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Making bad perks usable

lagosta
lagosta Member Posts: 1,871
edited October 2020 in Feedback and Suggestions

Many perks/addons fail in their intended purpose, could we provide some community suggestions to make unused perks more effective in their design? Such as:

Any means necessary: unlocks potential in one's Aura-reading ability.

  • See dropped pallets Auras in a radius of 56 metres.
  • Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet to reset it to its upright position.
  • When a pallet is reset, Any Means Necessary becomes inactive for 100/80/60 seconds.

Monstrous Shrine: The Basement will be positioned close to the center of the map, if possible, and its Hooks are granted the following bonuses:

  • 3/6/9 % faster Entity progression.
  • 5/10/15 % increased difficulty on escape attempts.
  • 3/6/9 % increased penalty to escape fails.
Post edited by Gay Myers (Luzi) on

Comments

  • Hoodied
    Hoodied Member Posts: 13,022

    The issue with Monstrous Shrine is that a numbers increase, as well as basement placement addition to the perk, won't help it. It promotes unfun playstyles and in some matches, you just never get usage from it. .

    The perk needs to be reworked imo, however I like the AMN change

  • Chance4Doom
    Chance4Doom Member Posts: 19

    Hangman's Trick needs to be buffed back up again. It used to be a decent tracking perk until it was nerfed. If they buff it back, Pig will be more worth it to buy, and I'd run it instead of BBQ. Maybe buff Monitor and Abuse a bit. The terror radius reduction is only useful for certain killers and is hardly useful. Pig and dead rabbit Myers are the only ones that come to my mind. Brutal Strength is decent, but why use it? I think it should be a bit better to have more synergy with enduring.

  • bjorksnas
    bjorksnas Member Posts: 5,700

    Monstrous shrine seems a bit off so how about reworking a new effect into it instead of it affecting map gen,

    3/6/9 % faster Entity progression.

    5/10/15 % increased difficulty on escape attempts.

    3/6/9 % increased penalty to escape fails.

    Twice per game when a survivor is on the ground and you are 32 meters or more away from the basement hold the secondary ability button to send them to the basement and hook them, their hook timer is paused for 15 seconds from this method.

  • onemind
    onemind Member Posts: 3,089

    Thats not the worse idea ive heard but only 2 times per a game you would beed to get rid of the range then because you could cary them to it then

  • bjorksnas
    bjorksnas Member Posts: 5,700

    most games only last around 9-12 hooks so having 2 uses is a decent amount especially if it wastes survivors time for having to travel across the map without you having to go there yourself to put them there

  • onemind
    onemind Member Posts: 3,089

    I'm saying yea ota a great time saver and it should only be 2 times but why the range only be 32m I could cary them there most likely then

  • lagosta
    lagosta Member Posts: 1,871

    ANM and Monstrous were just examples. The main problem with ANM right now is that unless you're on comms or actively following the killer in chases there is no way to know where there are pallets down for one to reset. An aura reading could help at this point. When I read the description of Monstrous, the idea I get is to create a sense of urgency on the other survivors for the rescue. Some complains i heard regarding the perk also is that sometimes is not always possible to take the dying survivor to the basement/ the basement is in a corner with difficult access. Spawning it in the center might help the killer moving back to it while annoying the survivors doing objectives in the surroundings. I know it might not be healthy but the main idea of the thread is how to make perks more effective at what they're intended to do.