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Perk ideas episode steve

LiunUK
LiunUK Member Posts: 944
edited February 2021 in Feedback and Suggestions

as you know there are a lot of perks in the game and because of that there has been a lot of perk overlap where a new perk is released and is ether redundant as there is a stronger perk already in the game that fills that role or makes an older perk redundant.

steve's perks are a great example of this so i wanted to through some ideas out there that makes them more appealing for some builds.

old Babysitter:

While you have a reputation for being self-centred, you risk it all to help those in need. When you unhook a Survivor, the rescued Survivor will leave neither Scratch Marks nor Pools of Blood for the next 4/6/8 seconds. Both you and the Killer see each other's Aura for 4 seconds.

so currently as long as borrowed time existes babysitter is not worth running, it has a shorter duration and dose not protect the survivor as they still make sounds of pain anyway, not only that it reveals you to the killer so they can easily deduce which direction the person you rescued went as you would try to lead the killer away from them.

my proposed Change is to make babysitter reward you for making stealthy saves rather than risky in the killers face saves like with borrowed and making it hard for killers who like to go back to hooks after the save to ether punish the rescuer or tunnel then rescue-e.

new Babysitter:

While you have a reputation for being self-centred, you risk it all to help those in need. When you unhook a Survivor, both you and the rescued Survivor will leave neither Scratch Marks nor Pools of Blood or make sounds of pain for the next 6/8/10 seconds. Both you and the rescued survivor see the killers Aura for 5 seconds.


old Camaraderie:

Life has taught you the importance of friendship which has given you strength. While you are on the Hook in the Struggle PhaseCamaraderie activates. If another Survivor is within 16 metres of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds.

the issue with this perk is that it requires a lot of coordination between you and the other survivors which in solo que its not likely to happen also 9 times out of 10 you will be rescued within 10 seconds of a survivor entering the 16 meter radius as they will more than likely have borrowed anyway.

my proposed change is to make camaraderie more suited for solo survivors by rewarding there team play with longer hook durations which will greatly punish camping killers but not really affecting killers who rome after a hook.

new camaraderie:

Life has taught you the importance of friendship which has given you strength. after safely unhooking a survivor or healing another the equivalent of a full healthstate, Camaraderie gains a token up to 3 times. each token will pause the next hook duration by 10 seconds each. after being unhooked all tokens are lost.

this means camaraderie can activate twice for a maximum of 60 extra seconds on the hook.

second wind is fine as it is and played really well into these two perk changes.

Post edited by Gay Myers (Luzi) on

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