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Silly little perks that won't make it into the game, But I wish they would.

TWiXT
TWiXT Member Posts: 2,063
edited January 30 in Feedback and Suggestions

Here are some of the best perks I came up with.

Killer Perks:

Scourge Hook: Territorial Dominance

Your shrines of Sacrifice Mark unsafe ground for your victims to tread.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

The Auras of Scourge Hooks are revealed to you in white.

Each time a Survivor is hooked on a Scourge Hook, the following effects apply:

Up to 3 used/down palettes within 16/24/32 meters of All Scourge hooks are Destroyed.

If no used/down pallet is Available, Then the closest 1 unused/Upright pallet within 16/24/32 meters of the Scourge Hook you hook a survivor on is destroyed instead.


Undeterred Rage:

The Survivors struggles against you have finally reached their limit, and now you will show them why it's unwise to agitate you any further.

Every 4/3/2 times you are stunned or blinded by survivors, Undeterred Rage activates.

Performing a Lunge attack at a down pallet or breakable wall will instantly destroy it and extend your Lunges range by 50%.

Missed and Successful Lunge attack recovery Speed after breaking a pallet or breakable wall is 50% longer.


Notes: Basically, if you get stunned or blinded enough you can just charge through the next dropped pallet or breakable wall and try to get a hit. It's like Billy's Lopro Chains add-on, but only applies to basic attacks and requires taking a bit of a beating to charge up.


Scourge Hook: Empathic Agony

The Agony of facing ones mortality takes it's toll on your victims, crippling their ability to press on.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

The Auras of Scourge Hooks are revealed to you in white.

Each time a Survivor is hooked on a Scourge Hook, the following effects apply:

Scourge Hook: Empathic Agony Gains 1 token, and for every 4/3/2 tokens gained all survivors suffer from a persisting status effect for the remainder of the trial. (maximum of 8 tokens)

2 tokens: All survivors suffer Hemorrhage when injured.

4 tokens: All survivors suffer Blindness.

6 tokens: All survivors suffer Oblivious.

8 tokens: All survivors suffer Exposed.

All tokens and status effects are Lost if you Hook the same survivor Twice in a row on any hook.


Catastrophic Interference:

Your experience in knowing when and where to strike in order to cause the most damage has resulted in your presence becoming highly detrimental to the survivors means of escape.

For All Survivors within your Terror Radius the following effects Apply:

Increases the rotation speed of Repair/Healing Skill checks 10-50% depending upon your proximity to any survivors repairing a generator/healing (closer = faster).

Survivors who fail Repair/Healing skill checks lose an additional 6% progress.

Whenever you successfully Grab survivor off of a generator, the generator will explode and lose 25/50/75% of it's total gained progress.


Hex: Times Up

A Hex rooting its power in Time, it commands the end of a trial.

Once a gate has openedHex: Times Up activates on a dull totem (if any are still standing) and survivors have 90/60/30 seconds to leave the trial grounds, otherwise the gates will slam shut and won't Re-open until Hex: Times Up is cleansed.

Any Survivors trapped within the Escape/Exit Zone when the Gates slam shut, that have not escaped, are automatically sacrificed.

All survivors still in the trial grounds automatically Escape if You get trapped in the Escape/Exit Zone when the gates slam shut, hooked or not.

The End Game Collapse Continues to count down during this time.

Notes: Although the original concept was made before the EGC era, I've adjusted it since then. Don't get me wrong, I'm all for punishing T-baggers at the exit, but also want to give them the chance to "Just Leave".


Head of the House:

Your previous encounters with survivors have awakened your sense of preparation in the trial grounds.

Up to 4/5/6 Randomly Chosen Pallets in the trial grounds are revealed to you in White.

Whenever a survivor drops any of these pallets, they are instantly destroyed.

You can be Stunned if one of the selected Pallets is dropped on you


Anchor:

Putting a survivor into the dying state now has some added weight.

Upon putting a survivor in the dying stateAnchor Activates.

The most recent survivor put into the dying state cannot crawl or begin recovery for 25/35/45 seconds.

Other survivors can still help a survivor in the dying state affected by Anchor recover.

Only 1 survivor can be affected by Anchor at a time.


Suppressed Presence:

You've mastered the art of stalking survivors in silence.

Refraining from Entering a Chase or Injuring a survivor for 25/20/15 seconds activates Suppressed Presence and lowers your Breathing, Lullaby Radius, Footstep, Breaking, Vaulting, Footstep and Movement sounds Volume by 100%.

Suppressed Presence automatically Activates whenever you become Undetectable.

Suppressed Presence has a cooldown of 30 seconds whenever Deactivated by Entering a Chase, Losing the Undetectable Status or Injuring a Survivor.


Survivor Perks:

On the Edge:

Coming closer to death instills urgency in your survival instincts pushing you to your limits.

When rescued from your Second Hook PhaseOn the Edge Activates.

While in the healthy state, Your aura cannot be revealed to the killer, you will no longer scream, and fast vaulting no longer alerts the killer. Whenever going from Healthy to injured by any means, these effects apply for a further 20/30/40 seconds.

