Community Challenge, be creative - Design your own Perk
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I have three whole chapter here, well, the most important things
https://forum.deadbydaylight.com/en/discussion/275561/chapter-idea-disguised-evil#latest
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SHATTER
The power of your brutal strikes against environmental objects knows no bounds.
Destroying a dropped Pallet or Breakable Wall by any means within 4/5/6 meters of a Survivor will deal 1 Health State of damage to them.
Shatter has a cooldown of 30 seconds.
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Power In Numbers :
When sticking together is all you have, you try to gain from it. is When any survivors are within 16 meters of you gain a 7/8/9% haste status effect for each survivor within range. This effect persist for 15 seconds.
Helping Hand :
You try to always help those in need. Gain a 15% increase to healing and unhooking. While healing yourself or an other survivor see all remaining survivors aura during the action and 8/9/10 seconds afterwards.
“Come on we are a team, we got this!” - Gavin The Lost Tapes
“Hey it’s gonna be alright. ######### he tore you up pretty good, don’t worry you’re in good hands.” - Alexa The Lost Tapes
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this will probably help new survivors.
perk: messages from the archives:
once at the start of each match one of the killers perks is revealed to the the survivor using this perk. Tier 1 reveals the icon, tier 2 icon and name, tier 3 icon name and summarized description; example of summarized description hex ruin: all generators will continuously regress until this hexed totem is cleansed.
there is a priority system
with a hex perk having more priority to be revealed then scourge hook perk; and a courage hook perk having more priority then a regular perk.
and within each category there is another priority system with haunted ground having most priority (because it’s a trap) and undying having less/no priority because it’s a supportive hex.
it gives new survivors a little more intel for 1) perk.
if it’s a hex perk, they know a totem needs to be cleansed
scourge hook perk; avoided or saboed
Regular perks countered. Ex: if killer does not have any hex or scourge hook perks but has bbq; small description: killer will see your aura after every hook.
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I came up with a killer idea “The Yeti” but here’s his perks I made for him
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So I was excited to see some of my other suggestions from over a year ago being implemented in game as fun new functions in game. So I figured, why not give out some more ideas to the Devs! I like to think I have a similar mindset to the Devs when making perks, so let's see!
A Year’s Worth of Perks II
SURVIVOR PERKS
1.) Breaking Focus
When interrupted during any action, the nearest hook automatically becomes sabotaged and will respawn after XX amount of seconds.
ALTERNATIVELY
Shifting Focus
When interrupted during any action, your wiggle meter will automatically fill XX%.
2.) Boon: Third Eye
When a killer is XX meters away from a boon totem, their aura is revealed to you.
3.) Sanguine Bond
While healing or being healed, the location of any survivors involved in the healing will have their aura revealed to all other survivors while the healing action is taking place as well as XX seconds after the action is complete.
4.) Spare Tools
Searches through Chests are XX% faster and the noises they cause along with their hearing distances are reduced by X metres. Toolshed guarantees an Engineer’s Toolbox on your first completed Chest search. If paired with Pharmacy, Pharmacy will activate upon searching the first box and Tool Shed will activate for the second Chest. Using Appraisal on any opened chest will not activate Tool Shed.
5.) Boon: Kicking & Screaming
Whenever you are downed, all hooks within xx meters of a boon totem become sabotaged and your wiggle speed is increased by XX%.
6.) Boon: Soothing Presence
When a survivor enters XX meters of a boon totem, recover from negative status effects faster by XX%.
7.) Headstrong
You start the trial with X tokens, each time you are challenged with a skill check while outside of the Killer’s terror radius, a token is spent on a Failed Skill Check to a Good Skill Check, a Good check to a Great check, and doubles the progression bonus of a Great Skill Check. Once the tokens are depleted, the perk deactivates.
8.) Just a Little Further
Once the Hatch has been opened, you gain the haste status effect and the sound of the hatch is increased by XX% for XX seconds.
9.) Exchanging Power
Once per match a survivor may take a fuse item out of a generator,fully regressing the generator. They can then install the fuse in any generator, providing XX% of the stored power inside of the fuse. The power inside the fuse quickly deteriorates over time, so the longer you hold onto it, the less energy you can transfer.
