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New Killer Perk System Suggestion: Dead Zone Perks
The introduction of The Halloween chapter brought us Obsession perks. The introduction of Of Flesh and mud introduced us to the Hex system. These both shook up how gameplay functioned, adding more depth and variety to matches. These were also both introduced all the way back in 2016, which means its been 4 years since we've received a new perk system that shakes up gameplay significantly. I think it's about time we see something new in this regard.
My suggestion for a new perk system is what I am currently calling Dead Zone Perks. The basic gist of how these work, is that an effect is applied to a specific area of the map. What this effect is, how large the area is and how they are formed could all vary from perk to perk. Below is a handful of perks I designed to showcase how these kinds of perks could function.
Dead Zone: Shroud
An area with a 24/32/48 meter radius centered on a generator becomes a dead zone. In this dead zone the fog is tremendously thicker than normal. While in this dead zone you gain the undetectable status effect. Once the generator this dead zone is centered on is repaired, this dead zone vanishes and reappears at another unrepaired generator.
Dead Zone: Greed
An area with a 48 meter radius that contains at least one chest or totem becomes a dead zone. Chests within this dead zone cannot be opened and totems within this dead zone cannot be cleansed. Every 40/50/60 seconds, this dead zone vanishes and reappears in another area meeting the same requirements.
Dead Zone: Gate
3/4/5 dead zones with a 20 meter radius spawn in random locations throughout the map. Upon entering one of these dead zones, you see the auras of all survivors that are within the other dead zones. This effect persists for 3 seconds after leaving a dead zone. 2 of these dead zones, chosen randomly, will vanish and reappear in a new location every 15-20 seconds.
Dead Zone: Hemophilia
A 24/32/48 meter radius area containing at least on hook becomes a dead zone. Entity Progress on hooks within this dead zone is sped up by 18%. Additionally, rescue attempts take 30% longer in the dead zone.
Dead Zone: Graveyard
Whenever a survivor is put into the dying state, a deadzone with a 40 meter radius is created, up to a maximum of 2/3/4, at that location. If a survivor is put into the dying state while the maximum number of dead zones is active, the oldest graveyard dead zone is replaced. While in one of these dead zones, survivors suffer from the Exhausted status effect. This effect persists for 5 seconds after leaving the dead zone. Additionally, survivors within the dead zone suffer a 10% debuff to repair, healing and sabotage speed.
Dead Zone: Favored Terrain
Two dead zones with a 30 meter radius are created at random locations. While in one of these dead zones, your movement speed is increased by 3%/4%/5%. Whenever a survivor is hooked, both of these dead zones vanish and reappear in a new location.
What are your thoughts on the idea of the Dead Zone system? If you were to create a Dead Zone perk, how would it function? Let me know down below!
Comments
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I like the concepts and some of the suggested ones. I do think the meter range is a bit too high on most of them given that the maps are shrinking.
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On smaller maps they may be pretty strong yeah, but on larger maps I feel like the opposite may be true. Obsession perks and Hexes both have their drawbacks. Hexes run the risk of being removed from the match entirely, and Obsession perks, it can be up to chance whether or not you run into the right survivor or survivors. I def think the primary drawback of this system is that their strength could be pretty dependent on map size.
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all of these are pretty cool except for the speed up entity progression, that would never go through
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Do you think the entity progression speed up might be too strong or too weak?
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it would promote camping together with the slowdown for the rescues, but all other perks looks fine to me, some of them maybe a bit weak but there always a build you could run any of those in
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That's a fair point, I hadn't really considered the camping potential with that one. My goal for that particular one was to kinda create a perk like monstrous shrine, but could actually be dangerous, unlike monstrous shrine.
It's definitely good to hear that most of these would synergize with other perks pretty well though.
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those perks are very interesting but i dont think devs would put time to make them work, they will rather nerf spirit or smth next by adding some overheat mechanic to her
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I recently published a new Killer called The Drowned, and they come equipped with two Dead Zone perks, so I'll also share those perks here.
Dead Zone: Whirlpool
A Dead Zone with a 12 meter radius spawns in a random location. Over a period of 20 seconds, the radius of this Dead Zone will increase to a radius of 32/40/48 meters. Survivors within this Dead Zone suffer moderately from a dizziness effect. After spending 30 seconds at maximum radius, the Dead Zone will disappear and spawn in a random location, repeating the process.