Upon going from Healthy to the Injured state while On the Edge is active, you gain a 10% Haste status effect for 20 seconds.


Devilish Deal:

Your desperation to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.

Whenever you are suffering from the Exposed status effect, Devilish Deal Activates and you gain the Endurance status for the same duration as Exposed. If struck by the Killers Basic Attack during this time, Devilish Deal will Mark and Disable 1 of your other Perks at random for the remainder of the trial.

Being struck while Protected by Devilish Deal does not trigger The Deep Wound State.

Devilish Deal can Mark one of your other Perks up to a maximum of 1/2/3 time(s) per Trial.

If Devilish Deal has Marked and Disabled the maximum amount of Perks, the Exposed State no longer Activates Devilish Deal.

If Devilish Deal has Marked and Disabled the maximum amount of Perks when you are Hooked, You will be Sacrificed regardless of which Hook Phase you would normally enter.


Notes: Basically It's a trade off for survival against Killers using Abilities or Perks that Expose you, wherein you sacrifice your Other perks and risk a 1 hook sacrifice, but don't have to fear the Exposed status as much, and like Mettle of Man, don't have to spend any time Mending.


Aural Projection:

Your connection with other survivors is strengthened by your innate need to ensure their survival.

Unlocks the Aura Broadcasting ability.

Every Killer or Survivor aura you see is now visible for up to 1/2/3 other survivors whenever they are revealed to you.

This effect does not apply to Objects, Items, or Vault Locations.


Bribe:

Your willingness to sacrifice your aides pleases the Entity.

You may purposely drop and destroy an item you are carrying during a chase to gain the Endurance Status Effect for the next 10/15/20 seconds.

The dropped item must contain at least 100/75/50% of its remaining charges to activate Bribe.

Dropping any Item with Less than the required amount of charges During a chase will still Destroy the item, but not activate Bribe.


Tools of the Trade: 

When supplies are low, you have a keen instinct for finding the right tools for the job.

While carrying a Flashlight or Toolbox item of Common/Uncommon/Rare or lower quality during a trial, any chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

This does not apply to any currently equipped add-ons.


Boon: Ring of Warding

A boon that protects loved ones from Malediction.

Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a boon Totem

Soft chimes ring out within a radius of 24 metres.

Survivors and objectives inside the Boon Totem's range benefit from the following effects:

Nullifies Curse Status Effects caused by Hexes.

Hexes cannot activate within this boons range.

Curse Effects Return 1/2/3 seconds after leaving this boons range.

Boon: Ring of Warding benefits from its own effect.

Boon: Ring of Warding does not stack with other instances of itself.

You can only bless one Totem at a time.

All equipped Boon Perks are active on the same Boon Totem.


Notes: Basically, Hex: Ruin doesn't effect gens in the boons radius, you cannot be exposed by Devour Hope within the boons radius, and you aren't blinded by Hex: the Third Seal within the radius. Overall, it is probably the strongest anti Hex perk, but of course, it's still a boon, which means it can only work for everyone as long as they don't cleanse totems, or the killer doesn't destroy/snuff them, and it only works within its radius. It might be OP tbh, but we'd never know unless it at least gets tested in a PTB.


Primer:

Your Hard work can gain you and others a temporary advantage towards freedom.

After Fully repairing 1 Generator, Primer activates.

When near an unpowered gate switch, press the Alternate Ability Button to install a device.

When the Gates are Powered, each installed device automatically increases the gate opening progress bar by 10/15/25%

After 30 seconds, the gate switch begins to lose progress at 1% per second if no survivor has interacted with it.

Up to 4 Primer devices can be active on one gate switch at a time.


If anyone else wants to submit their own, I won't stop you, just know that the devs don't really read these, so, don't get your hopes up.

Post edited by TWiXT on

Comments

  • Caiman
    Caiman Member Posts: 2,902

    I've had an idea similar to your first one, a killer perk where every time you hook a survivor, a random pallet on the map drops on its own.

  • TWiXT
    TWiXT Member Posts: 2,063

    Not sure if you mean you like it or not, but glad to have a fellow "like minded" individual all the same!

  • FilthyLegionRevival
    FilthyLegionRevival Member Posts: 313

    The first part of Time's Up implies the survivors are still in the trial and can cleanse it to reopen the doors. Though this would be cool (albeit with giving it Haunted Grounds treatment with two lit totems for this hex), the next part contradicts it saying that all survivors not past the gates when closed will die. Personally, the auto sacrifice is something I'm not a fan of.


    My two favourites from each side have to be Empathic Agony and Time's Up for killer, Devilish Deal and On The Edge for survivor. Would've chosen Ring of Warding if it wasn't for the fact I like chase oriented perks on survivor because I can see the utility in running over to a spot where you're exposed by noed or devour and tanking the hit. Even better if the boon is nearby an open gate.

  • jmwjmw27
    jmwjmw27 Member Posts: 438

    If Aural Projection was a real perk I would be running it every game in solo queue

  • Devil_hit11
    Devil_hit11 Member Posts: 8,870

    they do read these perks but these would likely be put in feedback section. Bribe sounds too strong. a free styptic agent just for bringing in an item? So you can bring a useless item like a green key and you get 20 second of endurance on command? sign me up.

