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New survivor perk ideas

kaskader
kaskader Member Posts: 283
edited February 2023 in Feedback and Suggestions

What do you guys think and how would you change it?

Also you can check out my killer perks ideas and give a feedback on it! https://forum.deadbydaylight.com/en/discussion/296312/3-perks-and-new-totem-defending-perk-idea#latest

Post edited by EQWashu on

Comments

  • Mazoobi
    Mazoobi Member Posts: 1,568

    The concepts are good. I like Hurry Up! which is an interesting twist for the exhaustion roster, but I think all of their values seem a bit too forgiving and possibly abusable in a group.

    Savior is definitely going to be abused in a SWF, but instead of a 30% boost, 10% (maximum) is a lot safer.

    Hurry up! 's value of 100% seems too strong considering multiple people can run this and possibly with prove thyself or toolboxes. Either the duration is reduced or repair speed is dropped considerably. Gen-speeds are already an issue and this perk will break the balance even more.

    The boon seems fine, but I think the value can be cut in half considering the boon meta being really strong.

    Really good ideas, but their numerical values seem very abusable.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    Sounds interesting

    You almost made icons! well done

    True, the last 2 perks seem rather weak, but everything can be pulled up by looking at the statistics

  • kaskader
    kaskader Member Posts: 283
    edited November 2021

    I can't draw :(

    Post edited by kaskader on
  • ReikoMori
    ReikoMori Member Posts: 3,333
    edited November 2021

    Savior is an insane overtuned perk idea. 7secs of increased movement speed in this game at a 30% boost is enough to clear nearly a third of a map. Keep in mind that haste in this game usually lasts about 2-3 seconds (NOED is an outlier as its a flat 4% haste for as long as the totem stays up and is hyper situational). Getting that much value off of a palette stun or flashlight save is not the healthiest thing for balance. Conversely, giving the killer 3 seconds of aura reading is useless for the killer as blinds can last longer that 3 seconds and recovering from a stun is about 2 seconds unless you run Enduring. So this idea loads one side with a massive benefit, but with no real downside.

    Hurry Up is just flat out broken. You've essentially created an uncapped gen speed perk that also gives a higher bonus if you hit great skillchecks. That is just bad for everybody involved including survivors. You'd push the pace of the game so hard that even high tier killers would start to falter, but at the same time that level of speed would become meta for survivors and push everybody in to extremely short, low scoring games. If you're a killer who doesn't generate map pressure or has a power that requires the game to just take longer you'd stand no chance of winning unless you started slugging at 5 gens which would just make everyone irritated. Getting exhausted from that for 40 seconds is not really a set back and I'll explain why with your boon.

    Freshed's effect passes out another uncapped speed boost, but to status recovery. Being exhausted by Hurry Up essentially becomes moot as you just need to get the zone affected by the boon to not having to wait even close to 40 seconds to recover from exhaustion. Then consider what would happen if you paired this with Vigil, another status recovery boosting perk, you and your teammates would be exhausted for essentially only a few seconds then able to loop into another Hurry Up cycle. This is the point where people actively start disconnecting from the game and eating penalties or just stop playing altogether. DBD has a history of large amounts of players deciding not to play en masse when people are met with something that essentially becomes infinitely difficult to deal with.

    You can look up videos on the Dark Times, Old Legion, Old Freddy, and Spirit when she had collision while phasing. For a more perk centric moment there was pre-nerf Mettle of Man and old Ruin

    Post edited by ReikoMori on
  • Viamont
    Viamont Member Posts: 304

    First one its absurdly strong.

    On hit bonus its 150% for two seconds, that easily puts a good distance betwen the killer and survivors not counting any other bonus speed perks, in this case overcome adds +2 more seconds to that bonus, that puts a MASIVE distance betwen ALL killers that arent rushers, In the case of yours you are first puting the standar 2+ stun seconds the killer gets, from there you and the target are given 7 seconds of bonus that easily will be equivalent to 4/5 of the previous mentioned combo, this will leave most non rush killers in the dust with NO counterplay, specially considering your perk has little to no drawback, and no, the aura revealing its irelevant considering the two second stun will leave the killer with 1 second of "maybe" se where the survivor is.

    You want something like this in game? this would make more sense:

    After a pallet of flashlight stun you and the target gain a +10/20/30% speed buff for 1/2/3 seconds, the aura of both survivors its revealed for 5/6/7 seconds, this perk has a cooldown of 50/40/30 seconds

    Gosh dude...this one its horrible....a generator takes about 80 seconds to be completed from start to end, with a 100% boost a single survivor would take 40 seconds to complete it...thats not even considering perks toolboxes or brand new parts...this is a HARD NO in any shape of form, its blatantly OP and shouldnt be put in game in any shape or form, generators already fly with certain perks and items, with this they would be done in a mater of seconds.

    The boon...oh gosh, convined with your previous perk would be disgusting in every sense of the word.

