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Status for Killers?

I know this is an unpopular opinion, but I’ve started to think that many killers are heavily carried by aura perks. Often they run multiple aura perks in a row, which means they don’t really need much skill or game sense and can instead rely almost entirely on wallhacks through auras.

What if killers had status effects, similar to survivors with Exhaustion, Oblivious, Mangled, or Hemorrhage? For killers, this could prevent the constant use of permanent aura reading. In the same way you can’t combine Sprint Burst with Dead Hard or Background Player because of Exhaustion, aura perks could share a similar limitation.

Right now, there’s barely a match where you don’t feel forced to run Distortion just to avoid being constantly revealed. Introducing an aura-related status effect would push killers to vary their builds more. At the moment, the killer meta already suffers from the same repetitive aura and slowdown perks every match.

For example, an aura status could prevent instant chaining like Darkness Revealed immediately after Nowhere to Hide, a very common combo, especially on Nurse. The same could apply to perks like A Nurse’s Calling, putting them into a short semi-cooldown after activation.

What do you think?

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Comments

  • MechWarrior3
    MechWarrior3 Member Posts: 5,397

    Most of these perks require stuff like getting a hook first. I think that is enough. Such as Floods of rage, BBQ, friends till the end. I dont think we need to add penalties or timers on aura perks.

  • Rwby
    Rwby Member Posts: 6

    uhm…. no for nowhere to hide, nurses, darkness revealed or i am all ears, thers is no requirement, no cooldown, nothing. Thats not balanced. thats not a penalty, its a general cooldown, so we see more variaty in perks on killers. most matches every killer uses the same boring perks

  • MechWarrior3
    MechWarrior3 Member Posts: 5,397
    edited December 2025

    Incorrect. Darkness revealed has a 30 second cooldown. I am all ears has a 45 second cooldown. Nurses requires you to be in X amount of meters of a INJURED survivor. Its not all the time. No where to hide can be countered with a locker or moving out of range. Once you know they have it once any hits after that are completely on you.

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  • MechWarrior3
    MechWarrior3 Member Posts: 5,397
    edited December 2025

    It doesn't matter what I am. You can't say there are not cooldowns or counters for some of these perks when there are. If you need help learning them. Let me know.

  • FerrousFacade
    FerrousFacade Member Posts: 107

    What if killers had status effects

    You can apply blindness (prevents seeing auras even of gens) to a killer with residual manifest and hindered with champion of light and chem trap. I wouldn't want to go further than that without seriously considering its effect on the game. I have issues with the balance of the game (as does probably everyone), but the killer should feel like the power role and providing too many ways to "attack" them would be a detriment to that experience and the game as a whole.

    chaining like Darkness Revealed immediately after Nowhere to Hide

    I think I have only ever seen a nurse run these together and for the obvious reason that they are good on nurse which is mostly a problem with nurse.

  • Classic_Rando
    Classic_Rando Member Posts: 263

    Why the need for “us vs them”? A lot of people play both sides and have good perspective from both sides. Instead of insulting them, maybe listen to their advice.

  • coco_shotz
    coco_shotz Member Posts: 305

    Aura builds aren't even an issue to me. The constant hard slow down is. A killer seeing your aura doesn't necessarily mean that they are guaranteed to get you, but blocking any progress that survivors can make for escape will eventually lead to the death of the team.

  • PleaseRewind
    PleaseRewind Member Posts: 346

    Hilarious, someone shows you the receipts that your claim is wrong and this is your reply? Nothing wrong with admitting that you are wrong and moving on.

  • vol4r
    vol4r Member Posts: 907

    As a survivior I will always prefer 4 aura perks over 4 slowdown perks.

  • jedimaster505
    jedimaster505 Member Posts: 387
    edited December 2025

    Yeah BHVR basically gave the killer mains wall hacks because they didn't want to put in the time to get good. They really should put a little UI text beside each role… Killer (Easy Mode), Survive with Friends (Intermediate Mode), Solo Survivor (Hard Mode). That way there would be no confusion about what you're getting yourself into.

    You can only be stealthy up to a point. It is moreso a game of tag than it is hide and seek nowadays. It's really an insult to the killer mains intelligence. That they're incapable of using their own eyes and ears to find one out of 4 survivors in the teeny tiny maps we now play on. Like c'mon, you know we have to be at the gens to get out the gates, it isn't rocket science. Do you really need your hand held that tight that you need built-in dev-approved wall hacks in addition to scratch marks, footsteps, breathing, injury sounds, gen sounds, healing sounds, etc?

  • Wiccamanplays
    Wiccamanplays Member Posts: 225

    Okay so based on what has already been said here, really the issue is that Nowhere to Hide is a little too strong. As someone who plays more Killer than Survivor I actually agree. It's especially good on Killers who are already too strong because the aura effect follows the Killer as they move, so a Blight rush, Nurse teleport or Ghoul leap gives you a lot of area for aura reveal. So we could nerf the most powerful Killers (possibly by removing the ability to see auras while using their powers), and/or change Nowhere to Hide so that the aura reveal is fixed around the kicked generator and doesn't move. Other aura perks require more conditions to be met or are more RNG-based (good luck getting Darkness Revealed value on maps where basically no lockers spawn on half the tiles).

