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MISCELLANEOUS PERK CHANGES?IDEAS 2

Buff: Give Deliverance a use case on 2nd hook. Change struggle phase skill checks to be like healing and gen checks with the white zone for great checks, except put the white zone on the opposite (more clockwise) side. After 3 successful great skill checks the entity disappears and you unhook yourself. Note: You can only get yourself off hook once per game, so this only comes into play if you didn't use it/couldn't use it during your first hook.

QoL Change: Red Herring should remove the 3 second wait requirement (or make it a 1 full second requirement) and should need the survivor to press the active ability button to mark the gen to use Red Herring with, taking instead 5 seconds after that before it could actually be used. This would allow other gens to be worked on in the meantime so it doesn't keep changing target, and doesn't allow for an accidental use in a situation where the survivor needed to go into a locker after working on a gen but a loud noise notification at that gen was not desirable or intended.

New Perk Concept: Off the Record is to Borrowed Time as Deliverance is to this hypothetical perk. While in chase and within' 8m of a hooked survivor press the active ability button to increase the hooked survivor's unhook chance to 60%, giving the hooked survivor a notification. This perk incurs a lengthy cooldown. Active ability prompt does not appear on 2nd hook. If this perk exists in a world where my Deliverance changes are used as well have it disable 2nd hook skill checks for 15 seconds after use.

Buff: Saboteur should be more useful after equipping toolbox. Maybe it reduces the charge cost to 4 charges instead of 6.

Buff: Breakdown should either let you see the Aura of the effected hook until it repairs itself, or it's icon should be red until the hook respawns.

Nerf: Merciless Storm should either be a hex so it can be removed via cleansing or it should disable once a survivor has died and or when there is only one gen remaining.

Buff: Stridor should increase the volume of normal breathing by 5%/10% at the lower rarities instead of just 0/0/25.

Nerf: Starstruck should reduce your TR by 5m so it's slightly less BROKEN when mixed with other perks that increase your TR.

Buff: Tinkerer Undetectable should last for 14/16/20 when there is only one gen remaining.

Buff: Perks with field of view changes SHOULD stack.

Buff:Spine Chill's increased speed should be up'd to 3/6/9 when the killer is looking at you, and the original 2/4/6 should apply when within' the TR. They don't stack the higher one replaces the lower one.

Buff: Thrilling Tremors should last 18 seconds up from 16.

Nerf: Iron Grasp should be disabled during End Game Collapse. Or better yet it should provide a debuff to the wiggle slowdown. Wiggles happen faster during EGC if Iron Grasp is equipped.

Buff: Dissolution should also instantly block fast vaulted windows for the 1st half of however long Dissolution is active (6/8/10) and then remain blocked until Dissolution is over.

Comments

  • DrKnockers05
    DrKnockers05 Member Posts: 137

    I'm not sure Deliverance necessarily needs anything for the second hook phase. I do like your idea of it, but chances are most people would use it on the first hook provided you're not the first person to be hooked.

    That right there is what I believe is its biggest problem: it's completely useless if you're the first person to be hooked.

    Obviously this doesn't mean you should get an easy self-unhook if you're the first survivor to be hooked, perks shouldn't reward you for being caught before anyone else. But it would be nice to actually get some usage out of the perk regardless.

    So how about this: if you're caught first but the other survivors manage to complete a gen while you're hooked, the perk activates. You know have a 100% chance to unhook yourself but instead of staying Broken for just 60 secs, it lasts indefinitely until you safely unhook someone else, complete a gen, or get hooked again.

    True, it would be completely reliant on the other survivors being useful and completing a gen, but at least there would actually be a chance to use it if you're hooked first compared to its current form.

  • RonMan32
    RonMan32 Member Posts: 413

    I'd be a tad worried this would encourage new weird strats akin to baiting a DS by going into a locker unsafely by having people go get the killer's attention to ensure they're the first hook to get that use out of it. But maybe that'd work. Personally like my idea better just because it'd give the perk a wider window of utility.

  • DrKnockers05
    DrKnockers05 Member Posts: 137

    Possibly but like DS, you just ignore them or slug them for a bit if you suspect they're trying to bait the Deliverance. That way they're wasting their time not doing gens, you're applying pressure to the others, etc.

    Now we have perks like Reassurance and Kinship, having Deliverance guarantee an unhook in second phase renders those perks redundant and in the hands of sweat squads, could be devastating to go against. With a bit of brainstorming, there's maybe a version of a second phase Deliverance that could work. But most ideas I can think of make it either too strong (especially with SWF groups) or too reliant on chance.

    I take it your idea for it still requires them to safely unhook another survivor, right? Survivors shouldn't just get a free unhook by simply equipping a perk, regardless of what hook stage they're in.

  • RonMan32
    RonMan32 Member Posts: 413

    Yeah no it still requires the safe unhook. Just like if you don't get the safe unhook before your first hook you can still use it if you get the unhook after.