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The First - Killer Perks Feedback

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 633
edited January 6 in 9.4.0 PTB Feedback

Please leave your feedback specific to The First's Killer perks here. Thank you!

Comments

  • OmegaXII
    OmegaXII Member Posts: 2,426

    The Hex perk is just trash.

    Even if you know the progress of all generators, you can't do anything to it unless you travel to that gen and stop it. So the only time the information is useful is when you're not in chase, basically right after you hook somebody.

    So there's actually another perk that does even better that lasts throughout the entire game. Scourge: Jagged Compass.

    And seriously. No Hex will last until 1 gen.

  • Philscooper
    Philscooper Member Posts: 369

    so what was the point of nerfing all gen perks since everyone spammed gen-perks and refused to do anything else,

    you guys tried to buff other perks, which worked somewhat, for example aura perks or anti-heal with leverage.

    but then this chapter you guys just went all on gen-regression.

    i very much hope this comes with more gen-nerf to the most popular gen-regression,
    because this is just equevelant of giving survivors more meta perks when they dont need it (shoulder the burden)

    it honestly makes no sense to do so, especially since the stats you guys love to look over, also are in the clear for killers, a high killrate for all killers if not even more on all mmrs, on all survivors groups, including swfs, globally.

    instead of maybe pushing to a more healthier playstyles of for example hit n run or sperating hooks, you just just threw it out the window with it.

    everyone will see it comming when this killer wont be overpowered on release or nerfed later on, that s-tier killer will use and abuse these perks with more meta perks.

    i wouldnt mind if both sides got powerful tools,
    but survivors basically only got chemical trap on windows, which isnt creative or fun in the long run, noir is it useful,
    so this just severely one sided.

    we are still suffering the fallout of what kaneki and krause caused on release, and yet we are doing it again. i dont get it.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,842

    as somebody whose favourite killer perk was the original Pain Resonance, this Turn the Clock Back perk seems up my alley.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,672

    Turn Back the Clock —> Good Perk, more than decent. I dont know yet if it is current Progress or total Progress, but if it is total Progress it is better than PGTW and possibly better than Pain Res. Not a big fan of adding another Slowdown-Perk, since we already have Builds with full Slowdown, especially not if this Slowdown-Perk is very easy to use and does not really require effort because you dont need to spend time kicking a Gen and you get it by just playing the game normally.

    Secret Project —> I dont like that Survivors get punished for Side Objectives, a Survivor cleansing Dull Totems or blessing Totems is already good for the Killer. Punishing this only makes them do more Gens. Obviously it can be combined with other Hex-Perks, but I think that there are better combinations already in the game. I would rather play a Hex-Build with Pentimento than this Perk to be honest. I like that it grants Undetectable, but more in combination with Perks like DMS or Deadlock. The Blessing/Cleansing Part is probably only needed so that the Perk does something on its own, but not a big fan of that.

    Hex: Hive Mind —> Easily the worst Perk and I dont think that its effect is good. The effect is the same as Wraiths Iri All-Seeing or the Fuming Mixtape and those are Add Ons you barely see. So I dont think people would invest a Perk Slot to use the Perk, especially because I dont think it will survive until 4 Gens are done for the last part of the effect.

    Two ideas to make it better:

    • Remove the Hex-Status and only keep the third effect, but base it on the amount of unique Hooks the Killer got. Maybe 5% per Unique Hook on Survivors, so if the Killer tunneled and only got Hooks on one Survivor near Endgame, the Gens lose 5% of total Progress and if the Killer hooked everyone at least one, it would be 20% of total progress.
    • Keep it a Hex, but it grants a new Totem (which is shown to the Survivor similar to Plaything) for each unique Hook on a Survivor, so there can be up to 4 Hive Mind-Totems. (Even tho I dont know if I like the synergy with Pentimento here)
  • not_Queef
    not_Queef Member Posts: 948

    Oh cool, more regression perks…

    b5QZklJ.gif
  • Ragna_Rock
    Ragna_Rock Member Posts: 216

    Turn back the clock. Make this perk hit through walls and I can see this being a staple for slow M1 killers making this a good Anti-gen perk for the bottom line of killers

    Secret Project. I would say that if you run this perk on its own its going to completely come down to if the survs bring boons otherwise its bad but if you combo this with other perks it can be good I would say that you can make this better in two ways. First is to increase the Undetectable to 45 to offset the strict conditions or Second add hooking to the trigger conditions.

