Sweet and spicy: I don´t think it is worth using it.
It´s me or you would be a perk why I would leave that one survivor to die on hook.
Wild thing 👍️
Creepy caverns sounds wild, but should work on its own without requiring another perk.
Hide and seek and play with animals could be funny.
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The time safed by a remote hook is x seconds carrying a survivor multiplied by x survivors on a gen (not 10 seconds for each time). Then you have one person on hook and interrupt another person faster → less progress on a generator. When one person is on hook and you chase another person, a third person has to go and unhook and you have 3 people not working on a gen, that would normally have the chance to work for 10 seconds on a gen. The perk also has heavy snowball potential from which many survivors might not be able to recover.
My thoughts on your survivor perks are in the comment above. I didn´t have much time to go over your ideas, so sorry for letting you wait that long.
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That actually isn't a fair comparison multiplying it by each survivor because that carry time isn't time you could be pressuring all survivors, it's 1 survivor. Multiplying it by all survivors would imply that carry time could've been spent pressuring all survivors and that's just not the case. It does slow down recovery time, which is why it's less regression than regression perks as well as having the additional downside of hooking them the furthest away making hook camping/tunneling significantly harder and giving negative synergy with scourge hook perks.
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I adjusted the effects of Amnesia (my survivor perk) to this:
Amnesia
You know from experience how much harm can medicine do if it's used in the wrong way.
You start the trial with 2 vials.
You can throw these on the ground causing them to break and slowly start releasing a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/40/50 seconds.
Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.
• Amount of Vials reduced from 4 to 2.
• Adjusted the way the vials are used, to make them more like the Void/Fog Crystals or Virginia's Boon from TCM.
• Duration of the effect nerfed from 30/60/90 seconds to 30/40/50 seconds.0 -
Toy Box: They'd run to the chest because that's where they chase the survivor to. The alternative is ignoring the survivor there sitting on a gen? The killer can't really just choose not to chase a survivor because they're near a chest.
Mess Express: Yeah we can give them a notification like Weave so they know. The negative is the time they waste putting items around and we could also add like a cooldown to it triggering as well so it's not just proccing over and over for constant info.
Survivalist: That's reasonable. I could see too many traps getting super annoying.
It's Me or You: Technically you wouldn't know they were running this though during the match.
Creepy Caverns: It has a lot of requirements and caveats because this is an extremely strong effect. I think the additional perk requirement is needed. It's essentially an extra health state.
As you've noticed I was trying to make some more fun type perks that gives some new kinds of game play. I feel like a lot of their perks haven't really been innovative or creating new game play so I was trying to think outside the box. I also think the games got a lot of missed opportunities for perk design around new synergies.
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I didn‘t write multiplying by all survivors, only the ones actually doing gens. It might not be 100% accurate but it shows what I mean. With less time hooking, survivors have less time progressing gens and you can force survivors of gens easier/faster to stop them from finishing gens, either by requiring them to unhook or chasing them. You down people a lot faster back to back, which allows you to hook more people faster at the same time from which survivors might not recover.
Hooking someone on the furthest hook doesn’t make tunneling any harder. We have that with Pyrmid head, who is an excellent tunnler even without seeing the cage auras unlike with your perk.
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Killer Perks:
- Scourge Hook: Silence - when the survivor is hooked, you get undetectable untill they are unhooked, lingers for 7s and is not working when within 12m from the hook
- Hex: Wrong one - when the hex totem is cleansed, the repair and healing speed of that survivor is decreased by 50 % for 120s
- Scourge Hook: Mayhem - When the survivor is unhooked from the scourge hook all generators will be revealed by intensity of their repair progress
- Hex: Bite - All survivors that become injured suffer from broken untill the totem is cleansed.
- Little helper - gives option to break gen, pallet or breakable wall remotely, has 60s cooldown
- Scourge hook: Blast - when the survivor is hooked on a scourge hook any gen that is not worked on will start regressing at 200 % rate, the gen that is worked on will have their maximum repair charges increased by 3 %
Survivor perks:
- Boon: Luminescent - when the survivor is within the boon range they see aura of any pallet or window, lingers for 10s after leaving the totem
- Boon Hook: Not Today - 4 random hooks are turned into boon hooks, survivor hooked on boon hook dies 20 % slower, only survivors can see aura of boon hooks in blue
- Boon hook: Medical assistance - When the survivor is removed from a normal hook it becomes boon hook, survivor being unhooked from the boon hook get 70 % charges for heal reduction for the next heal
- Boon Hook: Saboteur - Sabotated hooks become boon hooks, boon hooks can be sabotated 30 % faster, allows to sabotate a boon hook without toolbox at 2.3s
- Invocation: Mending wolves - completing the ritual leaves the circle glowing, standing on circle will heal any survivor over 30s, invocator receives mangled and hemorage status for rest of the trial
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"I didn‘t write multiplying by all survivors, only the ones actually doing gens. It might not be 100% accurate but it shows what I mean. With less time hooking, survivors have less time progressing gens and you can force survivors of gens easier/faster to stop them from finishing gens, either by requiring them to unhook or chasing them. You down people a lot faster back to back, which allows you to hook more people faster at the same time from which survivors might not recover."
