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Perks change let's talk togheter

Hi people of the fog ,i'm one of you , i like dbd and i want to contribuite to community with my ideas ,today i want to concentrate to perk that are little used, since early 2018 when I downloaded the game I played both killer and survivor sides, playing with friends and comparing with them we thought how to modify(buff or rework) some little used perks to make them more attractive.

Being more qualified as survivor today I will only tell you about the perks related to them

I recognize that many killer perks would need buffs but I leave that argument to those who are certainly more competent than me

I do not leave the explanation of the changes otherwise the posty would be too long, if you have any doubtful,questions or suggestive feelings free to ask


Any Means Necessary:You stand up for yourself, using whatever's on hand to gain an advantage.

Press and hold the Active Ability button for 4 seconds while standing beside a dropped pallet to reset it to its upright position.

Any Means Necessary increase pallet stun time by 10/15/20%

Any Means Necessary has a cool-down of 120 seconds.



Boil Over:You are a battler and do everything to escape a foe's grasp.

Your Struggle Effects on the Killer are increased by 75 %.

You can control the direction of struggle effect

You obscure the Killer's ability to the Auras  of Hooks  that are within a range of 10/12/14 metres.



Buckle Up:Unlocks potential in one's Aura-reading ability.The recovery progress of dying Survivors can be

determined by the intensity of their Auras  at a distance of up to 48 metres.

While you heal a Survivor from the Dying State  to Injured  State your healing speed is increased by 100%, both

the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds.



Camaraderie:Life has taught you the importance of friendship which has given you strength.

While you are on the Hook  in the Struggle PhaseCamaraderie activates.

If another Survivor complete a generator while Camaraderie is activated, the Struggle Phase timer is paused for 12/14/16 seconds.



Distortion :You start the Trial with 3 tokens

When your Aura  would be shown to the Killer, the Perk activates and a Token is consumed.

For the next 6/8/10 seconds while the Perk is activated, your Aura and Scratch Marks will not be shown to the Killer.

After you performed a safe unhook action you gain a token.

Distortion does not activate when you are in the Dying State  or affected by Traps



Mettle of Man :Evil has a way of always finding you.

After you earn 4 Protection Hit and/or safe unhook Score Events, Mettle of Man activates.

After gain a token you can't gain any more token for the next 30 seconds.

Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored but you are affected by the Broken Status Effect for the rest of the trial.

your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.

Mettle of Man will deactivate the next time you are put into the Dying State.

Increases your chances of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.


No MIther: You are affected by the Broken Status Effect and the Exhausted Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.

  • You do not leave Pools of Blood 
  • .Grunts of Pain caused by injuries are reduced by 50/75/100 % at any time.
  • Grants the ability to fully recover from the  dying state
  • Scratch Marks stay visible 1/2/3 seconds less
  • You to crawl and recover at the same time.


Open-Handed:Strengthens the potential of you and your team's Anti-aura-reading abilities.

You and your teammate aura can't be read while in a 4/6/8 metres from the killer.



Premonition: You have the undeniable capability to sense danger.

Get an auditory warning when your aura would be see by the killer or when a generator you are working on trigger a killer's perk.

Premonition has a cool-down of 60/45/30 seconds each time it activates.



Second Wind:You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.

When you have performed a safe unhook Second Wind activates.

While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken  Status Effect.

After a total duration of 34/32/30 seconds, Second Wind automatically heals you from Injured  to the Healthy State .

Second Wind deactivates once you are completely healed or if you are put into the Dying State  before Second Wind successfully triggers.

You will lose the Broken Status Effect once Second Wind deactivates.

Second Wind does not activate if you are already afflicted by the Broken Status Effect.



Slippery Meat:When you from dying state recover into injuried state or you escape the Killer's grasp you sprint at 150 % of your normal running speed for 3 seconds

slippery meat causes the exhausted  Status Effect for 60/50/40 seconds.



Small Game :You have the undeniable capability to sense danger.

Aura of totems within a range of 8/10/12 metres are shown to you.

Once you cleanse a totem you see the killer aura for 4/5/6 seconds



This is not happening:You perform at your best when you are under extreme stress.

Great Skill Check  success zones when repairing, healing and sabotaging get 35/40/45 % bigger when you

are in the killer terror radius or injuried.



Technician :You are apt at handling machinery with the greatest care and precision.

Great skill check  success zones grants an additionaly 2% progress bonus.

Skill check trigger odds are increased by 8/10/12 %



Vigil : You look over your friends even in dire situations.

You and your Allies within a range of 8 metres recover from Exhaustion , Haemorrhage , Mangled , Hindered  and Blindness  Status Effects 25/30/35 % faster.

