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Dream Perk

HeroLives
HeroLives Member Posts: 3,233

What’s a perk you dream about having in the game? Doesn’t matter if you think the devs would ever add it or not. What do you want? It doesn’t matter which side.

I’ll go first.

Survivor Perk:

A perk that allows me to dodge roll to evade any attack if timed properly.

Comments

  • terumisan
    terumisan Member Posts: 2,215

    i guess a killer perk that allowed access to old pig traps to help with slowdown? and by old pig traps i mean the ones where they could still activate if the last gen pops and you couldn't escape the exit gates with them on or you die instantly

  • Blueberry
    Blueberry Member Posts: 14,459

    Killer perk that silences their ambient sounds. Think Myers breathing, footstep sounds, etc.

    Another was one that increases survivor footsteps to where you could hear the running louder and hear all the walking footsteps.

  • Bodark
    Bodark Member Posts: 283

    Invocation Killer Perk Blood Sacrifice

    Press the secondary ability button on a survivor in the dying state to begin dragging them by the leg. Dragging the survivor to basement allows the killer to sacrifice the survivor immediately.

    It takes 45 seonds for the survivor to wiggle out. Other survivors can garb on to the survivor being dragged to hinder the killer by 15%. 2 survivors for 30% and 3 survivors allows the survivor being dragged to be freed.

    The killer can’t drag the survivor unless they are 24 meters away from the basement.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    General Killer Perk: Just Leave

    Effect: when lingering in the exit gates area for longer then 40/30/20s The Entity blocks the exit gates for that survivor, they become exposed and their aura shown to the killer for 6/7/8s. The block and exposed status effect persist till the survivor moved away 40m from the exit gates. Survivors leaving before their timer has filled up gain a +5k BP score event "Awesome person!"

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    A perk that prevents me from spawning into a match against the Ghoul

  • ChaosWam
    ChaosWam Member Posts: 2,087

    I guess a killer perk that would work like:

    Start with 4 tokens. Whenever you break a breakable wall, remove one token. The broken wall is automatically repaired if a survivor comes within 5 meters of the broken wall. If breaking a pallet, repair the pallet after 10 seconds. The repaired pallet breaks when thrown by a survivor. While this perk has tokens, increase breaking speeds by 10%. Does not effect Generator breaking speeds.

    The reason for a perk like this are for those breakable walls you'd normally never touch, creating a possible trap for survivors who think they can loop easier though those breakable walls. Maybe even encourage more breakable walls in newer maps and adding more where they can?

    Obviously this is a concept, so general usefulness and utility isn't fully thought out.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    I'll list a few simple fun ones:

    Killer:
    -The ability to drop pallets and stun survivors for fun
    -Mirrored illusion for killer

    Survivor:
    -Throw my equipped item at the killer like a huntress hatchet
    -Jump up to elevations (Hill Height) exhaustion
    -Rebuild Pallet

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,847

    For killer, a perk that's the opposite of Vigil that makes negative status effects last longer under certain conditions. It could be tied to the terror radius or maybe a scourge hook effect. It would potentially also have a way of inflicting a debuff itself so it does something when used alone, but ideally you would use it with other perks/addons.

    For survivor, a perk that you charge up by doing a gen (like Blast Mine) and it lets you leave a tape recorder somewhere that plays fake audio of your survivor to trick the killer (like breathing sounds or injured sounds depending on your health state). Kinda like Mirrored Illusion but with audio instead, and you can leave it anywhere on the map. It would last for a set duration or until the killer steps on it to destroy it.

  • SoGo
    SoGo Member Posts: 4,259

    Scourge Hook: Creative Slaugter

    It's said that serial killers never change or adjust their methods of slaughter. That was never your case.

    At the start of a trial, 4 random hooks are changed into Scourge Hooks.

