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What if popped gens weren’t permanent? Perk ideas:

yobuddd
yobuddd Member Posts: 2,259
  • (Killer perk) Hex: Equilibrium - While active, this hex has no effect. When it is cleansed, all 7 gens explode, start regressing, and the total combined repair progress is spread evenly across all gens. Completed gens are NOT immune to this effect. For the remainder of the match, the killer can damage gens 5%/10%/15% more quickly.

Early game this can almost completely reset the survivors, as the small amount of repair progress is spread across 7 gens and then lost to regression. Late game, popped gens will need to be stabilized and re-completed, but won’t take as much time to complete since there is more overall progress to spread around. Read the discussion here: https://forum.deadbydaylight.com/en/discussion/125667/hex-equilibrium#latest

  • (Survivor perk) Enshrine - this works like a hex for survivors. In the last 5 seconds of a generator’s repair progress, receive a very difficult blue skill check. Hitting the skill check enchants the now complete generator and earns you an additional struggle phase on the hook (you now die on your 4th hook.) Every survivor touching the gen when this special skill check is hit will have their items recharged by 33%/66%/100% (but not above max). Unless exit gates are OPEN, the killer can damage the generator at any time to remove the extra hook phase (and cut power to the switch if timed right). This particular generator regresses at 1.5x normal.

Read a more in-depth description here: https://forum.deadbydaylight.com/en/discussion/129720/survivor-hex-enshrine#latest

  • (Killer perk) Balance of Power - Open an exit gate by your own hand to cause 2 completed generators to revert to 80%/65%/50% complete. The exit remains closed. Once 5 generators are powered again, both exits and the hatch will open and EGC will commence.

There’s not another thread in this one because I just now made it up! But heck, this one sounds fun!

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