Community Challenge, be creative - Design your own Perk

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  • Unknown
    edited January 2021
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  • AvinaR
    AvinaR Member Posts: 1
    edited January 2021

    Hello there! Small pack of Survivors' perks:

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    Sandbag

    When you unhook a Survivor, notification for Killer will be delayed by 4/6/8 seconds.

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    THE Martyr

    While you are on the Hook in the Struggle Phase, for each 2 seconds of your Struggle, Increases the other Survivors' Repairing speed by 1% up to a maximum of 25%.

    This effect persists on other Survivors for 10/15/20 seconds after your death.

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    Quick Hands

    When grabbed by the Killer, succeed a Skill Check to secretly damage the Killer’s weapon.

    The next Killer’s successful basic attack will be ignored by any Survivor.

    Cool-down of this attack will be increased by 100%/150%/200%.

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    Crawling Help

    Increases your crawl speed by 15%/20%/25% for each another dying or hooked Survivor.

    While in the Dying State, grants the ability to sabotage Hooks without a Toolbox, including Hooks with a Survivors (rescuing them by this way).

    The Sabotage action has a cool-down of 180/160/140 seconds.

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    At The Last Second

    Once per trial If a Survivor, who has reached second phase previously, is hooked within 8 meters – his death will be delayed by 3 seconds, in which he can be rescued.

    Unhooked survivor will receive the Broken Status Effect for the remainder of the Trial.

    You will become Injured and receive the Broken Status Effect for 90/75/60 seconds.

    Only players with this perk can rescue Survivors affected by At The Last Second.

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    Three-card Trick

    Three-card Trick becomes active and usable if two other dying Survivors are within 12 metres range:

    • Recovery speed of Survivors within range is increased by 15%/25%/35%.

    • When healing a dying Survivor, your healing speed is increased by 15%/25%/35%.

    • Once per Trial, press the Active Ability button while healing dying Survivor to put you into the dying state (from any Health State), imitating taken hit.

    If you will not be grabbed in the next 10 seconds – gain back your previous Health State.

    If you will be grabbed in the next 10 seconds – you will be faced with a tremendously difficult Skill Check at 50% of your wiggle progression. Succeed to automatically escape the Killer's grasp (gaining back your previous Health State) and stun them for 5 seconds.

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    Just Luck. No Skill.

    You have a 12% chance to ignore Killer’s basic attack.

    Increases your chances by 12% for each your empty Perk-slot up to a maximum of 48%.

    After successful activation goes on cool-down for 150/130/110 seconds.

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    Cup Of Coffee

    You start the Trial with a 40% Repair speed bonus.

    Each time you are hooked or a Generator is repaired by any Survivor, you receive a stack-able penalty of -18% to your Repair speed up to a maximum of -72%.

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  • MoreRago
    MoreRago Member Posts: 9

    Hex Devour Animations. Once cleansed, PTB 4.5.0 is deleted and forgotten forever.

  • Weeb_H_Toast
    Weeb_H_Toast Member Posts: 195

    Hex: Hired Help

    At the start of the trial, one survivor who opts in to be affected by this perk is selected and cannot be or become your Obsession.

    This Traitor gains 75% fewer Bloodpoints for Altruism, Boldness, or Survival.

    The Traitor gains new score events called Collaboration, Betrayal, and Selfishness.

    Traitors cannot be harmed by the killer until this hex is cleansed, when it is, the Traitor may choose to remain the Traitor or become a survivor.

    At the end of the trial, the Traitor is sacrificed by the entity and takes 25% of the Bloodpoints earned by the killer. Post-trial, their Bloodpoints earned during the trial are increased by 300% if they ended the trial as a Traitor.


    Blood Fueled:

    The more the tease you, the harder you'll try.

    - Bloodlust increases are reduced to +2% (+0.08 m/s) per level but can stack indefinitely.

    - Bloodlust tiers up every 14/12/10 seconds that you are in a chase. (+10% at 50 seconds vs +15% at 45 seconds)

    - Only half of your bloodlust tiers are lost on completed break action or a successful hit. (Rounded up.)