Dead Zone: Trench
2/3/3 Dead Zones with a 15 meter radius will spawn in random locations containing at least 1 vault location. While within one of these Dead Zones, survivors that perform a vault suffer moderately from the hindered status effect for 2/2/3 seconds. 2 of these Dead Zones will change to a random location meeting the same requirements every 30 seconds.
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Hex: Dead Zone: Calculated Murder
Spawn a 94/95/96 meter radius within the hex totem, whenever the OBSESSION is in it, everyone there is exposed until the hex totem is cleansed or the obsession leaves the dead zone. The perk goes on cooldown for 0.3/0.2/0.1 whenever someone gets hit
Fair ✅, Balanced ✅, Fun ✅. This would be an amazing perk because it mixes all the 4 fun elements (Hexes, Obsessions, Cooldowns, and now Dead Zones) in an amazingly balanced perk.
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Basically I like the idea. The only thing differeent with this is, that Hex and Obsession influenced both sides, Dead Zone perks only give benefits to the killer. And I think you don't want to have survivor perks that create deadones, and no survivor perks that depend on the killer picking dead zone perks
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I'm not sure I entirely understand what exactly you're trying to say. Obsessions can sometimes give benefits to survivors, but hex perks only ever benefit the killer. Could you elaborate on that point?
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It affects gameplay on both sides. Survivors can counter hexes, have Inner Strength, have hex detection perks, can benefit of being the obsession, can be the rancor target and need to adapt their gameplay etc.
So far you had a single Dead Zone perk that actually indicates the area by fog, otherwise there is pretty less feedback unless they get affected by it and then also don't have consistency on it as the areas constantly change. So there is no "this area is bad, I run another loop" or any other interaction. So as is, this is for me less of a new perk/game mechanic rather than a new category, like aura reading perk, tracking perk, chasing perk, slow down perk, then introducing area of effect perks.
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Ok, I understand what you're getting at now. I think it to indicated that you are within a dead zone, it could work how perks like dying light or thanataphobia do, where the perk icon appears near the player's perks to indicate that they are within a dead zone. With that information survivors would be able to know when they are in a dead zone and make the decision to leave it if they think it's safe or necessary. In order to flesh out this as a new game mechanic, I could try and take some time to write up some survivor perks that relate to Dead Zones.
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Well, having a visible notification for dead zones is already something better. Regarding survivor perks, I think, as I said before, you would not like something that depends on the killer bringing Dead Zone perks. Like "If you cleanse a Hex totem..." would be pretty ... niche.
And at least from naming and fluff, I think I would also not like survivors to create dead zones. Couldn't imagine yet a nice way to design survivor perks around that mechanic.
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You do have a point, if a survivor brought a Dead Zone related perk and there are no Dead Zones that would kinda be a wasted perk slot. Although, on the other hand, survivors that guess right now can have some potentially fun interactions with the Dead Zones. It could both make them feel powerful and maybe proud of themselves for being prepared. And I'll admit, part of the reason I'm defending survivor perks that interact with dead zones is I kinda already made a few and kinda like how they turned out. But yeah, I definitely agree that survivor perks shouldn't be able to create Dead Zones.
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Following a discussion with @Deadeye , I also went and designed a few survivor perks that would interact with Dead Zones.
Weathered Explorer:
Your familiarity with harsh environments strengthens your constitution.
For a total of 30/35/45 seconds, you completely resist the effects of Dead Zone perks you are within.
6th Sense:
You have a supernatural awareness that lets you know when evil is present.
While you are healthy, you see the borders of Dead Zones highlighted by a red aura as long as you have sightline. After being put into the injured or dying state, this perk deactivates for 40/35/30 seconds.
Beacon:
You wield the hope of yourself and others to combat evil.
Every time you perform a safe unhook, get unhooked, heal a survivor 1 health state or get healed on health state, you gain a token, up to a maximum of 5/4/3. Next time you enter a Dead Zone, with the maximum amount of toekns, you consume all tokens to cause it to instantly relocate or destroy it outright, depending on the Dead Zone’s spawn conditions. Upon relocating or destroying a dead zone, you gain 500 bloodpoints in the survival category.
Deep Cleanse:
You are thorough in your attempts to root out evil.
Every time you cleanse a totem, you reduce the radius of all Dead Zones by 5/6/7% for the remainder of the trial. Gain an additional 20% bloodpoints for cleansing totems.
Post edited by Chordyceps on0