If you could add a perk to the game... What would it be?
Remember, it must be a fair and balanced perk.
Comments
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[Hex: Bleachicus Maximus]
All survivors clothing, skin, and hair becomes the brightest of whites while this totem remains.
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Failed Strike or Breakable
Once per match the perks Decisive Strike or Unbreakable will not activate. The survivor perk will be consumed and unable to be activated again.
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A perk that warps your position could be cool. Or just a perk that lets you farm flashlights from chests.
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Idk, from the top of my head...
Jinxed
Evil curses are born as the Survivors continue making their escape.
Every time a Generator is repaired, a random Dull Totem becomes a Hex Totem.
As long as the Hex Totem is up, it will afflict all Survivors with a Status Effect, picked randomly from this list:
- Blindness
- Exhausted
- Hindered
- Oblivious
A Status Effect cannot be chosen a second time.
If all 4 Status Effects are/were in play and the 5th Generator is repaired with a Dull Totem still out there, Jinxed destroys that last Totem and makes all 4 Status Effects permanent.
If no Dull Totems are available when a Generator is repaired, it will be skipped.
Again, idk, spontaneous ideas usually don't take balance into consideration...
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Had this Perk idea for a while, still think it would be cool.
Skittish
You have a tendency to avoid heavy combat. Your slow vault and slow locker entry and exit speeds are increased by 15% with noises reduced by 30/40/50%.
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For Survivors, I've always felt that a perk that temporarily increases the speed of someone you have fully healed/unhooked would be neat.
For Killers, a Hex that makes all totems look like lit totems would be a fun gimmick - making them all appear dull would be a thousand times better, as making them all appear lit might be detrimental, but I'm not sure how fair that would be. I've always wondered how that would play out.
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I say that there should be one that basically grants you invincibility for 5 seconds but are seen by the killer during that period for 2 seconds. Also they can do it on command.
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Scooby Doo Lockers
Operate like doors in a Scooby Doo cartoon. You enter one locker, but when you step out of the locker you step out of a different one. The catch is you step out from one within the killers terror radius. I would love to see survivors that hide in lockers all game have to pay a price for it.
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Paybacks a #########
Any survivor standing near the exit gate for longer than 5 seconds immediately gets taken by the entity.
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For Survivors:
- Rapid Back Flips- backflip to safety upon taking damage. You become immune to all attacks while back flipping. You will cease to back flip when Killer starts a new chase. Works once per match.
- Camp no more- When a Killer camps while there are still 3 or more genterators, the Survivor will fly kick the killer in the face, stunning them for 7 seconds allowing them to safely unhook.
For Killers:
- Maniacal Laughter- You cackle with glee after landing an attack. Your laughter sends a chill down the spines of all nearby survivors, causing them to stop all action and to flee in terror.
- Black Hole- You place a black hole onto a generator after damaging it. The black hole prompts the survivor with an extremely difficult skill check. Failing the skill check causes the survivor to be teleported to the furthest completed generator.
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Not gonna lie, this one's pretty good even if it's from the top of your head. I'd like this perk. Maybe it would be somewhat annoying as Survivor but oh well.
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PLAY DEAD
Allows the survivor to lay down and crawl at 100% movement speed.
trip & run
While in a chase, allows the survivor to trip another survivor slowing them by 50% for 4 seconds. Causes the exhaustion effect for 60 seconds.
Voice Throw
Any time an effect would cause a survivor to shout, their notification appears in a random location on the map. 40 second cooldown.
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Killer Perk
Cry for daylight: Allows the killer get into a fetal position and cries. Every time a pallet hits you, gain one token for sensitivity. It can be allow to be stacked up to 3 times. First one, you have tears in your eyes. The second one is to get blurry vision and sweat around your eyes. And the final token makes you go on the ground and cry.
Don't worry, tomorrow is another day...
-TheEntity03
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Hex:AcidBath
Description - If you are in or part of an SWF group, you instantly perish upon entering the fog.
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A Perk which doubles your BP but gives you the Oblivious and Blindness Effect troughout the game.
It would be a better challenge Perk than No Mither.
Perception Disorder:
- You start the match with the Oblivious and Blindness Status Effects for the duration of the Trial.
- Bloodpoint gains are increased by 50/75/100 % and will be gained after the Trial.
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I'm bad with names, but Here's what it does.
For each totem remaining on the map, gain a token. Each Token slows repairing Generators by 3/4/5%
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Killer Perk - Social Distancing
Description - Only one survivor can work on a gen at a time.
To Balance it gen work by survivors increased by 5-10% ?
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Playing With Fire
After vaulting 5 times during a chase, your movement speed is increased by 5%/6%/7% for 20 seconds.
Cooldown of 20 seconds. Cannot be used while Exhausted.
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"Absolute Reflexes"
Press R to enable the ability,cooldown of 180 secs.
When you activate the ability,your game slows down by 2x letting you react to killer's movement extremely well. The ability lasts for 8 seconds.
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Survivor: Live and die
When within 5 meters from the hooked survivor, live and die activates. When live and die is active, during the unhooking animation, the survivor whispers to the hooked survivor: "Gid gud, noob" and then places the survivor back on the hook, thus killing the survivor instantly.
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FOR SURVIVOR :
- counter mori perk... once use in trial
Perk name : [Survival instinct] = Being Killed is not an option. Stab and throw whatever using item in the ground to not let killer you. There is very difficult skill check when use. Success or Failing skill check disable Survival Instinct. Only can be use once in match.
- counter tunneling perk beside DS and can be use for many times after hooked...