    Each time a survivor is unhooked from a Scourge Hook, a random one of the following effects applies to the survivor who unhooked:
    • 30/60/90 seconds of Blindness
    • 10/20/30 seconds of Exposed
    • 30/60/90 seconds of Deafened
    • 40/50/60 seconds of Oblivious
    • 5/7/10 seconds of Hindered (-10%)
    • 15/30/45 seconds of Exhausted
    • 30/60/90 seconds of Amnesia
    • 10/15/20 seconds of Incapacitated

    None of these effects can happen twice in a row.

    Secrecy

    You have always been surrounded by a shroud of mystery and secrets.

    For the first 60/90/120 seconds of a trial, survivors will be unable to interact, hear or see all totems on the map.

    Then, this perk deativates.

    Fakeout

    Plot twists, fake evidence, unexpected endings, that is your speciality.

    You can create 1 Fake Generator. You can put it in places where generators can spawn normally by pressing the Active Ability Button. The Fake Generator will be highlighted to you in green. There can be only 1 Fake Generator in the trial.

    Survivors can repair this generator, up to 25 charges. They will not get any skill checks. Once they reach 25 charges, the generator explodes, creating a Loud Noice Notification. The generator then vanishes.

    Survivors repairing the generator during the explosion lose a health state. If a survivor is within a 6/9/12 meter radius of the generator when it explodes, they will scream and become Incapacitated for 10/15/20 seconds.

    This perk disables once all generators are powered.

    New Status Effect: Amnesia

    Amnesia causes the in-game HUD to entirely disappear, replacing it with a special filter (hazy, blue-ish edges of the screen)

    Boon: Quid Pro Quo

    A boon that was made to disorient. To hinder. To distract. However, power comes at a price.

    You start the trial with 2 tokens.
    Whenever a generator is repaired, you gain 1 token.
    Blessing a totem consumes 2 tokens and gives the person the Exposed status effect until the totem gets snuffed.
    Re-positioning a lit boon consumes 1 token.

    This effect does not affect other boon perks.

    While in the boon's radius:
    • All survivor actions and sounds are 50% quieter.
    • The killer suffers from a 10% speed reduction to vaulting and breaking pallets/breakable walls/generators. This debuff doesn't reveal itself to the killer.

    If the killer snuffs out or breaks the blessed totem, all hooks on the map, with the exception of basement hooks, get broken for
    30/45/60 seconds. If a survivor is hooked when this effect activates, they will get unhooked and the hook breaks.

    Amnesia

    You know from experience how much harm can medicine do if it's used in the wrong way.

    You start the trial with 4 vials.

    You can drop these vials anywhere on the map, seeing their auras from 36 meters away. Other survivors see them from 16 meters away.

    If the killer steps on a vial, it will break and create a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/60/90 seconds.

    Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.

    Into the Shadows

    You have developed an ability to recognize the right time to step out of danger's way.

    Every 60 seconds of total chase time, this perk activates, inflicting Exhausted for 5 seconds.

    When the Exhaustion timer ends, following effects happen for 5/10/15 seconds:

    • You won't leave any scratch marks or pools of blood.

    • The killer will be unable to see your aura.

    • Grunts of pain and your footsteps will be muffled by 100%

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 2025

    What if you had a perk that made you give up both addon slots in exchange for an extra perk slot? Technically two slots to replace the one you’d use for this perk slot of course, but the net result would be gaining 1 additional perk slot in exchange for both your addons.

    Might open up some unique builds and give some more options to killers with just bad addons.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    A Perk that has the Crows attack and injure Idle Survivors (would make since on Artist)

    A Perk that grants a speed boost to the Survivors when one is killed (this one is of my own creation)

    A Perk that affects Skillchecks (like Old, Old Ruin)

    A perk that… IDK gives the ability to see how much progress Gen(s) have (like the Addon For Wraith)

    Giving Surveillance the Loud Noise Notification from COB)

  • OrangeBear
    OrangeBear Member Posts: 3,515

    I really want a perk that allows killers to start the trial with Undetectable. It would either go away when you start your first chase, be on a timer or until survivor loses a health state, i'd go for the first option since that seems the most balanced. As for a secondary effect i think you could make it so 5 seconds after losing a chase, you become undetectable for 3/4/5 seconds.