Only ones doing gens would also be an inaccurate comparison as again you aren't pressuring all those on gens, just one. The only point I would agree to is that it allows keeping pressure up faster which is not something quite as tangible that we could calculate the value really. I think you're vastly undervaluing the downside of pushing them to the furthest hook as well. It's forcing much more fair play on the killer.
"Hooking someone on the furthest hook doesn’t make tunneling any harder. We have that with Pyrmid head, who is an excellent tunnler even without seeing the cage auras unlike with your perk."
Oh it for sure does. It isn't hurting PH's tunneling because his blocks perks from activating, not because it goes further away. You're miscontributing PH tunneling to ranged hooks instead of him blocking anti tunneling effects. If PH's cages counted as hooks, his remote hooking would be significantly worse and he would lose all his tunneling strength.
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Hi, it's me again!
I have another 3 new killer perks, and would like to hear what do you think.
Solitude:
Lock the doors, throw away the key, and trap them in, imprisoned with you.
Spawns a Fuse Box near one of the Exit Gates. Once all generators are completed, the gates will not get powered until a Fuse is added to the Fuse Box.
The Fuse is an item that can be found in chests, with the chances of it being in a chest being 0% on the start of the trial, and are increased by 20/14/8% per each completed Generator, up to 100/70/40%
In a case of all Chests being already opened without the Fuse being found, they all automatically close.I Heard That:
You can hear everything, every sound and whimper.
Every time a survivor triggers a Loud Noise Notification, they also scream.
1/2/3 times per Trial, you can activate the perk for 20 seconds.
Any survivors who starts repairing a generator or healing during this time, screams and reveals their location.
Punishment:
Disobedience is never allowed under your command.
When you injure a survivor with a Quick Attack, the survivor will become affected by Deep Wound.
The succesful attack cooldown after a Quick Attack is 40/30/20% longer.
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Desperate Escape
You muster all your determination for a final attempt at escape.
When all other survivors are either downed, hooked, sacrificed, or have escaped Desperate Escape activates.
Desperate Escape also activates if you are on death hook and have reached 30% wiggle progress.
When the killer is carrying you, they are afflicted with 40/45/50% hindrance, suppression of hook auras and your wiggle meter is paused.
Both you and the killer are faced with continuous skill checks that progressively become smaller and faster.
If the killer misses a skill check before you, you escape their grasp and they are stunned for 3 seconds.
Desperate Escape is then deactivated for the remainder of the trial.
If you miss a skill check before the killer, their hindrance is removed and your wiggle meter is unpaused but progresses at 30/35/40% the normal speed.
successful basic attacks performed by the killer while the killer is carrying you pauses the continuous skill checks while they are recovering.
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Daredevil
You've learned to turn close calls into opportunities.
When the killer misses a basic attack within 3 meters of you, Daredevil activates.
If you are injured, you gain endurance for 6/8/10 seconds.
If you are healthy, you gain a 25% haste for 3 seconds.
"You're gonna have to try harder than that."
Disrupted Momentum
You have the innate ability to waste much more time than others.
When you stun the killer by any means, Disrupted Momentum gains one token, up to 3.
For each token, when the killer injures you, their attack cooldown is increased by 4%/6%/8% for each token, with an additional 5% each token if it was by a special attack.
Disrupted Momentum does not activate if the killer downs you or if you are hit by Legion's power, Feral slash.
"You brought a weapon, I brought a plan."
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Throwdown
Your desire to live another moment fuels your courage and strength.
While in chase and next to a pallet, press the activate ability button 1 to perform a throwdown of the pallet which takes 1/0.7/0.5 extra seconds to complete and can be cancelled by pressing the active ability button 1. If the killer is underneath the pallet it instantly breaks, stuns the killer for 3/4/5 seconds, and afflicts them with the blindness status effect for 8/9/10 seconds.
Throwdown cannot be performed for 4/3/2 seconds after entering the injured state.
Throwdown has a cooldown of 70/65/60 seconds.
Post edited by Schnoaps on0