Kill Switch update: The Mastermind has been Kill Switched due to an issue with Virulent Bound. The Mastermind will be re-enabled once this issue is fixed.

The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Killer Perks I want to Rework/Buff.

Shadowborn: (Rework)

You have a keen vision in the darkness of the night.

  • Survivors within 16/24/32 meters of you are highlighted white (similar to Dredge Nightfall).

Beast of Prey: (Rework)

Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable.

Losing a survivor in chase without damaging them grants you the Undetectable Status Effect, until you injure another survivor.

Additionally, whenever you gain the Undetectable Status effect, you gain +5% Haste Status Effect.

Beast of Prey has a cooldown of 60/50/40 seconds upon injuring a survivor.

Hysteria: (Buff)

You know how to brutalise one member of a team to cause a panic.

  • Upon damaging a survivor, all injured survivors suffer from the Oblivious status effect for 20/25/30 seconds.

Hysteria has a cooldown of 30 seconds.

Machine Learning: (Buff)

Free from your shackles, you are born anew and prepared to eliminate your creators.

Performing the Damage Generator Action on a Generator activates Machine Learning:

  • The next generator you damage after that becomes compromised.
    • Compromised generators show their progress based on the intensity of their aura.
    • Multiple generators can be compromised at once.
  • Upon completion, you gain the following benefits for 25/30/35 seconds, and Machine Learning Deactivates.
    • Undetectable Status Effect
    • + 10% Haste Status Effect

Grim Embrace: (Buff)

Your act of servitude to The Entity has not gone unnoticed.

Each time a Survivor is hooked for the first time, Grim Embrace gains 1 Token.

Upon reaching 4 Tokens, Grim Embrace activates:

  • All generators are blocked for 30/35/40 seconds
  • Reveals the auras of all non-hooked survivors for 6 seconds.

Comments

  • Archael
    Archael Member Posts: 939

    I would also changed how hexes and haste effects works:

    Hexes light totems only if thier effect is in use. Hexes are not tied to dull totems, so to clense hex, surv have to either clense all totems, or burning ones (if hex is being clensed, it cannot fade out untill survivor stop clensing).

    Haste effects should not stack.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 461

    I believe that haste effects should stack as long as there is a time limit for them. So for example, NOED's +4% haste wouldn't stack with Machine Learning's +10% haste, but ML could stack with the 5% from Devour Hope.

    This would mean that most survivor haste perks wouldn't stack, but the few killer perks that give haste would still be able to.

  • ARTRA
    ARTRA Member Posts: 954

    No way i thought the exact same for Shadowborn. Playing Dredge (probably as you) helped with this one.

    For beast of prey Perma Undetectable and +5% until hit its too much, only see someone and turn around to trigger.

    Yes for Histeria.

    Machine learning, not sure, see aura of gens is strong but after one is finished lost a perk but with a buff for 35 seconds but its hard to apply. I would just do something like remove first kick to trigger, like Last gen kicked its compromissed, that with tinkerer should be decent enought.

    Yes from grim embrace.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    I would like that, if they make Hex perks like Lullaby and Devour Hope that requires tokens to be gain at the beginning of the match be completely hidden from the beginning of the trails. It prevents the early cleansing of a Hex perk at the beginning of the match if the survivors can spot it early and clease before you even get a chance to earn a token and build up.

    I don't know about Haste stacking, as certain killer addons can give you increase movement speed and can be stack with Play With your food (which is a mediocre to possible worthless perk; unless stack with mobility killers). If only haste perks are much more valuable and strong on their own, then I will be down with removal of haste stacking.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    I would like that, if they make Hex perks like Lullaby and Devour Hope that requires tokens to be gain at the beginning of the match be completely hidden from the beginning of the trails. It prevents the early cleansing of a Hex perk at the beginning of the match if the survivors can spot it early and clease before you even get a chance to earn a token and build up.

    I don't know about Haste stacking, as certain killer addons can give you increase movement speed and can be stack with Play With your food (which is a mediocre to possible worthless perk; unless stack with mobility killers). If only haste perks are much more valuable and strong on their own, then I will be down with removal of haste stacking.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 461

    I got the Idea from Dredge too, it is a really nice feature from a creature that is literally shadow born.

    Beast of Prey wouldn't be perma undetectable, as you would need to purposefully lose chases to get it. The +5% haste is mainly for M1 killers that struggle with map manoeuvrability.

    Glad someone agrees with Hysteria.

    Machine learning would work like this: After you kick the first gen, further kicked gens show their progress through their aura, if 1 of those gens pops, you gain bonuses and your surveillance is gone, and then the cycle restarts.

    I agree the perk has decent synergy with Tinkerer, but the main issue I am trying to fix is the fact that you can only compromise 1 gen at a time, and when it comes to spreading pressure, and trying to get value of the perk, being forced to let survivors finish gens for a mediocre buff isn't worth. Imagine if Eruption could only proc on the last gen kicked , yes you could buff the amount it regresses by, but the fact that you have to choose 1 gen out of 7 is really sucky.

    Grim Embrace needs some love.

  • Archael
    Archael Member Posts: 939

    Yes, this is the main reason for hexes change. Devouer hope would be easier to clense than some other hexes, but it would light totem only after first unhook. Third seal would light totem after first hit ruin would light totem when gen is regressing, but fade out if gens stop regressing, etc. Very little hexes would break at the start of the trial.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    Exactly, at the very beginning of the Trial; Survivor should be completely in the dark about what the killer is bringing when they bring a specific hex build. Half the Hexes are sort of useless, without adding Undying or some Hex defense perks or just pure lucky map totem spawn locations that none of the survivors know anything about it.

    Obviously, those perks are not in affect until those specific hex perk conditions are met. Devour Hope is not active until the Killer gain a unhook token, only then, the killer can get the increase movement speed affects that the first two token grants and after that first unhook; that totem will now appear somewhere on the map when activated. Ruin can also start to trigger as soon as someone let's go of a gen repair like usual and it begins to regress normally. Of course the perk can technically disappear if none of the gens is regressing by any means. But yes, Hex perks should appear when the affects are visible. But of course, if any of the survivors work on any and all of the Totems in advance, and destory them all. Then congratulations you waste several minutes into the match in completely counter a Hex Build from the killer side.


    Of course all these changes will Buff the usefulness of other hex perks, as it guarantees that no one should spot them or figure them out immediately until the effects are reveal and they suspect a potionial hex perk in effect. It also fixes the whole, survivors not spawning right next to closet totems spawn and getting lucky with bad totem rng with the hex perks and deleting them from the game in less then 30 seconds of the beginning of the match.