    - Outside of a chase, bloodlust degrades by 1 tier every 15 seconds, bloodlust no longer degrades after the FINAL generator is started. 


    Outta my way!:

    Press the perk activation key to perform a straight forward dash with 50/100/150% speed for 0.5 seconds.

    Survivors that would block your path are knocked to the side.

    Dropped pallets are knocked back into their upright position.

    If your speed during the dash exceeds 280% the dash instead will break walls and pallets you collide with.

    This perk has a 60 second cooldown, +10 seconds per survivor knocked aside and +5 seconds if a pallet is knocked up or a wall/pallet is destroyed. Up to a 100-second cooldown.


    Heavyweight - You know how to use your weight and momentum to your advantage.

    While airborne your all damaging attacks deal double damage. You fall 10%/15%/20% slower and retain full movement control while in the air unless movement is restricted by power, perk, or addon.


    Iridescent Sight - For 15 / 20 / 25 seconds after the chase ends, you see a white aura of objects and survivors the chased survivor has interacted with.


    Hex: Counter Intel - While this Hex remains, if a survivor sees your aura, you see theirs for; the same duration / the duration +3 seconds / the duration +5 seconds, if the survivor would see your aura but are Blind, this perk still applies to their attempt to read your aura.

    "You want me to come to you? Fine, here I come!"


    “Notice Me” - You become obsessed with one Survivor.

    You gain 100% more Bloodpoints in all categories if scored against any survivor except your obsession. If your obsession is dead at the end of a trial gain 50% more post-trial Bloodpoints

    If your obsession is alive you gain 10% bonus movement speed. 

    If your obsession escapes the trial, you lose 50% total Bloodpoints earned in the trial, applied after other Bloodpoint modifiers.

    "Everything has a cost, even loving you." ~ #1 Fan


    Paint Dye - You’re basic attacks cause the survivors to bleed a random specific color, yellow, light blue, pink, & lime green, once a survivor is bleeding a specific color, only their blood will be that color for the rest of the match. Affected survivors perform ALL actions 1/2/3% slower.

    “Look at those pretty colors, I know who’s here” ~ Funny Man Jones


    Feigned Gate - You and they, both know that this will never end. Your overpowering connection to this place distorts it to your liking. Up to 2 additional Fake exit gates are added when the trial is generated. The Fake exit gate switches are tracked as usually by survivors who can track their auras. When the exit gates are powered the Fake exit gate switch auras are shown to you in red. Opening a Fake Exit Gate does not start the End Game Collapse. 

    If the trial area cannot support the additional gates, skill checks are added to the exit gate switches, failing a skill check removes 10/15/20% unlocking progress if there is 1 Fake Gate, if there are no Fake Gates the failed skill checks remove 20/25/30% instead.

    “Trapped, without purpose, doing something else’s bidding. Not if I can help it.” ~ A demon or somthing


    Reverse Roulette:

    You hear the Hatch Echo 12/24/36 meters Further.

    The trial starts with 1 additional Hatch spawn, The Trapped Hatch.

    The Trapped Hatch will sacrifice any survivors who enter it and The Hatch will let the survivors out as normal.

    The status of survivors who enter either hatch is Unknown to the survivors remaining in the trial.

    “That Vigo fellow traded his secrets for his freedom. He held up his end, now to find us a way out of this place.” ~Voice from the void.


    Seek and Sacrifice - Understanding how to appease the entity can make this easier.

    When you hook a survivor gain a token, for each token you have you gain 1/2/3 meters of aura reading around you. If a survivor dies in any other way, you lose all earned tokens.


    Hex: Desperation - Power-based on your fear of failure, once the exit gates are power and a Dull or Hex totem remains, this perk will either light a Dull totem or share a Hex totem with another Hex perk.

    Other Hex perks gain priority and are lit before this perk is applied to the Hex totem.

    Per survivor remaining in the trial gain an additional 5/10/15% vault speed and hit/miss recovery speed increase. 

    Also, your movement speed is increased by 10%.

