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Killer perk mechanism concept

Seraphor
Seraphor Member Posts: 9,424
edited January 2023 in Feedback and Suggestions

This is just to express a fairly simply idea for a healthy mechanism for a killer perk, one that could be used for a range of killer perks.

The exact effect this would give isn't important, it could be increased regression, increased movement speed, it could activate exposed or incapacitated or whatever. The point here is how the effect is applied.

  • When a survivor is hooked for the first time, this perk gains a token.
  • When a survivor is killed or sacrificed, this perk loses a token.
  • A. Gain +x% to effect y per token.
  • B. As long as this perk has x tokens, gain effect y.

This promotes spreading hooks out, rewards the killer for not eliminating a survivor early, and can offer a way of modulating killer advantage relative to how many survivors remain in the trial. Providing the effect is strong enough to be worth running, it could be a decent way to promote healthy killer play, in the same vein as Devour Hope and Grim Embrace.

Examples

When this perk has 4 tokens, you can see the auras of all survivors within 8 meters. (All or nothing example, gives the killer a very strong effect for a limited time that is relative to their own success)

Applies an additional +2% regression when kicking a gen for each token. (Modulated example, this would make your kicks instantly regress 10.5% progress at 4 tokens, or 6.5% at 2 tokens, etc. So better regression when there's more survivors, power wanes as survivors are eliminated.)

Gain +1% movement speed for each token. (Another modulated example, at max tokens you get +4% movement speed, which is almost tier 1 bloodlust)

Post edited by Seraphor on

Comments

  • Seraphor
    Seraphor Member Posts: 9,424

    I'd love this to be a whole new class of killer perks, like Hexes/Scourges. It would be the best anti-tunnel mechanism to come to the game IMO. Cant be abused by one side, isn't unfair to any particular player, just hook everyone once before you start eliminating survivors.

  • WeaverReaver42
    WeaverReaver42 Member Posts: 213

    Maybe there could be a similar perk, but with a speed buff after hooking a survivor. I love how after hooking a survivor with 2 or more stacks of devour hope you just ZOOM across the map.

    Maybe something where the more survivors you have hooked that are still alive, the faster you are for about 5 seconds immediately after hooking someone. when that survivor dies the tokens from their hooks are removed.

    This would incentivize a heavily aggressive playstyle while also doing the intended goal of rewarding spread out hooks.

    Maybe there could even be a radius around the hooked survivors where this perk stops working, so you can't just abuse it near a hook to prevent survivors from unhooking.

  • Seraphor
    Seraphor Member Posts: 9,424

    How about:

    Your movement speed is increased by 1% for each token, while further than 32m from a survivor.

    Not even limited to a brief period after a hook, just permanent 4% speed boost after you hook all survivors once, but with the limitation that you can't really use it to close distance on a survivor or in a chase, only for map traversal.

  • WeaverReaver42
    WeaverReaver42 Member Posts: 213

    I like that a lot! Really fits with what I was going for, but does it alot better.

  • Emeal
    Emeal Member Posts: 5,194

    Play with your Food gives 5% for one token and it does not take away the effect when near survivor.

    If you really want Perks with a 'killer be nice' mechanic built into them. howabout you make it better?

  • Seraphor
    Seraphor Member Posts: 9,424
    edited January 2023

    Play With Your Food has it's own limitation, and could absolutely stack with this for a super speedy build.

    Just because a perk isn't Eruption and Call Of brine doesn't mean it's trash.

    That said, considering this doesn't work in chase, then it could absolutely be increased to something like 3% per token for 12% max. I was using Devour Hope as a basis obviously, as it was mentioned, which only gives a 5% speed boost, so 4% seemed comparable. But compared to PWYF, 12% is entirely reasonable.

    Alternatively, you could remove the distance limitation. So you move 4% faster at all times, regardless of how close you are to a survivor. This allows it to be used in a chase. Anything more than that as a permanent speed boost would be way too oppressive, especially if it could stack with PWYF.

  • Seraphor
    Seraphor Member Posts: 9,424

    I think my preferred option would be 1% faster per token regardless of distance. This would mean at 4 tokens and no sacrifices, you basically have permanent Tier 1 bloodlust. For the limited time you have this effect, this seems like a fair power.

  • Raptorrotas
    Raptorrotas Member Posts: 3,250

    I mean its BBQ with losing tokens again, should be easy to implement lol. It all depends on the actual perk effect base value and scaling per token. Goodboy nice killer perk.

    Too weak, killers wont run it. Barely too strong and it'd be gutted like thanatophobia.

  • Seraphor
    Seraphor Member Posts: 9,424

    In terms of design philosophy, all the best perks should be the ones with downsides like this, that's why Hexes are supposed to be strong.

    The most powerful and therefore 'meta' perks should have either significant drawbacks (like this suggestion) or they should take considerable skill to use (the theory behind Dead Hard and Nurse).

    Instead we have a meta with Call Of Brine, Overcharge and Eruption, and only one of those can be classed under 'takes skill to use'.