    I feel like this perk would really fit the FNAF killer 😄

  • Caiman
    Caiman Member Posts: 3,472

    I've wanted to see Insidious reworked into this, or have this effect added onto it. First 30 ~ 60 seconds of the match, you're Undetectable.

    A slightly more reasonable perk idea, a perk that applies a 50% Hindered to survivors in the exit gates area. As an additional effect, maybe 10% Hindered after finishing a generator, for maybe 15 or 20 seconds.

  • starfall25
    starfall25 Member Posts: 38

    "Concealed by the fog"

    Disables any aura reading in the trial by anyone.

  • XDgamer018
    XDgamer018 Member Posts: 713

    Ngl the idea behind a killer invocation sounds super cool

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 2025

    Hex: Deceit - All dull totems appear as hex totems to survivors. Each time one of these totems is broken a random pallet on the map is broken as well.

    This would have some synergy with things like hex retribution as they would function as hex totems. It would also have some confusion with it as survivors may think they’re removing multiple of your hex perks before realizing they’re not giving some confusion with trying to figure out what perks you’re running. The final benefit being you’d have them potentially wasting time just breaking them thinking it’s a good thing

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 2025

    Never Alone - Survivors receive an X% debuff to repair speed when doing a generator alone. Perk deactivates if any survivor is sacrificed.

    Survivors natural efficiency is to spread out and do gens alone instead of grouping. This also makes it harder for the killer to pressure. This perk encourages them to stack making them less efficient and easier to multi pressure. Deactivates if anyone is killed to discourage tunneling and prevent its value in a 3v1 where it’s harder to stack.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 2025

    Danger in Numbers - When 3 or more survivors are within 8 meters of each other reveal their auras. While their auras are revealed in this way the killer gains 10% haste.

    This is a perk that is very weak in most games and solo queue, however becomes extremely good against swf on coms. They try to set up reset points throughout the match and this is counter play to that to prevent their reset. Not a perk that would see value often but in the games it does activate it could be tide swinging. I like that it doesn’t affect solo queue much at all as well.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 2025

    Slow and Steady - When a generator reaches 75% progress it becomes blocked until another generator reaches 75%. Deactivates when there is only 1 gen left to be completed or if any survivor is killed. Generators blocked in this way cannot be regressed while blocked.

    An early game only slow down and the killer is not able to regress them at all either while blocked so once it is unblocked it will always still be sitting at 75%. Also added a death stipulation so they only get value as long as 4 survivors are alive. Compared to something like Deadlock it could last longer or be instantly deactivated if two gens are getting pushed at the same time, I little more variability and less reliability. Works as an “anti tunnel” for survivors tunneling their objective as it would force them to spread the progress to different gens and not just tunnel one.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 2025

    Chilled to the Bone - Negative status affects applied to survivor last X% longer.

    A synergistic perk to add some extra duration to any of your debuffs you’re applying to survivors be that mangled, hemorrhage, exhausted, blindness, oblivious ect. This would synergies with perks, addons and killer abilities. Also works on debuff survivors apply to themselves in the case of things like exhausted. Essentially the killer form of Vigil.

    Post edited by Blueberry on
  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 2025

    Hex: Drowned Insight - After hooking each survivor one time this perk activates. For each remaining dull totem block a gen. Each of those totems are lit as a hex totem and will block a corresponding gen until cleansed. Hex: Drowned Insight is not a hex totem itself.

  • Blueberry
    Blueberry Member Posts: 14,459

    Steady Waves - Once per generator upon reaching 100% instead of completing it will split the progress between it and one other random generator with no progress.

    Basically as a gen would complete at 100% it will instead drop to 50% and another random generator with no progress will gain 50% progress. So it’s not necessarily a gen regression at all but spreads progress around more evenly and gives more time to act.

  • Man_of_triangles
    Man_of_triangles Member Posts: 379

    Get multiple great skill checks in a row on a generator while injured to become broken and heal after a time (limited number of uses per match).

