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Killer perk buff ideas pt 1!

Here's a list of buffs to killer perks as a part of my long discussion of buffs!

Unnerving Presence: Your presence alone instills great fear.

Survivors within your Terror Radius have a 6/8/10 % greater chance of triggering Skill Checks.

Skill Check Success zones are reduced by 45/60/75%

Survivors repair and sabotage speed while in your terror radius is reduced by 8/9/10%.

Monstrous Shrine: Your fervent care of the Hooks found in the Basement has aroused the Entity interest.

The Basement Hooks are granted the following bonuses: Entity progression is instantly taken down by 3/5/7%.

Struggle phase progression is sped up by 9/12/15%.

First hook progression time is sped up by 4/8/10%.

For each time a survivor attempts escape entity progression is increased by 5/6/7% and an additional 5% total progression is shaved off.

Gain 250/500/750 bloodpoints for hooking a survivor in the basement.

Effects (excluding the bloodpoints and instant entity progression) will only take place when you are outside a 16 meter range from the basement entrance.

Overwhelming Presence: Your presence alone instils great fear. Survivors within your Terror Radius suffer from inefficiency.

Survivor items in your terror radius are consumed 100% faster.

Failing a skill check will reduce item charges by 5/8/12%

If a survivor activates a flashlight in your terror radius and it does not blind you the flash light will lose 1 charge once deactivated.

Shadow born: You have a keen vision in the darkness of the night.

Your Field Of View is moderately/considerably/tremendously wider than normal.

After losing a chase without downing the survivor, a random survivors (excluding the chased survivor) location is revealed for 2/2.5/3 seconds.

Territorial Imperative: Unlocks potential in one's Aura-reading ability.

Survivors' Auras are revealed to you for 3 seconds when they enter the Basement and you are more than 32 meters away from the Basement entrance.

Survivor's who's location is shown will also receive the exposed status effect for 15/17/20 seconds.

Exposed effect will not activate if there is a survivor hooked in the basement.

Territorial Imperative can only be triggered once every 60/45/30 seconds.

Thanatophobia:

Their courage fades in the face of their undeniable mortality.

When a survivor is injured they will receive a 7/10/15% action speed penalty.

When a survivor dies every other survivor will receive a 10/12/14% reduced action speed.

Insidious: Unlocks the stealth ability.

Each second you stand still gain a token.

Each token reduces your terror radius by 3/4/5 meters up to a max of 20 meters.

Once you move again or the maximum 20 meters has been reached, the effect will stay in place but will not gain any more tokens for 10/11/12 seconds.

Insidious has a cool down of 5 seconds per token you earned.

So thats it for part 1! Part 2 will be killer buffs and then survivor stuff! Everyone tell me what you think of the buffs!

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Comments

  • Jake_Parks_prince
    Jake_Parks_prince Member Posts: 218

    @DudeDelicious said:
    I love playing Killer but some of these ideas sound way too OP and open up lots of exploitation. 
    Only thing I agree on is some bonus bloodpoints for monstrous shrine, if not also a buff to entity progression. It’s simply not a compelling perk as it currently is, not without Agitation & Iron Grasp, but even then that’s 3 perk slots just to increase the odds of getting a downed survivor into the basement and for the meagre bonus Monstrous Shrine currently gives. 

    Which ideas sound too op i'd love to hear your feedback!

  • Jake_Parks_prince
    Jake_Parks_prince Member Posts: 218

    @DudeDelicious said:
    Territorial Imeperative: you can already pair that with MYC to give Exposed to the rescuer. 
    If Territorial Imperative instantly added Exposed the moment a survivor enters the basement, they’ll immediately leave and any hooked survivors will not even have attempts from teammates to rescue them. This would be far too unfair to survivors. 

    I stated the exposed status effect would not occur if a survivor is hooked in the basement actually!

  • Captain_Spaulding
    Captain_Spaulding Member Posts: 587

    What he said but at the same time thanatophobia needs a serious buff to dead people. Maybe not increased percents but at least keep the percents.

  • Poweas
    Poweas Member Posts: 5,873

    Amazing ideas but insidious would be op because it makes killers way too stealthy, imagine that on Billy. And thanatophobia sounds broken if it stacks for the dead survivors.

  • Jake_Parks_prince
    Jake_Parks_prince Member Posts: 218

    @Poweas said:
    Amazing ideas but insidious would be op because it makes killers way too stealthy, imagine that on Billy. And thanatophobia sounds broken if it stacks for the dead survivors.

    Tbh I just think billy needs nerfs in general sksksksks

  • Poweas
    Poweas Member Posts: 5,873

    @Jake_Parks_prince said:

    @Poweas said:
    Amazing ideas but insidious would be op because it makes killers way too stealthy, imagine that on Billy. And thanatophobia sounds broken if it stacks for the dead survivors.

    Tbh I just think billy needs nerfs in general sksksksks

    I like him, I think he's OK. Effortless to loop.

  • Jake_Parks_prince
    Jake_Parks_prince Member Posts: 218

    @Poweas said:

    @Jake_Parks_prince said:

    @Poweas said:
    Amazing ideas but insidious would be op because it makes killers way too stealthy, imagine that on Billy. And thanatophobia sounds broken if it stacks for the dead survivors.

    Tbh I just think billy needs nerfs in general sksksksks

    I like him, I think he's OK. Effortless to loop.

    I just hate how his chainsaw doesn't even need to look in your direction to hit you.

  • OMagic_ManO
    OMagic_ManO Member Posts: 3,278

    PWYF could use a rework? Possibly, either you lose all tokens for a missed hit or you earn 5% at max for hooking your obsession, if he dies, you lose it all, makes sense, no number changes.