Dear Dead By Daylight: Killer Perk Changes: Buffs (Excerpt)
Hey everyone,
You've probably seen this stuff floating around for awhile on the forums, but in case you didn't know, I uploaded a document (and accompanying forum post) titled Dear Dead by Daylight about awhile ago which has been getting incredible feedback from you guys here in the community, but the biggest suggestion was to split all the change ideas into multiple documents to make them easily digestible.
Today, I bring you suggestions for changing underpowered killer perks. There aren't quite as many of these for killers as there are for survivors, but there still are quite a few that could use some addressing.
I've been getting an influx of incredible and passionate comments on the survivor perk buffs and the main document in general from all of you in the community and I just wanted to say thank you for your commitment and your passion. Maybe this little series does have a chance at catching a dev's eye. Thank you for all the help and suggestions so far and I hope to hear more from you all.
If you want to know my reasoning or check out the rest of the changes, I'll leave a link to the main post as well as the previous article. Please leave constructive criticism and/or support, you're feedback is invaluable. Thanks again,
NorMak3
P.S. This list isn't perfect and I may change things on the main document based on new data, but I don't plan on changing anything on these fragment posts, so if something seems off, make sure to check the main document or comments to make sure it isn't already fixed.
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- Hex, The Third Seal: Make them oblivious instead of blind and all totem cleansing speed is reduced by 5%.
- Monstrous Shrine*: Sabotaging hooks and cleansing totems takes 6/8/10% longer, 5/10/15% increased difficulty to escape any hook, while on a hook a survivor cannot see the auras of other survivors, and you get an alert any time someone finishes cleansing a totem whether or not this totem has a hex curse on it.
- Territorial Imperative*: When you damage a generator, any survivor that enters an area of 2 meters from the generator within the next 60 seconds, will have their aura revealed for 3 seconds as long as you are within 40 meters of it. This will only show one survivor even if multiple enter the 2 meter radius during this 3 second period and once it is used it will not occur again until 60/50/40 seconds have passed since the last aura reveal. You must damage a generator for it to activate again.
- Fire Up*: You gain Bloodlust 1 second faster, have 8% faster recovery from missed attacks, and increased action speed of 3/4.5/6% to picking up and dropping survivors, pallet breaking, and generator damaging for each generator completed. You do not get tokens for generators completed during The Power Outage (Will post about this soon).
- Coulrophobia: Make it 50/60/70% penalty to Healing speed while in the terror radius.
- Lightborn: In addition to being more resistant to blinding, you move 5% faster, your aura reading ranges increase by 6 meters, and you have no red stain for 10/15/20 seconds every time you damage a generator. This has a cooldown of 90 seconds.
- Tinkerer: Instead of when it reaches 85%, make it that its aura is white as long as it is at least 85% done and you have no terror radius for 8 seconds when a generator first goes above 85% completion.
- Knock-out: They also gain the exhausted effect for 20 seconds if put in the injured state before being put on a hook.
- Overwhelming Presence: Lower Item consumption rate to 60/70/80% and add in that the first skill check made in the terror radius will be a tremendously difficult skill check. This tremendously difficult skill check activation has a cool-down of 60/50/40 seconds.
- Unnerving Presence: The success zones are 40/55/70% smaller in addition to the increased skill check triggers.
- Hangman’s Trick: In addition to hooks coming back faster, give it a 10% increased difficulty on hook escape attempts and 7% increased penalty to escape fails.
- Hex, Haunted Ground: Make the exposed status last 50/60/70 seconds.
- Hex, Huntress Lullaby: in addition to the hastening and lack of indication of skill check noises, make the regression penalty 4/6/8%
- Beast of Prey: In addition to the loss of the red stain, make it so you get bloodlust 1 second faster and change the bloodpoints gained to 25/50/75%.
- Hex, Thrill of the Hunt: Bloodpoints gained is 15% for every token instead of 10%.
