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Rate my killer perk ideas (UPDATED 6/29)

thesuicidefox
thesuicidefox Member Posts: 8,223
edited June 2018 in General Discussions

I was bored so I did this. Tell me what you think!

====================== PART 1 (OG post) ======================

Snatched 'v2' - This is mine... MINE. Speed and range of grabbing survivors to interrupt animations increased by 40%. Speed at which you check lockers (vacant or occupied) increased by 30%. For 30/45/60 seconds after you interrupt a survivors animation or grab a survivor from a locker, inflict the 'Exposed' status on all survivors.

Early Bird - The crows gather, they have become impatient. Greatly decreases stillness crow timer for first/first and second/all stillness crows (20/40/60 seconds for first, second, and third crows respectively). Stillness crows will ignore survivors actions and only go away if the survivor moves. For each stillness crow on the map reduce terror radius by 2 meters (ie. with max 12 crows TR is reduced by 24m, which is 0m for some killers and 8m for the rest).

It Speaks - When the dark god speaks, you must listen. Every time you strike a survivor, the scream of the Entity can be heard map wide. Range of all sound effects heard by the survivors decreased by 15/30/45% and causes a slight ringing of the ears (heard as a low static sound). Range and direction of all sound effects heard by the killer increased 10/20/30%. These effects last 20 seconds. This perk has a 90 second cooldown timer.

What Great Big Eyes You Have - All the better to see you, my child. Increases red stain size by 20%. Any survivor that is touched by your red stain will scream in fear and have their vision reduced by 10/20/30% for 10 seconds (as a black fog that creeps in from edges of screen). If injured, this timer is extended to 20 seconds.

====================== PART 2 (added 6/29) ======================

Fill the Chalice 'v2' - Drain their source of life and they become hopeless. This perk grows in power as survivors bleed from being injured, dying, or hooked (similar to Myers EW). Tiers can decay over time if no survivors are bleeding. (NOTES: Decay is equal to rate at which power is gained; Sloppy Butcher increases gain by 50% for injured survivors only; Blood needed per tier equal to one survivor bleeding continuously for 2 minutes; Tier 3 effects lost immediately upon unhook.)

Tier 1: Survivors must endure slightly/moderately/considerably more difficult and frequent healing skillchecks.
Tier 2: Bleeding survivors will suffer from Hindered status effect.
Tier 3: Generator repair speed of all survivors reduced by 100% if a survivor is on a hook.

Splinter - Rotten wood is not good for construction. Striking a fallen pallet with your main attack it will 'damage' the pallet and the pallet's aura will be revealed to you. Any survivor that vaults a damaged pallet will instead crash through the pallet and be injured by 1/2/3 splinters. A survivor must remove all splinters before healing. (NOTES: Removing a splinter takes 3 seconds, is an 'all or nothing' action, and can only be done by the survivor himself/herself. Removing a splinter causes the survivor to scream out in pain. Damaged pallets appear no different than any other pallet to survivors. Number of splinters indicated by number next to survivor icon. Successfully activating perk confirmed by pallet aura flash and sound effect.)

High Maintenance 'v2' - This one's going to need a lot of work. For every generator you kick, gain a token up to a maximum of 10/15/20. For each token, the next generator you kick will regress 5% faster. Lose 5 tokens for each generator that is completed.

The Light At The End Of The Tunnel... - ... is sometimes your doom approaching. After the exit gates are powered the first/the first and second/any survivor you hook will be teleported to a basement hook (in order of back, right, left, front). If you hook a survivor in the basement yourself after the exit gates are powered, reveal all other survivor auras for 20 seconds. If you hook a survivor in the basement yourself after the exit gates are open, gain the ability to kill the next survivor by your hand. (NOTES: Basement hooking effects stack, so the killer can both see your aura and mori you after gates are opened. In other words, if a killer runs this and the gate is OPEN but you stay then you honestly deserve to die.)

Will you walk into my parlor? - Said the Spider to the Fly. Hex totem. Once the hatch spawns, this totem activates. When this totem is activated, spawn 1/2/3 fake hatches around the map. Going through any of these hatches will injure a healthy survivor, inflict a 60 second bleed-out timer on an injured survivor (same timer as Borrowed Time), and teleport the survivor to the basement. Destroying the totem will despawn the fake hatches. (NOTES: Fake hatch auras are not revealed to the killer so they can't find and camp the real hatch; it's a risk/reward for killer with odds in their favor).

