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Let's Play A Game: Rework an Underused Perk
Comments
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Mettle of men:
One time in a match you can take a hit (chainsaw too) within 15 meters to a hooked survivor.
So you have a chance to go for unhooking a survivor who get camped!
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Aye, as cool as it would be tied to TR, you're not wrong. Better to have it viable for all killers rather than a must-use for some.
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I like it, they both don't seem good enough to be hex perks atm. Giving them a second chance like this might actually let you get use out of them.
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Slippery Meat: Reduces the time the killer can carry you by 3%/5%/8%
Monstrous Shrine: Hooks in the basement keep the same as before, but hooks elsewhere work with the same effect, minus 1%.
Hex:Thrill Of The Hunt: All totems alert the killer when work is started on them.
Up The Ante: Ace's luck rubs off on others. When Ace heals a survivor 1 health state (no matter how healed they were), he gains 1 token. On the third token, that survivor healed gains a random effect for a period of time: Haste 3%; 20% chance of jumping off hook; 2% speed to generator; blocks killer from seeing aura one time when a perk would otherwise activate it; sees the position of a random objective (gen/totem/gate/chest); one time use of invincibility when hit whilst vaulting.
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Hex: Huntress Lullaby:
A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.
All Survivors begin the trial with 3° smaller FOV.
For each Hook Action, Huntress Lullaby grows in power and gains a token.
For each token Huntress Lullaby has, the Survivors suffer from an additional 3°/3.5°/4° smaller FOV, up to a maximum of 15° smaller FOV.
"That song, it drives me crazy!"
I think having a Killer perk that hinders Survivor FOV would be interesting, and could be amazing on Killers like Ghostface and Myers where you can see them, but they can't see you.
Premonition:
You have the undeniable capability to sense danger.
When the Killer enters a 32/28/24 metre range of you, Premonition activates for 30 seconds.
While Premonition is active, all pallets, windows and lockers within a 16 metre range are revealed to you via a yellow aura.
Lockers that other Survivors are currently hiding in are revealed to you via a white aura.
After Premonition's duration runs out, Premonition goes on cooldown for 30 seconds.
"I have a bad feeling about this!"
I guess this is arguably just Windows Of Opportunity but slightly different, but the addition of lockers also could make it useful on Quick And Quiet and Head On.
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Autodidact
Gain a 50/75/100% bonus to all Bloodpoint gains, up to a maximum of 100%.
Become unable to view the HUD.
The bonus Bloodpoints are only awarded post-trial.
So you can't see Status Effects, your Perks, which Perks affect you, Survivor status, etc.
Skill Checks are an exception, but interaction progress bars are not.
Auras are also still visible, i don't want this Perk to disable tons of other Perks.
Why?
Autodidact - A self-taught person.
This Perk would test your skills at knowledge of the game.
I specifically made it say "a maximum of 100%", just like We're Gonna Live Forever, so that you can't stack them.
I'm not gonna allow that in my idea until the devs come out with another bonus BP Perk of their own and allow it to stack with WGLF.
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It's like No Mither if No Mither rewarded you for using it. 😄
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Buckle Up: In addition to its existing effects, downed survivors within a 8m radius of you will be able to pick themselves up off the ground. This deactivates if you are downed.
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There has to be a cool-down, if not then stealth reliant killers would take to the bench, and you could essentially be undetectable for the whole game if you play it right.
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I see what ya did there UwU
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Too reliant on totems, which can easily be destroyed
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Hex: Devour Hope doesn't appear til 3 stacks so it's ok
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Maybe just endurance instead of gen speed
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The requirement should be a different task from performing. As every safe unhook, you gain a token for the next unhook. And that will keep running in circle. Make stack pointless.
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Yeah, quite possibly! In fairness the Ace perk luck booster things I just spewed out on the spot, but I like that roulette approach to helping others with a random mini-boost.
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I honestly think they should add more Luck mechanics in the game for both survivor and killer, cause I like the Concept of Up The Ante but it's just too situational and has too little impact.
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Coulrophobia; in addition to its current benefit, your Terror Radius lingers for an extra 15 seconds after leaving an area. This applies the perk's effect more widely, synergizes with other Terror Radius perks like Infectious & Dark Devo, and provides a fun way to confuse survivors.
Thanatophobia: Injured survivors recieve an additional 25 percent penalty to healing other survivors. The goal here is to buff Thana without buffing Plague and encourage a playstyle of broad injury. If you're correctly utilizing a Thana playstyle of injuring everyone, healing becomes nightmarishly slow, but if there's a healthy person left to heal who you injured, the additional penalty can be ignored completely.