    I dount doubt you might have good intentions...but honestly...all this perks are horribly strong and would make for disgutingly OP combos

  • kaskader
    kaskader Member Posts: 283

    @Viable_Golem4375 Aura reading would work after 7 seconds not after the stun.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    That's still bad. 7 seconds is more than enough time at that much of a speed boost to break line of sight and hop into a locker or have a strong headstart towards a boon zone with Shadowstep.

  • Terramortius
    Terramortius Member Posts: 115

    How did you get that template? The ay you presented it is just top quality stuff.


    ok but let's run through your ideas.


    Savior - I think 30% haste for 7 seconds is too long considering the killer performs a stunned animation and cannot move while the dropped surv gets to run. So 10% haste for 3 seconds is somewhat towards the fair range. Aura shown to killer is a nice downside for using this.


    Hurry it up - Hurry it up is way too strong for what it does. It means that fixing it alone, you get speeds of 2 people with prove thyself. IF this were to be a perk, 15-20% bonus speed for 5 seconds is more balanced because the gens already fly by way too fast now. Let's not forget that if a killer uses fearmonger, this perk is completely unusuable.


    Boon - This is basically a bigger vigil that can't move and has 3.3x the effect. Way too strong. If you combine this with shadowstep and vigil, imagine how much it would be abused. It means I can litreally stand within the boon, leave no scratch marks and literally use sprint burst once every 15-20 seconds. Maybe 50% tops, IMO.

  • Fuzzycube
    Fuzzycube Member Posts: 266

    I’d add a very difficult skill test for the second perk while active.

  • Sakurra
    Sakurra Member Posts: 1,046
    edited November 2021

    You should add to savior stun by head on. I like your ideas.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    Do not forget that you need to find it, walk it and fix it, so this is a normal perk

  • Viamont
    Viamont Member Posts: 304

    No...non of this perk can be considered normal at all, all are absurdly strong, particularly the last two, those two are just insanely OP

  • kaskader
    kaskader Member Posts: 283
    edited November 2021

    Ok so after seeing a feedback i gave those concepts a couple of changes.

    Savior: I reduced the power of haste that you gain from 30% to 10% but increased its active time from 7 seconds to 10 seconds. Also increased a drawback from 3 seconds to 7.

    Hurry it up! that one was the most controversial. I reduced active time from 15 seconds to 10 seconds also decreased great skill check bonus to 5% from 7%.

    Boon: simple change values won't stack with perks such vigil. That would be a little overkill to have 130% recovery speed.

    What do you guys think?

    Also you can check out my killer perks ideas and give a feedback on it! https://forum.deadbydaylight.com/en/discussion/296312/3-perks-and-new-totem-defending-perk-idea#latest


    Post edited by kaskader on
  • Viamont
    Viamont Member Posts: 304

    You need to understand that its not just about the % bonus but also the amount of time its active. Consider this. While stunned the killer loses visual contact with both survivors while the wiggle animation happens, unless one of the survivors stays in visual contact (and asuming its not the flashlight save) the killer its not only stunned, but also striped of blood lust wich already puts it at a disadvantage in contrast with the suvivor. The distance the survivors will put againts the killer might not be as much in comparison with your previous numbers, but given it now lasts 10 seconds easily helps to prevent ANY chance of chassing at all. Your perk its just absurdly safe with no drawback worth mentioning, even with the aura reading unless the target its a rush killer theres no way they are going to be able to chase. This perk would end needing to be exaustition or have a big cooldown, at the very least around 60/50/40 seconds.

    Again...100% repair bonus its absurdly ridiculous, here its not even much about the time, its the fact that such a big bonus its game breaking. This perk its busted. Unless you make it a 1/2/3 seconds its seriously OP.

    And again...even without vigil this perk its just as busted, as a practical example an exaustition perk that requires 60 seconds its cut down to 30. Simply put its busted. The whole concept its just horrible. Convine it with shadow step in a midly safe area and the survivor could easily rest betwen areas to regain exaustition and use perks like every 20 seconds...thats insanely strong, that would make certain areas loop nightmares where only the strongest killers "might" have a chance to put down the survivor...they would be put in a lose lose situation, chase indefinitly and be DH all day, drop chase and lose the survivor AND be forced to find the totem...except said totem will be blessed somewhere else for a rinse and repeat situation.

    The boon its a hard no under any circumstance, its just a terrible idea

  • kaskader
    kaskader Member Posts: 283
    edited November 2021

    @Viamont 1.How much often do you save 2 teammates in a row? nearly never so adding a cooldown to it would make no sense.

    2.Remember that this perk is nothing else but a purple toolbox for exchange of being exhausted. Also if this perk would become meta or really problematic you can run fearmonger to completely counter it giving you as a killer tool to fight it.

    3.I'm gonna think a little bit more about the boon and how to balance it.

    And you are pretty good with your feedbacks so if you want you can check out my killer perks ideas and give some feedback on them :)

    https://forum.deadbydaylight.com/en/discussion/296312/3-perks-and-new-totem-defending-perk-idea#latest

  • YukariTheAlpaca
    YukariTheAlpaca Member Posts: 184


    Ah yes, the good old "Just run X perk to counter X perk. That idea is terrible. All of these perks are extremely overpowered.

This discussion has been closed.