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Second chance killer perks

So Survivors have DS and Deliverance which gives them another shot when they mess up. To a lesser extent, they have Unbreakable to save them when the killer misplays.

What would the killer version of second chance perks look like?

Comments

  • Abyssionknight
    Abyssionknight Member Posts: 69

    Oh I know! How about a perk where the person who saves someone from the hook is an instant down! Then you could recover with a single m1!

    Hmm, that sounds good, but what if I can't down anyone? How about a perk that at the end of the match lets you insta down everyone in one hit! That would definitely have the potential to turn a no win match into one you get some kills on!

    ...but what if that takes too long? We'd really need a way to keep them in the match, even if a gate opens. I know, how about a perk that will prevent them from leaving once we hook someone? That'd give us more chances to catch people who would have otherwise escaped! Let's even have the game show their auras to us while they're by the exit gate, so we can easily find them.

    Hmm that could work, but those damn survivors just love to pallet loop and always hit me with the pallet, right when I think I'm about to get them! What I really need is a perk that will instantly break the pallet for me, so I can quickly continue the chase! I could even have a perk that reduces the stun time, so if I keep running into pallets I'm not really punished for it!

    ....Yeah, I'd say that while Killer second chance perks don't feel quite as impactful, they definitely exist.

  • Oblitiry
    Oblitiry Member Posts: 487
    It's called a mori and it makes people cry. 
  • sixty4half
    sixty4half Member Posts: 82
    Oblitiry said:
    It's called a mori and it makes people cry. 
    You have to actually do your job to use a mori.  Twice.  I fail to see how that's a second chance perk.  Especially since it's an Offering.
  • CallMeWhiteBird
    CallMeWhiteBird Member Posts: 5

    Borrowed time is a pain and gives most survivors a second chance. In my opinion, while borrowed time is activated, the survivor should not be able to exit the gate.

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    The only second chance perk of a killer would be NOED, however that can be countered easily by the survivors while the killers dont have easy (if at all) counters to the second chances of survivors

  • sixty4half
    sixty4half Member Posts: 82

    The only second chance perk of a killer would be NOED, however that can be countered easily by the survivors while the killers dont have easy (if at all) counters to the second chances of survivors

    Insidious counters BT.  NOED counters Adrenaline.  Remember Me counters perks that make actions faster (I think Leader and a couple others fit in this catagory) [i admit, that's a weak counter, but those are weak perks]  Enduring is a soft counter to DS, as is Unnerving Presence.  Slugging is a hard counter to DS, unless they're next to an open exit gate.

    There are options guys.  Dont lose faith
  • Blood_Coil_Viper
    Blood_Coil_Viper Member Posts: 199

    The only second chance perk of a killer would be NOED, however that can be countered easily by the survivors while the killers dont have easy (if at all) counters to the second chances of survivors

    Insidious counters BT.  NOED counters Adrenaline.  Remember Me counters perks that make actions faster (I think Leader and a couple others fit in this catagory) [i admit, that's a weak counter, but those are weak perks]  Enduring is a soft counter to DS, as is Unnerving Presence.  Slugging is a hard counter to DS, unless they're next to an open exit gate.

    There are options guys.  Dont lose faith
    Yes but a killer shouldn't have to run certain perks to counter survivor perks it should be vise versa. Survivors get a total of 16 perks while killers get 4.. survivors should need to take perks to counter specific killer ones not the other way around. 
  • pemberley
    pemberley Member Posts: 1,510
    Make Your Choice should either have a smaller range because so many survivors follow you and lurk until you leave or outright taunt you right in front of the hook OR the rescuer (who should have their own NM or broken symbol for the duration) not only gets exposed but immediately loses a hook stage upon getting hooked. Actually force those swf to think twice before getting cocky. 

    Spies from the Shadows should be reworked to actually show individual auras with a 100% guarantee on a 3/4/5 second duration. 
  • Kalec84
    Kalec84 Member Posts: 495

    @Abyssionknight said:
    Oh I know! How about a perk where the person who saves someone from the hook is an instant down! Then you could recover with a single m1!

    Hmm, that sounds good, but what if I can't down anyone? How about a perk that at the end of the match lets you insta down everyone in one hit! That would definitely have the potential to turn a no win match into one you get some kills on!

