We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

What if Prestige...

SpaceCoconut
SpaceCoconut Member Posts: 1,962
edited October 2018 in General Discussions
gave you access to one of that killer's perks as a dedicated 5th perk? Perhaps giving them a boost for being used with that specific killer?

P1 = T1 perk
P2 = T2 perk
P3 = T3 perk with boost

Hag example: Devour Hope as 5th perk bonus = no exposed notification... Or the hex will jump to one new  totem when cleansed giving it a second life.

Thoughts?

Comments

  • CoolAKn
    CoolAKn Member Posts: 677

    I very much like the idea of gaining a 5th perk slot when you prestige, and gives people a reason to. I'd like it a bit better if it was available to both killer and survivor though. You have a very similar idea I had, where getting to Prestige I made the 5th perk a Tier I perk regardless of its current tier, and the ability to gain a tier when you prestige more. The 5th perk could initially be locked to one of that character's unique perks, with the option to expand and include generic perks (but never teachable perks).

    Perhaps instead of having a boosted T3 perk when you get to Prestige III, each time you reach Level 50, the 5th perk becomes boosted (something like half a tier), so getting to Prestige III, Level 50, grants you a boosted T3 perk.

    Alternately, just have the 5th perk be boosted when you reach Prestige III-50. For your Devour Hope example, it could have varying effects, such as require 1 less token to mori survivors, extend the cleanse time by 25%, make the totem blend in better with its surroundings, etc. I think the boosted aspect should just be a slightly enhanced perk, not just an additional tier. I can make several suggestions for boosted perks.

  • CoolAKn
    CoolAKn Member Posts: 677

    SURVIVORS (Part 1 of 2)

    Dwight
    Bond - survivors revealed by Bond can see your aura when within 8 meters
    Prove Thyself - range extended to 12 meters
    Leader - range extended to 12 meters

    Meg
    Quick and Quiet - all slow actions have no noise
    Sprint Burst - speed boost lasts 4 seconds
    Adrenaline - speed boost lasts 4 seconds

    Claudette
    Empathy - survivors revealed by Empathy can see your aura when within 8 meters
    Botany Knowledge - healing debuffs become 75% effective
    Self Care - reduces self heal noise by 25%

    Jake
    Iron Will - dying state grunts of pain reduced by 25%
    Calm Spirit - disturbed crows will not caw
    Saboteur - reduces sabotage noise by 25%

    Nea
    Balanced Landing - speed boost lasts 4 seconds
    Urban Evasion - walking speed increased by 25%
    Streetwise - range extended to 12 meters

    Laurie
    Sole Survivor - location not revealed if outside terror radius
    Object of Obsession - slows killer movement speed by 2% when revealed
    Decisive Strike - 1% wiggle speed increase

    Ace
    Open Handed - range extended 1 additional meter
    Up The Ante - 1% luck for all survivors
    Ace In The Hole - chest search 10% faster

    Bill
    Left Behind - 2% repair speed for the whole trial
    Borrowed Time - survivors put in the dying state gain 10% recover
    Unbreakable - reduces dying state noise by 25%

    Min
    Technician - 2% repair speed
    Lithe - speed boost lasts 4 seconds
    Alert - give 2% speed increase while active (crawling, crouching, walking, and running)

    David King
    We're Gonna Live Forever - healing rescued survivor grants a token
    Dead Hard - dash forward lasts a bit longer
    No Mither - 10 second bleed out timer when hit

    Quentin
    Wake Up - other survivors can see Exit Gate auras when within 16 meters
    Pharmacy - found items have 10% more charges (in-trial only)
    Vigil - range extended to 12 meters

    David Tapp
    Tenacity - reduces dying grunts by 25%
    Detective's Hunch - gain a 5% interaction speed bonus for revealed items for 15 seconds
    Stake Out - time to gain tokens reduced to 12 seconds

    Kate
    Dance With Me - no scratch marks for 4 seconds
    Windows of Opportunity - range increased to 24 meters
    Boil Over - 1% wiggle speed increase

    Adam
    Diversion - thrown rocks also produce scratch marks in the direction thrown
    Deliverance - while Broken, heal others 10% faster
    Autodidact - +10% skill check chance

    Generic Perks
    Dark Sense - killer's aura is revealed for 3 seconds when a generator is repaired
    Deja Vu - grants 2% repair speed for revealed generators.
    Hope - lasts 135 seconds
    Kindred - range extended to 12 meters
    Lightweight - scratch marks are 25% wider
    No One Left Behind - 1% speed boost when Exit Gates are powered, rescued survivors gain 1% speed boost for 15 seconds
    Plunderer's Instinct - reveals auras of items left on the ground
    Premonition - cone increased to 55 degrees
    Resilience - 1% bonus interaction speed
    Slippery Meat - 1% wiggle speed increase
    Small Game - cone increased to 55 degrees
    Spine Chill - skill check chance increased to 15%, success zone size reduction to 5%
    This Is Not Happening - skill checks trigger 10% more often
    We'll Make It - triggers whenever a survivor is rescued at 50% speed

  • CoolAKn
    CoolAKn Member Posts: 677
    edited October 2018

    KILLERS (part 2 of 2)

    Trapper
    Unnerving Presence - hides notification for 5 seconds
    Brutal Strength - generators regress an additional 1%
    Agitation - grants the ability to bump survivors out of the way while carrying a survivor.

