PERKS 100% CRAZY REWORKS
Beast of Prey
Your lust for a kill is so intense that the Entity blesses you with even more blood desire.
After your Bloodlust ends, you gain extra 9/12/15 seconds of that Bloodlust.
Beast of Prey has a 45 seconds cooldown
"Where did she go?"
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Monstrous Shrine
Your fervent care of the Hooks has aroused The Entity's interest.
· After hooking a survivor in the basement, gains a Token, up to 4 Tokens.
· For each Token, shortens Endgame Collapse by 20%. When the Endgame Collapse starts, it cannot gain more Tokens
· Gains 25/30/35% more overall Bloodpoints for each Token. The bonus Bloodpoints are only awarded post-Trial.
"Then you will know that there is no escape. When hanging in the depths, you face the dark one."
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Hangman’s Trick
Your ingenious modifications to Hooks alert you of tampering.
· Hook resetting process is 50% faster
· Hook sabotage process is 50% slower
· When a Survivor is unhooked, see the Auras of Survivors that were not involved on that action for 2/3/4 seconds.
"No excuses, no equivocations... No crying." — Amanda Young
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Insidious
Unlocks the stealth ability.
· After hooking a Survivor the perk activates
· Once further than 24 meters from the hook, gains the Undetectable statues effect for 12/16/20 seconds.
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Unrelenting
After putting a survivor in the Dying State, gains a Token, up to 2/3/4 Tokens. When healthy Survivors are hit by your main weapon, they get the Deep Wound Status Effect and a Token is consumed.
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Bloodhound
Like a hunting scent hound, you smell traces of blood at a great distance.
· Fresh Blood Stains are considerably more discernible and slightly more durable than normal.
· Gets Killer Instinct when bleeding Survivors are between 22 and 24/21 and 25/20 and 26 meters from you.
"Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow."
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Hex: Territorial Imperative
Your territorial instincts are enhanced by the Entity, allowing you to see the Aura of intruders.
Survivors have their Aura revealed and Hex: Territorial Imperative highlights at the moment they are
· 1/3/5 meters from Totems, except for this one
· 1/3/5 meters from Chests
· 1/3/5 meters from Hooks
· entering in Lockers
· inside the Killer Shack
· inside the Basement
The hex effects persist as long as the related Hex Totem is standing
“We’re not safe anywhere…”
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Mindbreaker
Your distressing presence drains and weakens your prey.
After being inside your terror radios for once, survivors will suffer the penalties
· While working on a generator with more than 50% progress, Survivors get the Oblivious Status Effect. This effect lasts for 1/3/5 second(s) after the Survivor stop working on the generator.
· When two or more Survivors are working on a generator with more than 50% progress, they get the Exposed Status Effect. This effect lasts for 0/0.5/1 second(s) after the Survivors stop working on the generator.
“The specimen can evoke feelings of dread and fatigue in nearby individuals." — Hawkins National Laboratory
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Hex: The Third Seal
A Hex that concedes benefits to the perfection number
· Gains a Token by entering in a Chase with a different Survivor
· When you gain 3 Tokens, the chased Survivor gets the Exposed Status Effect as long as the Chase lasts. Ending a Chase with a Survivor Exposed by this perk costs 3 Tokens.
· Gains 1/2/3% more movement speed while not in Chase for each Token
The Hex effects persists as long as the related Hex Totem is standing
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Dying Light
You become Obsessed with one Survivor
While the Obsession is still alive, the last 2 unhooked non-Obsessions will receive a 8/11/14% penalty on Healing, Sabotage and Repair.
You can only be Obsessed with one survivor.
"This isn't a man..." — Dr. Sam Loomis
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Mad Grit
The Entity favors those whose bravery intertwines with insanity
When a survivor Stuns you with a Pallet during a Lunge Attack, gains 3/4/5% more basic movement speed until you damage a survivor by any means. Does not stack.
"There's no getting out of this now. We're too good at it." — The Legion
Comments
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Its a shame that you got just 36 views :(
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I feel that Mad Grit and Unrelenting should remain as they are.
For Territorial, I think auras should not be shown if they are entering lockers, maybe making lockers exempt from killer territory. Unless you make it token based, then you could probably make it so that every time you hook a NEW survivor, you gain a token and unlock a piece of territory, final token unlocking both basement and shack. At least that’s what I propose.
Dying light I think could affect all 3 survivors, so as the tiers increase it’s 1/2/3
That new monstrous shrine, yummy blood points 😋
I feel like Insidious and Bloodhound could be pretty good.
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These are actually pretty good ideas for the most part, I am disappointed to not see a Lullaby rework in here though. :(
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No thanks.
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Basically if a survivor does anything at all you want them to have their aura revealed or killer instinct. Sounds like an absolutely horrible game to play.
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Found the survivor main
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The territorial concept would actually be too OP though, but not bloodhound.
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I've only read few of them but the concept and ideas are really good. A little more number tweaks would make them perfect
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Well he made territorial into a hex so it would be ok
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With Thana you have to keep 4 survivors injured to gain 16%. With my version of DL, you would gain 14% slowdown instantly by just normally playing the game. I think it is good as it is.
About Territorial, yes it is strong, but it will get cleansed eventually. A killer that patrols Totems more than they should tends to lose, as far as I know. Maybe the locker thing is too strong tho... but it is a Hex so IDK it's debatable.How could I forget...
Huummm... Object of Obsession... what about that?...
I am definitely not an expert in DBD and most of them could need some adjustments, but I also believe that they were overall good.
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Not that the devs would rework anyone of these perks, even if it got 1k views. I did it for pure love.
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Agreed with the Dying light statement, though debate about territorial some more I will.
I think that it suffers from the same issues that ruin did. It would give too much value without the killer doing anything and it would affect newer players more than experienced, plus killer shack is not that uncommon of a spawn spot. I feel like the killer should need to work the high reward the perk offers.
And you never know, they might see these types of posts and take inspiration :)
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why you change mad grit? now i can't have my lawnmower build
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What's your point? Did I defend object of obsession? No. They could delete that perk and it wouldn't bother me one bit. It's mainly for trolling anyway.
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I thought you were ok with it.
There are some reasons that make me think this perk is balanced
A) You can see them in every single side object, but not on the things that you need to be most worried about: generators
B) Because of A, this perk is almost useless against survivors that just fix gens, which is quite bad
C) They can pretty much counter everything. Why would a survivor need to get close to a Hook or a Chest? Just avoid them and the perk will never highlight
D) As said on C, the only real strengths of the perk are:
1- Totem patrol
2- No shack mindgame (from the inside at least)
3- Locker thing
The rest is meh. This is just another Hex Totem, but it has the potential to give some value before it gets cleansed.
About Bloodhound, you can only see survivors that are between 20 and 26 meters from you. Move 3 steps forwards and they are gone. This just gives a brief idea of where survivors are, it does nothing more than a BBC or Whispers do.
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