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Killer Perk Changes

DupstepAlex078
DupstepAlex078 Member Posts: 33
edited March 2019 in General Discussions

A Nurses Calling: Unlocks potential in one's Aura-reading ability. The Auras of Survivors who are healing or being healed are revealed to you when they are within 20/26/32 metres of range.

Blood Warden: As soon as the Exit Gates are powered, Auras of any Survivors located within Exit areas or within a 12/24/36 meter radius of the black lock are revealed to you and they suffer from the exposed effect for the duration of Blood Warden. After hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits and the Black Lock for all Survivors for 30/45/60 seconds as soon as they opened.

Distressing: Your horrifying emanation strikes at a supernaturally long distance.Your Terror Radius is increased by 20/25/30% and gain 50/75/100 % more Bloodpoints for actions in the Deviousness Category.

Dying Light: You become obsessed with one Survivor. Your obsessions altruistic action speed is increased by 25/35/50% For each survivor in the trail that is sacrificed gets a penalty of 10/15/20% to Repair, Healing and Sabotage speed.

Remember Me:You become obsessed with one Survivor. Each time you hit your Obsession, you increase the opening time of the Exit Gates by 5 seconds up to a maximum of 20 additional/25 additional/30 additional seconds. You also gain a notification when a survivor begins to open the exit gates and you can see their aura within a 32/64/infinite range. The Obsession is not affected by Remember Me.

Fire Up: The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation. Each time the Survivors complete repairs on a Generator , Fire Up grows in power and grants a speed bonus to Pick up and Drop speeds , Pallet break, Generator damage and vaults.

1 Token: receive a 3/4/5% action speed bonus.

2 Tokens: receive a 6/8/10% action speed bonus.

3 Tokens: receive a 9/12/15% action speed bonus.

4 Tokens: receive a 12/16/20% action speed bonus.

5 Tokens: receive a 15/20/25% action speed bonus.

Franklin's Demise: Your vicious attacks make the Survivors drop their Item on impact. The lost Item is damaged in the fall, losing 5/10/15% of its charges. Franklin's Demise cannot completely deplete items of their charges.

Stridor: You are acutely sensitive to the breathing of your prey. Breathing of Survivors in pain is 25/35/50% louder and regular breathing is 10/20/30% louder.

Hangman's Trick: Your ingenious modifications to Hooks  prevent tampering and permanent damage. Hooks destroyed by sabotage or sacrifices repair automatically after 45/30/15 seconds. Gain the ability to see the auras of survivors who are sabotaging hooks or traps and gain a notification when they begin sabotaging traps or hooks. The automatic repair timer of sabotaged Bear Traps is reduced by 45/60/75 seconds.

Hex: Devour Hope:A Hex rooting its power on hope. The false hope of Survivors ignites your hunger. When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.

1 Token: ―/―/gain a 5% permanent bonus to Pick up and Drop speeds , Pallet break, Generator damage and Vaults.

3 Tokens: ―/Survivors suffer from the Exposed Status Effect./Survivors suffer from the Exposed Status Effect.

5 Tokens: Grants the ability to kill Survivors by your own hand.The Hex effects persist as long as the related Hex Totem is standing.

Hex: Haunted Grounds: Two trapped Hex Totems will spawn in the Trial. When one of the two trapped Hex Totems is cleansed by a Survivor , all Survivors suffer from the Exposed Status Effect for 45/60/75 seconds.The remaining trapped Hex Totem  immediately becomes a Dull Totem.

Hex: Huntress Lullaby: A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention. Survivors receive a 3/6/9 % regression penalty when missing any Skill Checks. Each time a Survivor is hooked, Huntress Lullaby grows in power:

1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.

5 Tokens: No Skill Check warning.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Thrill of the Hunt: A Hex rooting its power on hope. The false hope of Survivors fills you with excitement and strengthens your totems. For each Dull Totem and Hex Totem remaining on the Map gain a Token.

  • Gain 10/15/20% more Bloodpoints  for actions in the Hunter Category for each Token.
  • Survivors' cleansing speed is reduced by 4/5/6 % for each Token.
  • Gain a notification when someone starts working on a Hex Totem.

Iron Grasp: Your powerful hold onto the Survivors causes escapes to be nearly impossible. Effects of Survivor struggling are reduced by 25/50/75%. Time to struggle out of your grasp is increased by 5/10/15%.

Overcharge: You are fuelled by your hate for progress. Overcharge a Generator  by performing the Damage Generator action. The next Survivor interacting with that Generator is faced with a moderately/considerably/tremendously difficult Skill Check . Failing the Skill Check results in an additional 2/4/6% Generator regression. Succeeding the Skill Check grants no progress but prevents the Generator explosion.

Territorial Imperative: Unlocks potential in one's Aura-reading ability. Survivors' Auras  are revealed to you for 3/5/9 seconds when they enter the Basement and the survivors are not within your terror radius. Territorial Imperative can only be triggered once every 45/30/15 seconds.

Thanatophobia: Their courage fades in the face of their undeniable mortality.

All Survivors receive penalties to Repair, Healing and Sabotage speeds for each Injured, Dying, Dead or hooked Survivor.

1 Injured, Dying hooked or dead Survivor: 4/6/8% reduced action speed.

2 Injured, Dying hooked or dead Survivors: 6/8/12% reduced action speed.

3 Injured, Dying hooked or dead Survivors: 8/10/16% reduced action speed.

4 Injured, Dying hooked or dead Survivors: 10/15/20% reduced action speed.

Unnerving Presence: Your presence alone instils great fear. Survivors within your Terror Radius have a 7/14/20% greater chance of triggering Skill Checks when repairing, healing or sabotaging. Triggered Skill Checks' success zones are reduced by 35/55/75 %.

Post edited by DupstepAlex078 on

Comments

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    I'd tone down Fire up so that each token is 5% at tier 3. Having 30% bonus action speed is just too much considering that includes vaulting. 25% is good enough to make the perk an excellent end game tool.

    Also I know this isn't a thing currently either but I feel like blood warden should be able to activate when the gates are POWERED instead of OPENED. Since when they are opened it is too late unless you have god like timing

  • HatCreature
    HatCreature Member Posts: 3,298

    Your Blood Warden might be too powerful, it makes them Exposed and can be activated several times. I like the idea of activating it more than once because sometimes you can activate it and it gives you no momentum because the Survivors know how to counter it. The Exposed might be too much, maybe they can become Exposed when it activates and they're in a certain radius of the Exits, like you hook someone to activate the perk and then if they are within the radius of the Exit they can be Exposed.

    Remember Me sounds amazing, Wake Up is the counter to Remember Me and it shows your Aura and I like that this version shows their Aura as well and it's something i've always wished was a thing but I've been wanting it on Blood Warden. Maybe having it on this one is fine though because it helps you defend the Exit which really isn't a thing in this game.

    Isn't the current Hangman's Trick 10 seconds? Did you switch it to 15 because of the notification? That's a good compromise.

  • Poweas
    Poweas Member Posts: 5,873

    A lot of them sounds broken as hell Bloodwarden, A nurses calling (it used to be 32m and it was nerfed for a reason), Dying light sounds absolutely broken.

    Please consider to change the latter.