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Perk combinations with unique effects

WingerSenpai
WingerSenpai Member Posts: 50
edited June 19 in Feedback and Suggestions

I don't know why this isn't a thing already but some perks should alter the effect of other perks. (in case of unique perks two should be from the same character)

Imagine a couple of these:

  • DH + No Mither —> DH doesn't have hook requirement
  • Calm Spirit + Iron Will —> Iron will becomes 100% again / 75% isn't linked to exhaustion
  • Decisive Strike + Object of Obsession —> Stunning the killer by any means shows their aura for 3 seconds (or other value)
  • Call of Brine + Overcharge —> Would cause additional gens to gain the effect if they are not being worked on with the color change only on the kicked gen.
  • Pentimento + All hexes [?] —> If a hex is broken all additional totems are blocked for x seconds (10 [?])
  • Tinkerer + Enduring —> Enduring gains a token every x seconds spent in chase to resist a pallet stun completly.
  • Hope + Resilience —> Hope gains tokens for each generator completed and each token gives 0,5% haste while in chase for x seconds for a period of x seconds.
  • Resilience + This is not happening —> While injured great skill checks gain +x% progression bonus.
  • Bloodhound + Predator —> Survivors noises are increased by +x%

And these are just a couple ideas. Some weaker perks could have multiple ones. Otherwise the balance of these combos would be up to the developer teams and would shake up the meta a little.

*Edit: Forgot to mention, a synergy (very rare cases) may include more than 2 perks (completly depends on what can work together that is underrated). And you may have only 1 synergy active in the current loadout.

Post edited by WingerSenpai on

Comments

  • Ohyakno
    Ohyakno Member Posts: 1,206

    That's honestly kind of cool. Pretty unapproachable from a standpoint of learning the game though.

  • WingerSenpai
    WingerSenpai Member Posts: 50

    Well the people who are in the game but don't get too much knowledge on perks before this implementation would suffer the most I think. Because they just started playing, getting a little comfortable maybe, but everything is shaking around them. As far as learning, if it's executed well there is not too much to add on a knowledge basis, and players starting with this mechanic already existing may not have that bad of a time since they didn't know the system before that.

    Think of it as a selectable 5th perk (sort of) which is a bit weaker in overall impact but synergizes with 2 perks (unofficially more) and it may just fix or return some things that were taken out as a little side-snack. And if you want to play with a build not including a synergy, sure. These effects are more like enhances to already used perks, even though some of them might feel a bit overpowered on paper.

    Also I think after boons, hexes, teamwork, obsession, scourge hook perks, this wouldn't add anything crazy as in terms of gameplay mechanics or things to pay attention to mid game. These would just feel like gentle bonuses so that underused perks may return or as a compensation mechanic.