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New perk ideas I wanted to show off
"Health is Wealth": Your past experiences taught you to stay focused at the task at hand, making you forget your wounds. While repairing a generator in the injured state, skill check frequency is increased by 20% and each great skill check you hit progresses your heal progress by 5/10/15%. This effect caps at 75% heal progress.
"When push comes to shove" You know what it feels like to get pushed around. Upon taking a protection hit for a teammate, Push the protected teammate causing them to sprint at 150% movement speed for 3 seconds. This applies the exhausted status effect (to you) for 60/50/40 seconds.
Give opinions and tweaks if you have suggestions please!
Comments
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'Health Is Weath' is quite interesting actually.
'When Push Comes To Shove' would be a highly irritating.
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I would like a perk that would allow you as a survivor to break down breakable doors, how I think it should works is
after completing the equivelent of 1 gen it activates
use a token to break a breakable door
the perk deactivates upon use
at yellow rarity it would injure you after using it and make you broken for 60 seconds
at green rarity it just injures you after using it
at purple rarity it doesn't injure you after use
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"This effect caps at 75% heal progress."
Perhaps the final tier could also bump up the heal progress to 80%?
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"Health is Wealth": Your past experiences taught you to stay focused at the task at hand, making you forget your wounds. While repairing a generator in the injured state, skill check frequency is increased by 20% and each great skill check you hit progresses your heal progress by 5/10/15%. This effect caps at 75% heal progress.
--With HiW I'd like to suggest it work like BnP where you get 2/3 tremendously difficult skill checks and if you get them all you get healed to a maximum of 30% progress. Where if you miss them it doesn't trigger a notification.
"When push comes to shove" You know what it feels like to get pushed around. Upon taking a protection hit for a teammate, Push the protected teammate causing them to sprint at 150% movement speed for 3 seconds. This applies the exhausted status effect (to you) for 60/50/40 seconds.
--P2S gets ruined by SWF if they both run P2S with borrowed time and they unhook ,The BT person then takes the hit for their buddy giving them a speed boost, and if you catch them the other one then takes a hit giving them another speed boost making that type of situation Broken and unfair towards killers. And that's only with 2 people, imagine a team of 4 playing SWF stacking this Absolutely disgusting
Give opinions and tweaks if you have suggestions please!
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Dude, you're frickin' brilliant and I'd love to hear your ideas on my killer concept and something I'm about to post.
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Health is Wealth: I made it normal skillchecks with an increase in frequency because it's meant to reward risky gameplay. You should be rewarded for doing the gen while injured but not so much to where it becomes broken. So you get more skill checks to go towards the heal bar and towards gen progress. 30% is nothing and you can get there in approx. 4 seconds with a normal medkit.
When push comes to shove: I can see how this could be abused in certain scenarios. Maybe decreasing the protectors post hit speed boost by half would make it more balanced and skill based. That way it becomes a play making tool and if used wrong could cause the protector to quickly go down
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I've been replying to new/recent post submitted by the community and even making videos on some I'll probably eventually stop by even if you didn't want me too xD
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Allow me to go into further detail as too why I think it actually benefits from being a perk like BnP :keep in mind its only my suggestion.
the average heal time with self care is 32 seconds and with the help of a survivor is 16 seconds. 75% of that is 24/12 seconds. meaning after gen completion it only leaves you 8/4 seconds of heal time making the perk extremely over powered and needing balanced.
If a killer is in chase there isn't any risky play involved it's a free gen and heal combo which takes 88/84 seconds total as opposed to the old system of 113/96 seconds (im assuming in this equation you are with a survivor for an immediate heal ) now let me take a moment and blow your mind. if you add in boon totem healing and any other healing buff perks on top of that it is an immediate heal with self care after completing a gen. I proposed a BnP system, because if you want to reward risky play isn't it more effective for the perk, to have a survivor who wants to heal partly work on a gen for heal progress, then if they are chased away, decide to pop off and heal, or someone comes to the gen they are spending the same amount of time whilst also getting that gen progress done.
---so this perk as it stands puts the killer at a severe disadvantage and takes away any leverage at end game (especially if its a 3-gen situation)
it also makes gen-rushing strategies almost risk free even though the perk itself is designed to keep survivors on gens when injured.
imagine spine-chill, self-care, Dead-hard, and any healing enhancement perk all running together, or a SWF team running it with multiple variants. Hopefully I provided some insight, at the end of the day it is your perk and you can design it as you want! happy halloween
-supplement your lifestyle
-Q
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