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Endgame perks 2.0

Remake of old post, with new view on some of the perks. Some of them are useful, some - not.

Also, I added some forgoten perks, like Left Behind, etc.

Lets start .

Survivor side

Adrenaline

You are fuelled by unexpected energy when on the verge of escape. Instantly heal one Health State and sprint at 150% of your normal running speed for 5 seconds when an Exit Gate opens.


Well, thats the one of Meta perks. You done 5 gens, you get your free heal and boost. If killer start snowballing and puts high pressure on gens, it may stay unused. Btw, its good one.


No One Left Behind (next, NOLB)

It is inconceivable to leave someone behind. Once the Exit Gates are powered, gain 50/75/100% more Bloodpoints for actions in the Altruism Category and perform them 5/10/15% quicker.


Here we go, thats the one of really weak perks. Well, 15% action speed bonus isnt bad itself, but bonus applies only after powering the gates. Its kinda... weak? Before EGC was implemented, it may be a thing for hook saves, or healing, BUT... For healing purpose you could take Botany Knowledge, cause it applies 30% healing speed bonus on the whole match. For hook saves you could take Borrowed Time, that would not increase unhook speed, but ll give saved person extra hit, again, for whole match. So, its weak and unworthy perk.


Wake up

Unlocks potential in one's Aura-reading ability. Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 metres. While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 metres. While Wake Up! is active, you open the Exit Gates 5/10/15 % faster.


And again. This time, im not gonna say, that its weak as perk itself, but its weak as endgame perk. Some people told me, that 2.5 second cutoff on opening the gates is 16 meters of range, that killer could pass. Yeah, i agree, BUT... In situation, where you are not alone, there is another survivor(s) that may open the gate for you, these 2.5 seconds barely make a difference. In 1v1 situation, where you should open the gate, while killer is lurking around, itll make some difference. Otherwise, mostly not. Cant say, is it worthy as perk, or not. You may figure it out yourself. As for me, it doesnt help too much, while i was playing Quentin. Next one.


Hope

The growing odds of a successful escape fill you with hope and give you wings. Your Movement Speed is increased by 5/6/7% as soon as the Exit Gates are powered. This Perk is only active for 120 seconds after the Exit Gates have been powered.


Oh, that one is OK by the most. It may be a counter for NOED speed boost, or a tool for chase extending (7% speed boost makes some 110% killers have a bad time), if you are being tunneled at the endgame. I really have no statement to dislike this perk, but if i could choose between Hope and Adrenaline, I ll choose Adrenaline.


Left behind

You'll get the job done... No matter the cost.

If you are the last Survivor remaining in the Trial, for each Generator that needs to be completed, gain a 55/65/75 % bonus to Repair speed.

Here we go again... This perk makes no sense. At all. With new hatch system AND EGC implemention, its really stupid to go for the gens, while it doesnt matter how much gens were done. You could always get the hatch. And after hatch was closed, gates are powered. The design of perk itself is broken with current conditions. Doesnt worth the slot, at all.

Thats all for survivors

Killer side


Blood Warden

As soon as the Exit Gate is opened, Blood Warden is activated. The Auras of any Survivors located within Exit areas are revealed to you. Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits for all Survivors for 30/40/60 seconds.


Well, its quite situational. There is an easy counter for BW, that is highly abused. 99% the gates. It makes the whole perk useless, if survivors will do that stuff. ITS NOT USELESS, its just easy to counter. Atm, the most of survivors 99% gates aint cause there may be a BW, but for EGC to not pop. It may be a good perk, but with current survivor meta, its hard to pop. Not good, either, not bad.


Remember me

Each time you hit your Obsession, you increase the opening time of the Exit Gates by 4 seconds up to a maximum of 8/12/16 additional seconds.


And another one. Increased gate opening time is good thing. Way of getting stacks is pretty ok too. At it maximum, it ll take 36 seconds, to open the gates. As for me, its quite OK. Those time may mess escape for survivors. Pretty OK perk.