Post edited by thesuicidefox on

Comments

  • RagingRealm
    RagingRealm Member Posts: 70

    Snatched would be complete bullshit for survivors in my opinion, however the other 3 don't seem like bad ideas.

  • MasterLoli
    MasterLoli Member Posts: 73

    I really like the idea of snatched, it sounds pretty great since it's already pretty hard to snatch survivors from windows and planks. I would use it! :P

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @RagingRealm said:
    Snatched would be complete bullshit for survivors in my opinion, however the other 3 don't seem like bad ideas.

    Well seeing as it's rather difficult to grab survivors out of actions I think it's fair. It's also very telegraphed to the survivors if they watch the killer check lockers, so it would deter that strategy of jumping into a locker to avoid a hit since you would not only be more likely to get caught but you are also giving the killer a one hit down. It's meant to force survivors off gens sooner rather than later as you approach, since they would rather stop doing the gen close to you to ensure you don't grab them and get a token. Also +40% range isn't that much considering you have to be almost right on top of the survivors to grab them anyway. It's like 1m range, so with the perk it's 1.4m. Not a huge difference, just enough to make it a tad easier to grab you.

  • RagingRealm
    RagingRealm Member Posts: 70

    @thesuicidefox said:

    @RagingRealm said:
    Snatched would be complete bullshit for survivors in my opinion, however the other 3 don't seem like bad ideas.

    Well seeing as it's rather difficult to grab survivors out of actions I think it's fair. It's also very telegraphed to the survivors if they watch the killer check lockers, so it would deter that strategy of jumping into a locker to avoid a hit since you would not only be more likely to get caught but you are also giving the killer a one hit down. It's meant to force survivors off gens sooner rather than later as you approach, since they would rather stop doing the gen close to you to ensure you don't grab them and get a token. Also +40% range isn't that much considering you have to be almost right on top of the survivors to grab them anyway. It's like 1m range, so with the perk it's 1.4m. Not a huge difference, just enough to make it a tad easier to grab you.

    The grab range is not the part that is bullshit. I was talking about the tokens for one hit downs. Especially if you can one hit down a survivor that didn't even make the mistake of getting grabbed. If it was changed so that you only got a one hit down on the survivor you grabbed it would be great, but the way it is it would be complete bullshit to other survivors.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @RagingRealm said:

    @thesuicidefox said:

    @RagingRealm said:
    Snatched would be complete bullshit for survivors in my opinion, however the other 3 don't seem like bad ideas.

    Well seeing as it's rather difficult to grab survivors out of actions I think it's fair. It's also very telegraphed to the survivors if they watch the killer check lockers, so it would deter that strategy of jumping into a locker to avoid a hit since you would not only be more likely to get caught but you are also giving the killer a one hit down. It's meant to force survivors off gens sooner rather than later as you approach, since they would rather stop doing the gen close to you to ensure you don't grab them and get a token. Also +40% range isn't that much considering you have to be almost right on top of the survivors to grab them anyway. It's like 1m range, so with the perk it's 1.4m. Not a huge difference, just enough to make it a tad easier to grab you.

    The grab range is not the part that is bullshit. I was talking about the tokens for one hit downs. Especially if you can one hit down a survivor that didn't even make the mistake of getting grabbed. If it was changed so that you only got a one hit down on the survivor you grabbed it would be great, but the way it is it would be complete bullshit to other survivors.

    Well the thing is getting these kinda of grabs as killer is rare. The perk is very telegraphed if you see someone get grabbed or are grabbed yourself. It's meant to reward killers that go for the more difficult play and punish survivors that take too much risk. It's meant to be hard to use but powerful if used right.

    Having only the range/speed increase isn't quite valuable to the killer, that's why it has a one hit down. There is also the fact that you use the tokens even on missed attacks, meaning if you can identify the perk (again easy to do) then you can play around it. I guess you could just limit it to 1 hit, and adjust the range/speed to be tier based, that could be more fair, but I feel like it would just make it harder to use effectively.

    Thanks for your input though.

  • ShrimpTwiggs
    ShrimpTwiggs Member Posts: 1,181

    These ideas are pretty neat!

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @ShrimpTwiggs said:
    These ideas are pretty neat!

    Thanks! I've added a few more, check 'em out.