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Deadline Rework

Deadline, in my opinion, is a perk that struggles a little to meet its potential, both from the perspective of game balance and from the perspective of thematic cohesion. With that in mind, I have an idea for how to rework it in a way that should hopefully be both more interesting and more useful.

The basic idea is that the perk changes every time you're hooked, scaling like this:

  • No hooks/start of the game, it works exactly as it does now. While injured, increase chances of skill checks by 10%, cause skill checks to appear randomly like Doctor's Madness, and reduce the penalty for failed skill checks by 50%.
  • After your first hook, you no longer need to be injured for the 10% increase to skill check chance or the reduction to the penalty, but the skill checks still appear randomly.
  • After your second hook/while on death hook, the skill checks appear as normal; you just get the 10% increase and the 50% reduction with no requirement or drawback outside of being on death hook.

My goal here is twofold. On the one hand, I want this perk to become much more reliable as the game progresses, with the player steadily getting less restricted access to the genuinely strong effects that it provides. On the other hand, I want this perk to evoke the idea of getting more focused and productive the closer you get to your "deadline" by having it ramp up the closer you are to death.

It's an interesting idea for a perk, and I want to like it. This version would definitely be one I'd use, at least.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,116

    i think they should just remove the injured →healthy requirement and remove the -50% failed skill-check regression.

    This does two things.

    1. It makes autodidact+deadline a reliable healing combo
    2. The perk will be granted more consistent value across generator progression throughout entire match.

    I like using this perk for generator progression but the inconsistency makes a little difficult to get value out of it in some games.

  • Langweilg
    Langweilg Member Posts: 1,477

    I like your idea, but I think the only real use of this perk is autodidact and instead of playing both perks to make autodidact viable, I would prefer that they give autodidact a 10% increase skill check chance while healing.

  • jesterkind
    jesterkind Member Posts: 7,970

    I don't think that's true, I think Deadline has a fair few uses when it's active. Just off the top of my head, in addition to Autodidact, you've got Stake Out + Hyperfocus builds and the medkit build that uses both suture addons for great skill checks, alongside just making both healing and repairs potentially stronger overall if you can hit the skill checks.

    Besides, if you did that you'd have to fully rework Deadline or Autodidact would get absurd when paired with it.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    I love it when an idea married theme and function. This one is really good without making it gamebreaking.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    I'm not gonna lie I have no idea how they'd fit all that in a perk description.

    It's a cool idea, but overcomplicated. All they need to do is remove the injured requirement and that's it.

  • jesterkind
    jesterkind Member Posts: 7,970

    Devour Hope and Huntress Lullaby have their various scaling effects fit onto their perk card, I think they'd be able to make it work in the description.

    It is a little on the involved side, but I think it's okay for some perks to work like that!

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    I guess, but it's still overcomplicated for a perk that only really needs a simple change.

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    I disagree with this partially, it should remove the injured requirement *or* the random skillcheck screen location, while keeping the 10% more skillcheck rate & 50% reduction to missed penalties.

    I do think the OP's change, while complicated, is the best balance of these two ideas, and fits into the whole "Deadline" lore part of the perk perfectly. I'd honestly rather have that over either of my suggested changes and it would make the perk more useful other than just the "use with Autodidact" perk.

  • Luigifan64
    Luigifan64 Member Posts: 1,124
    edited July 31

    Well if they can do it with Sole Survivor, DS, or that one awful Renato perk they can do it for Deadline xD

    Edit: this was meat to reply to ReverseVelocity, but the quote button didn't properly quote their post, apologies

  • Devil_hit11
    Devil_hit11 Member Posts: 9,116

    i think missed skill-checks should be a different perk. perhaps go to technician or corrective action. nobody uses those two perks so there might be more of reason to go to those perks for those missing skill-checks.

  • Luigifan64
    Luigifan64 Member Posts: 1,124
    edited July 31

    I disagree again, only because then it would make Deadline worse, still leaving two awful perks regardless of which you give it to. To me, Corrective Action should be universal like Open Handed, it applies at all times so long as the person running it has tokens, regardless of if they're on a gen or not. As for Technician, it should just have its additional percent reduction on missed skillchecks removed and maybe make the gen repair even quieter than it is currently.

    This way, all three perks can have their use, Corrective Action is a more team-based perk for solo que lobbies, while Technician is more selfish but does a similar thing for yourself; Deadline would still be in it's own little world, but removing that 50% reduction without adding anything to compensate would make the perk just a worse version of old SpineChill.