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Fixing Worthless Perks day 5
Every day I will propose changes to 1 survivor perk and 1 killer perk to make them not unusable garbage like most perks are.
Survivor Perk: Up the Ante - You're a big time gambler, ready to risk it all. Grants a passive 3% luck increase to each survivor. Gives you the ability "Cash In". Gain a token when you perform the following actions: performing a hook save, taking a protection hit, healing a survivor's health state, escaping a chase, cleansing a totem, and gain a token whenever your team completes a generator. You may use the ability "Cash In" to expend all tokens to buff yourself with the following abilities for 30 seconds: increase the size of great skill check zones by 20% per token spent, increase the speed of chest searching by 20% per token spent, increase the speed of totem cleansing by 20% per token spent, increase the speed of healing an ally by 10% per token spent, increase the speed of exhaustion recovery by 10% per token spent, and increase the luck of all survivors by 10% per token spent.
Killer Perk: Insidious - They'll never see you coming... After 3 seconds of being in a chase your terror radius begins to decrease by 4 meters per second down to 0 meters. Your terror radius resets upon hitting a survivor or kicking a pallet.
Justifications: Ace is supposed to be a lucky guy gambler and I always liked the idea of him betting his life on actions and racking up chips to cash in. On top of that, the lore says Ace is the kind of guy who will live no matter what based on his luck, so let's incorporate that into a perk. Luck is relatively useless, it only affects escaping off a hook and escaping trapper traps. So Up the Ante only affecting luck means unless they added more stuff that luck affects means it's inherently weak, especially since Deliverance exists. Thus he gains buffs on his abilities other than gen rushing.
Insidious has always been a bit of a problem perk. With its current existence it mostly promotes camping, but can also be used for jump scare type builds. With this change it would be more useful to Killers in general and promote a more active style of play, while also still allowing for jump scares to inattentive survivors.
I have proposed 10 perk changes so far. BHVR has made 0 perk changes since I started.
Comments
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I really like Up the Ante, it might be a bit too strong with how many options it gives you but redice the timer to 20 seconds and it would make for a very fun perk.
Insidious might be a bit too weak if it doesn't hide your red light but a bit too strong if it does, although I'm not sure how I would balance it. Great job though!
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Insideous would be nice if you reworked it into this:
After standing still for 4/3/2 seconds become undetectable for 32m distance. Has a resonable cooldown after use ( maybe 20 seconds)
You could pair it up with whispers to sneak up on survivors but it wouldnt be op
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how is reworked insidious then different from a worse beast of prey?
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There's already two perks that give stealth in chase. Beast of Prey and Furtive Chase which also need buffs. Insidious doesn't need to join them, because I'm pretty sure stealth in chase isn't very useful. Now what you could do with Insidious is have the undetectable last for a few seconds after the Killer starts moving again. That'd be an interesting buff.
I sort of like the direction you have gone with up the Ante but to keep with the gambling theme... you should only be able to get tokens when within 16ish meters of the killer... but you also lose tokens when you get hit, downed, or hooked.
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Well the only things that reset your terror radius are injuring a survivor or breaking a pallet. You keep your lower terror radius until those actions. Meaning if you chase for a bit, you can end it and find someone else while you have little to no terror radius.
The reason I didn't want to make it a stand still for lingering undetectable status is it kinda invalidates stealth killers if you give it too much duration and is otherwise useless if it lasts too short or takes too long to gain.
As for losing tokens on stuff with Ace, I don't like it because it's a build up Perk that does nothing until you've gained tokens to cash in, losing the cash in would make it infinitely weaker. Although maybe forcing some actions to be in the terror radius would be fine, make it feel like more of a gamble.
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You keep your lowered terror radius when you break off a chase unlike Beast of Prey. I agree it's useless in a chase, hence why you keep the lowered TR until you injure a survivor or break a pallet.
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Ok... in that case... that is like... beyond broken. Imagine a Bubba with your Insidious and Play With Your Food. He can find the obsession, chase them for a while and get 0 terror radius and a couple stacks of PWYF. Then he goes off and cruises up to someone else and saws them down and they basically have no chance. Hard pass on that version of Insidious. Also... that version of Insidious steps on the toes of stealth killers even harder than just having it last a few seconds afterwards. You're basically giving out a version of Ghost Face's shroud (minus the stalking) that you charge up by chasing people.
As for the losing tokens... that's literally the point. I'm invisioning Tokens that are risky to get, hard to keep, but make a big difference when used at the right time. Its exactly the sort of perk that a gambler like Ace should have. Press your luck, and if it pays off you reap great rewards. Your version on the other hand... has a few spots where it is straight up just feeding tokens for free. "Gain a token when your team finishes a Gen"? Nah. There's nothing at all risky about that. Its also not risky in the slightest if you keep the tokens no matter what.
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That's... the point though. The perk buffs are supposed to be strong and make them competitive with perks that are used all the time right now. Reminder that buffing one perk doesn't nerf another, it still has to compete with Pop, BBQ, Corrupt, Nurse's, Infectious Fright, Whispers, etc. Also making Insidious have this ability isn't suddenly going to remove things like Spine Chill and OoO which are inherent counters. Exhaustion perks, especially Sprint Burst, will still exist and be played basically the same they always have by letting the killer get as close as possible before you zoom off. There's still counter play. Now yes, it does step on the toes of stealth killers, but so does normal insidious. The only way not to is to completely rework it.
The more I think about it, the more I agree with you on Ante Up. I think it would still be fine losing tokens to being hooked. Less so on getting hit or downed, unless he could gain multiple tokens for certain actions such as stunning the Killer. Hell, I'd honestly be fine pushing it really hard to risk vs reward, something like "Gain 2 tokens for a pallet stun, gain 3 tokens for a flashlight save, lose a token when taking a hit, lose half tokens when hooked, etc. The balance would be really tough to handle without it being full blown op or full blown useless though. But at least it would be fun.
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Up the Ante: Awesome idea, never though about that, it would be awesome to see two guys kobeing after you activated cash in, but you should only be able to use it while standing still because of DH, Divertion, For The People...
Insidious: This perk needs to be reworked and you had a great idea to make it a chase/stealth perk.
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Honestly your proposals are good and would make useless perks be fun to use
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