http://dbd.game/killswitch
Bad perks and how would you change them?
What bad perks would you like to see buffed and how?
I personally think M.Shrine would be cool if it gave a permanent debuff to anyone hooked in basement for the rest of the game
And Unrelenting should be 50% instead of 30% and i also think it could have a very small STBFL effect like 7% or something
Comments
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Unrelenting used to do that, it was nerfed because of some crazy attack speed killers got.
I'd like to see *insert basically any perk here* get perhaps a 10-25% increase in numbers. As a whole, perks are pretty bad due to their numbers just not being worth it.
Action speed increase perks probably not though, barring fire-up, that needs 1-2% extra per stack.
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Just some quick ideas:
No Mither: Added 5/10/15 Seconds to each hook stage.
Diversion: Faster charge rate.
Distortion: A way to get back tokens, still limited to a maximum of 3 tokens.
Solidarity: Works now with a medkit.
Poised: Added aura hiding after completing a gen.
Buckle Up: Added speedbonus for healing survivors who are in the dying state. (Shouldnt' be to much, though)
Lucky Break: Now only lasts for 10/20/30 seconds, but you can recharge the perk by staying healthy.
Beast of Prey: Gain bloodlust faster.
Cruel Limits: Longer duration.
Mindbreaker: Removed the 50% generator requirement or longer exhaustion.
Zanshin Tactics: Shortened cooldown.
I know there are more bad perks, but I don't have an idea for them :/
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I think No Mother could use some pretty big buffs more so than hook timer
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But what would you add to it? At the moment it's a high risk, low reward perk. It needs to be a high risk, high reward perk.
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Increased hook time. Way faster pick up speed if your slugged. Probably a blood point multiplier too
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Monstrous Shrine - Shows the Aura of any Survivor that enters the basement, slows down the Unhook action in the basement by 10/20/30%.
Territorial Imperative - Remove the Aura reading for the basement and instead show Survivors opening chests across the map if they are within 64/48/32 meters away from you.
Just two perks off of the top of my head. It's lilke 5 AM right now and I cant think.
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As long as the range is short and there is a super clear indicator that you hit a different target I think that would be pretty cool
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No cd at all for Windows of Opportunity or Zanshin Tactics. No cd for Surge either, or change it to the x nearest generators.
Pharmacy gives either green medkit with charge add-ons or purple medkit (with or without add-ons).
Autodidact should increase healing skillcheck chances when tokens are below 5.
Second Wind should could any health state healed, as long as its altruistic (not your own). So, medkits, co-op, etc.
Sounds like a solid BT rework. :thumbs up:
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I agree with everything. I think pharmacy should give a purple med kit with add ons.
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Survivor Perks:
This is Not Happening - When healthy, receive a 3/6/9% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.
Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger
Slippery Meat - Instead of increasing escape attempts, escape attempts take 50/75/100% less of the hook bar.
Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%
Babysitter - Unhooked survivor also sees the killer's aura
Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds
No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened
Solidarity - Med-kits count.
Camaraderie - Works even when not in the struggle phase.
Open Handed - If someone sees your aura, you can also see theirs
Small Game - Add a Totem counter
Autodidact - 25% more likely to receive skill check while healing survivors
Off the Record - Killer does not receive a sound notification when you are saved from the hook.
Buckle Up - Heal survivors from the dying state 20/25/30% faster
Poised - 8/10/12 seconds
Boil Over - Increase hook aura range to 16/18/20 meters
Red Herring - Works on lockers instead of Generators.
Diversion - Only takes 30 seconds to activate.
Fixated - No healthy requirement
Distortion - Cleansing a totem will give you one token
Flip-Flop - See the aura of hooks within 20 meters of where you are.
Killer Perks:
Monstrous Shrine - Makes 3/4/5 dull totems appear as hex totems.
Mindbreaker - Works on all gens, not just those with less than 50% completion
Overwhelming Presence - Survivors in your terror radius also suffer a repair efficiency of 10/15/20%
Furtive Chase - Decreases terror radius outside of a chase as well
Territorial Imperative - Also applies to the Killer Shack.
Unrelenting - Cooldown of missed basic attacks by 40/45/50%
Predator - You're able to tell which direction the scratchmarks were going in
Hangman's Trick - 6/8/10 meters
Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius
Coulrophobia - Also applies to totem cleansing speed
Beast of Prey - Bloodlust activates faster
Cruel Limits - Map Wide
Unnerving Presence - Also removes Great Skill Check area entirely
Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.
Third Seal - Also applies oblivious status effect
Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.
Dying Light - Obsession's healing speed is reduced to 20% instead of 33%
Huntress Lullaby - Start with 1 token.
Overcharge - Any time a survivor starts to work on a generator, they are met with a tremendously difficult skill check.
Surge - 40 meters instead of 32
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Its really unfortunate when you face a oni though i had to do the escape as no mither challenge for rift and i got multiple onis which there was nothing i could do but basically be there as a infinite source of blood.
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Thanks for giving me something to do for the next couple minutes!
This is a funny twist on the perk name and a nice Resilience counterpart. Tone down boost to 4/5/6 to prevent genrushing.
Good
Infinite escape attempts is a bit too much, I'd rather it stay the same and have +4% kobe chance, changing overall chance from 21.7% with the perk up to 39.4% chance with the perk.
This change makes no sense flavor wise, my idea would be it stays the same but with infinite duration and aura reading on survivors within 32m of those gens and aura intensity based on the gen's progress.
Would be nice to also grant a Haste effect but your idea works
Makes sense
Idk why this isn't already the case
Good
Good
Good
Totem counter should be base, small game should increase cleansing speed and bloodpoints
Good
Good
Good
Obscuring your aura would also be nice
Good
I just want it to pause the gen's regression
Good
Good
Good
Maybe make this only work while downed? Otherwise it's now a sabo perk which feels wrong
The perk no longer affects basement or hooks. This is not Monstrous Shrine
Should also be a noticeable amount of exhaustion, not just enough to 99 Sprint Burst
Repair inefficiency? If you mean co-op speed 20% is overkill and 5-10% is more reasonable
This change makes no sense because it's called Furtive Chase, not Furtive Patrol
This works
Sure, w/o doing the math it looks fine
Great
Sure
Sure
Totem cleansing debuff should be reduced otherwise this with TotH sounds pretty oppressive
Good
Great
Great
Still a worse Thrilling Tremors imo, it needs character
Good
Flavorful
Sure, but it would also be nice if the debuff still applied while the obsession is dead
Sure-ish
Bleh it should just pause progress for 5 seconds whether or not the skill check is failed imo
Sure, but the cooldown is still a bit unreasonable imo
Again, thanks for keeping me busy <3
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Cruel Limits should hit all vaults for 30 seconds mapwide, no cooldown. Force them to pace gens better
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Open-Handed - Share the auras that you see to Survivors within 8 metres from you. This effect persists on other Survivors for 15 seconds after leaving Open-Handed's range.
Technician - Explosion prevention goes up to 100%. Grunts of Pain caused by injuries are reduced by 50% while repairing.
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That's a god damn shame
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I like a lot of the changes. I think some perks are still going to be too situational or weak unless they get reowrked like unrelenting
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Windows of Opportunity- allow you to see trap pallets or completely remove the cooldown time.
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I think that and Zanshin tactics shouldn't have a cooldown.
0