http://dbd.game/killswitch
An idea of perks that could help bottom tier killers
Well nowadays we have a lot of perks, many of them with activation and recharge requirements. If we focus on killers, the most common requirement is hooking and kicking gens, sometimes both of them(i am looking at you poppy goes the weasel). There is a big problem with this requirements:
Gen kicking: its a time consuming action that normally either waste too much time for the bottom tier killers or doesnt really helps enough to be worth the time for top tier ones, also when its good enough to be worth, we end up getting three gen strats what hurts everyone souls.
Hooking: the biggest problem with this one is that botton tier killers take much longer to get a down and because of that they gt less hooks and thus less value from this perks.
If we link perks to no requirement and make them powerfull to help bottom tier killers, the top tier will just use'em to have pressure without doing anything. But there is somethings that bottom tier killers do and top tiers dont, that we could use as requirements
Chase time: bottom tier killers have long chases, while top one have very short ones, so if we tie long chase times to powerfull perks we can give back some power to the bottom tier and if some nurse try to use it, they will have to intentionably make longer chases.
Let me give some example and ideas of perks like this:
1-While in chase this perks gains a token for each second in the chase and loses 1 token for every 2 seconds out of chase. While this perk has tokens it is active. While active, whenever a survivor loses a health state, expend all of this perk tokens and remove an amount of repaired charges from the most repaired gen equal to the amount of tokens expent.
*This perk would mean that if a weak killer takes 30 s to get a damage in the survivor, it will take at that moment 30 charges from the most repaired gen, normally each survivor aplies one per second, ehat means that he will be chasing one surv and will extinguish the work of other one during that time, allowing him to have half the pressure of the team already. This also rewards survivors for winning chases, since if they lose the killer without being hit, he will lose the tokens
2-While in chase this perk gain a token every 5 s, losing all of them over 15 seconds without being in a chase (max 4 tokens). For each token, gain extra 5(at max 20) meters and extra 3%(at max 12%)m to your terror radius size, additionally, gens being repaired in your terror radius are repaired with 4%(at max 16%) less speed and gens not being repaired lose repair progress in 10%(at max 40%) normal repair speed.
*This basically helps the killer slow down the map at long chases, giving a debuff to speed and regressing generators slowly, also if the team tries to help with flashs and body blocking, the killer that cant really teleport though everyone like nurse, will be able to at least use this to regress the generator they left unfinished, allowing him to be almost as powerfull in situations like this as an average top killer, the top killer because he ignores it, and the bottom killer because he pressures the map while he braces through it.
3- While in chase, gains one token every second in chase. Missing an attack makes you lose all tokens and being stunned makes you lose 30% of tokens. If you are not in a chase, lose all tokens. For each token, gain 1% haste.
*not much explanation needed, a-train trapper
4- While in chase this perks charges for 30 s, when charged it activates fortifying the killer(fortify new status: M1 hits puts survivors into dying state directly almost like exposed, but this one the survivors need to guess if its there or not). If the killer down someone or gets stunned, this perk and its effects deactivate.
*More lethality to m1 killers, also brings some joy to my eyes a perk that for once, the survivors are the ones that have to guess if its active or not, mostly ones like this are totem ones that are shown when first used and then the survviors know they are still there.
5- While in chase this perks gains a token for each 2 seconds in the chase and loses 1 token for every 2 seconds out of chase. While this perk has tokens it is active. While active, whenever a survivor loses a health state, expend all of this perk tokens and apply broken to all other injured survivors for 1s for each token expent in the activation.
*Great for killers that can apply many injures but suffer to get a down, principally against heallin
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If there where perks like these, that reward killers for different interactions, it would make different styles of killers be more efficiente and appear moreComments
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Disagree on both, kicking gens is unpopular among killers and mostly they will bring perks like corrupt, deadlock, pain res, dms etc. Rarely u see killers kicking gens with pop. Second, don't know what low tier killers mean in your opinion, but let me tell you my kill rates on killers I consider you think are low tier.
Trapper - 70 %
Pig - 77 %
Legion - 67 %
Sadako - 81 %
Dredge - 67 %
Skull merchant - 65 %
Clown - 60 %
Chucky - 72 %
Shape - 40 %
Ghostaface - 50 %
Doctor - 69 %
Just to make it clear I'm not fan of tunnel and slug so I win less games that I potentionaly could, on top of that I'm hatch giver to nice player.
Now to the perks…
Perk 1 is completely busted, would be immidiately top pick perk and on top of that I can see myself purposely prolong chase to constantly get rid of gen progress. Btw 30s chase isn't good from survivor side. Each chase take less and less as less resources exist and map becomes smaller with done generators.
Perk 2 idea sounds better, sort of killer version of quick gambit. This version is not as good with the TR, would make it so while in chase survivor get 10 % speed debuff. The second part should be different perk as it's effect would be too good for a second part of a perk, for example, while in chase all generators not been worked on regress at normal regression speed.
Ok… perk 3 is the most busted so far here, for 10s in a chase you get untill hit effect of furtive chase? Damn, that would be worse than old -10 hindred + 10 haste Skull Merchant, on top of that there are several haste perks you can use effectively in chase - game afoot, play with your food, battery included… what will be the cap? Because if chase takes 60s, theoretically, will you move at 175 % speed? This is the most busted perk idea I've ever seen. :D
Perk 4 again, completely busted… you purposely chase for 30s which is not that long really and purposely instadown without survivor even knowing? Yikes.