    Wraith
    Predator - scratch marks linger 2 seconds longer
    Blood Hound - fresh blood stains are extremely discernible
    Shadowborn - grants 10% resistance to blinding

    Hillbilly
    Enduring - grants 10% resistance to being stunned
    Lightborn - 10% recovery from blinding
    Tinkerer - 5% speed boost when triggered for 3 seconds

    Nurse
    Stridor - grunts of pain happen 10% more often inside terror radius
    Thanatophobia - penalty applies when a survivor dies
    Nurse's Calling - reduce terror radius by 25% when survivors are healing

    Shape
    Save The Best For Last - tokens can be granted after obsession dies
    Play With Your Food - gain tokens from losing any survivor
    Dying Light - other survivors receive penalty while obsession is in the dying state or on the hook

    Hag
    Hex: The Third Seal - each affected survivor grants the killer a 3 meter bonus to aura reading
    Hex: Ruin - Hex Totem becomes 50% darker
    Hex: Devour Hope - Hex Totem becomes 50% darker

    Doctor
    Overwhelming Presence - hides notification for 5 seconds
    Monitor and Abuse - additional FoV increase
    Overcharge - successful skill check will still regress generator

    Huntress
    Beast of Prey - Takes 5 seconds longer to lose bloodlust
    Territorial Imperative - reduces range to 28 meters
    Hex: Huntress Lullaby - Hex Totem becomes 50% darker

    Cannibal
    Knock Out - while in the dying state, survivors suffer from blurred vision and 25% reduced crawling speed
    Barbecue and Chili - auras revealed for 6 seconds
    Franklin's Demise - destroys one add-on per item

    Nightmare
    Fire Up - grants bonus for EACH repaired generator
    Remember Me - obsession becomes affected by Remember Me
    Blood Warden - triggers once an Exit Gate is opened

    Pig
    Hangman's Trick - sabotage action becomes 50% louder
    Surveillance - effect lasts 24 seconds
    Make Your Choice - cooldown reduced to 45 seconds

    Clown
    Bamboozle - ability to block a second vault location for 50% of the time
    Coulrophobia - hides notification for 5 seconds
    Pop Goes The Weasel - time extended to 45 seconds

    Spirit
    Spirit Fury - stun effect reduced by 50%
    Hex: Haunted Ground - reveals all survivor locations for 3 seconds when cleansed
    Rancour - Interactions with the obsession trigger when the hatch is opened.

    Generic Perks
    Bitter Murmur - range extended to 24 meters
    Deerstalker - reveals crouched survivors auras within 8 meters of the dying survivor
    Distressing - bonus 2% terror radius
    Insidious - no terror radius for 5 seconds when starting to move.
    Iron Grasp - stuns will not free survivors
    Hex: No One Escapes Death - Dull Totems become 25% darker; when triggered, the Hex Totem gains an additional 25% darkness
    Hex: Thrill of the Hunt - effects no longer tied to a totem
    Monstrous Shrine - 5% reduced unhooking and healing speed while in the basement
    Sloppy Butcher - adds a second stack of Mangled
    Spies from the Shadows - stillness crows show up 50% sooner
    Unrelenting - increases lunge range by 10%
    Whispers - Entity's voice becomes louder when facing in the direction of a survivor, 45 second cooldown

    Post edited by CoolAKn on
  • chococri
    chococri Member Posts: 355
    That's pretty good actually. 
  • se05239
    se05239 Member Posts: 3,919

    No, thanks. Killers overall might need another perk slot or two but prestige shouldn't unlock more power.

  • Blood_Coil_Viper
    Blood_Coil_Viper Member Posts: 199
    Not a bad idea. Sounds like an actual reward for losing everything on a character to prestige. 
  • HellDescent
    HellDescent Member Posts: 4,883

    No. If you're gonna boost 1 perk you'll have to rework the entire game(which is already broken as is). There will be an unfair advantage vs people who started playing a few months ago. Prestige never unlocks anything except cosmetics/titles for the player to show off in any game. It should stay that way.

  • Silas
    Silas Member Posts: 307

    What about for both survivors and killers, each time you prestige and reach level 50 you unlock the 4th tier of their 3 teachable perks (with slightly better stats, nothing crazy).

    P1, lvl 50 = Unlocks 1st Teachable Perk Tier 4
    P2, lvl 50 = Unlocks 2nd Teachable Perk Tier 4
    P3, lvl 50 = Unlocks 3rd Teachable Perk Tier 4

  • Peanits
    Peanits Dev Posts: 7,555
    I would not want to see that personally. I like prestige as an optional extra that gives you something to work towards if you already have everything. Tying perks to it would create a power gap between those who can play several hours every day and those who can't.

    If anything, I would say have it unlock at level 50. That way it's obtainable for everyone.