  • PlutoIsLegit14
    PlutoIsLegit14 Member Posts: 3
    edited January 2021

    UNWILLING

    When those who are unwilling, you'll just have to do it yourself.

    When you are hooked and the last survivor is camping hatch, take a 50/60/70 percent increased chance to escape off the hook by your own hands.

  • PlutoIsLegit14
    PlutoIsLegit14 Member Posts: 3

    Killer Perk: Excommunicado

    If one fails... we all do.

    After a survivor fails a safe hook rescue, all survivors are given the exposed status effect for 10/15/20 seconds.

  • Viberum
    Viberum Member Posts: 53

    Killer Perk (Patience): When reaching bloodlust II, inflicts exposed on the targeted survivor until the chase ends.

    Killer Perk (Pallet-born): While carrying a survivor, immune to pallet stuns. Survivors that attempted to stun you with a pallet have their auras revealed for 15 seconds.

  • TiredBaker
    TiredBaker Member Posts: 4

    LOL This would be so great if it was more like "Players who are not within the killer's terror radius cannot interact with pallets, with the exception of survivors using the perk Any Means Necessary to reset already-dropped pallets."


    MY perk would be something more along the lines of "Whenever a survivor is hooked, the fog within x/x/x meters of the hook grows increasingly thick if the killer is within x/x/x meters of it." It would be really helpful in maybe discouraging killers from camping/ circling hooked survivors quite so closely, imo. Imagine you're playing against a Clown main (who I think most survivor mains would agree is one of the more annoying killers to play against. Clown mains almost always seem to facecamp SUPER hard), and they hook their first survivor. I imagine the distances would be about the same for my perk as for a perk like Kindred, where survivors can see the killer's aura if they're within a certain distance of the hook? So imagine the Clown is trying to facecamp the survivor- the closer to the hook they are, the thicker the fog gets (I am imagining it being almost similar to a flashlight blind, but with the killer's field of vision slowly shrinking and going black around the edges until they can see only a sliver of the screen). Not only will that aid survivors in rescuing each other, it will give killers a reason not to just stand around and ruin the game with their crap strategy.

  • TiredBaker
    TiredBaker Member Posts: 4

    Shoutout to the Zarina mains who are lowkey just as guilty of blending but never get called out because everyone's busy memeing on Claudette lmaooooo

  • MadLordJack
    MadLordJack Member Posts: 8,814

    There's plenty of characters with dark outfits, but none of them match the potential for genuine invisibility as P3 Claudette.

  • TiredBaker
    TiredBaker Member Posts: 4

    True- I've only played with a couple of P3 Claudettes so far myself (I've been playing for only about a year now, it's not like I've been around long), but the ones I have seen were sneaky to the point of jumpscaring ME as a fellow survivor on occasion.

  • Steah
    Steah Member Posts: 511

    Wake of destruction

    𝘈 𝘱𝘪𝘭𝘦 𝘰𝘧 𝘳𝘶𝘣𝘣𝘭𝘦 𝘵𝘳𝘢𝘪𝘭𝘴 𝘵𝘩𝘪𝘴 𝘣𝘦𝘢𝘴𝘵

    After hooking a survivor, destory all dropped pallets in a 8/16/24 meter range

  • PlutoIsLegit14
    PlutoIsLegit14 Member Posts: 3

    Killer Perk: Follow the light

    With pain, comes pleasure

    After a survivor successfully saves another survivor from the killers grasp by a flashlight, that survivor will be given the exposed status effect for 10/15/20 seconds.

  • HuetorLand
    HuetorLand Member Posts: 3

    Survivor Perk: I appreciate my life!

    You appreciate your own life in such a way that it will give you enough momentum to survive.

    Increases movement and jumping speed of windows and paddles by 3/4/5% for 60 seconds each time you enter the INJURED state.


    Killer Perk: Come back here!

    You will never allow any survivor to make fun of you.

    After being stunned, the aura of the survivor that provoked it will be displayed for 5/7/9 seconds and during that time, it will enter into state VULNERAVILITY.

  • HertsuFIN
    HertsuFIN Member Posts: 19

    Strong Arms (Survivor Perk)


    Active at pallet by pressing the active ability button.

