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buff 1 perk you use in every build/killer/survivor
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yes and yes, keep the 50% bonus but add like 5-10% skill check chances
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yes and i'd personally get a token on every hook instead of gens
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it's the least useful boon so OKAY even tho boons are really strong, honestly why not? if you get all 4 once and you can still get all 4 again why not having 2 uses?
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hunch will be a pain but that's a strong buff and I love haunted idea, sounds great
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it was like this before, it was nerfed to be removed, it was too strong sicne you'd always get the stagger value, but it's true it's what made it powerful, I was using it mostly for that, so yea maybe not 75% like it does when not exhausted but maybe 25/30%
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flashbang isn't a pain in anyway so I see no issues
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PLEAAAAAAAAASE
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Then let's buff this b**** ๐ฅณ๐ฅณ
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Possibly. Though changing its registration would help, it would also kill BT body blockers
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Boons with different radii would add to the game. They in themself are not a problem in my opinion depending on their power. Cycle of Healing is too strong, sure. But I can think about many other "abilities" those Boons could offer that would be just "cool". Think about a Boon with 36 meters radius that shows you the aura of other survivors in the area...or a Boon with a 16 meter radius revealing the aura of the killer...
They very much depend on their radius for their power...
And Grim Embrace: High risk, high reward. If you can get to the second activation you have not killed a single survivor all game thus playing very "survivor friendly" and risking quit a lot of gen-speed and progress.
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- STBFL
- Rancor
- Blood warden
- Noed
Noed is no more a Hex
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Heres a few I like to use:
Diversion: Diversion now has a 60 second cooldown, however, no longer requires you to be in the killers terror radius. You can just throw a pebble every minute! You can also put up to 4 pebbles in your pockets if the character has them.
Inner Strength: Inner Strength no longer requires you to break totems! You just have to chill in a locker for 10 seconds. You deserve the break king.
Small Game: Once you've found a totem, it's aura shows up in red until it's cleansed. So you know where it is for later use!
Autodidact: Why stop at 5 stacks! You now can gain an unlimited number of stacks, and get full use of this perk when using a Med-Kit too.
Stake Out: Much like Autodidact, it now has no limit on how many tokens you can gain, however, this only applies to gens now! You also can gain stacks while in chase.
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Throwing another log on this fire.
Insidious:
Overhaul the perk to - Insidious Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor deactivates Insidious and your TR and Red Stain return to normal over 5 seconds. Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
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Survivor: Spine Chill, lights the perk up in quadrants to indicate the rough approach direction.
Killer: HEX: Pentimento allows you to also break boon totems to rebuild them as hex totems.
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Guardian also shows the Killer's aura to the Survivor you unhooked.
Survivors affected by Deathbound have an icon displayed on the HUD.
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Not perks I use but would like to see them changed
Sole Survivor- For every teammate killed grants you +15% repairing and healing speed
Dying Light- Remove the free botany knowledge and unhooking speeds for obsession. Replace with every time obsession is hooked, the obsession Gains 11% increased healing and unhooking speeds.
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Your idea for spies deserve its own thread. Really good.
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I actually took it from my own thread:
The thread didn't really go anywhere unfortunately, still, I believe the Ideas Presented and shared in it were good ones, and wish the devs would pay attention to them. Maybe I should create an updated list and include some of the newer ones as well.
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Flashbang: Make it activate faster.
BBQ: Increase BP gains to 200 % max. (and make it with WGLF as well if it works)
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boons should have aura colors meaning which once does what at range and to know which range it has, for exemple if there's 2 boon 1 is shadow step and the other is circle of healing, CoH will have a blue aura on the totem and shadow step will have a red aura, if the survivor who blessed to totem had both boons the totem will share both colors so you will know from a distance what the boons are and know how close you must be to it.
And that is very true, but still taking away 80 seconds total of gen is a big deal
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what would be their buffs?
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Mhhh why not?
That would make it so busted holy ######### XD
why not really, but maps would be close to useless, which they kinda already are anyway
5 is fine, I just think increasing the odds to get a skill check should be given, giving more tokens would boost it up crazy tho XD imagine 1 skill check and fully healed lmao
Removing the token limit would be a really great buff really, in chase maybe at half the speed?
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I really like it
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premonition would be useless then XD might aswell mix both
YES GOD YES!!!
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For the People - Heals target to full health, even from the downed state while only requiring one health state.
Broken status lasts 30 seconds for 1 health state. 60 seconds for 2 health states
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so pretty much old left behind during the game instead of the end game, why not, not that's OP and would help when you are less likely to win
I like this change, would make the perk less punishing to use
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yea tr1 did well
isn't what it already does?
does it add an extra 15 seconds to the current timer or it resets it to 45 seconds? sounds interesting tho, making healing very dangerous.
mhhhhhh so in indoor maps it would be brokenly strong since you will go at 120/125% until they see you, it should need a cooldown tbh so it can't be used too much in chases, like a 20 seconds cooldown once revealed or something, the undetectable is too strong since it makes every killer in the game stealth killers, but it's a nice idea.
I legit think even 60% wouldn't be too strong, but yes it need a boost 100%, and why not about the M1.
I think iron grasp should do just that, you don't let go the survivor but they gain a big % of wiggle, like 50% instead of 35%, this would mean unless there's a hook right next to the killer, survivors can body block to save the carried survivor.
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Anti-haemorrhagic syringe? is that you???
would make the perk crazy good but damn
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So most of my ideas were less serious, and would make the perks crazy.
Except Stake out, I really wish they would up the amount of tokens you could gain cause 4 honestly is nothing. Plus it's not consistent in how their used. Maybe if it worked like Fast Track, and all tokens you've gained were used up at once?
My main problem with Autodidact though is how inconsistent it is, cause I love running it. Maybe if using the perk made it so you would get healing skill checks 15% (random number, no reasoning for it) more often as well since it starts off pretty bad. Just something to boost the chances to get to 5 stacks by just a little bit.
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yea all autodidact need is a skill check odd bonus, 5% would be balanced I think.
and yea stake out isn't good, at all, good way to know the killer is coming or close if the TR is quiet, but the little amount of tokens is a pain
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Sloppy Butcher needs a buff to deal with the CoH healing. I shouldn't need to play Vommy Mommy to counter it.
Keep the base the same but have it increased if the survivor is affected by a blessing. This would allow survivors who want to heal outside of CoH or if CoH isnt in play without having a unbalanced split.
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I like this idea
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Buff 1 perk -> Noed no more a Hex.
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Some Gas before this fire burns out:
Predator:
Add in an additional effects - Survivors footsteps are increased by 50/75/100% in volume, and the range in which they can be heard is increased by 8 meters.
Not a Perk that's actually in the game, but one I would like to see added:
Carrion Craving:
As the the trial grounds begin to reek of death, the Entity's minions become impatient. Crows now begin Harassing Injured survivors for every 40 seconds they remain in the injured state. For every survivor on their Death Hook, or Dead, The crows in the trial grounds take 10/15/25% less time to begin harassing injured, hiding, or inactive survivors.
Post edited by TWiXT on1 -
love both
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Spies from the shadows.
Disturbing crows now causes one to follow around that survivor for 4 second revealing their location, but have it with a longer cooldown than current spies
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surge or whatever that demo perk is, make it work for m2 ๐
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we simply wait for it D'X
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I do too because CoH just negates Sloppy Butchers slow healing effect. Sloppy needs some love at the moment it's just a tracking perk.
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Yea I think they will change Surge to work with m2s just it will be some time.
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