    ...but what if that takes too long? We'd really need a way to keep them in the match, even if a gate opens. I know, how about a perk that will prevent them from leaving once we hook someone? That'd give us more chances to catch people who would have otherwise escaped! Let's even have the game show their auras to us while they're by the exit gate, so we can easily find them.

    Hmm that could work, but those damn survivors just love to pallet loop and always hit me with the pallet, right when I think I'm about to get them! What I really need is a perk that will instantly break the pallet for me, so I can quickly continue the chase! I could even have a perk that reduces the stun time, so if I keep running into pallets I'm not really punished for it!

    ....Yeah, I'd say that while Killer second chance perks don't feel quite as impactful, they definitely exist.

    Ok, lets answer :)

    -Noed: Brake the totems
    -Make your choice: wait until you hear the heart bit to unhook or since you will know you are exposed, hide in a locker.
    -Blood warden: wait for the survivor to be on the hook before opening the game, and if you can't, stay 10 meters far from the gate.
    all the other perks are not "second chance" unless you consider sprint burst a second chance perk (oh, the killer is near, how can i escape? sprint burst!)
    Ranchor: yeah, this one i agree is not that balanced... if it weren for the fact that unless the killer is behind you when the gates are powered you have 1 chance on 4 to be caught wich doean't seem that bad for me.

    Second chance survivors perks on the other hand are not so easy to counter:

    -DS? you can dribble it, but you have to be near a hook and no one must bodyblock.
    -Deliverance? you camp until second stage... oh, but wait, you wont from the next patch or you wil be punished by the game
    -Borrow time? i guess you attack the other survivor... injuring him... and than start the chase... doesn't seem a god counter unles you were camping... oh, yes, next patch.
    -Adrenaline?... you dont counter, is a frikking healing+sprint burst+wake up from the dream world for free.

    Also, killer perks named:

    Make your choice
    Blood Warden
    Noed
    Ranchor

    were do i put Ruin? is mandatory if you wont the game over in 3 minutes, so i already have to remove one.
    were do i put BBQ? you know, at least to know if the survivors ar at one meter from me or o the other side of the map
    were do i put spirit fury? i need that pallet broken right?
    were do i put resilience? (so i can recover faster, right?)

    as a killer i'm kind of out of slots..

    And Now: Survivors perks named:

    Decisive Strike
    Deliverance
    Borrow Time
    Adrenaline

    Guess what, aside from sprint burst and self care, wich are not mandatory, you can literally have a full team with those perks and have no problems at all since they have sinergy!
    But yeah, killer OP

    Also, 3 out of 4 perks you named came into effect ONLY if the killer really ######### up letting the survivors to all the gens AND oprn the gates

    all survivors perks came usefull even from the vary start of the match... wow!

  • Mr_Grumpy
    Mr_Grumpy Member Posts: 76

    @Abyssionknight said:
    Oh I know! How about a perk where the person who saves someone from the hook is an instant down! Then you could recover with a single m1!

    Hmm, that sounds good, but what if I can't down anyone? How about a perk that at the end of the match lets you insta down everyone in one hit! That would definitely have the potential to turn a no win match into one you get some kills on!

    ...but what if that takes too long? We'd really need a way to keep them in the match, even if a gate opens. I know, how about a perk that will prevent them from leaving once we hook someone? That'd give us more chances to catch people who would have otherwise escaped! Let's even have the game show their auras to us while they're by the exit gate, so we can easily find them.

    Hmm that could work, but those damn survivors just love to pallet loop and always hit me with the pallet, right when I think I'm about to get them! What I really need is a perk that will instantly break the pallet for me, so I can quickly continue the chase! I could even have a perk that reduces the stun time, so if I keep running into pallets I'm not really punished for it!

    ....Yeah, I'd say that while Killer second chance perks don't feel quite as impactful, they definitely exist.

    wow, this sounds so salty xD
    maybe we found a survivor main in this thread °^°

  • sixty4half
    sixty4half Member Posts: 82

    The only second chance perk of a killer would be NOED, however that can be countered easily by the survivors while the killers dont have easy (if at all) counters to the second chances of survivors

    Insidious counters BT.  NOED counters Adrenaline.  Remember Me counters perks that make actions faster (I think Leader and a couple others fit in this catagory) [i admit, that's a weak counter, but those are weak perks]  Enduring is a soft counter to DS, as is Unnerving Presence.  Slugging is a hard counter to DS, unless they're next to an open exit gate.

