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DBD PTB Perk Rework

AlwaysInAGoodShape
AlwaysInAGoodShape Member Posts: 1,496
edited January 7 in General Discussions

The new Stranger Things PTB is out, so it is time to stick to our tradition as forumers and rework perks that haven't even been released yet ❤️

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Bada Bada Boom rework:
- After completing 20% worth of repairs, gain the ability to trap a window for 120 seconds. Killers vaulting them will be affected and hindered by 50% for 6 seconds and can only see the scratchmarks of the person placing the trap

Reasoning:
With the 120 seconds it's significantly more likely that you'll actually get value out of it and it can be used to help others escape from a chase instead of it slowing the killer down while simultaneously slowing down the survivor team for the fact that they had to place it to begin with

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Change of Plan rework:
- You start off with 2 tokens: When inside a locker while holding a toolbox or medkit, press the active ability button: Turn any toolbox into a medkit or turn any medkit into a key and recharge it. Then, lose a token

Reasoning:
Follows a more gradual need of items: Toolbox for repairs, then med-kits once you get injured and the ability to find a key in the endgame

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Teamwork: Full Circuit
- After repairing a generator uninterrupted for over 15 seconds with another teammate, the generator can no longer regress from any regression effects and becomes highlighted in yellow for all survivors.

Reasoning:
Making it a counter against overly used killer meta perks, allowing for a more dynamic META, as well as being great again infamous 3 genning situations

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If this aura reading includes totems and hatch, I think this perk is fine! No need for any rework to make it interesting. SOLID ❤️

Reasoning:
Is already a stable perk serving both as anti-hex and hatch endgame perk

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We See You rework:
- Gain a token each time the Killer reveals your aura. When directly looking at the killer while sprinting, gain 50% haste for 2 seconds and reveal the killer's aura to all survivors for 4 seconds. Then lose a token and gain the exhaustion effect for 40 seconds.

Reasoning:

This would actually make it a useful perk, somewhat on-par with sprint burst, making it a genuinely useful perk that won't just end up on the pile of dead DBD perks. Where you can trade a slightly shorter sprint for a typically more well timed one that you might not always be available, but with the added benefit of knowing when the killer has intel on you

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Teamwork: Soft-Spoken:
- When repairing a generator with others while Deep Wounded, increase your generator repair speed by a 300%

For those that are surprised to see 300%, here's the math:
Resurgence saves 22.4 seconds per heal for the team, as a baseline for balance, which they can take advantage for 2 times in a match, saving them roughly 50 seconds, as a baseline for balance. This 50 seconds time-save for gen-time is achieved with minimal skill or conditional situations and they will be able to take advantage of nearly every single match

Reasoning:
So as for Teamwork: Soft-Spoken:
Deep wound will last a total of 20 seconds. At peak efficiency, that means they can do 20 sec of gen time at 300% the speed, which saves 30 seconds of gen-time per successful execution. Slightly more than resurgence, but highly conditional: You need to be at a gen with another teammate and you need to take the risk of not healing, as well as most importantly, having deepwound and letting it run down! Both offering a strong opportunity for the killer for interruption, while also allowing for clutch moments where a survivor can pull the game back by prioritizing a gen over their own health, as a soft-spoken person might've~

Post edited by AlwaysInAGoodShape on