10.) You and Me, Pal
You see the auras of the last couple of survivors you’ve completed a generator with after working together for more than XX seconds. The effects are lost if either party is put into the dying state.
11.) Reinforced Barrier
Every XX seconds you are standing within the Killer's Terror Radius without being chased, Reinforced Wood gains 1 Token, up to a maximum of X Tokens. You may spend these tokens on downed pallets and breakable walls, taking XX seconds to give them the reinforced status effect. The killer’s first attempt to destroy the reinforced pallet or wall will instead result in a stun, then on the second attempt the wall or pallet will break normally. If the killer does not kick the pallet or wall after XX seconds, the reinforced effect goes away and the token is simply wasted. The Reinforced Pallet or Wall's aura will be shown to all survivors.
12.) Better Me Than You
Better Me Than You increases your chance of becoming the obsession.
If you are put into the dying state as a result of a protection hit, Better Me Than You activates. If the killer hooks you within XX seconds, you will be met with a difficult skill check. Succeeding will cause your hook progression to pause for XX seconds.
KILLER PERKS
1.) Overruled
The killer starts the trial with x amount of tokens, a killer can spend a token to block off any totem from being worked on for xx seconds. Once all tokens are used, the perk deactivates.
2.) Consequences
When a survivor sabotages a hook, the killer will become undetectable, with the terror radius being transferred to the sabotaging survivor for xx seconds.
3.) One Man's Trash
Picking up an item will cause the exposed status effect for XX seconds. Any survivor who picks up an item empty of charges, will begin screaming every XX seconds as long as they hold the empty item.
4.) Run, Don't Hide
While within a Killer's terror radius, survivors will give off a loud noise notification when medium or slow vaulting, Hide & Seek has a cool down of XX seconds.
5.) The End is Neigh
Once all generators are powered, the amount of time it takes for a survivor to be sacrificed on hook is decreased by x%, escape attempts are increased by x%, and penalty to failing to escape is increased by x%.
6.) Scourge Hook: Seeds of Distrust
When a survivor is hooked on a scourge hook, all survivors performing cooperative actions reveal their locations. When the survivor is unhooked, all survivors performing the repair action reveal their location and become exposed for XX seconds.
7.) Scourge Hook: Imprisonment
After a survivor rescues a fellow survivor off of a scourge hook, each window and pallet they vault over will become blocked for XX seconds or until any survivor takes damage.
8.) Splintered Pallet
After you are stunned by a Pallet, the pallet receives the Splintered status effect. When a survivor vaults over the pallet, they will become hindered and oblivious status effect for XX seconds. The killer is notified whenever any player interacts with a Splintered Pallet (Slow, medium, or fast vault). A Splintered Pallet appears as a normal pallet with Entity tendrils covering it to show all players it is Splintered.
9.) Aggravation
Each time a survivor escapes your grasp, you gain a token. For each token, all stun and blind times are decreased by XX% and kicked generators have an increased regression rate of XX%
10.) Vultures
Failing any skill check will cause a stillness crow to appear over the survivor's head, circling it and crowing loudly for XX seconds. This is stackable up to 3 crows.
**NEW PERK TYPE**
UNHOLY BOND
Upon healing a survivor for 1 health state, all survivors involved in the heal create an Unholy Bond. This would retroactively make Deathbound an Unholy Bond perk.
11.) Unholy Bond: Autophobia
When an Unholy Bound survivor is hit with a basic attack, their bound survivor will suffer from a Deep Wound with a short timer of X seconds. Upon mending they will return to their previous health state.
12.) Unholy Bond: Locked in Terror
When an Unholy Bound survivor is hooked, their bound survivor will be unable to save their bound partner for xx seconds.
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Here’s my super convoluted perks:
Hex: Unaging (Killer)
“Your impossible familiarity with the various trial grounds has manifested within a Hex, making the trial appear as if nothing ever happened.”