    Anchor is stronger knock out.

    Catastrophic Interference is hex:lullaby. It is only missing 10% speed per token up to 5.

    House of cards and Undeterred Rage are different version of enduring spirit fury. there is chance they might implement perk like that as pallet blocking perks. Hex:Blood favor is likely closest thing to them ever inventing an anti-pallet perk.

  • TWiXT
    TWiXT Member Posts: 2,063


    Times up only insta-sacrifices survivors that are behind the gate/in the exit zone when the gates slam shut. Likewise if the killer is behind the gate when it shuts, any survivors remaining in the trial automatically escape.

    Basically, after the survivors/killer open a gate, the survivors have 30 seconds to leave or they risk either being trapped in the trial grounds until they cleanse the Hex: Times Up totem, or potentially being sacrificed if they stayed to T-bag the killer at the exit. Any survivors still out in the trial grounds when the gates shut have to deal with the totem in order to reopen the gates, they aren't sacrificed by Times up, just delayed and have to deal with the killer like normal.

    I personally really like Empathic Agony because it promotes gameplay that keeps killers from tunneling if they want all the benefits the perk has to offer by mid to endgame. + it really rewards a killer for going for as many hooks as possible instead of Camping a single survivor to death.

    I'm also glad you like Devilish Deal, I'm not sure many people will, and thought it might be a bit too broken against a Shape or Ghostface player going for the Exposed downs. That's actually why I added the condition of survivors getting full sacrificed once it's used up all their other perks, as each prevented Exposed down is equal to 1 less hook for the killer, so giving them a max of 3 chances to dodge death at the price of their perks and a potential instant sacrifice felt like a fair trade to me.

  • FilthyLegionRevival
    FilthyLegionRevival Member Posts: 313

    Ah well I had no idea that's what you meant by BEHIND the gates. When I think behind the gates, I think of still in the trial grounds. That could be worded better and in that case, it sounds also like an awesome perk. That trade off for Devilish Deal is why I love the concept. I want a lot more high risk/high reward perks in the game. Dramaturgy's the closest thing, right now. I had an idea for an exhaustion perk that allowed you to vault %40 faster with a cooldown of Smash Hit. You'd basically have to vault by pressing the active ability button in order to vault quickly.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    Suppressed presence is pretty top tier ngl

  • TWiXT
    TWiXT Member Posts: 2,063
    edited January 30

    Thank you kindly. I really mean that.

    Honestly though, I think the dev's would believe it to be too broken tbh. I mean yeah, a GhostFace, Wraith or Shape using it is not really gonna make much of a difference, but the other (supposed) "Stealth Killers" like Dredge or Sadako ridding themselves of their ONLY disadvantage of being intentionally created to be too Loud by the devs design (possibly in some strange reasoning for "balancing" them)... yeah, I kinda feel like this perk spits in their faces a bit.

    That's actually always been my chief complaint about Dredge and Onryo... They have a built in Undetectable status, but they're just too freaking loud with everything they do, that you could hardly call it "Stealth" at all. The devs tried the same with GhostFace in his PTB, wherein he literally emitted a 24m radius "Spooky Wind" sound whenever he was in Night Shroud mode. It was a unanimously lambasted as a Disaster... and I quote: "It's like the killer's shouting out to the survivors 'Hey I'm over here in stealth mode, DON'T NOTICE ME!" -DbD Community

    Sigh, you'd think the dev's actually Learned something from that mistake as it was very quickly changed by GF's live release, making him the Sneaky, stealthy, little stalker we know and love today, and yet, here we have Dredge, Released almost exactly 2 years after GF while featuring a built in Undetectable mode, but with a Directional ambient audio "lullaby" whenever he's in Nightfall mode... effectively pointing out his EXACT position for anyone with decent speakers/headphones, Ruining any chance he ever really had of truly jump-scaring survivors, and even worse: He already "Glows in the Dark" for survivors within 24m of them AND all his actions (Vaulting, Breaking, Attacking, Teleporting etc) Have very loud and directionally locatable audio as well. (Deep Breath due to long ass sentence) SIGH... sadly we should've all seen this coming, as Sadako, released the chapter directly preceding Dredge, is roughly the same noise wise, with 1 exception: Her Lullaby radius is Omni-directional like Huntress or Freddy.

    However, Imagining them with Suppressed Presence, even Huntress, Freddy, or Demogorgon (<literally one of, if not the reigning leader, of the loudest killers in the game), and Suddenly they become that much more Terrifying. While the perk rewards you with this minor advantage for avoiding chases/injuring survivors for a set amount of time, or going "undetectable"... I felt the trade off/potential was worth it.

    The devs on the other hand...well, IF they were to implement it, I can see them drastically upping the cooldown to 120 seconds minimum (and that's being optimistic), just to make it more "Balanced". The reason I suggested 30 seconds was literally because I figured: "If I'm gonna suggest any perks... I might as well go BIG."

    The Irony is not lost on me that Suppressed Presence is actually one of the "Mildest Perks" I've submitted here. 😋