Rancor

You become obsessed with one Survivor. Each time a Generator is completed, the Obsession sees your Aura for 5/4/3 seconds. Each time a Generator is completed, all Survivors' locations are revealed to you for 3 seconds. Once all Generators are completed, the Obsession has the Exposed status Effect and the Killer can kill the Obsession.


Not fully an endgame perk, but option of tracking survivors on each gen pop is quite good stuff. Ability to kill the obsession itself isnt that strong, as may look like. Remember, that Exposed status applies only on Obsession. Otherwise, its like a better version of Bitter Murmur. Its OK.


No One Escapes Death (next NOED)

A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied to it. While this Hex is active, Survivors suffer from the Exposed Status Effect and your Movement Speed is increased by 2/3/4%.


Well, I have nothing to say, besides it rewards killer for survivor progressing. Instadowns are OK, perk have counter, called simply "DO BONES". I cant complain about any changes for NOED, cause i think its ok as it is. At least, while its not being used by basement leatherface.



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. For each Generator completed, gain a stackable 4% buff that grants a speed bonus to picking up, dropping, Pallet breaking, Generator damaging and vaulting for the remainder of the Trial.

Pretty OK perk. You gain buffs, as game proceeds. The buff list is pretty OK, cause most of them could be combined with other perks, like bamboozle, Brutal Strength, so you may gain some serious advantage. Isnt fully endgame perk, you get visible profit on second token so its cool. Its ok perk, by the most, but it may have some tweaks.

Thats all for killers.


Possible adjustments

NOLB - complete rework, OR scaling buff, based on amount of completed gens. Like Fire Up, but for survivors. Also, adjust numbers.


Wake Up - Add bonus BP gain for each opened gate, add gate Aura reveal for ALL survivors. (cringe?)


Hope - Affect vaults, please.


Blood Warden - Should be active if survivors at least TOUCHED gates. That may prevent it from being 99%-d. Also, effect may pop when survivor opened the gates. (Mean, you hooked someone, then gates are opened, and BW pops up, blocking the gates) OR it may block gates lever, as entity blocks windows and Gens.


NOED... - dont throw rotten tomatos, but: Make non hex, and give stack gain. For each hook, you gain 1 token, that will give survivors Exposed status for 30 seconds, and give you 1% speed bonus, when Exit gates will be powered, up to 5 tokens.

Idea is about you need to work for your perk. You just play the same style, and if you are doing good, you will get reward. Digits are for example and may be adjusted.


Left Behind - Complete rework. It should give viable buffs for SOLO survivor, as perk says. It could be Lightweight effect, speed boost, etc. Or, it could stay the same, BUT gens arent get blocked at the EGC, and DoInG GeN will reopen the hatch (not my idea, tbh. someone listed these on forum).

Fire Up - Add stun recover bonus. Really, it ll be fair, cause it ll be an alter for Enduring, or good combo, that may work properly. Also, dont forget, that it gains tokens on game progression. And stun time itself isnt a problem, while you arent running spirit fury.


I may forget some perks, so PING me if you ll find some of them. List your opinion bellow, throw rotten tomatos, etc.

Also, sorry for typos.

Comments

  • ShyN3ko
    ShyN3ko Member Posts: 1,616

    I must rly say, Remember me is a trash perk. Same problem like thana. The numbers are just too low. Using a perk slot for 16 seconds and it has 4 counters.

  • invira_zero
    invira_zero Member Posts: 229

    @ShyN3ko, well, when you have nothing to choose, it may be a thing. Btw, if you do at least 1k until 5 gen pops, they have way less chances to escape. Wake up or Leader may make it easier, but otherwise - its not.

    p.s. I usualy slug people in endgame, if im running RM. I do this to pressure survivors as much as possible. Usualy, it works out pretty well. But i can see, what you mean. In comparsion with old one, its kinda weak.

  • ShyN3ko
    ShyN3ko Member Posts: 1,616

    I just compare perks. I think STBFL is a balanced perk. You must work for it and you get a reward.

    Remember me is just a joke. You get 16 after tunnel 1 survivor or you use this ghostface perk. And the obssesion doesnt get the debuff.

    I think Remember me should be weak perk, but it should be a strong combo perk with bloodwarden.