Whilst Hex: Unaging stands, the following occurs:
All broken Pallets and Breakable Walls appear as Fake Pallets and Fake Breakable Walls after 25 seconds of being broken;
Thrown Pallets appear as if standing upright after 25 seconds of not being interacted with;
Broken Hooks appear as functional hooks, 25 seconds after being broken;
Chests appear closed 25 seconds after not being interacted with;
Generator progress cannot be perceived by Survivors after said Generator has not being interacted with for 25 seconds. Fully repaired Generators are unaffected;
Newly appeared Hex and Boon Totems appear as Dull Totems after 25 seconds of turning into a Hex or Boon Totem;
Cleansed Totems appear as if still standing after 25 seconds of being cleansed;
Any item’s depletion cannot be seen, and will always appear as full.
- Fake Pallets and Fake Breakable Walls appear as regular Pallets and Breakable Walls, but can be passed through by all players. To you, Fake objects have their aura revealed in white when chasing a survivor within 16 meters of them.
- Additionally, the aura of any Survivor that passes through a Fake Pallet or Fake Breakable Wall is revealed to you for 4/6/8 seconds.
All other affected objects appear as normal if a Survivor is within 3 meters of them.
Morbid Curiosity (Survivor)
“You’ve been exposed to the terrors of the fog in so many ways, the shock you know you should feel has become an almost perverse fascination.”
Morbid Curiosity gains a token in the following ways (only one token can be gained for each method):
Completing an action within 6 meters of any Killer belonging;
Cleansing a Dull Totem;
Cleansing a Hex Totem;
Sabotaging a Hook;
Spending 20 uninterrupted seconds in the basement;
Opening the basement’s chest;
Remaining in the Killer’s outer Terror Radius without being chased for 15 uninterrupted seconds;
Remaining in the Killer’s middle Terror Radius without being chased for 10 uninterrupted seconds;
Remaining in the Killer’s inner Terror Radius without being chased for 5 uninterrupted seconds;
Remaining within 2 meters of the Killer without being chased for 2 uninterrupted seconds;
Looking directly at the killer within 16 meters of them without interacting with them, for 10 uninterrupted seconds;
Stunning the Killer;
Escaping the Killer’s grasp;
Closely dodging a Killer’s attack;
Being unhooked;
Unhooking yourself;
Unhooking another Survivor
- Each token reveals the aura of a random non-player, non-held item, non killer-specific object, as well as the aura of anyone interacting with the associated object for as long as they interact with it, and for 2/3,5/5 seconds after, wherever it is.
- If the object loses its aura, or its aura is revealed by another method, another item is revealed instead, removing the permanent reveal (unless it’s the only object not revealed already.)
“Once you become desentisised to it all, you’ll notice the patterns.”
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Is that a undertale reference? Also i think this was seem by devs becuase one of nemises perks is this but little different
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Survivor:
Sacrifice / Worthy Sacrifice / Take me, not them!:
Your selflessness makes your friends' life more important than yours. You unhook survivors 5%/10%/15% faster. After unhooking a survivor, Sacrifice activates, and the next time you get hooked, you can last 30%/60%/90% more time on the hook, and your friends are granted a 3%/5%/7% healing speed. After you are unhooked, you become healthy. And all effects will vanish. With a 180 seconds.
Killer perk:
Hook obsessed:
You want to hook someone as soon as possible. For your first hook, the survivor last 10% less on the hook, and once saved, gain broken and oblivious status effect for 30/60/90 seconds, and gain a 5%/6%/7% speed boost for the rest of the trial
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I have a few that I like from my killer concepts. Candyman, Happy Death Day, The Craft, and Pennywise
Candyman - Sweets to the Sweet:
"There will be no rest for the wicked."
For every 40/35/30 seconds that a survivor is not involved in a chase or objective task (healing, generator repairs, unhooking, cleansing, blessing, or opening gates), 1 second will be added to the time required to escape the trial (maximum 10 seconds). This affects the time to exit the trial, not to the time to open the exit gates.
Happy Death Day - Sweet Treat:
"Always have a backup plan."
Each time you hook a survivor all totems are protected by the entity from being cleansed or blessed for 30/45/60 seconds.
The Craft - Hex: Illusionist
"Then why are you still bleeding?"
While the hex is active, all broken breakable doors and broken pallets appear as unbroken. Dropped and broken pallets will appear as un-dropped only. Illusionary broken doors will be able to be passed through by the killer or survivors. Survivors who are within 4 meters of the illusions will leave blood trails even if healthy for 10/12/14 seconds.
