The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Potential New Content - Survivor and Killer Perks, Offerings, Custom KYF, and more
I'm just gonna cut right to the chase here. Cue the chase theme. As usual, I made up some more perks and other stuff for Dead by Daylight just for fun and to post it here and see how much bad feedback I'll end up receiving since they always seem unbalanced. Besides that Freddy rework thing I posted, that was just gross. So here are a couple of perks that I could see in the game in some form. I'd preferably like to see some of them as non-specific perks that are unlocked to all, like Sloppy Butcher or Small Game. Some, like the perks that may have chemistry with each other, could be specific to a certain character. Here we go. (Also, this thing won't let me turn off bold text, so bear with me.)
Survivor Perks:
"Think Ahead"
Stressful situations puts you in a position of trying to quickly foresee a more successful solution. After stunning the Killer, the auras of vaults, pallets, and lockers are revealed to you within a (16-22-26) meter radius for (10-15-20) seconds. After escaping the Killer's terror radius, the auras of survivors are revealed to you within the same range as the Killer's current terror radius for (5-7-10) seconds. If there are no survivors within that radius, instead reveal the aura of the closest generator for (5-7-10) seconds.
"Blank Out"
Experiencing extreme pain puts you into a numb, hypnotic state. Any instance when the Killer will put you from the healthy state to the dying state instantly will instead injure you and apply the Deep Wound status effect with (10-12.5-15) seconds to mend yourself. When the timer ends or you are fully mended, a (80-60-40) second Broken status effect is applied to you.
"Hit and Run"
Witnessing the Killer's rage gives you a sudden jolt of energy that will carry you to safety. When the Killer activates Bloodlust, receive an auditory warning and this perk activates. After dropping a pallet, break into a sprint at 150% your normal running speed for a maximum of 3 seconds.
Causes the Exhausted status effect for (60-50-40) seconds.
Hit and Run cannot be used while Exhausted.
"Sorted"
At the beginning of the trial, the auras of three pallets around the map are revealed to you. Stunning the killer with any of the three pallets will increase the stun time applied by (15%-25%-35%). When two of these three pallets are used, this perk will disable. When you are hooked by the Killer, this perk refreshes.
Killer Perks:
"Circuit Breaker"
Generators can only withstand so much power from your strength. After you damage a generator, the next time you damage the same generator, it will begin to regress (4%-6%-8%) faster for every time you damage it. The maximum regression speed with this perk is (16%-24%-32%) faster.
"Hex: Omniscience"
A hex rooting its power on sacrificial hooks and channeling its energy to you and strengthening you aura-reading abilities drastically. When a survivor is hooked, if there is a dull totem remaining on the map, this hex is applied to it for the rest of the trial. While a survivor is on a hook, the repair progress of all generators can be determined by the intensity of their auras. If a survivors who is healing, cleansing, sabotaging, searching chests, or unhooking and their aura is being revealed, then their action progress will be revealed by the intensity of their auras. This effect will linger for (3-4-5) seconds when all survivors are unhooked before ceasing.
The hex effects persist as long as the related Hex Totem is standing.
"Malediction"
You become obsessed with one survivor. When your obsession heals, mends, or wakes up another survivor, receive an auditory warning and the aura of that survivor is revealed to you for (4-5-6) seconds. The next survivor who unhooks your obsession becomes the obsession.
"Possessed Outrage"
Your brutal attacks contribute to the downfall of the survivors' escape. When injuring a survivor, immediately reduce the opening progress of both exit gates by (17%-21%-25%) or by (34%-42%-50%) when a survivor is put into the dying state. If an exit gate is open, any survivors standing outside of the trial area will become Exposed. Downing a survivor in this manner grants a reduced weapon successful attack cooldown by (30%-40%-50%). This effect does not stack.
Perk Buffs/Reworks:
"Beast of Prey"
Your lust to kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable. You gain Bloodlust Tier 1 (20%-30%-40%) faster. When Bloodlust activates, your red stain disappears, the chasing theme is muffled, your aura-reading is blocked, and the sounds of the survivor's breathing and footsteps are 50% louder. Bloodlust is not lost after being stunned by a pallet or breaking pallets. While Bloodlust is active, you break pallets and vault (5%-10%-15%) quicker. These effects linger until you lose Bloodlust.