  • TunnelingIsNecessary
    TunnelingIsNecessary Member Posts: 19
    edited April 2025

    A perk for killer where he's able to deploy a huge gore altar at any location that supports the killer by giving it various buffs only if when the killer is inside the altar's range. Survivors inside the sacrificial altar's range gets a debuff.

    Survivors can destroy the gore altar.

    Untitled Image
  • TunnelingIsNecessary
    TunnelingIsNecessary Member Posts: 19

    Killer Perk: Gore Nest

    Purpose: Teleporting

    How: If you place 2 gore nests, you can interact with the gore nest and instantly teleport from one gore nest to another.

    Untitled Image
  • AlreadyTracer
    AlreadyTracer Member Posts: 227

    A scourge hook that turns all types of attacks into basic attacks. So essentially, if I hook someone on this scourge, I can have Starstruck Nurse back for ~30s. Or you could be even bolder and try it with Legion, and if everyone is there...well, y'know

  • GhostsCore
    GhostsCore Member Posts: 41

    A rework to self care. My idea would be that after healing another Survivor for a health state you gain the ability to heal yourself at 70% current heal speed. The perk deactivates if you use 1% of the charge and regain a health state.

    Pairs well with Claudette adept. Bottany + empathy gives you a fast survivor heal and self care gives you a 16 second heal once before you need to interact with a teammate again to charge it.

  • Cassiopeiae
    Cassiopeiae Member Posts: 385

    Perk name : "Phantom Pressure"

    Description:
    Your uncanny instincts let you weaponize the Killer’s own pursuit. You become a phantom in the fog, twisting perception and presence to escape their grasp.

    • After being in a chase for X/Y/Z seconds without losing a health state, Phantom Pressure activates for X seconds.
    • While active:
      • Your footsteps are completely silent.
      • Your scratch marks are misaligned, appearing offset from your actual position.
      • Your aura cannot be revealed by Killer perks or powers.

    This effect ends early if the chase ends, the Killer is stunned or if you lose a health state.

    “Let them chase ghosts. You’ve already moved on.”

  • HeroLives
    HeroLives Member Posts: 3,233
    edited April 2025

    I’m not going to gaslight you. Yep.

    image.gif

    acrobat survivor when, and if I’m extra dreaming I think they should be a twink….and French(I like the accent). It just feels right.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,353

    Okay, I'll bite. I have had some creative perk ideas as well during my "career" in DBD.

    Killer perks:

    (taken from an idea of the killer from the Cold Prey movies)
    Vengeful Iceman
    Remembering his parents' betrayal, the Mountain Man has an inner rage that gives him an unnatural strength.


    Perform break actions 15% faster, and recover 25/30/35% faster from stuns, flashlight blinds, flashbangs, blast mines etc.
    Does not counteract Decisive Strike
    Survivors that successfully stun or blind you will become Exposed for 15 seconds, and having their aura revealed for 6/7/8 seconds.
    Additionally, you gain a 10% Haste status for 6 seconds.

    Feline Grace

    You have mastered the art of the unseen predator, and the Entity has granted you the ability to hunt on your own, without it interfering in any way.

    • You become permanently Undetectable for the entire duration of the trial.
    • Your ambient noises (breathing / footsteps etc) is 50/75/100% quieter.
    • Your base movement speed is reduced by 0.4 m/s.
      All the points above does not affect killer powers, like Nurse's blinks or Hillbilly's Chainsaw Sprint.
    • Once all the generators are powered, all survivors can be killed by your own hand, if they have at least one hook stage.

    This perk would be like giving every killer "Scratched Mirror" without the aura reading. Trading speed for permanent stealth. The speed debuff could be circumvented with other perks like Play With Your Food.

    Hex: Masochism

    Flavor text: A Hex that roots its power from the Entity itself. Its effects are brutal.

    • As long as you have at least two Dull totems available from the beginning, this perk can activate.
      Upon first hooking a survivor, two random Dull totems will light up. Gain tokens and increasing effects based on the amount of tokens you have. Each unique survivor hooked grants a token.