Pennywise:
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These Perks are from a Killer concept I came up with a while back, called The Skinwalker. They are.
Scent of Blood.
After hitting a Survivor, unlocks the potential in one's Aura reading ability.
After hitting a Survivor with a Basic or Special Attack, Scent of Blood gains a Token, up to a maximum of 4/5/6, and the Aura of all Injured Survivors is revealed to you in a 12 Meter Radius
Scent of Blood also gives Bonus Bloodpoints up to a maximum of 100/125/150%.
Bonus Bloodpoints are only awarded post trial.
Hex: Oblivion.
A Hex that plays on the minds of Survivors.
After cleansing a Dull or Hex Totem, Hex: Oblivion activates, inflicting the Survivor with the Blindness and Oblivious Status effects until Hex: Oblivion is destroyed.
Fervent Hunter.
The first few moments are crucial to a hunt.
At the start of a Trial, Fervent Hunter activates, giving the Killer the Undetectable Status Effect for 8/9/10 seconds. After the time has expired, Fervent Hunter deactivates for the rest of the Trial.
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A survivor that is a healer.
Dorian Moore Christ.
survivor that is a massage therapist whom traveled the world to study the healing arts. Throughout his travels learns energy healing, holistic massage practices, and life sciences like aryuveda and traditional Chinese medicine.
American (from Florida) with Cuban descent). Has freckles. A beauty mark near right chin, and right temple near outer edge of right eye brow. Has a penciled style mustache and a neatly styled chin strap beard.
all cosmetic styles are similar with leather jackets, jeans, different hair styles with high fade cuts on the side. Occasional pierced ears or fedora hat or both for head pieces. Cosmetic set styles and named after crystals (ex laboradite, amythyst, moonstone, carnelian, etc.
perks: Namaste/blessings
5%/10%/15% faster blessing speed. Once per trial after blessing a hex totem. The first boon totem to be snuffed by killer will bless on another totem in the map (kind of like hex undying)
“Karma is the real deal; everything has a consequence” -Dorian Christ
acupressure (anti tunneling/camping perk): after unhooking a survivor within 15/20/25 meters within the killers radius you grant the unhooked survivor 55 seconds of time in which the survivor leaves no scratch marks, trails of blood, or grunts of pain, and you are granted endurance for 15/30/45 seconds.
”see this one spot? You’d be surprised what this one pressure point can do”-Dorian Christ
Boon: Energy Healing/high vibrations.
when with in the radius of a boon totem, recover from status effects (hindered, exhausted, madness, sickness, torment, marked, etc.) after 100/90/80 seconds.
“Relax, I swear this isn’t witchcraft...”-Dorian Christ
Post edited by HEXSLAYER999 on1 -
My ones are short for so you don't have to read as much.
Steady Hands: is a perk from a surgeon that is used to seeing injury, so he is able to unhook a survivor without a trigger sound to alert the killer.
Tactile: is from a soldier that had to watch his every step in battle, meaning that your scratch marks are dimmer by a max of 50% (maybe footsteps are quieter too)
Killer ones are short too.
Anonymous Confession: is from a Knight in medieval England. Once put in the dying state, the survivors icon on the left is covered black for the rest of the match so others won't know what state they are in unless they are hooked, and their screams are reduced. Their downed aura doesn't show but pulses every (max) 9 seconds.
Got You: a perk from an unknown killer :/ that can break an undropped pallet. I ain't sure, but this can be from breaking a max of 6 pallets and then gaining the ability, or have it be on a timer for 180 seconds such as Any Means Necessary but from the beginning of the match.
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Survivor Perk.
Locksmith.
You're as good at getting yourself into places you shouldn't be, as well as getting out.
Unlocks the ability to unlock the Hatch, even without a key. Doing causes several difficult Skillchecks to appear. Failing these Skillchecks causes a loud noise notification. If you are in possession of a key, Locksmith prevents its loss when using it to open the Hatch, and increases key efficiency by 20/40/60%.
Killer Perk.
Memento Mori.