    Hex: Hive Mind. Make this perk reactivate for every fresh hook and it will at least be ok, but Hex perks in general tend to be weak due to ease to find them and the fact once gone it a perk lost for the rest of the game so a general Hex buff would be needed to make them harder to do/find.

  • Snawa
    Snawa Member Posts: 1
    edited January 6

    Changes I PERSONALLY would do to "The First"

    The Killer Power is really well made and i wouldnt change anything ABOUT THE POWER ITSELF and i am really happy with it and a big Thanks to everyone involved BUT….

    These changes are my personal opinion and please Up- / Downvote if you Agree / Disagree.

    "VINE ATTACK" is to fast in terms of Charge Up, Usage and Cooldowns in general.

    • Increase the Charge up Time that "Vine Attack " has to i would say Springtrap Level would be great.
    • Increase the Missed Attacked Cooldown that "Vine Attack" has, as its not punishing at all and makes Killers use the Power more wisely.
    • Increase the Time Vines need to come out by 0.3-0.5s due to not being able to dodge at all while it got triggered.

    "WORLDBREAKER" is to fast to Trigger and is to Hard to be able to play with the Currently OP Vine Attack.

    • Balancing gets better once Vine Attack gets nerfed and a lot more enjoyable.
    • Change the amount of Tokens needed to start "Worldbreaker" is 2 Tokens, no matter on what Survivors or what order.
      Lets say i hit a Dwight once and a Meg, those Tokens add up to 2 and then Worldbreaker will be activated.
    • Alternatively to the Point before change the amount of Tokens needed to start "Worldbreaker" is every 2 Tokens on a Survivor EACH, so that every Survivor starts "Worldbreaker" at 2 / 4 Tokens, not the third one also.
    • I witnessed that sometimes for some reason the Timer slows down for some reason, which i hope is a bug but if not, please change it so that it doesnt slow down, only faster by a small percentage for each dead Survivor.

    "GRANDFATHER CLOCKS"

    • In my opinion, very balanced, very cool to play and i wouldnt change anything.

    "THE UPSIDE DOWN & UNDERGATE"

    • Add a Timer for the Killer in which he is allowed to stay in Underworld, the Killer is currently able to indefinately stay in his Power being able to very very easily look around the entire Map in seconds. 45 Seconds would be imo be already strong but more balanced.
    • Be able to prematurely end "Undergate" with the change above, triggering the Power for that huge AOE Attack to start is very painful and slow already, especially when youre forced to exit.
      No Tokens, No Damage, only the already existing Cooldown it takes for "The First" to attack like after triggering "Undergate" in its current State.

    Thank you for reading my Changes and it may be not perfect but a start for a change due to me having hard times to be able to quess the correct Cooldowns / Timing etc. by numbers and not actual gameplay.

    Again this are changes i would personally do and it is (mostly) possible that you do not agree with my Opinion and that is okay.

  • TripleStryke
    TripleStryke Member Posts: 240
    edited January 6

    Turn Back the Clock: I wish this didn't require LOS (this condition should be removed), but I like the perk design. Also let us change the key bind.

    Secret Project: I honestly think this perk is cool with the way it combos with other perks. You can either play around the cleanse/bless aspect with hexes or gen blocking for stealth.

    Hex: Hive Mind: The effect is solid, but a single hex totem is just not going to last. Maybe it could be blocked after being lit for like 60-90s to guarantee some value.

    Overall, these are the best perks that have been released for killer in a while.