Perk name : [Touch Down] = Put survivor into dying state before healing after being hooked below 60 sec.. all gen add repair progress 3,4,5% from last touch.. if gen have zero progress still increase the repair progress ( so basically u need to down another survivor beside the injured one )
FOR KILLER:
- counter swf :
Perk name : [ Hex : No One Can Fool Trickster ] = Press active ability to use perk Hex : No one Can Fool Trickster. If any of survivor use perk Object of Obsession and Head On in the party of survivor ( and also using voice chat behind DBD program ) , all generator regress 80% from current repair progress and survivor party member exposed for 180 minutes. Disable all of aura reading and active ability of party of survivor. Can be used Once in a match. Hex totem become dull totem after perk being used or destroyed.
- for counter gen rush:
Perk name : [Scale of rage] = When 2 or more survivor working at the same gen for 10 second perk active. Generator is blocked by the entity. Blocked time depend on any totem remain on the ground. Any totem will add 1 second for the closing time. If no totem on the ground the generator still blocked for 1 second. Blocked generator are highlighted with white aura. Scale of rage can be triggered once every 60/50/40 sec.
- for counter key
Perk name : [ Only Soil ] = Once exit gate are powered killer can go to the hatch and press active ability. Killer will use soil to close hatch keyhole and can't be open . Any survivor which try to open the hatch using keys will lose the item. Survivor opening gate faster for 3,4,5% when Only Soil activated.
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For survivors, I'd like a perk that allows to create scratchmarks in a straight line in front of you. It would allow a lot of cool mindgames.
For killers, I'd love one that applis the Oblivious status effect on survivors in some way. It's a cool status effect, but being relatively new it's underused.
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Hex: Bloody Good Day
Injured Survivors will bleed more frequently, leaving a trail of red blood behind them. This effect is active for as long as the Hex totem stands. The effect lingers for 40/50/60 seconds after the totem is destroyed.
(Tracking blood is easier than tracking scratch marks, that's why this perk is better as a Hex perk because it could render stealth moot.)
Take them, not me!
When you are injured, in a chase, and a healthy survivor is within a 32 meter radius from you, press the action button to inflict Exposed on the healthy survivor as well as notify the killer of their presense by showing the survivor's aura for 10 seconds. Grants you the Endurance effect for 5 seconds after activating. May only be used once for the whole match.
(Sacrificing your teammate to possibly get the killer off your tail, if that fails, activates an Endurance effect for only 5 seconds giving you just enough time to escape. Also quite possibly the Ultimate Sandbag perk if whoever runs it wants to be toxic rather than devious.)
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Have a teachable doctor perk idea
Static Shock When a survivor is wiggling on a killer the more they wiggle the more electricity is built up this electricity is converted into 1 static blast that releases upon the saving of the electrified survivor
OR
Static power the more a survivor wiggles while on the back of a killer it would charge up the killers ability
Post edited by Toasty_Buns65 on0 -
Don't Farm Me
Upon seeing a teammate unhooking you in an unfavorable situation, your irritation lets you overcome your weakness and press the active ability button to kick the survivor in the face instead of being unhooked and will prevent them from unhooking you for 5/10/15 seconds. The entity likes the idea of you kicking your fellow survivors for being stupid and will stop fighting against you during the struggle phase briefly to let you kick them in the face. Don't Farm Me also lets you see the nearest survivor's unhooking related perks to better inform your decision to kick them in the face, like BT, Babysitter or We'll Make It. Don't Farm Me can be used an unlimited number of times.
notes: I think the kick should only happen after the unhook bar is filled since sometimes survivors like to tap the unhook button to bait a lunge and then dodge and force the killer to take the cooldown while they run away.
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I think that could be applied to Hex: The Third Seal, maybe then it would finally be a viable perk.
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Noise Conscious
Sounds from walking are reduced by 75%
Sounds from running are reduced by 5/15/25%
Sounds walking or running while in grass are further reduced by 0/25/50%
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Hex: Fog of War
While this hex is active, replace the audio terror radius with a visual fog. The closer to the killer the more dence the fog. The fog obscures survivor vision (either making everything darker or like clown bottles).
The survivor who cleanses this totem becomes oblivious for 10/20/30 seconds.
(Actually this would be a cool killer concept as well i think. A deadly silent ghost or something.)
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Perk ideas...no.
However....
I just want everything in this scene to be implemented in game but with the Saminations "Hookers" and survivors.
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1) extend the terror aura of killer in all map when grab/carry a survivor.
2) perk for "cursed" the survivor item (is activated when killer hit survivor or when killer hit a closed chest). No notification for survivor. For X/Y/Z sec. if Someone use that item... i leave it to your imagination
3) Living Curse. If one of your hex totem was destroyed, u can transform one survivor in a living curse. When you put a survivor in a diying state, u can tattoo him/her (like Voodoo curse) with animation longer X/Y/Z, one of your random hex perk with totem destroyed is reactivated. Until that survivor dies or hangs on the hook, he is cursed. Once per match.
For survivor:
- Perk for farming flashlight from chest.
- perk for recover from the state of exhaustion instantly, but u get "broken" status effect for 120/105/90 sec. Once per match.
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Janes resilience.
You are too thicc for the killers tiny knife to handle and require multiple stabs to take down.
Perk effect: takes 3 hits to down
Jane only perk.
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Killer Perk:
It Begins
At the start of the trial, see the aura of all survivors for 3/4/5 seconds. Movement speed increased by 5% until you perform a basic attack or special attack.
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