The Sacrificial Hooks are just one instrument of death in the Entity's Realm. There are others.
After a Survivor has been hooked twice, Memento Mori activates. After the Killer puts a Survivor in the Dying State, you can kill that Survivor by your own hand.
Memento Mori has a cooldown of 110/100/90 seconds.
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These are some perks that I designed for my Skinwalker killer concept:
Perks:
- Unwilling Assistant - The entity invades their minds and betrays their allies to you. When unhooked, a survivor will reveal all surrounding survivors within 16m to dark sense for 6/9/12 seconds. --OR-- When a survivor is hooked, they become the obsession until another survivor is hooked. While the obsession, the survivor will reveal any survivors that are completing tasks within 8/10/12 meters around them via dark sense. (These actions include: healing, repairing generators, cleansing totems, and opening gates.) The assistant is not revealed to the killer in this manner.
- Territorial Claim - You detest meddling in your domain. You will squash their hopes and reclaim your land. You will receive a visual cue when entering a boon's radius (much like a survivor) and will reveal boons within 8/12/16 meters around you.
- Hex: Nature's Resistance - The land holds allegiance to the entity. It will fight for you. The 3 closest generators to the totem will be affected by this hex. Every other skill check made while repairing will be a difficult skill check with only a great success meter. If this skill check is missed, the generator will regress and be tied down by vines from the land, making it unworkable for 30/45/60 seconds.
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Set the Stage: The killer is able to pull up a pallet themself, but cannot destroy it for a certain amount of time.
Sorry if something similar already exists.
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Sushi_and_Sax
I have a Skinwalker concept of my own, as well. I read yours, it was interesting.
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Though, the power makes him more of a Changeling. In folklore, Skinwalkers believe that wearing the pelts of animals gave them that animal's traits. They're more like lycanthropes.
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Survivor Perk
Distraction
"Your repeated experiencing of trials has lead to making certain discoveries as to killers tactics, as well as a noisy way to exploit them."
To put it shortly, it's similar to Leon's flashbang as to how it works, except for the fact that it's a noise maker. This, like the flashbang, is collected from lockers, but can be thrown a small distance. Once thrown, it has a timer of ~3 seconds until it goes off, triggering a notification for the killer. But, something to note is that the noise maker makes, well, noise. Something ranging from a grinding to a screeching noise. Meaning that if anyone, including the killer, is close enough (~20?), they can hear the noise. The means that, if a killer is close enough, (and also uses common sense) they can discern that the notification is nothing but a distraction.
Can't completely think of a lot of scenarios this would be good for, but it's be a fun one to mess with, since it would basically punish killers for being too curious, meanwhile also somewhat punishing survivors who are a tad bit cocky and mess it up.
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There are so many here, so my apologies if this has been done before, but I've had an idea about a killer perk that may also solve a specific issue:
Perk: Death Alley
Description: Escape is not so clear. Whenever the gates are opened, if the survivors are within the gates and a killer does a basic attack, it results in an instant down and Mori combined.
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I created some ideas but if I had to pick one then I would choose this:
Oil extraction:
After repairing full one generator this perk activates. Enter a Locker while empty-handed and press the Ability button to craft a bottle of oil. The bottle of oil can be dropped ( like flashbang ), it is always dropped behind the survivor and when dropped leaves a puddle of oil. The bottle of oil cant be dropped during the chase. This puddle gives everybody that comes to contact with it a hindered status effect ( that gives -10% movements speed ) for 6 seconds. The puddle lasts for 10/15/20 seconds and disappears when the killer steps on it. ( In the case where survivor would run flashbang with this perk and both are activated it would be a problem, so I'm thinking that the perk most to the left should be activated first ). Note: the puddle of oil would be big enough to cover an entrance to a door but it shouldn't cover for example a corridor from wall to wall, it should give the killer ability to avoid it in many cases. Edit: ( Bottle of oil cant be dropped during chase because I think it would be too easy for the survivor to slow the killer, and thus this perk could be easily abused. So I was thinking that the survivors should plan ahead use of this item. I'm thinking about increasing puddle time to 25 seconds but the reason why I'm not sure of this decision is the idea that it would last too long).