    You throw pallet Down stunning The killer for 100% longer duration.


    Pallets dropped by you while this perk is active will become weaker and can be breaked by The killer 50% faster. Also pallets dropped by this action are destructed if vaulted by survivors The vault will still Be completed.


    This ability has a cool down of 90 seconds.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Dexterity - You have weathered previous battles well thus you are built to take a hit A Whilst injured, you have 3% 4% 5% chance that the next melee attack doesn't put you into the dying state.

  • wolfhunter
    wolfhunter Member Posts: 8

    Hi


    I come whit some perk idea that give a second use of object

    first it's for medikit: when the survivor is running by pressing the abality button you consume the medikit for a bonus of haste 3/4/5%. The medikit is consume 1 charge per second of use.

    second it's for toolbox: when the survivor is next a drop palette, the survivor can reinforce the palette, the action take 4 second to be done and consume 8 charge of the toolbox. Break a reinforce palette take 50/75/100% more time for the killer.

    the third is for the map: when the survivor is crouch and don't move, the survivor can use the map for be transparent, it's NOT invisibility, the survivor lost of opacity become harder to be see. It's consume 4 charge per second of use. The effect increase whit level losing 20/40/60% of opacity

  • UrbanEvasionuser
    UrbanEvasionuser Member Posts: 67

    SURVIVOR PERK: Emboldened


    Help your friends, help yourself.

    When being chased, this perk activates. Vaulting and Running are now 1/2/3 percent faster.

    You also leave no scratch marks every 6/4/2 seconds.

    When injured, you leave no blood trails.

    Emboldened has a cooldown of 60/50/40

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    Obsessive Work:

    Survivors working on generators, sabotaging hooks, or cleansing totems, they become Oblivious for 5/7/10 seconds.


    This was an idea I had for a killer called The Criminal, a killer who would take The Trappers place as the most basic M1 killer.

  • Mayhem_Mo_YT
    Mayhem_Mo_YT Member Posts: 7

    Drag you down

    You harness the power of the entity to drag the survivors progress down and keep them from escaping. Once per trial, before all the gens are completed, you can damage a completed generator. Doing so notifies the survivors, who see the aura of the generator for 60/50/40 seconds and brings the generator back to 80/70/60% where it continues to regress normally. This is unaffected by other perks that affect generator regression, such as Oppression, Pop goes the weasel, Hex: Ruin, and any others. P.s. In case you haven’t noticed, this is a killer perk.

  • OxygenRequired
    OxygenRequired Member Posts: 5

    Survivor - Cat's Paw:

    You are willing to sacrifice yourself for others.

    While you are on the hook, your allies get +9% repair speed, and +15/20/25% for non-generator repair actions.

    While the killer is within 8 meters, your allies gain an additional +5% repair speed, and +15/20/25% for non-generator repair actions.

    Intuition:

    When you begin a Hex totem cleanse action, you are notified of which Hex it is (similar to how Devour Hope reveals itself after 3 stacks).

    If there is no Hex Totem currently active, the perk deactivates.

    If a new Hex Totem ignites, gain the Haste status effect (7%) for 5/10/15 seconds.

    Cartographer:

    Once per trial, while searching a chest, press the active ability button to instantly search the chest and guarantee a map item.

    The map item has a 50/75/100% chance of having a random addon.

    Upon use, Cartography disables for the remainder of the trial.


    Killer - Moonlight:

    None can hide from you in moonlight.

    After striking as survivor 4/3/2 times with a basic attack, Moonlight activates.

    If any survivor heals from injured to healthy while Moonlight is active, their aura is revealed to you and Moonlight deactivates. 

    Apex Predator:

    You become obsessed with one survivor. 

    Your obsessions aura is always shown as orange. 

    When temporary auras are shown to you, your obsessions aura is extended by 5/6/7 seconds. 

    Hex: Mark of the Beast- 

    Those in your path don't stand a chance.

    You become obsessed with one survivor.

    Hitting your obsession with a basic attack will cause your obsession to shift to another injured survivor if there is one.