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Ok but that runs into the opposite problem of NERFING Plague.
Thanataphobia is a gen stall perk primarily, not an anti-heal perk.
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Up The Anti - You receive 20% more skill checks. While inside the Killers terror radius gain 50%/75%/100% more progress from great skill checks (as in at tier 3 the progress gained is doubled).
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My intention was that the healing penalty is additional to the current slowdown. Otherwise, my change would just make Thana an inferior Sloppy. Plague gets no use of the healing penalty, but can still benefit from the extra 12 seconds added to gens.
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ah. I retract what I said then.
25% might be a bit much through if it's stacking with the 12% already on the perk.
Maybe cut that down to 10% or something?
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Red Herring: When repairing a generator for a least 3 seconds Red herring activates and highlights the generator to all survivors with a blue aura for as long as it is active. For the next (x) seconds the generator will visually and audibly appear to be near completion to the killer. If the killer regresses the gen while Red Herring is active or the timer runs out, the effect immediately ends.
Predator: In addition to it's current effects, while following scratch marks and not in chase gain (x%) in movement speed.
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Beast of Prey: In addition to its current effects, during a chase, you no longer lose bloodlust after breaking a pallet or injuring a survivor. Maximum bloodlust tier increase to tier 4, which gives +0.8 m/s.
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Furtive Chase:
When you hook your obsession, you gain a token up to a maximum of 3 tokens.
When your obsession is unhooked, the rescuer becomes your obsession.
While in a chase, depending on your token amount, you terror radius is adjusted:
- 1 token: 50% reduced terror radius.
- 2 tokens: 75% reduced terror radius.
- 3 tokens: 100% reduced terror radius. Grants Undetectable status effect.
When you leave a chase, this effect remains for 4/5/6 seconds.
When your obsession is sacrificed, 2 tokens are lost.
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An interesting idea, but bear in mind this perk is rare, not ultra rare. I think it's alright as is. I just wish it wasn't limited by meters, rather by nearest gen or something.
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It's not camping if they don't let you leave.
Buckle Up: Give it the Kindred effect in the sense that, when you're downed, other Survivors see your aura/Recovery progress the same as you do when they're down.
Cruel Limits: Rather than block the vaults within range of the generator, block the vaults within range of the Killer themselves.
Territorial Imperative: When this perk activates, gain a speed boost when moving in the direction of the basement.
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These are all pretty good ideas. Although, the Cruel Limits idea is a bit problematic. If a survivor was in a chase with the Killer and a generator gets finished, they'd essentially be screwed just because their teammates did the objective.
I think a better idea for Cruel Limits would be to still block vault locations around the completed generator, but make that effect permanent until another generator gets completed, after which the vaults around that generator get blocked. My idea is that the area around the completed generator effectively becomes a dead zone and becomes much more dangerous if the Killer chases them in that direction. Also increase the range to 32m.
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I agree completely! As far as I know, luck only affects the already low chance hook escape. It would be great to see luck also affect things such as the rarity of what is found in chests, or where totems could be found.
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No, its only when someone's hooked. But I don't think that the blood echo change is good, as it completely counters dead hard.
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Ngl that sounds pretty Op lol
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Camaraderie:
Life has taught you the importance of friendship which has given you strength.
When you unhook someone, and then they unhook you, both of you gain a 6%/8%/10% Haste effect for 60 seconds.
"So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington
Fire Up:
The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
When survivors complete a healing action, Fire Up grows in power via tokens, up to a maximum of 8.
For each token that Fire Up has, injured and healthy Survivors have 10% louder breathing and your footsteps and breathing are 5% quieter.
"Now why don't you just die?" — Freddy Krueger
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No one escapes death: When all the gens are completed, the killer becomes god and is allowed to fly around the map at super fast speeds, all survivors are force to praise their new god or die instantly by the swing of their mighty weapon
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How so? It's literally just during a chase. Currently, Beast Of Prey grants undetectable with bloodlust. Zero terror radius in a chase with BL. This does similar, but makes you earn it and grants a slightly better reward.
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I have a few ideas for No Mither. Take your pick:
1) All of the same effects as the current NM, but only until the first time you get hooked. When you get unhooked for the first time you'll be instantly restored to the healthy state and the perk will deactivate.
2) All of the same effects as the current NM, but also gain 50% bonus in-game bloodpoints in all categories.
3) All of the same effects as the current NM, but also see the killer's aura when they're within 4/6/8 meters.
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