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New General Killer Perk - Massacre Mastery (this one is very out there, I know)

lethargicsauce
lethargicsauce Member Posts: 88

New General Perk Concept:


Massacre Mastery:


Gives each killer a different buff to their power.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Trapper: 

Upon downing a survivor, the last two traps to have been disarmed/ closed will reopen.


Wraith:

Survivors who see you cloak will scream and reveal their location.


Hillbilly:

After hitting a survivor with your chainsaw, they become marked. The next time the marked survivor gets healed, reveal the aura of the player who healed them.


Nurse:

Survivors within 16 meters of you will breath 50% louder (stacks with Stridor and Bent Spoon).


Myers:

When survivors who have been stalked will hear a fake, close terror radius occasionally while in Tiers 2 and 3.


Hag:

Traps are no longer vulnerable to flashlights and will re-arm if not teleported to. After re-arming, they cannot be re-armed again.


Doctor:

When a survivor gets shocked, their vision becomes blurry and the Doctor intermittently becomes invisible to them.


Huntress:

Hatchet hits from 14 meters away or further will reduce the post-hit speedboost survivors get by half.


Cannibal:

Upon consuming your final token, gain a 7% Haste status effect and 0.35 extra seconds of Sweeping.


Nightmare:

When within 10 meters of the Nightmare, survivors function as if they were asleep, even if awake (meaning Dream Snares still affect them). Survivors outside a 16 meter radius of the Nightmare also cannot activate Dream Snares, even if asleep. 


Pig:

The auras of those without traps on their head will be intermittently shown to you.


Clown:

Survivors directly hit with a Tonic bottle will be slowed down an extra 3%, and Antidote bottles no longer give survivors Haste.


Spirit:

Increases the post-phasing lunge distance by 70%. If a survivor is hit within 1 meter of the end of this lunge, they are instantly downed, even if healthy.


Legion:

Only 4 Feral Frenzy stabs are required to trigger the insta-down (1st stab: D.W. 2nd stab: D.W. 3rd stab: D.W. 4th stab: Downed).


Plague:

When all 4 survivors become fully infected, Corrupt Purge will be activated for 40 seconds. The fountain furthest from you will turn from a Corrupt Pool to a normal pool.


Ghost Face:

Marked Survivors will have their aura visible to you every few seconds, as well as whenever they are 8 meters or further from you.


Demogorgon:

Allows the Shred to be curved up to 35 degrees either left or right.


Oni:

Demon Strikes create a shockwave within 4 meters of the impact point. Anyone in the shockwave’s range will lose a health state.


Deathslinger:

Survivors speared at least twice will become Gored. After 20 seconds of sprinting, a Gored survivor will go into the dying state. Gored can be healed in 8 seconds. Replaces the speargun’s Deep Wound (D.W.) effect.


Executioner:

Changes the shape of the Punishment of the Damned into two curved lines that converge at the usual max-range-point (essentially turns it into an oblong oval that has a small hole in the middle).


Blight:

The Blight gains speed as he takes tight turns (essentially letting him Drift and gain speed for doing so). Max Rush duration of 8 seconds (per rush).


Twins:

Victor fights and kicks back at survivors attempting to kick him, taking a healthstate from them. If they are injured, they become Deeply Wounded.


Trickster:

Laceration only goes down after healing, while working on generators, or if the Trickster is within 18 meters of a hooked survivor.


Nemesis:

Gain an extra zombie. Zombie base movement speed is increased by 1 m/s. If immobile for more than 15 seconds, the zombie instantly dies and respawns somewhere else.


Cenobite:

After 1 minute of the box being solved, picked up by Pinhead, or a chain hunt’s beginning, the box’s aura will be revealed to Pinhead. Picking it up will instantly chain every survivor 10 times (-50% Hindered effect) but will instantly end any ongoing chain hunt.


Artist:

Crows deal one health state of damage for 2 meters further and 1 meter wider.


Onryo:

Upon downing a survivor, the last two TVs deactivated by any means are reactivated.


