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Rework Killer Perk Ideas

B_Deity
B_Deity Member Posts: 46
edited February 2021 in General Discussions

Beast of Prey:

- After chasing a survivor(s) for 30/25/20 seconds Beast of Prey activates

- When active and in a chase, press the activate ability button (same as dead hard) become undetectable

- The undetectable lasts until either you land an offensive action or the chase is over.

This perk hiding your red stain in concept sounds nice, but the fact that is only proks off of bloodlust I makes it more situational, so it's better to still just resort to moonwalking. I originally made this effect bloodlust, but I don't want to return to the old days of it, so I just completely worked that out of the idea.


Blood Echo:

- All injured survivors suffer from broken for 20 seconds

- (on top of current effects)

This is to give the perk the extra step to give it make it more threatening....yeah that's about it. It needs more than mangled and exhaustion.


Bloodhound:

- Blood can be seen for 10 additional seconds (instead of 4)

- (on top of current effects)

I think with the visable blood that's all that is needed to make this a much more potent tracking tool. I tried to think of other ideas, but I couldn't think of any that overlap, so say if you have ideas.


Coluraphobia:

- Surviors in your terror radius have a -25% to generators

-(on top of current effects)

This is mainly to make the perk less situational. Now, it could also stops generators being done in your face.


Cruel Limits:

- Whenever a generator pops, all other generators are blocked for 10 seconds (even if they were being worked on)

- Blocked gens can still regress

I assumed because of the name it should be the "No gen rushing allowed" perk. Might be too much, Cruel Limits is so terrible, I think it needs something big.


Dying Light:

- For each sacrificed or killed non-obsession, the endgame collapse timer is decreased by 13%/15%/17% (so around 40%/45%/50% if all three)

This perk's rocky history of being a toxic pro-tunneling perk, to then a having a pretty much terrible trade-off for buffing the obsession while you have to ignore them. I think reworking it as an endgame perk makes the most thematic sense for this perk (both the name and Halloween). I originally had the idea to make the endgame collapse happen immediately if the last gen pops as well, as the obsession not being able to escape unless they are the last survivor, but I thought that was too much, but it's a idea.


Fire Up:

- Action speed bonus is +10% per completed gen

- Gain 7% haste for 15 seconds after after a generator is completed

I always did like the idea of this perk, it was just executed to mildly. The much faster actions and movement speed actually leads credence to use outside of meme builds.


Forced Penance:

- When chasing 2 or more survivors (at the same time), Forced Penance activates

- While active, gain +15% to your basic attack cooldown, and +20% to your lunge (can stack)

I doubt they'll implement this to give Save the Best for Last and Coup De Grâce their own niche, but I think it should be okay considering those need to be built up. My point is that this needs more than broken for 90 seconds.


Furitive Chase:

- is no longer an obsession perk

- Every time a survivor is hooked for the first time (similarly to BBQ & Chili), gain a token up to 4

- tokens reduce your terror radius by 2/3/4 meters (not just in a chase)

- Every time any survivor is sacrificed or killed, lose a token

The original idea of this Furtive Chase is to go from one target to another....but it's not exactly the best. Hard to activate, encourages to play bad, terrible effect, and you can lose it all. This rework makes it much more straightforward and significantly better while keeping the theme.


Hex: Blood Favor:

- Start with 3 tokens of this perk

- When looking directly at a pallet or window at most 12/14/16 meters away, press the active ability button to block it, loosing a token

- Cannont use while in a chase

- Tokens can't be regained, but the effect lasts as long as the hex stands.

I do like this idea of depleating survivor rescourses, and I think it's powerful enough for a Hex. Not sure if I under/overshot the token or distances, but I'l keep the concept.


Hex: Huntress' Lullaby:

- You now gain stacks from missed or good skill checks instead of hooks. You now get up to 10 stacks, and the effects are spread out.

- Skillchecks are additionally reduced in size when you have at least 8 stacks

- The regression from missed skillchecks in now -8%

I don't know how to change this perk without changing it entirely, so this is the closest I got.


Hex: The Third Seal:

- Gain a stack of this perk for each survivor hit by a basic attack, all effects only apply to survivors who have been hit

- If a survivor heals, lose a stack, and they will relieve themselves of the effects

1 stack - Blindness

2 stacks - -10% on repairs

3 stacks - -5/6/7% Hindered for 5 seconds when a chase has started (can stack)

4 stacks - Oblivious

- This perk is active as long as the totem stands

I made this perk based around punishing survivors for remaining injured, especially in droves. The current version of this perk cannot be lost until the Hex is cleased, but only Blindness, which is quite useless on its own. I also made it based on basic attacks to account for Legion.


Hex: Thrill of the Hunt:

- Every dull totem appears as a hex totem (only to survivors, and these are still considered dull totems)

- Surviors initially start with a -9% to cleansing

- Gain a notification if any totem is being cleansed

With Undying, this perk simply needs to do more to viable choice as a totem defense perk.


