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Stranger Things Part 2: My opinions on the new perks

SoGo
SoGo Member Posts: 4,286
edited January 6 in 9.4.0 PTB Feedback
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We See You seems decent for this era of DbD.

Extrasensory Perception is…. accurate to the character, but idk…. that one I would have to try out first.

The Teamworks surprise me. Actually decent Teamwork perks? No way. Dustin's is arguably worse tho.

I love the idea behind Change of Plan. Though I am not sure if it fills up your new medkit, or just transfers the charges….

And the last one, seems fun. Chemical Trap for windows, why not.

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So… A remote gen block, a remote damage, and a surveillance perk that works like the Wraith's iri addon.

Fitting thematically, and dare I say, possibly meta picks???

Post edited by Balrog on

Comments

  • Crowman
    Crowman Member Posts: 10,118
    edited January 6

    I think the killer perks are solid, but I also don't think Hive Mind will see a lot of play.

    Turn Back the Clock is similar to Pain Res so it will see a lot of play.

    Secret Project is interesting. Dead Man's Switch has good usage right now and it would work immediately with Corrupt Intervention. Seems like a perk to build around which is something a lot of killer perks have been lacking lately.

    I am not a fan of the new teamwork perks since it's just more gen speed perks that survivors don't really need.

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

    Hey there folks! I appreciate you already jumping in to share your feedback on these perks! Let's make sure to share these in the PTB feedback section to keep discussion of the PTB organized :)

    https://forums.bhvr.com/dead-by-daylight/categories/9-4-0-ptb-feedback

  • SoGo
    SoGo Member Posts: 4,286

    The gen speed is kind of boring, true.

    I am just happy that we got Teamwork perks that actually work outside of a dedicated SWF.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,665

    But it is good for the Killer if someone uses those Teamwork-Perks (which are pretty bad IMO). The penalty is far higher than the 5% Speed Increase.

  • OrangeBear
    OrangeBear Member Posts: 3,520

    Extrasensory Perception seems like the ultimate aura reading perk from my testing. It reveals absolutely everything. Personally im a big fan, mainly for the fact it can reveal totems. Cuz i've been using a map to reveal totems since they got reworked but i would much prefer using a perk to do the job instead. It has tons of other cool benefits too like giving you complete stealth when you use it allowing for plays like using it to avoid bbq. Im not sure most people will care about it but i find it very appealing.

    Killer perks are all very strong, probably the strongest released since Artist. Turn back time is gonna be really good on killers that lack mobility but have chase, and you could just stack it with every killer basically.

  • SoGo
    SoGo Member Posts: 4,286

    It's rather unfortunate that killers like Blight can stack these on top of Pop for instance, but I suppose it's still better than a perk that is either useless or works best with good killers.

    Confirming that Extrasensory Perception reveals all auras is a quite helpful piece of information. I think the perk is very good then. I think it outpreforms both Still Sight and Maps as a whole.

  • SoGo
    SoGo Member Posts: 4,286

    It's basically a different flavor of Prove Thyself.

    I already saw people doom and gloom about how OP these perks could be in a dedicated build, but.... come on, Hyperfocus, Stake Out and 1234 with a Toolbox still reign supreme.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,665

    Yeah, and Prove Thyself is already trash. People only used it for the extra BPs, but it is always more beneficial to just split up. And if you want Repair Speed Increase while working with another Survivor you can just bring Prove Thyself instead. So the teamwork perks are already outclassed in this aspect by a free Perk which is years old (which is a common theme for Perks released nowadays).

    And the other effects are at best ok. Reducing the sound of Gen Repairs is the better one, but still not worth running. And increasing the Good Skill Check zones is just outright trash, Good Skill Checks are already easy enough to hit.

    Those Perks are probably meant to be Beginner Perks anyway, which somewhat makes sense considering that there will be an influx of new players who will then play the ST-Survivors as their first characters. But overall it does, again, not make sense to put Beginner Perks behind a Paywall, especially because The First is not really a Killer a Beginner would really have fun with (assuming that new players want both the Killer and the Survivors).

  • OrangeBear
    OrangeBear Member Posts: 3,520

    Also, i tried Change of Plan today. It turns any toolbox regardless of it's charges into a new medkit of the same rarity. It says it only gives one random add-on but it gave me two of the same rarity that i had on the toolbox.

    Honestly i think it actually could be viable, i think it's a good design.