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New Perk Ideas for Survivor and Killer

Devil_hit11
Devil_hit11 Member Posts: 8,782
edited March 2023 in Feedback and Suggestions

Survivor perk ideas

Lock & loaded

Upon dropping a pallet, Press active ability 1 button to place a flash mine on the corresponding stand pallet that has been dropped for 40 seconds. A killer that finishes breaking the pallet will be stunned for 1 additional second after completing the break action and will be blinded for 1 seconds.

Lock & Loaded causes the exhausted status effect for 60/50/40 seconds.

Lock & loaded cannot be used when Exhausted.

Hindsight:

When a survivor let go of a generator, Hindsight suppresses your Scratch Marks for 3/4/5 seconds.

Silent walking:

Increases footstep sounds of the killer by 30%/40%/50%.

Decreases survivors footstep sounds by 15%/20/25%

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Killer perk idea:

Trembling fear:

Upon successfully completing a generator in a 64/96/128 meter radius, the survivors that completed the generator loses 1 health-state. If the survivor is injured, the survivor suffers from deep wound status effect.

Malfunction:

Each time a survivor is rescued from a hook when you are at least 24 meters away. Malfunction activates for next 35/40/45 seconds.

The next survivor put into the dying state will apply an automatic kick action to the nearest generator within 32 meters of the current killer location and begin regressing the generator.

Malfunction deactivates after damaging a Generator or when its timer expires.

Keen Ingenuity:

The presence of technology excites you.

Generator within 8 meters grant 5%/8%/10% haste bonus for 5 seconds when outside of a chase. This effect cannot be triggered when a survivor is within 20 meters near a generator.

Post edited by Devil_hit11 on

Comments

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    Survivor perk 1: Lol, 1 second stun and blind that causes exhaustion and needs to be placed at a 40 second dropped pallet. Wow, and people say that flashlight are worthless, that is worse than worthless

    2: Meh, its just poised but worst and best in other ways, will be used the same amount of time. Aka, never.

    3: Meh, i don't remember ever listening to footsteps of a killer when the terror radius and red visor is a thing, and i don't think the footstep reduction would be helpful, but i am not sure

    Killer perk 1: Free injuries from doing nothing, like that is definitely a big no. No restrictions, activation conditions, nothing just free health states, that is way to much, we have gone way to far in the other direction if free health state need to be given to killers for doing nothing.

    2: Why not just use jolt, less conditions bigger reward just asking for the down to be a basic attack. This one feels underwhelming.

    3: Meh, cute effect i guess. I would prefer perks that help in chase, or help find survivors faster or buy me time than moving faster for a few seconds when i am wasting time

  • Devil_hit11
    Devil_hit11 Member Posts: 8,782
    edited March 2023

    I think your underestimating some of the perks. the perk 1 adds additional 1 second to pallet breaking. Pallet breaking for killer takes default 2.7 seconds, so with this perk, it takes 3.7 second to break a pallet because you will break the pallet, then get stunned. this works similar to blastmine except it does not trigger pallet break animation, it triggers after completing the pallet break including killer powers(such as billy chainsawing a pallet). The perk easy to use and very reliable. You press E during a survivor's animation of dropping a pallet and flashmine is put on pallet.

    If you ask me, I think the perk would be deemed too powerful by killer player that goes against it. The other two perks more tactical and more oriented around stealth and junking the killer.

    Perk #2 automates kick actions. for example, if the killer is running call of brine, pop goes weasel and nowhere to hide, all 3 of these perks will trigger on the generator automatically and be applied. By itself, it only applies kick action which by default is 2.5% regression but with perk synergy, the perk can elevate kicks perks by allowing you to kick more generators in a match on average.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    The perk 1 you say that the pallet needs to be dropped by at least 40 seconds. I genuinely don't see the use of a perk that forces you to pre drop pallets just to use for 1 second of longer animation and a 1 sec blind. And causes exhaustion.

    About perk 2, maybe. I didn't think of those applications, but i still think it wouldn't be used for the limited time and necessity to combo with other perks. But i could be wrong and definitely see a bit more of a purpose to the perk.

    As long as we agree that free health states on a perk is a bad idea.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,782

    I do not agree. healing takes 16 seconds and with current iterations of med-kits. healing is relatively fast.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    Its an insane reward for doing nothing. An exposed effect would still need balancing but would be ok. Free hits is no go. There are no perks that do damage for you and we really shouldn't go there.

    That perk has lethality and slowdown on a single perk with no requirements and by doing nothing. Combine this perk with tinkerer and you are making gens death sentences. Just absolutely not.

    Unless you give me the perk "Gun" for me to shoot the killer xD. Because this is the level of absurdity we are reaching

  • Milo
    Milo Member Posts: 7,383

    Lock & loaded:

    Could you exactly explain how it works? Cause you gave an explanation that doesn't fit the current description.

    Hindsight:

    I feel like perhaps it should be 3 seconds at max rank? But maybe I'm being ridiculous, imo good perk.

    Silent walking:

    Instead of adding this weird effect of increasing killer's footsteps, just add this as a secondary effect to another existing perk? Fixated or Lightweight probably.

    Trembling fear:

    Perhaps it could give incapacitated instead for ... let's say 30 seconds? Getting injured randomly would feel really weird.

    Malfunction:

    I like it, super weak alone tho. Maybe give it "Your base kick regression is increased by 2,5%". Also it has so many conditions to activate, just to save a couple of seconds. The timer either needs to go or needs to get increased.

    Keen Ingenuity:

    It's cute. Would and could be used like a detection perk somewhat. Idk if that's your intention but yeah.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,782

    Sorry my bad. I somehow failed to copy paste that lock & loaded is exhaustion perk. My explanation is that whenever you drop a pallet, During pallet drop animation, you can press E to automatically install a flash mine on the pallet for 40 seconds. When the killer innates a pallet break action, the killer at the end of the pallet break animation will be flashlight blinded for 1 second and will be stunned for 1 second. This works both for power pallet breaks such as billy chainsaw and normal pallet breaks.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    Wait, you altered lock and Loaded effect. Cool, yeah i do agree now that the perk would be useful and cool if you can use it immediately on a dropped pallet. I just have question, you become exhausted when you plant the trap or when the killer breaks the pallet?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,782