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My Weak Perk Reworks

Boil Over - Struggling effects are 60% more effective on killers.

Once per match, at 50/40/30% struggle, complete a skill check to blind the killer of hook auras for 15 seconds


No Mither - When you are injured, you will become broken for the rest of the trial. While injured, your scratch marks and blood puddles will fade 1/1.5/2 seconds faster. Grunts of pain are reduced by 50%. You have 15% increased dying state recovery speed and movement speed.


Deja Vu - When you fast vault an area, any other survivor or the killer who had vaulted the area within the past 45/60/75 seconds have their aura shown to you for 6 seconds. The cooldown is 20 seconds.


Left Behind - For Each dead survivor, gain a 4/5/6% speed boost to repairing. For each uncompleted generator on the map, gain a 2/3/4% speed boost to repairing. This effect only activates after the first survivor has died.


Blood Warden - As long as a survivor is hooked and for 15/20/25 seconds after they are unhooked or killed, exit gates will block survivors from escaping.


Dying Light - Your obsession gains a 15% speed boost to all altruistic actions, however, each time you hit your obsession, all players except them gain a 2/3/4% decrease in altruistic and repair speed. Bonus stacks up to 6 times.


Fire Up - For Each completed generator, gain a token. Each token will give the following buffs

-1/2/3% action speed

-1/2/3% successful attack cooldown

-3/4/5% stun recovery

-3/4/5% missed attack cooldown

-.20% movement speed


Knock Out - Dying survivors have their aura hidden from other survivors unless they are within 12/10/8 meters. Dying survivors cannot move until they are 50% recovered. This perk trumps all other aura reading perks.


Monstrous Shrine - Hooks in the basement give the mangled and hindered effect for 30/35/40 seconds when unhooked from them. 1/2/3 additional hooks will spawn on the map.


Overcharge - Kicking a generator will give an instant 1/2/3% regression and make the generator regress 1.2/1.4/1.6x faster. It will also give a moderately difficult skill check that gives no progress when hit, but 5% regression when missed.


Play With Your Food - When your obsession wins a chase against you, gain a stack of PWYF, up to 5 tokens. Each token will give you .5% movement speed and 2/3/4% action speed.


Thanatophobia - Injured, Dying, Hooked or Dead survivors: action speed debuff

1 - 4/6/8%

2 - 8/10/12%

3 - 12/14/16%

4 - 16/18/20%


Unrelenting - 20/25/30% cooldown on missed attacks and 4/6/8% successful attack cooldowns.

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Separate Hex: Reworks

Totems are no longer in the game and Hex perks have been tuned down.

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Ruin - Each time you hit a survivor, the next 2/3/4 skill checks in the game will be Ruin skill checks. This bonus can stack up to 12 skill checks.

Ruin Skill Checks - Good skill checks give -3% progression. Great skill checks give 0% progression.


The Third Seal - The last 1/2/3 survivors you hit will suffer from blindness for 30/45/60 seconds.


Huntress' Lullaby - Each time you hook a survivor, gain a token, up to 4/5/6. Each token increases the regression from missing a skill check by 1/1.5/2%


Devour Hope - When a survivor is healed 1 health state, their aura is shown to you for 3 seconds, only if they are further than 40/36/32 meters away.


Thrill of the Hunt - When a survivor is unhooked more than 42/36/30 meters away you gain a 5/6/7% speed boost until your next offensive action


Haunted Ground - After a total of 8/7/6 pallets have been dropped during the trial, gain 2% movement speed. After 14/13/12 pallets have been dropped, gain 15% successful attack recovery speed.


No One Escapes Death - When the exit gates are powered, gain 2/3/4% movement speed. Your first 1/1/2 attacks put survivors in the dying state.

Comments

  • Chaotic_Riddle
    Chaotic_Riddle Member Posts: 1,953

    These are actually really good and well made ideas. The only problem would be totems being gone, as they’re a neat little addition to the game, but everything else is amazing! Well done!😁

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    The boil over and deja vu reworks feel more like nerfs than buffs.

    Boil over's effects are pointless and the proposed changes do not help with it (I seriously don't get why we can't make it so that boil over lets you wiggle out faster)

    The Deja Vu effect requires you to give away your position to the killer in order to MAYBE get some information on his location. Not worth it at all.

    For Haunted grounds I would swap the movement speed and attack recovery and then decrease the pallet requirement by 2 for all ranks.

    Otherwise looks good

  • Tzeentchling9
    Tzeentchling9 Member Posts: 1,796
    edited March 2019

    That is a hella nerf to Ruin. LOL

    You don't even need to bother looking for the Hex at that point. Just eat the one or two(reduced) percentage decrease and keep slamming gens.

    Edit: Didn't see it was no longer a totem, but the point that it is pointless still stands. Thanataphobia would slow the gens down more, for Pete's sake.

  • PigNRun
    PigNRun Member Posts: 2,428

    None of the hex perk reworks sound enticing. Especially Devour Hope. I get they stop being hexes, but their effects are... pretty weak.

    The new Boil Over is useless. If you have to wait a certain percentage to blind the Killer from seeing hook auras, then its irrelevant for them not to see them. They would have already locked on a specific hook to go for.

    I would remove the increased recovery speed and crawling speed from No Mither and give it to Tenacity. That way, you are buffing another perk and creating a nice perk combo.

    Every other idea sounds nice. Especially Knockout.

  • Boss
    Boss Member Posts: 13,616

    "reads Devour Hope"

    NO!

  • ClogWench
    ClogWench Member Posts: 2,582

    Hexes are supposed to be high risk high reward. All the hex reworks are unbelievably weak.

  • Blue_Diamond
    Blue_Diamond Member Posts: 122

    That'ss because I made them not tied to totems anymore

  • ClogWench
    ClogWench Member Posts: 2,582

    I mean yeah but that's a bad fix. Taking strong risky perks and making them basically worthless.

  • HatCreature
    HatCreature Member Posts: 3,298

    I think the percentages for Fire Up and PWYF are too small. I think Fire Up should be 10%, 3 is too small and incredibly weaker than other perks at tier 1, and your 3 is at tier 3 so this is even more watered down than what it is now.

    Everyone has already said the former totem perks are bleh and undersireable because they're weaker. Other than that it seems pretty solid, Blood Warden got a massive but fair rework and I would love to see this, probably my favorite on the list.

  • yes
    yes Member Posts: 361
    edited March 2019

    I wish Boil Over would let you wiggle faster. For example, this is what I'd come up with.

    Boil Over:

    Your struggling effects on the killer are increased by 50/65/80%.

    You reduce the killer's ability to see auras within 12/14/16 meters.

    Your wiggle speed is increased by 4/6/8%.

    Optional: After escaping from the killer's grasp, the auras of 1/2/3 hooks are revealed to you within 12 meters.

    My reasons for this are:

    -The struggling need to be buffed just a little bit in my opinion.

    -Like the struggling part, reducing the range where killers can't see hook auras were too little and needed to be buffed.

    -This one is self-explanatory.

    -This addition could be useful, as if you were to escape the grasp of the killer, you'd run in a different direction so you could get farther away from the hook.

    I pray Boil Over gets buffed in the next patch.