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Quirky Perks for the Devs to consider

TWiXT
TWiXT Member Posts: 2,153
edited September 2025 in General Discussions

Killer Perks:

Hex: Ley Lines

The Spiritual connections of your Symbols of devotion aid you in locating your Victims.

All Dull and Hexed totems in the trial grounds are connected by thin invisible lines you can see highlighted in yellow. Any survivor who passes through one of these lines has their aura revealed for 1/2/3 seconds. Any totem cleansed or blessed loses all lines connected to it. All ley lines are removed if Hex: Ley Lines is cleansed.

Welcome to my Parlor:

"… Said the Spider to the fly"

When 2 or more Healthy survivors are within 8/12/16 meters of you, Welcome to my Parlor activates and they become exposed for 15 seconds. Cooldown is 60 seconds.

Scourge Hook: Web of Pain:

Pain Inflicted upon one of your victims has a lasting effect on them all.

At the start of the Trial, 4 Random Hooks are changed into Scourge Hooks.

The Auras of Scourge Hooks are revealed to you in White.

Each time a Survivor Is Hooked on a Scourge Hook, the following effects apply:

Each Hook you gain earns Web of Pain a token (max of 8).

Each token Raises all survivors Pained Grunting Volume, and Bleeding Frequency (blood spot spawning rate) by 2/3/4%.

Survivors Normal Breathing is raised in Volume 25% for the rest of the trial after the First Time they are unhooked from a Scourge Hook.

Threatening Presence:

Your presence gains potency directly proportional to the amount of pain you cause your victims.

For every Injured, Down, or Hooked survivor, your Terror Radius gains 1/2/3 Meters in Radius.

For every Healthy Survivor, your Terror Radius reduces 1/2/3 Meters in Radius.

Decreases Good skill check Success Zones by 20% for Survivors Healing within your Terror Radius.

Increases Trigger Odds of skill checks by 10% for Survivors Healing within your Terror Radius.

Scourge Hook: Empathic Agony

The Agony of facing ones mortality takes it's toll on your victims, crippling their ability to press on.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
Scourge Hook: Empathic Agony Gains 1 token, and for every 4/3/2 tokens gained all survivors suffer from a persisting status effect for the remainder of the trial. (maximum of 8 tokens)
2 tokens: All survivors suffer Hemorrhage when injured.
4 tokens: All survivors suffer Blindness.
6 tokens: All survivors suffer Oblivious.
8 tokens: All survivors suffer Exposed.
All tokens and status effects are Lost if you Hook the same survivor Twice in a row on any hook.

Catastrophic Interference:

Your experience in knowing when and where to strike in order to cause the most damage has resulted in your presence becoming highly detrimental to the survivors means of escape.
For All Survivors within your Terror Radius the following effects Apply:
Increases the rotation speed of Repair/Healing Skill checks 10-50% depending upon your proximity to any survivors repairing a generator/healing (closer = faster).
Whenever you successfully Grab a survivor off of a generator, the generator will explode and lose 25/50/75% of it's total gained progress.

Hex: Times Up

A Hex rooting its power in Time, it commands the end of a trial.
Once a gate has opened, Hex: Times Up activates on a dull totem (if any are still standing) and survivors have 90/60/30 seconds to leave the trial grounds, otherwise the gates will slam shut and won't Re-open until Hex: Times Up is cleansed.
Any Survivors trapped within the Escape/Exit Zone when the Gates slam shut, that have not escaped, are automatically sacrificed.
All survivors still in the trial grounds automatically Escape if You get trapped in the Escape/Exit Zone when the gates slam shut, hooked or not.
The End Game Collapse Continues to count down during this time.
Notes: Although the original concept was made before the EGC era, I've adjusted it since then. Don't get me wrong, I'm all for punishing T-baggers at the exit, but also want to give them the chance to "Just Leave".

Head of the House:

Your previous encounters with survivors have awakened your sense of preparation in the trial grounds.
Up to 4/5/6 Randomly Chosen Pallets in the trial grounds are revealed to you in White.
Whenever a survivor drops any of these pallets, they are instantly destroyed.
You can be Stunned if one of the selected Pallets is dropped on you

Suppressed Presence:

You've mastered the art of stalking survivors in silence.
Refraining from Entering a Chase or Injuring a survivor for 25/20/15 seconds activates Suppressed Presence and lowers your Breathing, Lullaby Radius, Breaking, Vaulting, Footstep and Movement sounds Volume by 100%.
Suppressed Presence automatically Activates whenever you become Undetectable.
Suppressed Presence has a cooldown of 30 seconds whenever Deactivated by Entering a Chase, Losing the Undetectable Status or Injuring a Survivor.

Growing Menace:

The Heartbeat stops increasing in rate for survivors within 50% the your total Terror Radius size. Each time a survivor enters the dying state by any means, Growing Menace gains a token (max of 8). Each token gained increases your Terror Radius 2/3/4 by Meters.

