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Half Perks: Gives half the perk's effects, but takes up half a perk slot

Exerlin
Exerlin Member Posts: 1,352
edited April 2021 in Feedback and Suggestions

Hi! Here's an idea that came to me recently:

Half perks could allow for more interesting builds without skewing the game's balance off the rails like some other perk expansion ideas would. For example, using a "half perk" instead of the normal "full perk" would reduce the effects of the perks by changing the numbers, changing the percentages, or removing a function entirely. For example, DS's timer would be cut in half, NOED would have no exposed status effect, Undying would also be destroyed when breaking a dull totem, Unbreakable would only increase recovery speed, ect...

This wouldn't limit you to 8 half perks or 4 full perks either. You could have 4 half and 2 full, 2 half and 3 full, and even just something like 1 half or 3 halves if you want to do that for some reason. When selecting a perk slot, there could be a little switch icon that splits the slot in half, allowing you to click on each half to select its perk. Here's some mock-ups:

And here are examples of every "half perk":

Survivor Perks:

Bond - Aura radius is 10/14/18 meters.

Prove Thyself - 7% repair speed boost for each survivor within 4 meters. 25/33/50% co-op bloodpoint bonus.

Leader - Other survivors within 8 meters get a 5/10/15% boost to some action speeds.


Quick & Quiet - Cooldown is 60/50/40 seconds.

Sprint Burst - Exhaustion caused by this perk lasts 120/100/80 seconds.

Adrenaline - Does not heal. Same speed boost.


Empathy - Aura range is 32/48/64 meters.

Botany Knowledge - Healing speed increase and medkit efficiency are 5/11/17%.

Self Care - Healing speed without a medkit is 30% the normal speed.


Iron Will - Grunts of pain reduced by 30/40/50%.

Calm Spirit - Does not prevent screaming.

Saboteur - Hook aura range is 28 meters.


Balanced Landing - Exhaustion caused by this perk lasts 120/100/80 seconds.

Urban Evasion - Crouch walk 40/45/50% faster.

Streetwise - Item depletion rate decreased by 5/10/15%.


Sole Survivor - Radius is 10/11/12 meters.

Object of Obsession - Your aura is revealed to the killer for 3 seconds every 60 seconds.

Decisive Strike - Activates for 20/25/30 seconds.


Open Handed - Ranges increased by 4/6/8 meters.

Up the Ante - Each token adds a 1/1.5/2% luck bonus.

Ace in the Hole - 50% chance to find an add-on of Very Rare rarity or lower. 10/25/50% chance for a second add-on of Uncommon rarity or lower.


Left Behind - Aura range is 12/14/16 metres.

Borrowed Time - Endurance effect lasts for 4/5/6 seconds.

Unbreakable - Can not recover from the dying state.


Technician - Does not reduce generator repair noise.

Lithe - Exhaustion caused by this perk lasts 120/100/80 seconds.

Alert - The killer is revealed for 1/2/3 seconds.


We're Gonna Live Forever - Healing speed bonus is 50%.

Dead Hard - Exhaustion caused by this perk lasts 120/100/80 seconds.

No Mither - Nothing changed.


Wake Up - Aura reading range is 64 metres.

Pharmacy - Unlocking chests is 20/30/40% faster. Does not reduce chest unlocking noise.

Vigil - Does not effect other survivors.


Tenacity - Does not let you recover and crawl at the same time.

Detective's Hunch - Aura range is 16/24/32 metres.

Stake Out - Maximum tokens are 1/2/3. Tokens take 20 seconds.


Dance With Me - Cooldown is 120/100/80 seconds.

Windows of Opportunity - Cooldown is 60/50/40 seconds.

Boil Over - Struggle effects are increased by 0%/25%/50%.


Diversion - Takes 80/70/60 seconds to activate.

Deliverance - Requires 2 safe unhooks.

Autodidact - Progression penalty starts at -25%. Each token grants +10% bonus progression, up to a total of +25%.


Breakdown - Killer's Aura is revealed to you for 2/3/4 seconds. Hooks broken by Breakdown take 120 seconds to respawn.

Aftercare - Does not activate on unhooks.

Distortion - Duration is 3/4/5 seconds.


Solidarity - Conversion rate is 15/20/25%.

Poised - Duration is 3/4/5 seconds.

Head On - Exhaustion caused by this perk lasts 120/100/80 seconds.


Flip-Flop - Wiggle progression granted by this perk caps out at 15/20/25%.

Buckle Up - The killer's aura is revealed for 2/3/4 seconds.

Mettle of Man - Requires 4 protection hits to activate.


Better Together - When a survivor gets downed and you are repairing a generator, you see each survivor's auras for 3/4/5 seconds.

Fixated - You walk 0/5/10% faster.

Inner Strength - Healing inside a locker takes 20/18/16 seconds.


Babysitter - Duration lasts 2/3/4 seconds.

Camaraderie - Struggle timer gets paused for 13/15/17 seconds.

Second Wind - You automatically heal after 56/48/40 seconds.


Lucky Break - Duration is 35/40/45 seconds.