  • BongoBoys
    BongoBoys Member Posts: 445

    Turn back the clock:

    pretty good although kinda defeats the purpose of remote if it's LOS based we see the Auras just let us look at the gen and turn back the clock on it.

    Secret project:

    Pretty cool concept I think will be great with Plaything and Pentimento or any hex build with Thrill.

    Hex: Hive mind:

    Pretty bad a hex like that ain't ever gonna last till the end

  • SunaIIanu
    SunaIIanu Member Posts: 833

    I do think the effect itself is good, almost every springtrap I faced before the nerfs to Bonnie's Guitar String ran that addon. It would also work well with Turn back the clock and Pop. The effect doesn't synergize well with Legions Power imo so I'm not surprised Fuming Mixtape isn't used much. I like Wraiths addon and have used it, but it is an Iri and he does have other strong options.

    Hive Mind might be a bit week in it's current form though.

  • Sabbable
    Sabbable Member Posts: 3

    The undetectable from Secret Project feels miserable against a high mobility killer. There was a hillbilly testing it with thrilling tremors and they used the addon to make the chainsaw silent which basically guaranteed instadowns with no counter. It was not fun. I’d maybe decrease the amount of time of undetectable is given because high mobility killers will destroy lobbies with little counter other than hiding in lockers

  • TheGoon224
    TheGoon224 Member Posts: 414

    i’m gonna be so honest. I think you guys may have introduced one of my new favorite perks. Secret project my beloved.

  • TTVCamisKatchauw
    TTVCamisKatchauw Member Posts: 6

    Turn Back the Clock

    Turn Back the Clock feels like a very strong perk, especially when used in anti-generator builds. It gives the Killer more flexibility by allowing generator pressure without fully abandoning a chase.

    Being able to apply regression after a hook helps maintain map control and reduces the need to constantly rotate back to generators. Overall, it feels impactful without being oppressive, and fits well into strategic, macro-oriented Killer play.

    Secret Project

    Secret Project feels more situational, but it effectively counters full totem-based Survivor builds, which are very common.

    In addition to the generator block and Undetectable effect, it provides valuable information, signaling that Survivors are interacting with totems or blessing them during the match. This makes it a solid choice in specific scenarios, especially against coordinated or boon-focused teams.

    Hex: Hive Mind

    Hex: Hive Mind is a highly situational perk that requires careful planning and strategy to be effective. Its value depends heavily on how and when it is used.

    For example, pairing it with perks that encourage early totem hunting can reduce its effectiveness, as Survivors are more likely to actively search for and cleanse the Hex. Because of this, it does not feel like a perk that naturally fits into many of my regular builds.

    That said, it has a clear identity and can be impactful in the right hands and compositions, but it demands thoughtful synergy and timing to reach its full potential.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,855

    These are some pretty strong perks overall. Turn Back the Clock is absolutely a meta perk. I did notice though you can't change the keybinding, please fix this.

    Secret Project is very good with other gen-blocking perks, and I'm actually a little concerned about it perhaps being active a little too much with Dead Man's Switch in particular. But besides that you can pair it well with Corrupt to be undetectable at the start, Deadlock to get it 5 times a game, or even Thrilling Tremors can work with it. Definitely a strong perk, and one worth keeping an eye on.

    As for Hex Hive Mind, the info part of the perk is strong and makes it worthy of its hex status imo, however the regression effect if it lasts until 1 gen could probably be upped a little, 10% is a little too low given that it's a one-time effect and only if a hex totem is left alone for that long.

  • colossusqw
    colossusqw Member Posts: 61

    Secret Project is hands down one of my favorite perks as of now, and it's great to see actual worthwhile stealth perks(Also very unexpected considering Monitor and Abuse's recent gutting). I play about 60/40 killer to survivor and even if it isn't meta, some of the best rounds i have had have been with people doing unexpected stealth plays, genuinely makes you need to pay attention to your surroundings and is pretty much the one way i can still get scared after 500 hours playing lol.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 456

    Hex: Hive Mind

    I love the information it gives, but the secondary effect is not worthwhile if the totem auto snuffs near the end of the match, if it lasts that long.