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The abyss stares back
Anytime your aura is revealed to a survivor they scream and are exposed for 30 seconds while having their aura revealed for 1/2/3 seconds
And survivor withing your terror radius for the next 60/70/80 seconds have their auras revealed too for 1/2/3 seconds
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my perk allows me to instantly finish a cooldown.
Hurry Up! is a teachable perk from Astroboy that allows you to instantly finish a cooldown but lets the killer see your aura for 45/30/15 seconds and gives the killer a loud sound notification at your location. Hurry Up! cannot be used if you're in the dying state or if you have the deep wound status effect. Pushing the Action Trigger (or Secondary Action Trigger if you have another perk that has the action trigger) in a locker allows for you to switch modes. Hurry Up! in the second form allows you to finish any progress bar instantly, revealing your aura to the killer for 60/30/15 seconds and gives the killer a quiet sound notification at your location.
Hurry Up! is teachable at Astroboy level 45
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holy cow!!! Thats waaaaaaaaaaay too overpowered
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Just the second one is too overpowered. I think that the killer shouldn't see the aura but get a notification every time they enter it.
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holy sh!t!!! that is so good!!! I would pay for the devs to add this
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block their picture for 256/128/64 seconds not the entire game
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Only if survivors want to waste time hanging around, rather than making an escape.
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true, but if I'm simply just running to the gates, then I have no chance at getting through her
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Feast Upon Hubris
Do not taunt death. When a survivor remains within the exit zone for longer than 20/1510 seconds after the gate has been opened, they are marked by the Entity. The Survivor cannot see this mark, and the killer receives a loud noise notification. (If the exit gate is blocked, this perk does not activate until the Gate is unblocked.) If the survivor leaves the exit zone for 10/15/20 seconds, the mark fades.
When a marked survivor attempts to escape through the exit gate, a dark wind blasts them from the exit zone and they are exposed for 10/15/20 seconds.
"It is your Pride that will be your undoing. Go ahead. Door's open."
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There are 2 gates though, so if you see them guarding 1, you can either make a decision to charge through that or take the other gate. The killer cannot guard both, and they will have to make a commitment to one if they want to use it.
A possible change could be that this effect only applies to 1 gate exit. That would make the 2nd open gate a safer option. EGC won't start until the first is opened so it gives plenty of time.
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Another perk idea:
Killer perk: Flyin' Solo
Description: The Entity has unusually high faith in you. For each survivor you hook, the distance and brightness of the red stain reduces by 20%. Once all 4 survivors have been hooked at least once, the red stain vanishes completely for 30/60/90 seconds, before returning to a permanently reduced brightness and distance of 80%.
If all survivors are hooked twice before any are sacrificed, the red stains is removed completely for the rest of the trial.
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PS.: They can leave, they just can get inside the map until the gate is closed. :)
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Everyone want to confuse the killer in a Two-Wall.
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Live from the brazilian FdeAquino. The ping makes a moan be in a place where a survivor aren't. He be confused and i think in this perk.
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KILLER PERK (Just in case there are any confusions)
Brittle Wood] The Entity couldn’t be bothered to make a few pallets, so you did your worst.
3/4/5 Pallets are changed into Brittle Pallets, which will be indicated to you by a white aura. Brittle Pallets instantly break when pulled down, but have a larger stun radius when they are pulled down. Survivors that pull down Brittle Pallets will be afflicted with the Haemorrhage status effect for 5 seconds. (2 of which the Killer will be stunned for.)
Brittle Pallets will be easier to spot than normal Pallets by them having bright green and yellow painted planks, and they will also have gaps to show how brittle they are.
Brittle Pallets would also not be counted as normal Pallets, so perks that interact directly with Pallets will be denied, such as being stunned by one for Spirit Fury or injuring a Survivor to block Pallets with Hex : Blood Favour
Post edited by RDQ_TheRedFox on0 -
Killer Perk: Auric Synapse
Description: You see the patterns and, most importantly, the links that hold the realms' realities together.
Auric Synapse activates once the final gen is done. Each time a survivor is put into the injured state by a basic attack after the final gen pops, any survivor who is on death hook and healthy at the time also becomes injured. This has a cooldown of 90/75/60 seconds.