Monstorus Shrine:

- Spawns 2 basements in the map (assume the add an extra one in maps like The Game)

- Any survivor who unhooked or got unhooked from the basement have their aura shown indefinitely if they remain, and for an extra 3 seconds after they leave.

I think most people can easily guess why Monstorus Shrine isn't exactly optimal, having that "one of the worst killer perks" title. Though I do admit it is hard to come up with an idea that is strong yet not crazy regarding the basement.


Predator:

- Surviors leave scratch marks even walking or crotching, but only for 4 seconds

- Normal scratch marks stay for an additional 5 seconds

- (Previous effects of this perk do not apply)

I think this is a contest for the worst perk in the game, as it's worse than your base. I thought of this idea to actually make this a viable tracking tool.


Remember Me?:

- For each token increase the exit gate opening by 2.5/3.125/3.7 seconds

- You can gain up 8 tokens equating to 20/25/30 additional seconds

- The obsession is now also effected by Remember Me?

I really did like the old version of this perk, but I see why they thought it was too much. This rework reverts back to the effect, but making it harder to earn and to use in return.


Territorial Imperative:

- When you are at least 24 meters away from a hooked survivor in the basement, Territorial Imperative activates (and lights up)

- If a hooked survivor in the basement is saved while Territorial Imperative is active, the basement is entity blocked for the survivors for 10/15/20 seconds.

- Territorial Imperative can only be used once per trial

Up to you if you think I took this idea too overboard, or too weak. I still like the scare tactic that perks like Bloodwarden have, so I wanted to replicate it.


Critique my ideas or make some of your own. I might continue this in the future.

Post edited by B_Deity on

Comments

  • Phasmamain
    Phasmamain Member Posts: 11,534

    Firstly coulphobia fills its niche very well and I love it rn on my doctor

    Predator needs to do something else entirely

    Like the toth idea that’s pretty cool

    The third seal is actually dry strong especially against solos

    Huntress lullaby sounds pretty good

    Fire up is too strong free brutal strength at 3 gens?

    Otherwise pretty good

  • GannTM
    GannTM Member Posts: 10,893

    I would have to say that that Territorial Imperative idea will make the perk super oppressive I guess it’s like Make Your Choice and Devour Hope where you have to be far enough away but if you’re Billy, Blight or any other killer that has high mobility, then it becomes way too OP. Basement is already unfair enough and this idea for Territorial Imperative honestly would have potential to be more hated than NOED imo.

    I feel like this idea for Predator would kill stealth gameplay for survivors that enjoy stealth. Yeah it’s only for 4 seconds, but it would still be too hard to be able to hide from the killer. The idea sounds cool though, I just feel like that could be a major hole in it.

    I do really like the idea for Hex: Huntress Lullaby though. I feel the main issue with Lullaby currently is getting 5 stacks on it takes almost the same requirements as Devour Hope does but the reward you get from Devour Hope completely outlasts the reward you get from Lullaby. This proposal would make it easier to gain stacks because survivors would be forced to hit great skill checks.

  • B_Deity
    B_Deity Member Posts: 46

    Update:

    Added Forced Penance and Monstorus Shrine.

  • B_Deity
    B_Deity Member Posts: 46

    I meant the same one as Dead Hard, not secondary power. But yeah, it's currently only a thing for survivor.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,928

    How about if forced penance made it so if you take a protection hit the survivor suffers from Broken, Oblivious and a repair penalty of 5% for 60/70/80 seconds this would actually make survivors stay away from the killer when he hooks people

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Hex: Huntress' Lullaby

    This is one of the weakest buildup Hex perk. Especially the timing of noti sound keeping the same after each each hook. I wish they able to make the noti sound timing more randomly, rather than fixed after each hook.

    My idea would be like this: The hex starts with 0 token, can gain up to 5

    • Each time survivor miss a skill check: gain 2 tokens
    • Each time survivor does a good skill check: randomly gain or lose 1 token
    • Each time survivor does a great skill check: lose 1 token

    For each token, the timing between noti and skill check decreased by 25%. 4 tokens will make skill check & noti sound appear at the same time. 5 tokens will not have noti.

    This will mess up skill check much better than current one.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited February 2021

    nice list here's mine

    You have a lot of perks so im only going to comment on ones i think are good, if it's not here i didn't agree with 1 or 2 aspects of the perk.

    • Broken on blood echo sounds nice but i doubt it will really do much still not a bad change
    • Fire up is also pretty good but a bit too heavy with 10%
    • territorial is also pretty cool however i feel it is extremely unfair to the unhooked.

    you others are either too strong, don't make sense, or simply are not that good. No offense i do get wanting to present more unique ideas.