    I would like to see it if it ignites a Totem PER UNIQUE SURVIVOR and the explosion is 10% PER hex remaining.

    Secret Project

    Really damn fun with Corrupt, Deadlock and Dead Man's. Nothing else to say here.

    Turn the Clocks Back

    It's fun.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 633

    There's a ton of great feedback in here. I'll make sure these notes are shared with the team, including the note about key bindings. Thanks folks!

    To confirm, Turn Back the Clock affects total progress!

  • xAnonymous
    xAnonymous Member Posts: 11

    Turn Back the Clock
    Standing within 32 meters of a generator, activate the ability to make the generator explode, instantly losing 15% of its progress and beginning to regress.

    • No line of sight required.
    • Can be used on already regressing generators.

    The generator displays red lightning bolts around it to indicate it is trapped. If a survivor interacts with the generator within 30 seconds, they suffer the Blindness status effect for 30 seconds and 9% Hindered for 5 seconds.

    Secret Project
    When a survivor cleanses or blesses a dull totem, block a random generator for 30 seconds and gain the Undetectable status effect for the same duration.

    When a survivor cleanses or blesses a hex totem, the generator with the most progress begins regressing at 250% speed. If a survivor interacts with it, the generator becomes blocked for 20 seconds.

    Hex: Hive Mind

    Mechanics:
    Keep the aura reading aswell
    When 3 generators remain, after a 30-second cooldown, the generator with the most progress instantly explodes and loses 20% progress.

    When only 1 generator remains, all generators explode and lose 10% progress.

    Remove the hex status effect, as it is too punishing for the killer if the totem is cleansed.

    Counter:
    A random generator is highlighted in yellow for survivors, who gain 3% faster repair speed on it. This effect applies to only one random generator per trial.

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 256

    Please don't listen to everybody and make Turn Back The Clock not require LOS.

    It's perfectly fine as is and doesn't need any further changes beyond the ability to change its key bind.

  • steponmeadiris31
    steponmeadiris31 Member Posts: 11

    Turn Back the Clock's gimmick is that it can regress gens remotely, but since it requires LOS it just defeats the purpose of the gimmick. Any generator inside a building, on an indoor map, or even on a map that is remotely cluttered like Toba Landing requires you to essentially be right next to the generator to use the perk, when at that point pop goes the weasel or eruption would just be better.

  • XombieJoker
    XombieJoker Member Posts: 97

    Turn Back the Clock - At first I misunderstood this perk thinking the survivors have to be on hook for 60 seconds but now realize that's just the timer to use it before deactivation. But the fact that this perk requires line of sight defeats its 20m range purpose. Not to mention that a lot of maps have tiles with walls as tall as the killer and there's is not many scenarios where a gen is out in the open to make use of this range. I don't hate the perk idea, to me it's just mediocre.

    Secret Project - This was another perk I misunderstood. I thought at least 2 gens had to be blocked for it to activate its Undetectable effect. This sounds like a very fun perk to combine with Hex: Plaything, Hex: Pentimento and another gen blocking perk like Thrilling Tremors or Grim Embrace. No issues

    Hex: Hive Mind - The information aspect is okay and helpful but I personally don't think it's a big impact, and the Hex totem will never last long enough to reach 1 gen and blow up all remaining gens for 10%. Maybe as a trap hex, when it is cleansed it blows up the most progressed gen by 8%, 7%, i don't know.

  • HolyDarky
    HolyDarky Member Posts: 1,391

    Turn Back the Clock: A cool idea but the requirment of Line of Sight to the generator ruins the idea and makes the perk much more difficult to use on indoor maps or for gens behind walls. It also make the perk bad for killers with no good mobility. Removing the LoS requirment would be a good QoL change and then the perk is in a good stop. Makes me happy that we get at least a new perk that rewards killers for hooking.

    Secret Project: Actually really fun to use perk and enables a lot of cool new builds due to it's good synergy with other perks. It won't be super op but funny to use. Really cool idea and cannot wait to play it on live servers.