    Any time your obsession heals from injured to healthy, they suffer from the exposed status effect until the obsession shifts or the related Hex Totem is cleansed. 

    You can only be obsessed with one survivor.

    The Hex effects persist as long as the related Hex Totem is standing.

  • Viberum
    Viberum Member Posts: 53
    edited January 2021

    New Killer Perk: Literally STBFL but different

    Earn a token for each time you hook your obsession. Each token grants a 5% stackable cool-down reduction on successful attacks. You can earn up to 8 tokens. (max 40%)

    You gain a new obsession after hooking your current one.

    Hooking anyone that is not your obsession will make you lose x tokens.


    I just want a perk that would be useful for killers like Plague who can't utilize STBFL as efficiently as Demo or Pig.

    Post edited by Viberum on
  • GoobyNugget
    GoobyNugget Member Posts: 698

    I don't know if someones done this already but oh well,

    Perk: Light-Bringer

    You know when the right time comes to save your allies

    After finishing a gen, all survivors who are currently injured, have their auras shown to you for 5 secs. Healing speeds for all survivors are increased for 40/50/60 secs after the gen has been finished.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,025
    edited January 2021

    Blood in the Water:

    (survivor perk)

    kind of risk - reward perk

    ;holding down a button (no idea what one) for 2 seconds with standing in the killers terror radius , keeps your blood from flowing, failing to release the perk again in the next 5/10/15 seconds cause your blood loss to double for 15/16/14 seconds and give a noise indicator to the killer , Blood in the water cant be activated again for 30/25/20 seconds


    Bump in the night"

    (killer perk)

    standing still for 2? seconds , reveals blood/scratch marks that have already disappeared 5/7/10 seconds ago

  • Marsheiraa
    Marsheiraa Member Posts: 18

    oooooo spooky

  • OxygenRequired
    OxygenRequired Member Posts: 5

    Killer Hex: Coldest Winter-

    The cold unmakes everything.

    You become obsessed with one survivor. 

    After 3/2/1 generator is completed, a random dull totem lights up if there is one. 

    Your obsession suffers the exposed status effect. 

    Putting the obsession into the dying state with a basic attack shifts the obsession to another random survivor if there is one. 

    If at anytime the obsession is killed, this hex totem instantly breaks. 

    The Hex effects persist as long as the related Hex Totem is standing.

    Untouchable

    Every 40/35/30 seconds, one of the following randomly occurs:

    -The closest window to you is blocked for 10 seconds.

    -The closest pallet to you is blocked for 5 seconds. 

    -The farthest generator from you is blocked, if it is not being repaired, for 15 seconds.

    You see the aura of whatever is blocked in white.

    Eclipsed

    You must suppress the light. 

    Earn a token for each concurrently regressed generator by your own hand. Eclipsed can earn up to 3 total tokens.

    For each token, you damage generators 8/9/10% faster.

    1 Token- Generators regress 75% faster.

    2 Tokens- Survivors repairing generators suffer from the oblivious status effect.

    3 Tokens- You gain a 10% haste status effect within 15 meters of generators regressed by your own hand. 

  • BlooperReel
    BlooperReel Member Posts: 127

    Killer Perk:

    Obsessive Compulsion (Alternative title: Formidable) - Once the obsession is killed, a new obsession is automatically selected.

    idk, I was watching some dbd videos and I realized that unless you get DS'd, there are no real obsession changing perks. I figure why not have one who's entire gimmick is just "Switch obsessions"

  • SavageKukri
    SavageKukri Member Posts: 15

    Ohhh, I have one interesting one

    Perk: Body guard. Anyone who comes between you or your friend's way will be punished. While running, press the Active Ability button to dart backward. If the killer is in range, stun the killer for 3 seconds. Causes the Exhausted status effect for 60/50/40 Seconds. Body Guard cannot be used while Exhausted. Body guard can only be used while within 4/6/8 meters of another survivor

  • I'm posting the perks from my fan-made chapter. Some people already reviewed it in the King Discord fan-made chapter section, I did my best to balance them gameplay wise. I hope people from here will like them too (especially Behaviour staff :D )

    (I am not an artist so I basically took in-game perk icons and edited them slightly to match my perks icon ideas)

    Killer perks :

    Survivor perks :


  • Killer Perk: House of Pain

    Whenever you injure a survivor with a basic attack that survivor will suffer from the oblivious status effect until fully healed.