- Dying Light: Increase the penalty to actions speeds to 2/3/4% for each hook.
- Overcharge: In addition to causing the tremendously hard skill check, kicking a generator causes it to regress 50% faster (This does not work with hex: ruin as it requires the generator to be kicked) "
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Comments
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Your ideas are interesting but I think some of your perks have to much going on in one perk, for example, your monstous shrine has 4 effects in one, that's a bit much, I would say use either the 2 hook effects or the 2 totem effect.
And knockout added exhaustion effect wouldn't really work because hooking removed exhaustion and I don't know if the Devs want a perk to override that mechanic
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I don’t think a simple numbers buff will fix Unnerving. I think it needs to also have a 70/60/50% chance to trigger counterclockwise skill checks and remove the great skill check zone. My numbers are backwards on purpose so the Survivor cannot guess the skill check’s direction as they’ll have a 50/50 chance of getting an counterclockwise one at tier 3.
Dying Light really needs to affect the Obsession or not deactivate when they are killed. On any Killer not named Plague or Legion, it gives you a super-powered Obsession that you don’t want to kill. Slug them and that means the Obsession will not be having a lot of fun.
Your Overcharge idea sounds interesting. I have a different idea that basically makes the gen go nuts and is dangerous to stay around:
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 tremendously difficult Skill Check.
Failing the skill check results in an additional 3/4/5% Regression penalty and overloads the Generator, causing it to spark wildly for 3/4/5 seconds and will regress by an additional 5/10/15% throughout this period. It will also lock Survivors who attempt to repair it out of all interactions for 2.5 seconds. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion and overload.
Note: the additional regression is not 5/10/15% per second. That would make it nearly impossible to complete a generator as it’d regress by 75%. It’s 5/10/15% over the 3/4/5 seconds. Meaning that if a gen at 85% is overloaded, it will regress to 65% by the time Overcharge’s effect wears off.
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I think you may be right about Monstrous Shrine, maybe removing the totem alert might help clean it up. As for Knockout, it causes exhaustion before being put on the hook. This is meant to make touch and go revivals more difficult since, if the survivor has sprint burst or anything, it will prevent them from being able using it if they aren't put on the hook first. Thus, it discourages constant saving and distractions from survivors.
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These are some interesting ideas, but I would like to make a few comments on them. Unnerving would make survivors miss more skill checks like that, but I'm not sure that's the actual purpose of unnerving. In my experience, Unnerving is more like Huntress' Lullaby: it's a distraction to help aid stealth and ranged killers. I think making it a bit more dangerous to ignore is all it will take to make it more effective. It also kind of steps on the Doctor's toes.
As for Dying Light, that may be a good idea, but there should still be a reward for not going after the obsession (like its accompaniment perk Save the Best for Last). Perhaps it only reduces the tokens by half when the obsession is killed and you can't get any more.
Your overcharge idea sound really cool, but there's a few too many increasing numbers. I would recommend keeping a steady rate or amount of time and have the other one change with levels. Besides that, the interaction delay seems unnecessary when the generator will be regressing much faster than survivors can work on it unless they all work together. Maybe you should simply make it that the generator cannot be worked on for 2.5 seconds instead of making it survivor focused. Additionally, you may want to just add the instant regression to the slow degradation to clean it up a bit. Something like:
"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 tremendously difficult Skill Check.
Failing the skill check causes the Generator to spark wildly for 2/3/4 seconds and will regress at a rate of 5% per second. During this time, survivors cannot work on the generator. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion and overload."
That's my advice anyway. I format this as advice because, while you're idea is cool, your goal with it is different. As far as I can tell, you're trying to make it even more risk/reward, while my goal is to make overcharge more useful in a general sense. Maybe you could put together your own general list of changes for the game. One of us would reach the dev's eventually, right?
Thanks to you and Sunallanu for the great suggestions. Hope to hear from both of you again!
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