    Hex: Hive Mind: Cool idea but a difficult to use perk since you need to protect it from the first hook to the last generator - and then bad totem spawns can screw you in so many ways. I wish it would be not a hex perk and then maybe activate after two different hooks, give it two totem spawns, or keep it as a hex perk increase the requirment to two hooks but when ever it gets cleansed and you do two hooks again, it comes back (kinda like Hex: Two Can Play). I think one of these three changes would turn it into a good pick.

    Overall, I'm happy we get three good new perks after a long time of rather disappointing killer perks.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,842
  • Dinadin
    Dinadin Member Posts: 29

    Another regression perks like this is another step in the wrong direction the game needs to go. People have clearly pointed oout that the regression meta is the worst meta ever and devs are still bringing more stuff to choose from. Impossible to comprehend.

    Also we get another perk that adds cruely to the annoying hex builds weve seen rising again lately.

    Again a complete disaster.

  • 328
    328 Member Posts: 21

    Hex: Hive Mind shouldn't notify survivors when it activates. It's a relatively mediocre perk and as soon as survivors know a hex is in play, they usually get it cleansed within a single minute. Hive Mind only activating after first hook, which protects it from early-game cleanses (which are incredibly common), is one of the few benefits it has, but that's completely undone by survivors all being told it's in play. Being able to discreetly activate a minute or so into the game is one of the only things that could make the perk viable.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,020

    Can't really complain about hex builds when survivors are going to get best totem hunting perk in the game…

    Worst meta was gen kick, not gen regression in general. This perk is fine, because it has not really good synergies with other regression perks, especially gen kick type.

  • Dinadin
    Dinadin Member Posts: 29

    Just seeing the totems doesnt make it a good totem hunting perk, far away from being the best. also the perk doesnt need synergies to be good. It can be a complete gamechanger if used effectively.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,020
    edited January 9

    It can be a complete gamechanger if used effectively.

    Sure, but not really better than what we can already get. If you want heavy regression, I wouldn't use this one, simply because it takes away option of gen kick perks. This perk is 5% higher compare to normal gen kick (once perk hook).

    This perk will be just great for people who can't be bothered to kick gens and want to chase, which is good in my opinion.

    Just seeing the totems doesnt make it a good totem hunting perk

    True, but it is the best perk overall, because it will give you great value even in games, where there are no hexes. I am personally going to use it instead of deja vu.
    It can see even hatch…

  • SkyL1ght2008
    SkyL1ght2008 Member Posts: 7
    • Make turn back the clock usable through walls, a simple qol feature that would make the perk feel way better to use
    • Hex:hive mind’s description doesn’t specify that it’s tied to the totem like other hex descriptions, make it so the 1 generator left explosion effect is tied to the totem but generator progress isnt, also make survivors repairing a generator that explodes screams and reveals their aura
  • terumisan
    terumisan Member Posts: 2,243

    turn back the clock needs to work through walls

  • GeordieKiller
    GeordieKiller Member Posts: 469
    edited 8:49PM

    Turn Back the Clock:

    Current

    After hooking a Survivor, for 40/50/60 seconds, press Ability button 1 to make target generator within 20/20/20 meters explode, lose 10/10/10% progress and start regressing.

    Changes:

    buff range to 40 meters and no need for LoS and 15% instead of 10%

    Secret Project:

    Current

    • When a totem is blessed or cleansed, block a random unblocked generator for 20/25/30 seconds.
    • When 1 or more generators become blocked, you gain Undetectable for 30/30/30 seconds.

    Changes:

    no changes this is fine as is

    Hex: Hive Mind:

    Current:

    • The first time you hook any Survivor, a Dull Totem becomes a Hex Totem.
    • Generators are highlighted; the intensity of generator auras reveals their repair progress.
    • When 1/1/1 generator remains, all remaining generators explode, lose 6/8/10% progress and start regressing, and the Hex Totem becomes dull.

    Changes:

    Dont reveal it active to survivors and buff to 20%