Survivor Perk: Sightjack
Description: The Red Water still flows through you.
Press the Secondary Action button to activate. Pressing this allows you to see through the eyes of the killer. You have the ability to use this for a total of 20/25/30 seconds throughout the trial. You cannot move whilst Sightjack is active.
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Spell perks are perks that can only be accessed by scavenging for the "spell ingredients". one spell "ingredient" is gained by cleansing a totem. the second ingredient is gained by siphoning the energy of the entity by siphoning a sacrificial hook. siphoning takes 2.5 seconds the equivalent of saboing a hook. if you siphon 2.5 seconds of one hook, the hook breaks. if you siphon 1.5 instead, the hook will break only after unhooking a survivor from that exact hook. Siphoning a hook will always alert the killer of that survivors location at the start of the siphoning action. The reason for this could be that the entity does not like having it's energy siphoned.
Spell: Phoenix) after cleansing a totem and siphoning the equivalent of a hook, gain a token. The next boon totem snuffed by the killer will consume the token and cause the blue flame of the totem to combust. this combustion will blind the killer but also destroy the boon totem in the process. the boon then reanimates on the spot of an already destroyed totem.
spell: wraith) after cleansing a totem and siphoning the equivalent of a hook, gain a token. Upon pressing the action button on your desired location you will draw a sigil on the ground. this sigil, creates the illusion of a crouching survivor at that location that is only visible to the killer when the killer is farther than 20 meters away. at 15-20 meters the illusion begins to look transparent. within 15 meters the illusion disappears entirely. the aura of this illusion will also be shown to the killer if using aura reading perks. if a killer walks up to the sigil, the killer can wipe the sigil in order to destroy the illusion. Upon destroying the illusion the perk goes on cool down for 150/125/100 seconds. this perk cannot be used again until the cool down from the first token in complete.
Boon: channeling) performing the following actions rewards the following stackable bonus to all bloodpoint gains:
-blessing a dull totem= 5%
-blessing a hexed totem=10%
-cleaning a dull totem=20%
-cleansing a hexed totem=25%
after all totems have been cleansed you see the aura of all destroyed totems, when within 16/20/24 meter range of the destroyed totem, you gain the use of all boon perks brought to the trial (including the ones brought by other survivors. the destroyed totem range will covered in a dark fog only visible to the survivor using this perk.
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Scourge Hook : Shared Pain] I can't think of ANY flavour text, I'm sorry.
4 random hooks are converted into Scourge Hooks, adopting any Scourge Hook perk effects. Hooking a Survivor on a Scourge Hook will trap their rescue. When a Survivor rescues another Survivor from a Scourge Hook, they will be inflicted with the Deep Wound status effect. Tier 1 if they are Healthy, Tier 2 if they are Injured.
Tier 1 Deep Wound will force the Survivor into Injured from the Healthy state after 10 seconds of standing still.
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Deadly mistake: (killer perk)
If you make any mistakes blood will follow. - jeff
When a survivor fails a skill check while repairing a generator they will get inflicted with mangled and become injured and start regressing by 5/7/10 seconds unless touched by the obsession
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[Fire With Fire] Killer
As your prey enhances themselves with new abilities, The Entity offers you its own blessing.
When the Killer snuffs out a Boon Totem, call upon The Entity to block all Dull and Hex Totems for 20/30/40 seconds. This perk has a cooldown of 60 seconds.
"Boons? You poor soul...the whispers say no more to that." -Unknown
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I like this one.
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I can't decide if this perk should be a Survivor or Killer perk, so I made two variations of it. (Namewise, their effects are completely different.)
KILLER PERK
Scourge Hook : Damned Soul] Nobody can escape the clutches of the Entity for long.
At the start of the trial, 4 random hooks are converted into Scourge Hooks, which adopt all Scourge Hook perk effects. When a Survivor is unhooked from a Scourge Hook, they suffer from the Deep Wound status effect for 25/20/15 seconds and you are granted the Undetectable status effect for 10 seconds.
SURVIVOR PERK
Damned Soul] Being lucky has a tendency to curse your future.