Any Means Necessary - Cooldown is 200/160/120 seconds.

Breakout - Wiggle bonus speed is 10%.


Off the Record - Lasts 30/35/40 seconds.

Red Herring - Cooldown is 120/100/80 seconds.

For the People - Broken status effect lasts 220/200/180 seconds.


Soul Guard - Endurance lasts 2/3/4 seconds.

Blood Pact - Movement speed bonus is 2/3/4%.

Repressed Alliance - Activates after repairing generators for a total of 160/140/120 seconds.


Visionary - Cooldown is 40/36/32 seconds.

Desperate Measures - Healing and Unhooking speeds increased by 5/6/7% for each injured, hooked, or dying survivor.

Built to Last - Your carried item refills 20/25/30% charges.


Appraisal - Start the trial with 2 tokens. Rummage through chests 20/30/40% faster.

Deception - Cooldown is 120/100/80 seconds.

Power Struggle - Reaching 70/60/50% wiggling progression activates power struggle.


Fast Track - Maximum tokens are 3/6/9.

Smash Hit - Exhaustion caused by this perk lasts 120/100/80 seconds.

Self-Preservation - Duration is 3/4/5 seconds.


Dark Sense - Only reaveals killer when the last generator is completed. 

Deja Vu - Only reveals 2 generators. 

Hope - Duration is 60 seconds.

Kindred - Reveals 1 survivor. Killer's aura range is 4/6/8 metres.

Lightweight - Your scratch maerks start to disappear 1/1.5/2 seconds sooner.

No One Left Behind - The auras of all other survivors are not revealed to you.

Plunderer's Instinct - Aura reading range is 8/12/16 metres. Grants a slightly better chance at finding better items.

Premonition - Cooldown is 120/90/60 seconds.

Resilience - Action speed increased by 3/4/5%.

Slippery Meat - Grants 1 additional sel-unhook attempt.

Small Game - Cooldown is 30/25/20 seconds.

Spine Chill - Range is 24 metres. Skill check chance is increased by 20%. Skill Check zones are reduced by 20%.

This Is Not Happening - Great skill check zone increased by 5/10/15%.

We'll Make It - Healing speed increased by 50%.

Killer Perks:

Unnerving Presence - Skill check zones reduced by 20/25/30%.

Brutal Strength - Breaking stuff is 5/7/10% faster.

Agitation - Movement speed increased by 3/6/9%.


Predator - Scratch Marks left by survivors are slightly/slightly/moderately closer together.

Bloodhound - Blood can be tracked 0/1/2 seconds longer.

Shadowborn - No change.


Enduring - Pallet stun duration reduced by 15/20/25%.

Lightborn - Grants 50% immunity from blinds.

Tinkerer - Undetectable reduced to 6/7/8 seconds. Triggers when a generator is repaired to 80%.


Stridor - Grunts of pain are 10/20/30% louder. Regular breathing does not get louder.

Thanatophobia - Action speed penalty is 1.5/2/2.5 per injured, dying, or hooked survivor.

A Nurse's Calling - Range is 10/12/14 metres.


Save the Best for Last - Maximum tokens is 4.

Play With Your Food - Each token increases movement speed by 1/2/3%.

Dying Light - Each token gives survivors a 1/1.5/2% action speed penalty.


Hex: The Third Seal - Blindness lasts 90 seconds.

Hex: Ruin - All generators automatically regress at 50/75/100% of the normal regression rate.

Hex: Devour Hope - Grants effects at 3, 5, and 8 tokens respectively. 


Overwhelming Presence - Item depletion rate increased by 40/45/50%.

Monitor & Abuse - Your 'base' terror radius is increased by 4 metres. When outside of a chase, your terror radius is reduced by 8 metres (resulting in 4 less metres than normal).

Overcharge - Additional Progression loss is 0/1/2%.


Beast of Prey - Does not grant bonus bloodpoints.

Territorial Imperative - Cooldown is 60/50/40 seconds.

Hex: Huntress Lullaby - Survivors receive a 1/2/3% regression penalty on failed skill checks. Maximum of 4 tokens.


Knock Out - Downed survivor's aura is not revealed to any Survivor that is more than 64/48/32 metres away from them.

Barbecue & Chilli - No aura reading effect.

Franklin's Demise - Items dissapear in 300/240/180 seconds.


Fire Up - Increases action speed by 1/1.5/2% per token.

Remember Me - Exit gate opening time increased by 2 seconds per token.

Blood Warden - Duration is 15/20/30 seconds.


Hangman's Trick - No loud noise notification when a survivor begins a sabotage action.

Surveillance - Audible range is not increase. Generators are highlighted in yellow for 4/6/8 seconds.

Make Your Choice - Cooldown of 120 seconds. Duration of 20/30/40 seconds.


Bamboozle - Does not increase vault speed. 

Coulrophobia - Decreases healing speed by 15/20/25%.

Pop Goes the Weasel - The kicked generator loses 12% progression.


Spirit Fury - Requires 8/6/4 broken pallets.

Haunted Grounds - Duration is 20/25/30 seconds.

