http://dbd.game/killswitch
Perk Buff/Rework Concepts
all of these are intended to make perks stronger. while nerfing the top options to be more in line is beneficial this game has far too many useless perks that give you no reason to stray from the meta
KILLER
Beast of Prey:
When you begin a chase, grants the Undetectable status effect for 30 seconds. Beast of Prey has a cooldown of 75 seconds.
giving the undetectable immediately makes this perk much more flexible and lethal, while also making sure it doesnt trigger in every chase with a lengthy cooldown.
Bloodhound:
Retains all current effects.
Blood pools within 8 meters can be seen through walls.
adds some anti-stealth and chase potential via mindgames
Blood Warden:
Retains all current effects.
When an Exit Gate is opened for the first time, The Entity blocks it for 10 seconds.
adds some much needed self-synergy to get the blood warden ball rolling, while also punishing survivors who choose to open gates at the latest possible moment.
Deerstalker:
The Auras of Survivors in the Dying State are revealed to you. This effect lingers for 10 seconds when a Survivor recovers from the Dying State.
current effect is just too weak to really be useful, this adds a bit of contingency for if slugging goes wrong
Distressing:
Increases the size of your Terror Radius by 40%. The Terror Radius always plays at its highest intensity.
increases its ability to buff terror radius dependent perks, while also allowing it to "mask" the terror radius more effectively.
Hex: Huntress Lullaby
Removed token system.
a hex this weak doesnt need to also be brought down by needing to be built up. its often cleansed before it has a chance to affect the match.
Hex: Wretched Fate:
After a Generator is completed, Wretched Fate lights a random Dull Totem, cursing the Obsession:
Reduces their Repair Speed by 33%.
Hex: Wretched Fate can only be cleansed by the Obsession.
since this perk is intended to specifically slow down the obsession, it shouldnt be able to be lifted by any other player. it also doesnt need an aura reveal when nearby since it doesnt rely on comms like pentimento and isnt a potent effect like noed or plaything.
Insidious:
At the start of the trial, grants the Undetectable status effect for 15 seconds. Extends the duration of all instances of Undetectable or Oblivious by 5 seconds.
not my idea, but i like it and think its worth highlighting. added oblivious for a bit of extra synergy potential
Lightborn:
Survivors within your Terror Radius are highlighted in white (think dredge nightfall). Reduces the duration of blinds by 75%.
allows you to spot small parts of survivors who are hiding behind objects or inside of foliage. removing its ability to negate blinds is a nerf, but also hides that lightborn is in play and allows you to better capitalise on distance lost by survivors who blind at pallets.
No Quarter:
Affects altruistic heals. No Quarter has a cooldown of 45 seconds when a skill check is missed.
this doesnt have a reason to only affect self heals when we already have stronger anti-heal perks. added cooldown to avoid teamwide cheese with coulrophobia
Shadowborn:
When a Survivor spends 15 seconds within your Terror Radius without being chased, their aura is revealed to you for 5 seconds. Shadowborn has a cooldown of 60 seconds.
anti-stealth. distinct from phantom fear as it works through walls, doesnt require survivors to look at you and can reveal altruistic survivors hovering for saves before a chase is over
Shattered Hope:
When a Totem is cleansed or destroyed, reveal the Auras of all Survivors within 24 meters of that totem for 8 seconds. Grants the ability to destroy Dull Totems by kicking them.
its current effect should be basekit, it has no reason to be a perk
Territorial Imperative:
Whenever a survivor is rescued from a hook while you are more than 24 meters away, Territorial Imperative activates:
After 10 seconds have passed, reveal the aura of the unhooker for 20 seconds.
adds a strong incentive to chase someone other than the person you just hooked with a strong aura read, while also discouraging proxy-camping for an easy double tap down with the range requirement
Ultimate Weapon:
After hooking a Survivor, all survivors within 32 meters scream and reveal their location to you. Affected Survivors are inflicted with Oblivious for 20 seconds.
self explanatory, its reverse barbecue with a small extra effect. has a sweet spot between 32-40m for survivors to avoid both perks.
Undone:
When a Generator stops regressing, Undone activates:
Blocks the affected Generator for 5 seconds.
primarily info: you know exactly when and where survivors are repairing gens after its been damaged at least once. the number is lowballed as regression would quickly add up across the match especially with perks such as surge. (would not be triggered by ruin for obvious reasons)
Unnerving Presence:
Retains all current effects.
