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new killer perks are weak af

emptyCups
emptyCups Member Posts: 1,262

anyone have any tips or builds to make them useful ?

Comments

  • Biggs
    Biggs Member Posts: 286
    edited May 2020

    sadly no all of his 3 perks are underdeveloped, weak, useless and not worth of only 4 slots.. yeah yeah exceptin bunch of toxic comments from survivors to shut up becasue everyone know its true :D once again killers got nothing and survivors have 2 good even maybe meta changing perks..


    1st perk with broken status - in current 5 min and ultra fast speedy games its useless and not worth to use

    2nd perk - with screaming - yeah ok its kinda ok but 32 m is too far and survivor will know you are using it - once again perk is countering by itself becasue this is bhvr thinking of making new killer perks, they will give you somehow cool and usefull perk which can be combined with another perks and they will put on it like 3 negatives, so its pointless to ever use, which is kinda lame and shame.. I know they are scared to created cool and actually usefull killer perks without negatives but its getting frustration again. Nurse calling is much better - same m without zero notification to survivor.

    3rd perk : with oblivious effect : I would love to ask developer who thought this is a good idea and if it was actually playtested.. this is just filler perk to grind more in game and waste more bp

    - same feeling with demo and oni perks :D except nemesis which is kinda ok but without full build its pointless to use -

    so its 15 secs only if Im correct and survivor can see that you used it by genetaro turned yellow ? again perk is countring by itself thanks bhvr. Survivor will just wait pathetic 15 seconds hidden in bush or will not even care so no points ever use it. If it will be for a whole minute and no notficication to survivor ok that will be good and interesting perk to sneak build.

    so yeah pointless perks not worth using. Actually I dont even remember that we got some useful perk that changed meta..

    oh and ofc no slowing game or anything, but survivors got pgtw counter perk so games will be even faster :D no comment to this

  • MadArtillery
    MadArtillery Member Posts: 826
    edited May 2020

    The broken one is even worse for just being an unreliable niche version of sloppy butcher, a perk that litterally fills it's "niche" already if you can even call it that, already. Honestly penance would only be okay even if it applied to every basic attack, probably still outdone by sloppy. Main reason, broken just means go work on gens while sloppy actively slows survivors and isn't wasted if you hook them. This whole protection hit condition makes the perk litterally pointless. Considering they are essentially the same perk I can only imagine this is what sloppy would look like if it was released today. Conditional to the point of uselessness.

  • blue4zion
    blue4zion Member Posts: 2,773

    Really disappointed with 2 of them, I think Deathbound is alright as is, would be good paired with Nurses calling to make sure they're not nearby.


    Forced Penance- This one is honestly a joke to experienced players, as it's very common for survivors to not heal anyways. It is a situational perk, however survivors are going for protection hits quite often now. If I get hit by this, I'll gladly wait it out before healing; maybe not even then. At least increase the duration of it, like by a LOT to actually mean something or add more effects like Exhaustion.

    Trail of Torment- Really going to need to test this out more, but for now this perk seems seriously useless. Not only does it tell the survivors you used it right away, the duration is so short you barely get a chance to move from that spot to actually catch survivors off guard. It miiight work okay in maps with limited view, but even then 15 seconds will be over quick. There's very few times a survivor will see a gen yellow, like Better Together. Maybe if a survivor thinks it's Better Together it'll work, but if they have half a brain cell i doubt they'd fall for it again. Not even gonna comment on the completely ludicrous cool-down.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    Yeah... pretty bad.

  • NursesBootie
    NursesBootie Member Posts: 2,159

    "Deathbound" is a good ace up the sleeve when the survivors try to reset somewhere. I think it will replace "I'm all ears" in my nurse build. The other perks are useless. The broken status perk is a joke and the undetectable one got a cooldown of 80 seconds AND a notification for the survivor...come on.

  • SpiritLover1133
    SpiritLover1133 Member Posts: 214
    edited May 2020

    Its hard to decide which has the worst perks Demogorgon,Pyramid head or deathslinger ?

  • Firesharkboy24
    Firesharkboy24 Member Posts: 6

    PyrimadHead perk rework ideas


    Trail of torment: You guide your victims along a path of pain and punishment.


    After kicking a generator, you become undetectable for (15 seconds lvl1) (20 seconds lvl2) (25 seconds lvl3) Additionally the generator is blocked by he entity and any healthy survivor attempting to interact with this generator their aura will be revealed to you for (3 seconds) (4 seconds) (5 seconds), When an injured survivor interacts with the generator they scream and are affected by a random debuff (Hindered 20 sec - Broken 60 sec -Mangled 60 sec) the survivor can only be affected by one debuff at a time per use of this perk. If a tormented survivor interact with this generator they wil be sent to a cage of atonement. The aura of this generator will be higlighted to survivors in yellow until the undetectable status is removed from the killer.This perk has a cooldown of (100 sec) (90 sec) (85 sec)


    Forced Penance

    Those who stand in the way of duty will suffer harsh judgment.