  • Killer Perk: Unseen Eye

    When a survivor is unhooked more than 32 meters away from you the aura of the unhooker is revealed to you for 3/4/5 seconds

  • Hendo
    Hendo Member Posts: 94

    Perseverance: You've got a goal set in stone, and won't let anything stop you. While standing within 12/15/20 meters killer and are not in a chase you will heal over the course of 20/10/15 seconds.


    Finders Keepers: Only becomes active upon starting a trial (Not pre game) You use all that is available to you. Allows a survivor to carry, use, switch, and possibly escape with 2 items, and decreases item consumption by 10/12/15%


    Finders Keepers was a perk idea I made with my original DLC Depths Forgotten back in July of 2019, and Perseverance was an idea I came up with recently. Hopefully you guys like them!

  • followriyuji
    followriyuji Member Posts: 1
    edited February 2021

    Here's my first time posting something here and I've had many ideas about perks and I kinda wanted to share this one to you guys. Accepting constructive criticisms. I'm not that good at words but I hope it's comprehensible. (Perk image is just for attention)

  • The_Nightmare69
    The_Nightmare69 Member Posts: 55

    Do you mean expose in the meaning of their auras become visible or the status effect 'exposed'?

  • Am4re11_7887
    Am4re11_7887 Member Posts: 3

    hello everyone! Here i have 3 killer perks and 3 survivor perks, that are fitted for my war at hell chapter idea, featured in my profile.

    Hope you like them!

    KILLER PERKS

    Postraumatic stress: every time a survivor stuns, or blinds you, recieve a token. Each token grants a 2/3/4% extra movement speed in chases, up to a máximum of 2/4/6 tokens.

    Panic Atack: every time a survivor is inflicted by any status effect, his repair, healing, sabotaging, cleansing and searching speed is reduced by a 2/4/6%.

    War Regulations: You become obsessed with one survivor. When you hit your obsession, all survivors within 16 meters will scream, revealing their location, and any generators in range that had progress will start regressing

     

    SURVIVOR PERKS:

    Radiography: when you or your teammates are recovering from the dying state, all survivors will see the killers aura until fully recovered.

    Postoperatory Rest: after completely repairing a generator while injured, you will fully heal after 15/12/10 seconds. This also aplies to all injured survivors that are reparing along with you.

    Quick Pause: when you or your teammates are hooked, the killer will no longer see the generators aura until that survivor is unhooked.

  • Thunderous_670
    Thunderous_670 Member Posts: 137

    Now this is one of the perks from two perk concepts I had for a WW1 German soldier and a North Vietnamese soldier idea for dbd as survivors

    Perk: Delayed Grounds

    As the years of the Great War came to pass, you've grown used to making the best of bad situations in retreating and maneuvering by helping to delay the enemy from advancing for as long as possible with traps and wire. "Sweat now, and we'll bleed less later!" - Derek Manstein.

    Perk Effects: After speed vaulting a pallet or window in a chase, reinforce that object and block it from the killer with tanks taps and barbed wire for 10/15/20 seconds and you can still vault it yourself and will be protected by it when a killer would normally hit/grab you from a window. However your fort doesn't directly come from the entity and so the killer can actually break the tank traps like a pallet to ignore the duration, but doing so takes 4 seconds instead of the usual 2.6 seconds for pallets, and can be stacked onto a pallet to waste a killer's time for about 7 seconds overall if the killer chooses to break Delayed Grounds early. Delayed grounds has a cool down of 140/120/100 seconds.


    An alternative way/third way the perk can be activate if by working on a gen for 60/50/40 seconds and gives you an active ability to bar off the gen with barbed wire and mini tank traps for as long as the killer doesn't break it, but you can't a repair gen that's barred, and only someone with delayed grounds or the killer can get rid of the bars to work on it again but doing so creates a loud noise notification that reveals your location to the killer for 8 seconds. A player unbarring a gen takes 10 seconds, a killer unbarring it only takes 4 seconds.