Survivors affeced by Unnerving Presence cannot hit Great Skill Checks.
also not my idea, but its pretty obvious
SURVIVOR
Boil Over:
After being hooked once, Boil Over activates:
Permanently retain all Wiggle Progress when dropped or hooked by the Killer.
When you wiggle free from the Killer or the Exit Gates are powered, Boil Over deactivates.
right now boil over doesnt really do anything, it only affects new killer players who dont understand movement or cant intuit hook positions. this would make it more literally "boil over", allowing altruistic bodyblocks to be more successful at preventing tunnelling while avoiding old-DS style free escapes in the endgame.
Breakdown:
Whenever you are unhooked or unhook another player, the following effects apply:
You both see the Killer's aura for 6 seconds.
Causes the Hook to break instantly.
Hooks broken by Breakdown take 120 seconds to respawn.
adding an altruistic element to breakdown allows it to be used more frequently and have more scourge hook or area denial potential against the killer. sabotage timer was reduced to help mitigate obnoxious unhookable situations
Deception:
Retains all current effects.
New effect: For 5 seconds after Feinting, rushed vaulting pallets and windows is silent.
this allows you to add more distance between yourself and the killer after feinting without giving away your position. a small change, but could affect some scenarios
Hardened:
After completing a Generator and being hooked once, Hardened activates:
When you would scream, instead see the Killer's aura for 5 seconds.
hardened already has a decent effect thats simply brought down by the amount of time you need to waste triggering it.
Left Behind:
When you are the last Survivor standing (same as low profile), Left Behind activates for 90 seconds:
Increase your Healing and Unhooking action speeds by 75%
See the Killer's aura within 8 meters.
left behind is currently a purely selfish perk. this adds some much needed team-play elements while also keeping it effective in situations that you need to play for your own survival.
No Mither:
No Mither activates the first time you become Injured:
Retains all current effects.
simply changing no mither to be inactive until you're hit once allows you to benefit from all of its upsides without making you the "weak link" from the very start of the game or accidentally giving the killer a much easier early game.
Red Herring:
After repairing Generators for a total of 40%, Red Herring activates.
When you enter a locker, trigger a Loud Noise Notification for the Killer on the Generator with the least progress.
Red Herring deactivates after use.
currently this perk takes far too much setup to use for a very unreliable effect. this makes it easier to use and much more consistent at distracting the killer from the important generators
Repressed Alliance:
Retains all current effects. (buffed to 40% repair activation for consistency)
While Repressed Alliance is active, press the Active Ability button again to end its effect prematurely.
this perk has potential for avoiding huge regression penalties from killer perks, but suffers from having an unreliable duration that can ultimately waste more time than it saves. on demand cancel would make it much more consistent
Rookie Spirit:
The Auras of regressing Generators are revealed to you. Increase your repair speed by 6% on those Generators until your repair action is interrupted.
current rookie spirit is a good idea but held back by an unnecessary activation condition. this likely couldnt replace deja vu, but it would help you complete gens your team are trying to contest
Solidarity:
When healing another Survivor without a medkit, heal yourself at 100% speed.
because solidarity only works when both survivors healing are injured, and only when one player healing is using it, its activation window is quite niche compared to other healing perks. it should have a strong effect to correspond with its niche scenario
Spine Chill:
Revert to 6.1.0 version.
this perk just isnt useful when line of sight between both players is required
Technician:
Reduce the sound of your generator repairs by 100%. Suppress the Loud Noise Notification for missing skill checks.
adds higher misdirection potential for killers who may be relying on repair sounds to check gens, and removes the completely unnecessary downside of higher skill check regression that only punishes newer players
Visionary:
The Auras of Generators are revealed to you within 32 meters. Survivors within 16 meters of you can see all Auras that you see. This effect lingers for 15 seconds.
only having the effect of seeing gens is completely outclassed by deja vu, which shows the most important gens to complete and adds a repair bonus. adding the altruistic ability to share all aura reading to teammates makes it much more distinct from deja vu while opening up synergy potential.
Comments
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While I disagree with some of these changes, I think all around these are fantastic ideas and I would love to see any of them implemented into the game.
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