    Many Survivors don't like slowdown and regression perks and they can be unpleasant when stacked, but the main alternative to them as a category is aura and information perks: finding Survivors faster helps circumvent the annoying problems with map RNG and also mean you have a chance to interrupt gen-jockey builds which have become very popular lately. If you don't like those as well, what do you expect Killers to run? Most chase-oriented perks are very weak or situational, while stealth perks don't really work for half the roster and also don't work against Survivors with a modicum of awareness or communication. There has been a big improvement in the diversity of viable Survivor perks, but that hasn't happened on the Killer end. If anything, more perks have become obsolete or less useful over time, leaving fewer and fewer options for Killers who want to succeed.

  • bazarama
    bazarama Member Posts: 423

    Anti face camping, anti tunnelling, anti slugging, gen regression nerfd into oblivion and now survivors want anti aura.

    Let's do away with everything and all play perkless Trapper so survivors can do their gens in peace, pick pretty flowers and Blendette's can hide in bushes with dark clothing and no skill required.

    As stated in a previous post, once you know a killer has lightborn don't continue to try and use your flashlight and don't hang around gens if you suspect NTH is being used because your aura being revealed and staying in the vicinity is entirely on you after the first time.

  • Ryuhi
    Ryuhi Member Posts: 4,471

    If you want to tackle stacking as a concept, Aura reading isn't the place to start. Things like Haste, Gen speed/regression/blocking/etc, and unintentional perk synergies are more important for those considerations. Aura stacks on both sides, and while some might feel more impactful on killers, they also can't be stacked with comms to give their share their value over multiple members on a team. Kindred is an extremely powerful aura perk that next to nobody runs, yet everybody wants basekit. It even gets those teamwide benefits for free situationally when only run by a single person while they are hooked.

    Both killers and survivors have reasons to hate aura reading, yet I see these complaints far more from survivors than killers. Killers can have auras extend the start of a chase at best, make mindgames completely impossible at some loops at worst. Honestly I hate to make this kind fo assumption, butI think many people are still refusing to adapt from years of using distortion as a crutch. I don't disagree with you regarding how some things can stack in the game, but I think you're starting at the wrong point with auras. Especially if focused on killer ones, as they require a pretty big loadout commitment to stack in the first place. Can't run 4 slowdowns if you have 3 aura perks, after all. Just punish them by slamming gens and using your own auras to keep track of them and/or your teammates.

    And lastly, lockers are basekit aura blocking. Cowardly, but its always an option if you assume the killer is going all in on them. But I'm sure you'll retort that all of these killers run iron maiden as well.

  • Zuiphrode
    Zuiphrode Member Posts: 536

    Killers have aura perks because as part of their gameplay they need to find survivors, especially non mobility killers who can't just zoom between generators. Furthermore, killers and their perks are, and must be, more powerful than any individual survivor and their perks because this is an asymmetrical game.

    Yes, it's unfair taken against a single survivor's abilities. It has to be. That's the entire point of an asymmetrical game.

  • KatsuhxP
    KatsuhxP Member Posts: 1,608

    Well the use of aura perks has the same reason like the use of slowdown perks: to save time. They are probably the second best perk-type to save time because they not only reduce search times and let you preassure survivors constantly but they also reduce chase times in certain situations.

    Also they don't have the same strength on every killer - nurse, blight and huntress use them muuuuch better than a trapper, so the cooldown would be way too much of a nerf for a trapper but maybe fitting for those 3 (although huntress would also be questionable because not everyone can crossmap even with auras).

    Conclusion:

    If you'd nerf aura perks you'd probably have people run even more slowdown because chase perks are generally not as great at time saving as slowdowns. Also your idea would have to differ between trapper and nurse as example, a trapper with auras is almost irrelevant, a nurse with auras will kill you quickly xD

    (That being said they hate to balance mechanics differently for specific killers so they would never do that probably)

  • KatsuhxP
    KatsuhxP Member Posts: 1,608

    The only time dbd was ever meant as a hide and seek game was at the start. Ever since they concentrated on loops it IS a game of tag. I honestly also don't know anything more boring in this game than to search for people that are hiding constantly, this also don't have anything to do with getting good - if people are hidding in corners of the map or the edges you don't have the time for that, It's just a risiko to waste a lot of time if you guess (what gamesense and knowledge essentially is for hiding) wrong. Aura perks kill that risiko and let you chase constantly, that's why people use it, not because they are bad (well at least not everyone).

  • XDgamer018
    XDgamer018 Member Posts: 713

    ontop of that nowhere to hide removes a point from the regression limit

  • Abbzy
    Abbzy Member Posts: 2,276

    I think if they will nerf it it will be like in 2v8 the aura reveal will stay at the gen and not on killer meaning if you activate it its locked to your killers model so you reveal everyones aura the distance 24 meters from your killer model but in 2v8 when you kick gen the aura reveal is from gens location and cant be moved.