    There are options guys.  Dont lose faith
    Yes but a killer shouldn't have to run certain perks to counter survivor perks it should be vise versa. Survivors get a total of 16 perks while killers get 4.. survivors should need to take perks to counter specific killer ones not the other way around. 
    I agree.  That's why I try not to rely on them, except NOED at red ranks.

    Honestly, we shouldn't need second chance perks.  If there are still 4 victims alive when the 5th gen pops, theres more problems with our game than the last minute and a half.
  • Zarathos
    Zarathos Member Posts: 1,911

    Honestly i have nothing against deliverance. In my eyes that should be how all powerful survivor perks work high power but serious consequences, Adrenaline is annoying but you do have to survive to end game which isn't a fault of the perk but the game being so short. #nerftoolboxes. As for instadowns like make your choice you have time to evade the killer is 36 meters away use that time to duck out or wait till they are at the edge of the terror radius. You cant ignore make your choice you have to play around it like how all killer perks should be. Noed in my eyes is still cheap as many games you will have weak survivors who will require you to rush the gens and leave totems. The movements speed is salt in the wound as well. Spirit fury again has counters drop the god damn pallets early and avoid stunning the killer. The combo requires two perk slots ffs.I would like if both ds and noed got nerfed to the ground simultaneously as both are nasty broken perks that by themselves are way too strong.

  • Wolf74
    Wolf74 Member Posts: 2,959

    I suggest "Brutal Strike" for killer.
    Every survivor starts the match "exposed" until he got downed once.
    After that the exposed status is gone.

    THAT would be exactly like DS. DS causes one more successful chase to get someone on the hook and this would cause one less.
    But survivor think DS is fine and the other would be "op af", right?

  • Blood_Coil_Viper
    Blood_Coil_Viper Member Posts: 199
    Wolf74 said:

    I suggest "Brutal Strike" for killer.
    Every survivor starts the match "exposed" until he got downed once.
    After that the exposed status is gone.

    THAT would be exactly like DS. DS causes one more successful chase to get someone on the hook and this would cause one less.
    But survivor think DS is fine and the other would be "op af", right?

    Survivors think way too many killer perks are op.. This one would be about equal to DS but of course we can't have perks that powerful. 
  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857
    Wolf74 said:

    I suggest "Brutal Strike" for killer.
    Every survivor starts the match "exposed" until he got downed once.
    After that the exposed status is gone.

    THAT would be exactly like DS. DS causes one more successful chase to get someone on the hook and this would cause one less.
    But survivor think DS is fine and the other would be "op af", right?

    Survivors think way too many killer perks are op.. This one would be about equal to DS but of course we can't have perks that powerful. 
    Ds getting reworked, devs fault for making a free perk. If the issue is how hard the skillcheck make it bigger and stun in place without drop. They had this perk in the pool how it is for too long and anything besides a free get off is going to leave my fellow survivors dissatisfied. The devs are gonna have to deal with a negative review due to giving survivors so many tools. I don't fear killers in dbd, not even the nurse due to how fast the win condition can be reached for survivors.


    Starting off exposed isnt the answer. No perk is an answer, the gameplay, end game, objectives need updating. Doors should have a stay open timer, killers should be able to close hatch and the exit gates will be powered, not opened. The survivor would have their aura read (ignores sole survivor), the doors will take 5 seconds longer to open in this case and the final hunt is on.

    Maybe have the kick action relevant. As it is, not worth it unless it's for points, after kicking a generator the gen will not make progress for x amount of time or let there be a once per match circut the killers can break which stops gen progress for 60 seconds and creates a notification as it blows up in  the face of any survivor on the gen. The killer can only stall the game for one player at a time unless they go for a potentially time wasting slug.
  • Maximus7
    Maximus7 Member Posts: 441
    The only second-chance perk killers have is NOED, and even then that can be cleansed. It's a dumb perk for killers who already have insta-downs, but bad M1 killers (Freddy, Pig, Trapper) probably need it (Pig definitely needs it).