While afflicted with the Cursed status effect your self-unhook chance is increased to 45/50/55%. After successfully unhooking yourself and still afflicted with the Cursed status effect, you are automatically healed 1 health state and your aura is revealed to the killer for 15 seconds.
-- Slippery Meat and Luck status effects stack, but your base 4% is over-written, thus the combination is DmnS + all increases.
-- Doing a lot of math with effect stacks: There is a 0.4% chance that you will remain on the hook even with DmnS + Slippery Meat.
Post edited by RDQ_TheRedFox on0 -
key to success (Tier I/II/III/teachable)
After a long hard work, peace comes.
description: The first chest you open grants you a key. You can open the hatch with any kind of key rarity and even fully depleted. During the match, you can see the killer's aura at 32/64/128 meters for 3 seconds once the killer closes the hatch.
"Please let me out. Freedom." - Future unknown survivor
Post edited by randonly on1 -
Survivor perk: Martyr
"You're death will not be in vain."
When ever you are hooked on a sacrificial hook and are currently within 32 meters of the killer, all other survivors gain the following effects:
For up to 40/50/60 seconds when active survivor repair speeds, healing speeds and unhooking speeds are increased by 20% and a 7% haste status is applied.
If unhooked you become the Obsession. If any other survivor is using this perk and is hooked later their perk's effects are halved and then reduced to zero the third time. The survivors will still become the Obsession.
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Silent as the Grave (Killer)
You have learned to move silently.
Breaking a Wall, a Generator or a Pallet is completely silent.
From the Ashes (Survivor)
Even if something is broken, you can always create something new with it.
You start the Trial with 1/2/3 tokens. Press and hold the Active Ability button to consume a token and reconstruct a broken Wall or Pallet. A broken object can only be reconstructed once per trial.
You see the Aura of broken objects in a 96m radius around you.
(note: this perk does not stack with other survivors, so it can't be abused by swf. in short: if your mate reconstructs shack pallet, you can't do it again.)
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survivor: Check the record: (the survivor with this perk would be a lawyer) you know how important it is to have the facts. Upon the start of the trial, check the record activates. For 10 seconds the icon of the killer's power will be placed at the bottom of your screen along with up to 0/1/2 add ons used by the killer if applicable.
Killer: Hex: Overextended. It would be a shame if someone were to pull a muscle... The duration of time that a survivor hit by your basic attack gets a speed boost is reduced by 20/25/30%. If an affected survivor is restored to the healthy state they can then see the arua of this totem within 16 meters. Healthy survivors affected by Hex: Overextend make grunts of pain but 50% quieter and can be heard at half the normal distance.
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Breach: You have a tendency to pinpoint weak spots. While within 8 meters of a hooked Survivor, Breach activates for 20 seconds:
- Reduce the sacrifice speed by 10/15/20%.
- If you unhook a Survivor within the Killer's Terror Radius, the unhooked Survivor gains the Endurance Status Effect for 2/3/4 seconds.
(This is solely to punish killers that would camp.)
1 -
Sobrevivente:
Título do benefício: Acordo benevolente
A entidade parece querer que você trabalhe para ela sem morrer tão cedo.
-No início do Trial, o perk ficará ativo por 50/60/70 segundos, durante este tempo, se um sobrevivente for colocado no "estado de morte", a entidade irá capitá-lo antes do assassino, e colocá-lo dentro uma gaiola em algum lugar no mapa (algo semelhante à gaiola de cabeça de pirâmide).
-Se o assassino se aproximar da jaula ele irá para outro lugar,
-gaiolas desse tipo no primeiro estágio permitem que o sobrevivente escape com 4% de chance, assim como os ganchos, eles marcam o assassino como se tivessem fisgado ou sacrificado os sobreviventes
-Ser salvo nesta gaiola ativa as vantagens que você está usando como ganchos normais, os sobreviventes salvos nesta gaiola não alertam o assassino
Killer:
Scourge Hook: Road to the Hell
You like things at the best speed:
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
-For 25/30/35 seconds you will have blood lust at level 1 , the increase in blood lust at level 2 and 3 will work normally, however while the perk effect lasts, whenever an action causes you to lose blood lust, it will just return to the level 1
Post edited by JoaoVanBlizzard on0