    On another note, it's worth noting that Derek's iron doesn't directly come from the entity and so gens that are barred from Delayed Grounds will still regress with ruin,

    As for counters, perks like bamboozle, spirit fury, hex: ruin, and brutal strength can all counter Delayed Grounds. Bamboozle because they can't use Delayed Grounds if the perk is already blocked, spirit fury because that removes the pallet before Derek can vault over it to activate it, hex: Ruin because the iron won't stop regression, and brutal strength because at max level, brutal strength will destroy Delayed Ground in 2.8 seconds. (30% of 4 seconds is 2.8),

    Another downside, is that having the killer break down Delayed Grounds manually also causes you to become the obsession, this perk also increases your chance to become the obsession.


    Here's an idea of what the perk's picture might look like:


  • Thunderous_670
    Thunderous_670 Member Posts: 137

    Bro I love that perk, that would so good on Wraith, Ghost Face and Plague! I really hope they add yours in!

  • Micheal
    Micheal Member Posts: 288

    Uncles nekules.

    When getting unhooked uncles nekules well activate you have to croch in one spot and press the action button you leave no blood in the spot you are at and you become invisible until you move and it deactivates until you get unhooked again.be careful the killer can here you still.

    I thot this would be a great perk for pablo from Ash Vs Evil dead if they ever make him a survivor.

  • hatchking
    hatchking Member Posts: 312
    edited March 2021

    I have a roulette perk but don't have a name for it

    through your trials you have abilities you don't remember

    can see all survivors auras at all times but have a 10% action speed penalty

    can see all hook auras at all times and always sabotage them but have a 20% decreased hook timer

    can see the killers aura at all times but have a 5% movement speed penalty

    can run 5% faster at all times but can only aura read aura flares and pools of devotions (only at perk level 2 and onward)

    have endurance unless in deep wound and goes on cooldown after used unless you get downed or fully healed at the cost of a hook state (only at perk level 3)

    these perks each have a 20% chance of happening and only one happens at a time

  • DatWashi
    DatWashi Member Posts: 8

    Hex: Hellgate - at the end of the trial a dull totems turns into Hex: Hellgate. While the totem is active, whenever the killer steps within the range of a opened gate, it becomes blocked as long as they remain within range. If the killer attacks a survivor the gate remains locked for 10/13/15 seconds and goes on cool down for 20 seconds

    As long as the Hex totem remains active the killer receives a 10/15/20% action speed bonus and survivors receive a 2/4/6% reduction speed towards opening the gates

    Hex: Hellgate doesn’t activate and deactivates if the hatch was closed by the killer.

    ~This is to encourage survivors to open both the gates and to discourage some survivor bs behavior like teabagging or idling at the gates wasting the killers time

    ~the cool down is to prevent the killer from killing all survivors at one locked gate

    ~the action speed buff is to encourage the killer into starting a chase, and the gate speed debuff is to alert the survivors to the hex

    ~the hatch part is to prevent the last survivor from having no hopes of escape whether they finished all the gens or their team died first

  • Blazelski
    Blazelski Member Posts: 351

    3 Survivor perks.

    Now or Never: Under normal circumstances, you cannot recover while in the dying state. When someone is on the hook, you can recover fully and you recover 10/15/20% faster than normal for each person on a hook.

    Braced for the Worst: When you are affected by the Exposed status effect and healthy, being hit with a basic attack will put you into the injured state instead, and you will be afflicted by the Broken and Deep Wounds status effects. You have 10/15/20 seconds to mend from Deep Wounds and you stay Broken until the next time you are put into the dying state.

    Compensating Competence: When another survivor fails a skill check while you are working on a generator with them, the generator explosion is delayed and you face a very difficult skill check. If you succeed the skill check, the generator does not explode. If you fail the skill check, the generator then explodes and loses an additional 10/5/0% progress.

  • Blazelski
    Blazelski Member Posts: 351

    These are all somewhat overpowered. And some of them are obviously meant to synergize with the best perks in the game.