    Any survivor taking a protection hit will be inflicted by the torment effect ,( pyrimad head only) the Deep wound status effect for (150 sec base level one) (100 sec base level 2) (80 sec base level 3) every time a survivor receives damage from a protection hit the survivor in question receives a token the maximum amount of tokens is based on protection hits dealt . An individual token removes (10 seconds level one) (20 seconds level two ) ( seconds to 25 seconds level 3) at level 1 a survivor will have a maximum of 6 tokens, at level 2 a survivor can have a maximum of 4 tokens at level 3 a survivor can have a maximum of 2 tokens. 

     survivors will suffer from. The broken status for 20 secs if the deep wound timer ends, or they are put in the dying state while in the dying state the broken timer is paused. While on hook the broken timer is paused.


     Deathbound 

    Those whose lives are intertwined in darkness are destined to suffer together

    When a survivor is not fully healed to the healthy state inside of the killers terror radius the survivor healing their teammate will switch health states with the survivor being healed and healed (This affect applies up to two survivors.) 


    Any survivors that are healing while outside the killers terror radius will recieve the oblivious status effect for the duration of the healing process and survivors will continue to be affected for 5 seconds after a healing action.


    Please let me know your opinions thank you.

  • emptyCups
    emptyCups Member Posts: 1,262
    edited May 2020

    Perk 1

    Protect hit activation is unrealistic and infrequent. On this rare occasion a perk will punish this by 30 seconds of not healing...

    Tell me honestly when will a killer abandon this person ? Won't they just chase them down for 30 seconds ?

    Won't the survivor choose not to heal and just do a gen if left alone so the affect is useless ?


    I get that its an anti bodyblock perk but its not going to work with any other perks and I can't think of a killer that this helps.


    The problem with these perks is that it isn't effective and doesn't work on other killers much less PH

    Perk 2

    Tell me honestly. Whats the point of a stealth perk when on use it reveals you ? Only lasts 15 seconds and takes minutes to come back. Not to mention to activate it you have to have a gen to kick... who's to say you will find one partly done after your cooldown ? Think about how empty and weak the affect is and how often you would need conditions to line up perfectly to even use it more then 2 or 3 times in a match.

    Perk 3

    A scream reveal outside of 32m means they have 12 seconds full speed to be gone before a killer gets there.

    Paired with nurses calling at best you always know when healing is happening this could be useful but I feel like its got to many drawbacks and counters


    I can't think of a reason to use them when as killer I'm ever so desperate for gen slowdown or pressure relief. This also does nothing against these tank build surviors that can take honest 4 hits in a row before going down. BT medkit sryn-DH-DS -and the new perk that gives endurance after heals #########. On a mend killer maybe 5 hits some matches ? #########

  • MadArtillery
    MadArtillery Member Posts: 826

    The absolute biggest thing against Penance? Sloppy exists already and isn't conditional.

  • BreadTheThief
    BreadTheThief Member Posts: 14

    They ain't great. Situational to outright bad.

    Forced Penance is outright bad. It requires a situational trigger and the effect disappears before you can reliably take advantage of it. It just doesn't really do anything. I saw it trigger a few times over hours of testing last night, with nothing gained by the killer and the Survivor at worst just waiting it out and then healing, and at best continuing to loop the killer then breaking off and healing once they could. Waste of a perk slot, in my opinion. This one needs a rework.

    Trail of Torment is situational and likely just needs a numbers buff in order to be viable. It doesn't last long enough and the cooldown is brutal. But I was surprised by it a few times and it definitely made crossing the map to another gen hair-raising while it was up. Alternatively, maybe remove the yellow glow on the generator. Jump scares are fun and it's also fun to have to maintain situational awareness against traditionally non-stealth killers.

    Deathbound is pretty okay for the Executioner, but not so great for other killers. There's a lot of chatter about the alert function being weak-ish, but none about the Oblivious status effect that hits if the Survivors separate. The Executioner does very well if Survivors bunch up on each other, so it's easy for him to split groups and have this trigger. Oblivious isn't a game debilitating effect, sure, but removing information the Survivors have is useful. I know that I've been chased off a gen too late and took a hit because I didn't see him coming while under this perk's effect. And it lasts a while, too.