Rancor - You do not see the survivors' locations. The obsession can not be killed by your hands.


Discordance - Range is 32/48/64 metres.

Mad Grit - Will pause the survivor's wiggling progression for 0/1/2 seconds.

Iron Maiden - Exposed effect lasts for 15 seconds.


Corrupt Intervention - Duration is 30/45/60 seconds.

Infectious Fright - Locations are revealed to you for 1/2/3 seconds.

Dark Devotion - Duration is 10/15/20 seconds.


I'm All Ears - Cooldown is 120/100/80 seconds.

Thrilling Tremors - Blocks generators for 8 seconds.

Furtive Chase - Maximum of 1/2/3 tokens.


Surge - Cooldown is 120/100/80 seconds.

Cruel Limits - Duration is 10/15/20 seconds.

Mindbreaker - Exhaustion status effect lasts 1/2/3 seconds.


Zanshin Tactics - Aura range is 12/14/16 metres.

Blood Echo - Exhaustion effect lasts 20 seconds.

Nemesis - Does not reveal the survivor's aura. Oblivious lasts 20/25/30 seconds.


Gearhead - Requires 3 hits.

Dead Man's Switch - Duration is 15/20/25 seconds.

Hex: Retribution - Oblovious effect lasts for 15/20/25 seconds. Auras are revealed for 5 seconds.


Forced Penance - Broken status effect lasts for 30/35/40 seconds.

Trail of Torment - Cooldown is 120/100/80 seconds. Maximum duration is 15 seconds.

Deathbound - Oblivious effect lasts for 30 seconds.


Dragon's Grib - Exposed duration is 30 seconds.

Hex: Blood Favour - Cooldown is 120/100/80 seconds.

Hex: Undying - The auras of survivors are revealed when within 1/1/2 metres of any dull totem. Undying deactivates when a dull totem is broken.


Hoarder - Range is 16/24/32 metres.

Oppression - Cooldown is 240/200/160 seconds.

Coup de Grâce - Lunge range is increased by 20/25/30%.


Starstruck - The exposed effect lingers for 10/12/15 seconds.

Hex: Crowd Control - Blocks windows for 5/6/7 seconds.

No Way Out - Blocks exit gates for an additional 2/3/4 seconds per token.


Bitter Murmur - Only activates when the last generator is completed.

Deerstalker - Range is 10/14/18 metres.

Distression - Terror radius is increased by 11/12/13%.

Hex: No One Escapes Death - Does not apply the exposed status effect.

Hex: Thrill of the Hunt - Totem cleansing speed is reduced by 1/2/3% per token.

Insidious - Reduces terror radius by 50% instead of granting Undetectable.

Iron Grasp - Struggle effects are reduced by 50%. Time to wiggle out is increased by 2/4/6%.

Monstrous Shrine - Does not affect self-unhook penalty or difficulty.

Sloppy Butcher - Does not apply Mangled.

Spies from the Shadows - Range is 10/14/18 metres.

Unrelenting - Missed attack cooldown reduced by 5/10/15%.

Whispers - Range is 64/56/48 metres.


Comments

  • Teacyn
    Teacyn Member Posts: 93

    The main issue I see with a system like this is that it might allow for some crazy stacking of synergistic perks - Some of these perks are so powerful together that even with halved power they are superior to either by themselves. Such as We'll Make It + BT, (unhook safely in range of killer, fast heals if you're safe to unhook anyway) or Unbreakable + Soul Guard (recover super fast, have endurance when you do so, can pick yourself up entirely if under effect of a hex). Removing the parts of these perks that makes them synergize so well with a system like this would remove their identity.

    The other issue is balancing. A lot of perks have lopsided power levels - Their power is heavily contained in one specific aspect of the perk. I.E Saboteur, the hook aura reading on that is basically just a convenience feature that barely actually contributes to the power of the perk. Others can't be cleanly "halved", due to the designs of the perk, like Self Care. Healing yourself at 30% speed would be so utterly useless that I would physically cringe when I see all the blendettes start running it, but if you made it just take away the improved efficiency it would barely change anything.

  • Exerlin
    Exerlin Member Posts: 1,352

    Synergy is the main draw of this kind of system. Half We'll Make It + Half BT would be good, yes, but I don't think it's much more powerful than just one or the other. That would probably be a synergy where I would bring Full We'll Make It and Half BT since 6 seconds of endurance should be enough for the survivor to get to a pallet or something and the 100% speed boost is a LOT.

    Unbreakable + Soul Guard would also be good, but that relies on the killer having a hex perk. Plus, the endurance from soul guard is so tiny that the killer could easily wait it out in most situations. I don't think it's too powerful for 1 perk slot because of its inconsistency.

    For Sabotuer, the cooldown could definitely be the thing that's doubled if you see that would be more fitting. I was torn between the two when writing this so I just settled on that.

    Self Care is definitely a harder perk to balance as a half perk. I think it's fine for some perks to have near-useless halves if there's no clean way to cut them. Maybe Half SC could be 40%? That'd make you heal in 40 seconds instead of 32 seconds. Still bad, but not super awful.