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IDEA: CORRUPTED PERKS
So while I was showering I came up with a pretty cool idea for dead by daylight to spice things up a little bit. Currently, all the perks in the game for the killer are pretty similar, they all have a net gain (Shorter pallet stuns, gen regression etc) But I was thinking to have perks that actually harm you in one way, but benefit you massively in another way, sounds ridiculous but here's what I mean:
In the bloodweb, you can only obtain a corrupted perk by having that perk be taken by the entity, and then you need to contribute a large amount of blood points (10k-20k etc) to that perk, then you obtain the corrupted perk. This would make sense with the lore as the entity likes to take away knowledge from killers and survivors.
An example perk would be this:
CORRUPTED: NO STOPPING NOW
You lose the ability to gain bloodlust in any form, however every time you break a pallet you get a 5% speed boost for 5/7/10 seconds
Or:
CORRUPTED: BLOODRUSH
Every time you injure a survivor using a basic attack, this perk activates. After attack recovery, you gain a 10% speed boost for 10/12/14 seconds TOWARD the survivor you just injured, during the chase with that same survivor, all other survivors complete gens 5% faster as long as you're in chase.
What do you guys think, would these perks be too strong/too weak? And is it a reasonable suggestion for the developers to add to the game? Because I truly think that this will spice things up a lot and create much more build variety.
Comments
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No offense but they sound like meme perks that no one would use outside of specific builds since perks with huge downsides never get used. personally I'd never touch corrupted bloodrush since the downside is more gen rushing
Edit:i feel like it would be nerfed because people will pair it with stbfl and a fast killer
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Bloodrush is meant to be used with stbfl so that you can catch up within a few seconds after a hit, the gen speed is to give this perk some risk/reward because if you don't make use of that speed and down the survivor quickly you will be punished, I honestly thing 5% is really not a lot of gen speed but they can definitely make some changes.
Edit: The whole point of corrupted perks is to give the killer a risk/reward factor. If they use and play around the perk well, they get rewarded but if they play like normally they get punished severely. And if survivors know about the perk they can use that information to their advantage, like for Bloodrush they would have every survivor working on generators when that specific survivor is in chase. Or for No stopping now they would be forced to try and conserve pallets for as long as possible instead of playing it safe and just throwing them carelessly (especially on maps like The game where there is a plethora of safe pallets)
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they tried this once but it was with a survivor perk. Its bad idea. They tried this with self-care.
One of experimental versions of self-care was you can heal yourself, but all healing action are reduced by 25% instead of 50% when self-caring. the result was that everyone needed to run self-care because everyone else who was running self-care was 25% worse at healing you and in order to heal, you needed self-care for yourself.
general problem with these type of perks is either
A) the perk benefit need outweigh negative so much that negative aspect is irrelevant
B) The negative benefit has little to no effect on gameplay that the player only reaps its rewards.
What do these perks sound like? They sound like Hex perks and Obsession perks. Hex:Ruin has massive negative that survivors are able to disable the perk easily by removing a single lit totem that is fairly easy to find after enough playtime and yet. the meta of killer is pop goes weasel+Hex:Ruin, The reward hex:ruin is just so high for it staying up that benefit outweighs negative. Every other hex perk that is not Hex:Ruin has too much risk for not enough reward.
SBTFL is example of perk B. Its negative for losing stacks on hitting obsession has very little impact of its effectiveness and the perk with smart killer play only reaps its rewards. Every other obsession perk e.g.. Furtive chase, Remember Me has similar risks of needing to find/avoid obsession but the rewards are garbage, so nobody uses them.
So whenever BVHR releases new hex perks or obsession perks, The reason nobody even talks about them anymore is because the risk these perks is insanely high for failure and reward is completely non-existent.
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The first one sounds like a weaker Brutal Strength while the second one is a bigger hinder than help. Also I wouldn't make perks around Bloodlust since that is an outdates mechanic that may be changed or remove sometime down the line.
Also the word "Bloodrush" is already used to describe the double bloodpoint events.
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We don't really need Perks designated as "Corrupted" to have this kind of feature, as it's been done before to an extent. I mean, No Mither is terrible, so I can understand forgetting about it, but it has a massive downside associated with it.
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No mither is the only perk that has some sort of harm and it is a meme perk. The example perks I showed were just examples, I just think perks with a big downside but an ever bigger upside would be cool to add to the game because it would add a higher risk/reward factor than just "Oh no my totem got cleansed so now I have 3 perks, oh well"
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