    Outsider: Meant to go with BBQ obviously so no one can hide from you except inside your terror radius and not in a locker. And the part where you see people's auras in a locker could be extremely strong just by itself.

    Look at You: Obviously a countermeasure to OoO, but also useful for Alert and the occasional key. This will be weak when OoO gets nerfed, but it's fine I suppose.

    Born to be Wild: Obviously we need something to stop/punish survivors from completing generators in front of the killer's face, but this is too strong because it works from inside the whole terror radius. Change it to 8/10/12 meters from the killer, and maybe decrease the exposure time, and I think you have an effective but balanced perk that works for all killers, even stealth ones.

    Medical Emergency: Clearly meant to be paired with Iron Will to immediately escape the killer after being hit. Too strong. Take away the hiding bloodstains effect so that people still need to run Lucky Break and you might have a strong but balanced perk.

    Dedicated Oath: Seemingly meant to be paired with Decisive Strike or maybe For the People and Bond. An extra 10% repair speed is huge. There's a reason no perks buff repair speed this effectively other than maybe Prove Thyself. Loop a killer somewhat near a gen and you've got a real problem perk.

    Critical Surgery: Just meant to totally abolish slugging. Absolutely busted, considering there are times when the killer really needs to slug.


    Final thoughts: Bring down the power level of your perks in general, and make them work with the not-so-strong perks so that people have a reason to run them, rather than the best perks that are already very powerful anyway.

  • Blazelski
    Blazelski Member Posts: 351

    Might need to be limited to within range of an injured survivor, but this is actually a fairly balanced perk idea on paper, especially if the killer can hit you while you're in the dash animation and it isn't a Dead Hard equivalent.

  • that_lich
    that_lich Member Posts: 33
    edited March 2021

    CREUSA'S CURSE (Killer Perk)

    Icon: a hex totem with burning eyes, the skull wearing a spiked crown

    A gift that burned in the face of love, of jealousy, of a woman scorned. The memory of this curse ignites all dull totems on the map for 80/100/120 seconds at the start of the Trial, covering your hexes in a veil of fire. If a survivor attempts to cleanse a totem affected by Creusa's Curse, they are stunned for 1/1.5/2 seconds. If that totem was a real hex totem, the survivor's aura is revealed to the killer for 4 seconds.

    "Let no one think of me as humble or weak or passive; let them understand I am of a different kind: dangerous to my enemies, loyal to my friends. To such a life glory belongs."

    -

    Inspired by the cursed garb Medea gave to Jason's wife, which burned her to death, I think a perk like this could help with an issue I've noticed lately of totems spawning and getting insta-gibbed due to bad spawns. It seems very bad lately, and I think this perk could counter it. Currently I copied the timing from corrupt intervention, but given it has other effects, it could be possible to reduce it since 120 seconds is a long time.

    Post edited by that_lich on
  • that_lich
    that_lich Member Posts: 33

    Architecture of the Fog

    The entity has studied the hatch's design, carefully emulating it to fight against its power. When the hatch would spawn, a second hatch also spawns within x radius of the nearest survivor. If a survivor has a key, it spawns closest to them instead. The killer can see the aura of this second hatch. If a survivor attempts to leave through this hatch, the entity's claws burst forth, causing nearby survivors to scream and reveal their location to the killer.

    While the second hatch is open, the actual hatch is quieter by 25/50/75%.

  • xEzekanarioX
    xEzekanarioX Member Posts: 378
    edited March 2021

    Killer perk:

    Your worst nightmare.


    Gain a token for each survivor killed.


    When you have a token, kick a repaired generator to reverse it back 15/20/25% of its charge.


    -You think you outplayed me? I invite you to do it again.


    *edit: I actually thought of a survivor perk.


    Survivor perk: Juggernaut.


    You can take an extra hit when injured, but reduces your life by 1 hook. (You can take only 2 extra hits in the trial, the point is having to take 3 hits per "hook", killers with instadown will ignore this perk.)


    -Kill me. Kill me right here, right now, I'm not afraid to die!