What do you guys think about my perk ideas? I want them to feel really strong yet balanced too.

FrostySeal
FrostySeal Member Posts: 631
edited March 16 in General Discussions

I want your guy's opinion on these perk ideas that I came up with. My biggest issue with DBD for a while now is how BHVR never seems to add perks that truly impact the game. I can understand why they don't as every time they add in a new seemingly strong perk it gets yelled at a lot, but even so, I feel like they can do much better than what they do now, but enough of that.

Survivor Perks:

Perk Idea 1: After cleansing a totem you get 3 tokens up to a maximum of 3. Once you are in the injured state this perk activates. The next time you vault a window/pallet or throw down a pallet the action will be performed 33% faster and a token will be consumed.

Perk Idea 2: This perk is a boon totem. After you set down a boon totem this perk will activate once you or anyone else gets downed in the boon totem area. Once the Killer downs you or someone else in the boon totems area all hooks within a 36-meter range will instantly be sabotaged and come back after 28 seconds. Once this perk activates it will cause all boons on the map to extinguish, go on cooldown for 120 seconds, and if a teammate was the one who got downed you will scream and reveal your aura to the Killer for 16 seconds.

Perk Idea 3: After you or a teammate gets consecutively hooked, this perk will activate. If you are the one who got hooked consecutively this perk will automatically activate on yourself and if a teammate is the one who has gotten hooked consecutively you will have to go over to them and press the special button prompt while healing them (it's something you can do instantly on them, like applying a syptic.) The next time the Killer tries to hit you or a teammate with the trap on them instead of going into the dying state you will instead go to a deep wound and the Killer will be instantly blinded and deafened for 5 seconds. The traps will last indefinitely until you or the teammate performs a conspicuous action.


Killer Perks:

Perk idea 1: If 2 generators get completed within 30 seconds of each other this perk will activate. You will get the following list of buffs for 75 seconds: Vault windows and kick pallets 25% faster and pick up and hook survivors 50% faster.

Perk Idea 2: Once you spawn in, you'll have 2 tokens of this perk. This perk allows you to place two portals on the map that you can travel between. To place the portals you just click the special button prompt and drop it down on your feet. Once both portals have been placed you can travel between them by going up to them and holding down the special button prompt for 5 seconds. Once you begin entering a portal it plays a global audio queue. The portals cannot be placed within 16m of a generator or hook. This perk goes away if you have not placed it down yet and you have hooked your first survivor.

Perk Idea 3: This is a scourge hook perk. Once you have placed a survivor on a scourge hook, you gain 2 tokens for the perk. Using the special button prompt (Not your power button like it usually is) you can perform a blighted rush. This perk is just giving you the blighted serum addon killers get for Halloween events.


So, what did you guys think? I know some of these might be overpowered, but my idea behind them is that for survivors the first perk encourages you to go and do side objectives instead of just hard focusing on gens, the second one I feel might be a little unbalanced, but I mainly just wanted a boon perk that functions differently from all the others while also having a powerful effect, and the third perk is just an anti-tunnel perk, nothing too special.

For Killers the first one I made it for situations where if you chase the first survivor too long and you have all the other 3 survivors doing separate gens then you'll be rewarded with a buff that helps you catch on time you might've lost. It might be too short or too long, or might not have enough buffs to warrant the risk of using it, but I designed it around countering survivors doing gens separately. The second one I've always thought about for a long time, and I think it'd be pretty interesting to see. A lot of times in DBD when I play an M1 Killer it's always a really awful feeling having to run across the map to reach a gen only for it to pop anyway because you don't have a mobility option. This one feels the hardest to balance due to just how game-changing it is. The third perk is a pretty simple one I've also had on my mind for a while. There's never been a perk that's countered holding W so I wanted to make one for M1 killers who have a rough time catching up.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,638

    A game-changing perk is unlikely to be balanced because it can change outcome of a match.

  • FrostySeal
    FrostySeal Member Posts: 631

    I changed the title to be a little more accurate. Apart from the portal one I feel as if most of these aren't exactly game changing, just really powerful.

  • Riski
    Riski Member Posts: 208

    Survivor perk 1 and killer perk 3 are good ideas, biggest issue is the killer does not currently have a proper special activation button but that's something that could be worked around. With survivor, more perks to do things with side objectives are neat and this has a significant bonus, only issue is the pallet animation may look too goofy.

    Survivor perk 3 and killer perk 1 are way too situational, if a perk is to help with tunneling/losing it should at least be consistent at doing so like DS or deadlock. Further more Survivor perk 3 just feels like Decivise Strike with extra steps and using it on your teamates is just like using for the people to give them another health state a lot of the time. As for killer a simplier idea of "chase bonus after gen is done" is a cleaner idea which doesn't run into the issue of doing absolutely nothing if you're even doing half well.

    Survivor perk 2. The idea of a boon that works as a booby trap is neat but these has a few issues. Firstly the wording is confusing and has massive implications, 36m of the killer would probably be too strong as it makes it too hard to hook anyone but 36m of the boon kinda does nothing unless you're next to the boon when you down. If I'm using a different boon and that gets snuffed because my solo Q teamate set this up and it proceeded to do nothing after triggering I'm never touching a boon again I swear to god, I understand this is a spam safty net but survivors should never feel this punished for their teamate's perks. A better idea would just be the closest hook gets broken for 30 seconds (28 seconds feels like a weird duration unless you have a reason) when a survivor in range is downed and we skip the whole song a dance with it deactivating, simplier can be better.

    Killer perk 2 would be way too much in terms of balance implications, I understand you're trying to push the boundries of what is allowed but this is probably too much. On some maps you'll have no where to place it while on other maps you ignore map size which is a balancing tool despite some large maps being too good for survivor. Being able to take a large map with weak loops and take the one thing benefital to survivors and go "nuh uh" for just a single perk slot is probably too much. The existance of this perk also makes many killers feel redundant, what's the point of having a teleport in my power when I could have this for just a single perk.