Perk 5 seems terrible. Forced penance in baby version. Would be in bottom of pick rate with perks like Shaking Thunder. :D
Now the other question what is M1 killer? Is it killer that needs two hits to down or killer that can't down you without M1? Because at this point strong killers like Singularity or Plague would be also M1 killer.
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about kicking, you kinda agreed to me, i said this is something the killers dont really like doing, because its not worth it, but we had time it was worth it, it was the three gen meta.
1- its kinda busted, but for who needs it
2-yeah i agree
3— yeah its powerfull, but its stopped by stuns and 360º
4-yeah… we dont know about vigil too right? just fair… they are the ones that should be afraid
5-its a more situational one, its bad indeed, but id love something like that for my legion/dredge
Top tier killers are killers that IN AVERAGE kill more, along with all MMR and metas… This are nurse, blight… Killer with high mobility that can ignore loops and make extremily fast downs without much agency from survivors
M1 killers are killers that can only damage you through base attacks made with mouse button 1, singularity is a M1, but he is an odd one. Plague has the red vomit
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Kicking is still worth it, gives away instantly 5 % and needs minimum to be stopped. it's boring to kick gens, that's the reason.
1 - absolutely busted and completely abusable, perks like thouse have no place in 2025 DBD, I marked my m1 killers kill rates, have you checked them?
3 - 360 works only against bad killers and killer can just respect pallets or run specific perks to abuse that as much as possible.
4 - Vigil needs some tweaks indeed, but your perk idea is beyond unhealthy and unfair. Imagine you playing as survivor, someone is chased for 30s leads killer towards you and you get instadown. Sounds fair?
5 - Legion has add on that makes people broken, Dredge can still utilize the perks that trigger broken status effect. I suggested hex perk that would make anyone injured broken untill totem is cleansed.
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1- not really, and yeah i saw YOUR killrates, have you saw me saying that the average is not that? My dredge has a 83% killrate, does it make the killer less of a medium tier than it IS? no… You could have a 99% killrate on pig, it would not mean that she is good… only that you are… Thats how statistics works
3- 360 only works against killers that are worst than you, yeah… thats what we call outplay, you play better than someone, they get outplayed, wellcome
4- very fair indeed, survivors play as team, it doesn t matter balance wise if surv A or B got downed after some time, it just matter that someone got… it would be a badplay of the urv that lead the killer there and a bad play of the surv that unintentionally or not tanked a hit… the same way a surv can make a good play and tank a hit, a surv can make a badplay and deliver a hit, fair and square
5- the legion addons only work if you mend yourself, and there are more killers whod like this than legion, he was a an option, and he could go for this and use other addon, or use the addon and get other perk, but the existing option is good
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The problem with all your suggestions is that you want very big rewards practically for being in chase, which again is very likely to be abusable.
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I really like your suggestions, just change the numbers and it'd be really good to be in the game
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biggest buff low tiers could get is the reversal of anti systems or addition of another strategy that doesnt rely on them consecutively and quickly winning chases.
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abusable? so… the abuser will intentionally not down someone when he could, in a way that he could down and use a powerfull hook perk, just to take longer to use a chase time perk? it seems to me that your abuse is looking like to me as taking it easy on the game
the numbers are more of an example, they all would need a deep study to see them, i agree… so thanks
the first thing would buff top tier killers more and the second is exactly what i am trying to generate
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everything will buff top tiers for as long as you will base the game around chases, that's how this game works.
the only thing you can do is to either roll it back and make chases less important and decrease the gap between them or move the game forward in a similar way that makes chases less relevant giving low tiers who often have off-chase utility some more edge than chase oriented high tiers.
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Yes but you basically offer perks that would reward bad chases or on will prolonged chases.
If you combine your perks then…
You get chased by killer, after 30s he moves 145 % so he doesn't even care of breaking anything, he instadown you for free at zooming speed, all survivors working on gens suffer 10 % penalty and most progressed gens loses 30 % progress. Does it seem fair or fun?
Edit: I would abuse hell of that.
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its hell of fair, in that 30 s chase, supposing you down exactly on 30 s and take another 20 seconds to hook and find someone else you have two options:
1-the three guys were on the same gen, with the increasing speed debuff all three with no perks would have applied 70 of the 90 charges to finishe the gen, it would lose 30 going to 40, and now without debuffs they would apply the remaining 50 charges in 16 s, as we estalished before, the killer would find then at´20 seconds, so they would finish it at the killers face and begin next chase and save, sure, not considering any other perk item or power.
2-Each where in a different generator and during chase each one of then applied 26 charges to their gens, when the guy gets hit one of them gets their gen back in 0, during the search the one that regressed will save and the other keep on going, both the remaining gens are at 46 when the killer finds one of them and the guy is saved and healed, on another 30 chase, both saved and savior go to the gen that was being work and each apply 26 charges on a total of 52 charges, but the gen only needs 44, so they end the generator before the chase end, and the go help the guy that was alone he applied 26 to his, that had 46, being at 72, the guy falls and the gen takes less 30 going to 42, but all 3 together they apply 60 charges before the killer goes to then and they finished it right before the third one begins a chase… So they did 2-3 gens in 2-3 hooks, they win finish their objective at 5 gens and the killer at 8-12 hooks… very fair indeed
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Ok. :D Lucky then that you don't work on game balance. :D
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thats why we have playtest, i believe its balanced, it would need testing, as it is nowadays is not balanced
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