Dredge:

After hooking a survivor, 3 random locks break. You see the auras of the lockers that the locks broke off of in orange.


Mastermind:

When a fully infected survivor is hit with a bound and grabbed, and if they are slammed into nothing in the 12m slam distance, the Mastermind instead slams them into the ground, downing them instantly. However, he has to pick them up normally now.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


I was inspired to make a design like this when I was reminded of Old Tinkerer's effect, and I've always wanted to make a power-affecting perk, so here one is! It's probably nowhere near perfect, but we can workshop it together!

Comments

  • Xernoton
    Xernoton Member Posts: 5,882

    That would be pretty cool, though I'm not sure about Doctor. Photosensitivity is a thing that needs to be considered when adding visual effects to his kit and making Doc temporarily invisible might be a bit over the top. He already is quite an oppressive chaser if played right.

    I love the idea of a perk with unique effects for every killer.

  • lethargicsauce
    lethargicsauce Member Posts: 88

    Good point about Doc. I couldn't really think of anything outside a debuff caused by shocks, but that's part of this idea process, havin the community fix it up together!

  • A very good idea. However, I see an issue. Blight does not need any overtuning. He is already strong, and I speak as a blight player myself. This perk would make certain add-ons on blight, such as turn rate, shine and make the downside of adrenaline vial weaker. Other than that, most if not all of these ideas are really damn nice. Great job.

  • TreMonkeys
    TreMonkeys Member Posts: 33

    That Hag idea is pretty broken. I can understand stopping flashlights from destroying traps, but one of the greatest counterplays to Hag is activating her traps when she can't teleport to them, such as when she is carrying a survivor. This makes that way harder to actually pull off.

    Also, while most of these are just straight up buffs, the Executioner's is only a side grade.

  • lethargicsauce
    lethargicsauce Member Posts: 88

    Fair point on both. I figured I'd give executioner a bit more range, but didn't want to outright give him extra width as I felt it'd make him too easy to play and hard to counter, so I gave him a bit of extra with that he has to use correctly. It 100% is a side-grade tho. Hag could honestly just be the lightburn immunity and it'd be a fine perk for her still

  • lethargicsauce
    lethargicsauce Member Posts: 88

    I prolly should limit the max rush duration to 5 seconds or so instead of 8 and make it not stack with Adren vial

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,030

    The invisibility part is not something i would do. but if they did a "fogged glass" effect over the screen it could be okay maybe. mabye make it so only activates in tier 3.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,030
    edited October 2022

    Twins one is disgusting tbh. victor is already basically un-counterable. you should not be punished for dodging a very hard to dodge power

    Huntress is not gonna be healthy. the hitboost has already been decreased ALOT

    Nightmare just makes clocks useless. very bad idea.


    Really? how do you think Spirits is healthy?

    Deathslinger also punishes survivors for counterply.

  • lethargicsauce
    lethargicsauce Member Posts: 88
    edited October 2022

    Forgot to mention Deathslinger's takes 2-3 shots to activate Gored. So if a chase is taking too long and he can't confirm the down he doesn't just lose all the time invested.


    The Nightmare one could use tweaking, but it was geared towards making his chase stronger while preventing his trap set ups from being disrupted.


    I disagree on Spirit's though. You, as a survivor, would get more than enough warning about this insta-down due to the Spirit needing to lunge for just over a second. Addditionally, it rewards Spirit for good positioning and punishes survivors for w-keying and playing super greedily.


    Twins was intended to stop survivors from just mindlessly kicking Victor, like the Iri Pendant. I, however, neglected to mention that this was for idle Victor, not active Victor. My bad on that one.


    In all honesty, Huntress's would be disgusting. However, keep in mind that you need to be 14 meters or more from the target, meaning camping isn't helped by this perk, and it doesn't work in small to medium sized loops.


    Like I said in the post, part of this process is to workshop the idea, something that I did notice was absent from your comment. Constructive or not, the criticism is helpful.

    Post edited by lethargicsauce on
  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,030

    Okay yeah that cleared up the deathslinger and twins one lol. Makes since.