Once out of range, this effect persists for 15 seconds.



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 Exit Gates 20/25/30 % faster.


english is not my first language so sorry if theare any grammar error

Comments

  • Milo
    Milo Member Posts: 7,383

    Any Means Necessary - Do you mean ANY pallet you throw down? Am i the only one that think on this perk it would be too good?

    Boil Over - How exactly would you control it?

    Camarederie - tbh i feel like this would be way weaker than its current version. It should have/either have a) work with bigger range b) work with killer instead of a survivor (after some delay obviously so it doesnt activate as soon as killer hooks you)

    No Mither - "Grunts of Pain caused by injuries are reduced by 50/75/100 % at any time." This shouldn't be at any times if it gets buffed to 100%. It should be 100% in injured and 50% in dying state.

    Open Handed - I dislike this because, if played as SWF or cordinated solos (somehow), would remove almost most of the aura reading perks.

    Slippery Meat - I think that most of the times it would cause you harm (if used with diffrent exhaustion perks) or do nothing at all. (unless it ignores exhaustion?)

    Small Game - Don't think that's the buff it needs.

    And Vigil - would still be kinda useless.... Mostly because most effects are pernament till x condition was met. It would help a bit buuuut yeah.

    (if i didn't mention a perk that means i'm neutral or happy with your idea!)

  • mithrios
    mithrios Member Posts: 120
    edited March 2020

    Any Means Necessary : yes every pallet,many time is a perk that you never use in a match because every pallet is been destroyed,so i add another primary effect that is not reallly impactful if you think many killer just avoid the stun or if they take it they have enduring.

    the stun time would be 2.4(normaly without enduring is 2),and 1.2 with enduring (normaly with enduring is 1).

    edit: i make the wrong math ! maybe a 0/5/10% would be better , 2.2 without enduring and 1.1 with enduring

    Boil Over: i play on console, maybe with the analog stick, i don't know with keyboard

    Cameraderie: when a killer camp, the strongest thing that your team can do (to punish the killer) is genrush and not stay near to you wasting time, i reduced the time because if not it coud be abused by just rush and unhook at last moment

    No Mither : i was meaning this, i wrote wrong , you right

    Open Handed : 8m is very short, maybe 6m, the strongest combination i can think is with OoO, for killers perks like nurse calling,B&chili ecc.. they all work in long distance, so i don't know how it coud affect killers perks( i don't mind anyone)

    Slippery Meat : i think if it ignore exhaustion it will be too strong ,the purpose of the perk is to escape fast you can from the killer so you can recharge other exhaustion perk like balance/sprint ecc...

    Small Game: true anti totems perk ( i think one perk of this type lack in the game)

    Vigil: still cumulate with teammate so i coudn't make too strong

  • NullEXE
    NullEXE Member Posts: 1,632

    I'm just going to be the first to say. Survivors need a lot of nerfs right now, not buffs to their weaker / less used perks.

  • mithrios
    mithrios Member Posts: 120

    ofcourse survivor need a nerf, the purpose of this topic is to revaluete some perk little used in the game

  • mithrios
    mithrios Member Posts: 120

    Any Means Necessary: yes,every pallet. many time you can't raise up any pallet because they have been all destroyed so i add another primary effect, if you think many killer just avoid the stun or take it because they have enduring is not a great deal

    edit: math wrong !i wrote 20% but in my head i think to 10% so without enduring 2,2 seconds from 2 and with enduring 1.1 seconds form 1

    Boil Over: i play on console, so maybe with analog stick, i don't know on keyboard

    Camarederie: when a killer camp the strongest thing your team can do is rush gen and no wasting time near to you. i reduced the time because if not it coud be abused by rush and just save you at the last moment 

    No Mither: yes, you right

    Open Handed: 8 m is a very short range, maybe 6m ... the strongest combination i can think is with OoO, killer perks like nurse calling , B&chili ecc.... they all work in long distance,

    Slippery Meat : nono it has exhaustion if not it would be too strong imho , the purpose of the perk is to escape fast that you can from the killer and after that recharge other exhaustion perks like dead hard/balance

    Small Game: true anti-totems-perk, i think it's a perk that lacks in the game

    Vigil: it still can be cumulate with your team so i coudn't make it too strong

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    I quite like:

    Distortion:

    Your aura when read appears as a(n) 8/12/16 sphere centered within 6/10/14 meters of your character. Your character model does not appear in auras.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    is it? Code-wise, it's probably easier to implement* than some other perks, and it makes more sense imo than a token-based system.

    * add a sphere, tell the game to show that instead of the character model, and tell the sphere to appear randomly within X meters of the survivor. It could even be 2D but rotate to face the killer like the bubbles in-game.