Survivor Perks:

Devilish Deal:
Your desperation to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.
Whenever you are suffering from the Exposed status effect, Devilish Deal Activates and you gain the Endurance status for the same duration as Exposed. If struck by the Killers Basic Attack during this time, Devilish Deal will Mark and Disable 1 of your other Perks at random for the remainder of the trial.
Being struck while Protected by Devilish Deal does not trigger The Deep Wound State.
Devilish Deal can Mark one of your other Perks up to a maximum of 1/2/3 time(s) per Trial.
If Devilish Deal has Marked and Disabled the maximum amount of Perks, the Exposed State no longer Activates Devilish Deal.
If Devilish Deal has Marked and Disabled the maximum amount of Perks when you are Hooked, You will be Sacrificed regardless of which Hook Phase you would normally enter.

Notes: Basically It's a trade off for survival against Killers using Abilities or Perks that Expose you, wherein you sacrifice your Other perks and risk a 1 hook sacrifice, but don't have to fear the Exposed status as much, and like Mettle of Man, don't have to spend any time Mending.

Informative Projection:
Your connection with other survivors is strengthened by your innate need to ensure their survival.
Unlocks the Aura Broadcasting ability.
Every Killer or Survivor aura you see is now visible for up to 1/2/3 other survivors whenever they are revealed to you.
This effect does not apply to Objects, Items, or Vault Locations.

Bribe:
Your willingness to sacrifice your aides pleases the Entity.
You may purposely drop and destroy an item you are carrying during a chase to gain the Endurance Status Effect for the next 5/10/15 seconds.
The dropped item must contain at least 100/75/50% of its remaining charges to activate Bribe.
Dropping any Item with Less than the required amount of charges During a chase will still Destroy the item, but not activate Bribe.

Tools of the Trade: 
When supplies are low, you have a keen instinct for finding the right tools for the job.
While carrying a Flashlight or Toolbox item of Common/Uncommon/Rare or lower quality during a trial, any chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
This does not apply to any currently equipped add-ons.

Boon: Ring of Warding
A boon that protects loved ones from Malediction.
Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a boon Totem
Soft chimes ring out within a radius of 24 metres.
Survivors and objectives inside the Boon Totem's range benefit from the following effects:
Nullifies Curse Status Effects caused by Hexes.
Hexes cannot activate within this boons range.
Curse Effects Return 5/10/15 seconds after leaving this boons range.
Boon: Ring of Warding benefits from its own effect.
Boon: Ring of Warding does not stack with other instances of itself.
You can only bless one Totem at a time.
All equipped Boon Perks are active on the same Boon Totem.

Post edited by TWiXT on

Comments

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Boon: Reverse Ruin. While the boon totem is active, all generators without survivors actively repairing them automatically progress at 1% per second

    😉

  • ImWinston
    ImWinston Member Posts: 655
    edited September 2025

    Head of the House:

    Your previous encounters with survivors have awakened your sense of preparation in the trial grounds.
    Up to 4/5/6 Randomly Chosen Pallets in the trial grounds are revealed to you in White.
    Whenever a survivor drops any of these pallets, they are instantly destroyed.
    You can be Stunned if one of the selected Pallets is dropped on you

    • basically, all the Haddonfield and Rancid Abattoir pallets🤣
  • tinyypup
    tinyypup Member Posts: 40

    Absolutely love all of these

  • jiogo1
    jiogo1 Member Posts: 58

    1% seems a bit broken for a 32m boon, which no one will notice, 0.5% more 'fair'

  • TWiXT
    TWiXT Member Posts: 2,153
    edited September 2025

    @I_Cant_Loop

    I would honestly change it to "Any generators with progress" not All generators, otherwise that puts the entire match on a hard timer… If anything, since it's a Boon, which all affect a 24m Area, it should only affect the Generators within it's range, and only if survivors have put at least 10% progress into them. As for how it interacts with Ruin, We don't want it bringing Ruin to a complete stalemate with it, given that ruin is gonna be updated to doing 150% or 0.37 c/s instead of the default .25, 50% or 0.5 c/s, might be a bit much, especially considering boons can be infinitely re-kindled, whereas Ruin is gone as soon as it's cleansed or blessed.

    For balance sake, I'd say going for .25 c/s on it would be just right. Slow, yes, but it'd more than half Ruins Drain, and if ruin isn't a factor, it would be just slow enough that it isn't an OP "wait and Win" perk. Otherwise it's honestly not a bad idea, It just needs fleshing out on its restrictions, and a slower progress rate, after all, we're not trying to replace a survivor on a gen with a boon. Otherwise, everyone would bring it, repair a gen 10 charges, boon up, and just hide the rest of the match while gens repair automatically… that is not conducive to a fun match.