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Latest patch killer perks changes to make them more usable and offer variability

Elan
Elan Member Posts: 1,402

Killer perks lately were not treated well to any of them become truly a higher pick, they may be at least more viable:

Houndmaster

→ All shaking thunders: Increase lunge distance by 100 % and make it so the perk activates untill lunge is performed similiar to coup. Once lunge is used, either hit or miss, it will deactivate and has to be reactivated again.

→ No quarter: Works on every heal, if skillchecks are missed, the healing progress is lost, no longer cause broken

Ghoul

→ Nothing but misery: Is active from start of the game and causes 5 % hindred if someone is injured untill healed by any means or untill totem is cleansed.

→ None are free: If you get 4 tokens all pallets and windows will be blocked once gate is powered and untill open, once open it will linger for 10s for each token.

Springtrap

→ Phantom Fear: Increase aura duration to 5s and cooldown to 40s

→ Haywire: Once the progress on gate reaches 80 %, the switch breaks and regress to 0, then the gate can be fully open

→ Help wanted: Increase duration to 80s along with machine learning

Krasue

→ Wandering eye: Each time you enter chase, you see aura of all survivors withing 32m range for 6s

→ Ravenous: Each time survivor is hooked for the first time all survivors scream and suffer exposed for 25s, once you hook everyone once the survivors will suffer 60s exposed

→ Overture of doom: The first generator survivor interacts with create a hex totem, you are guaranteed undetectable whenever at least one survivor repairs that gen. Once the gen is finished the totem is tied to another generator. Can trigger multiple hexes per game.