    With both totems lit:

    • 1 token: Survivors suffer from a permanent 5% Hindered status effect
    • 2 tokens: Survivors suffer from a 15% reduction to all action speeds
    • 3 tokens: Survivors will encounter red skill-checks on both repairing and healing. Good skill-checks stops progression for 1 second, and great skill checks progresses normally.
    • 4 tokens: Survivors are now permanently Exposed, until both totems are cleansed.

    If one of the two totems gets cleansed before more tokens are gained:

    • 2 tokens: Survivors have their repair and healing speed reduced by 15%
    • 3 tokens: Skill-checks has a 75% shorter warning cue, and moves 15% faster.
    • 4 tokens: Survivors will now become Broken when injured.

    Both totems needs to be cleansed for the curse to lift.

    Marathon Runner

    Flavor text: "I don't know what the Entity did with the beast, but it sure got hella faster all of a sudden" - Vigo's journal.

    • While in chase: Press the Action button (Spacebar) to sprint at 150% speed (6.0 m/s) for 3 seconds.
    • Causes Exhaustion for 60/50/40 seconds upon using this perk.
      While Exhausted, your movement speed is set to 110% (4.4 m/s) / 105% (4.2 m/s) for killers that have a base speed of 110%

    How cool would it be to have a speed-based Exhaustion perk for killers? A Sprint Burst counter if you want.

    Survivor perks:

    Trapper's Stash

    Flavor text: "I am pretty sure this is the place where he stores all of his bear traps. Why don't we make use of them as well?" - Unknown Survivor

    • Gives the survivor the ability of placing 2 bear traps in the level. Press the First Ability button (default: E) while crouching to place a trap. Traps cannot be picked up once placed.
    • Killers that step in the trap will be stopped in their tracks and have to free themselves. This action takes 3 seconds.
    • Setting up or resetting a trap takes 10/9/8 seconds, and survivors will always see the aura of a placed trap.
      This effect only works on survivor-placed traps, and not against the Trapper.
    • If a survivor gets caught in their own trap, the same rules applies as for the base-kit Trapper's traps.
      Traps has a 3 second grace-period after being set, where survivors cannot be trapped in them.

    The idea of survivors being able to utilize some of the killers' tools would have been really cool. - Speaking of which ⬇️

    Axe-Throwing Champion

    Flavor text: "You grew up in a town where there were frequent competitions in axe-throwing, and you became very proficient, winning several championships, thanks to your superior accuracy"

    • Entering a locker gives you the ability to pick up a Huntress hatchet that is stored inside (Special item).
      You can use this item against the killer at any given time.
    • Press the Use Item button (default: M2) to charge up a Hatchet Throw. This action takes 3/2.5/2 seconds.
      While charging the Hatchet, your movement speed is reduced to walking speed.
      Killers will get the same notification as survivors do when the Huntress has a fully charged Hatchet.
    • If you successfully hit a Killer with a thrown Hatchet, they will get briefly stunned, and suffer a 50% Hindered status for 5 seconds.
      The perk then goes on cooldown for 100/90/80 seconds.

    Once again, the idea of survivors being able to utilize killer tools would be awesome.

    I Was Never Here

    Flavor text: "I made several attempts to communicate with the Entity, and it seemed like I was able to make it understand once. I got my wish fulfilled, and a very strong power for the Trials" - Unknown Survivor

    • When not in a chase, press the second ability button (default: F) to become fully invisible, lose all collision with other players, block all kinds of aura reading, and leave no scratch-marks for 5 seconds. Your footsteps will also be silent for this duration.
      Your breath, pools of blood or grunts of pain will not be hidden. This also applies to fast actions, which will trigger a loud noise notification.
    • This perk has a cooldown of 60/50/40 seconds and causes Exhaustion for the same duration upon use.
      Can not be used while Exhausted.

    A special filter will be applied to your screen when using this perk, so that you can see the outline of your survivor, in order to prevent you from getting stuck on random objects.