You cannot exceed Bloodlust Tier 1.
"Territorial Imperative"
You grow sensitive to survivors treading on your territory, strengthening your senses and unlocking potential in your aura-reading ability. When a survivor outside of your terror radius enters the main building, you receive a noise notification from their location. Survivors who enter the basement while you are more than 32 meters away from the basement entrance have their auras revealed to you for 3 seconds. Territorial Imperative can only be triggered once every (60-45-30) seconds.
"Fire Up"
The increased pressure of losing your prey fills you with anger and gives you unsuspected motivation. Each time the survivors complete repairs on a generator, Fire Up grows in power.
For each generator completed, gain a token. Each token grants a (4%-4.5%-5%) speed bonus to picking up, dropping, pallet breaking, generator damaging, and vaulting for the remainder of the trial.
When the Endgame Collapse begins, gain another token and reduce your weapon's successful attack cooldown by 20%.
"Flip-Flop"
You have an uncanny ability to escape the inevitable. While in the dying state, recovery progression is converted into wiggle progression when you are picked up by the killer for up to a maximum of (50%-60%-70%) total wiggle progression.
"Left Behind"
You'll get the job done... no matter the cost. If you are the last survivor remaining in the trial, this perk activates. For each generator remaining that needs to be completed, gain a (19%-22%-25%) bonus to repair, healing, cleansing, sabotage, and chest search speeds and skill check success zones are reduced by 40% for the rest of the trial. Once the exits gates are powered, gain an additional (5%-8%-12%) speed for vaulting.
"Tenacity"
(Okay, so, I don't know how to explain this in a description, so I'll explain it here to the best of my abilities. When you are downed by the killer, you cannot move for a moment. If you have Tenacity, your survivor will get up faster so you can begin to crawl earlier than normal. Get what I mean? I hope so.)
"Lithe"
Your vaulting speed is increased by 15%.
After performing a rushed vault, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.
Causes the Exhausted status effect for (60-50-40) seconds.
"Deja Vu"
Unlocks potential in one's aura-reading ability. Paranoia paired with the horror of failure drives you to avoid repeating the same mistakes. After repairing a generator for 10 seconds, that generator's aura will be revealed to you when more than 18 meters away. When the Killer damages that generator, reveal its aura and two other nearby generators for (30-45-60) seconds. If any of the three highlighted generators are trapped, their aura will be revealed in yellow.
(Note: By "trapped", it means if it is under the influence of Overcharge, Surveillance, Pop Goes The Weasel, etc.)
"Decisive Strike"
(To put it simple: The perk's timer freezes when put into the dying state.)
"Unnerving Presence"
(Great skill check success zones are now also decreased by [40%-50%-60%].)
Offerings:
(Killer) (Uncommon) "Shroud of Peril"
A survivor starts the trial in your terror radius.
> Secret
(Note: Vigo's Shroud should become a Rare offering to cancel out this offering if necessary.)
(Killer) (Rare) "Voodoo Doll"
A survivor starts the trial injured.
> Secret
(Killer) (Very Rare) "Conjoined Voodoo Doll"
Two survivors start the trial injured.
> Secret
(Killer) (Uncommon) "Shriveled Clover Pouch"
Slightly decreases the luck of all survivors.
> Stacks
(Killer) (Rare) "Worn-Out Dreamcatcher"
Moderately decreases the luck of all survivors.
> Stacks
(Killer) (Very Rare) "Ouija Board"
Considerably decreases the luck of all survivors.
> Stacks
(Killer) (Ultra Rare) "Black Cat's Remains"
Tremendously decreases the luck of all survivors.
> Stacks
(Killer) (Rare) "Poison Ivy"
Enrages The Entity and reduces the timer of the Endgame Collapse by 10 seconds for each generator completed prior to the collapse.
> Secret
> Stacks
(Killer) (Very Rare) "Black Nightshade"
Enrages The Entity and reduces the timer of the Endgame Collapse by 15 seconds for each generator completed prior to the collapse.
> Secret
> Stacks
(Killer) (Ultra Rare) "Devil's Trumpet"
Enrages The Entity and reduces the timer of the Endgame Collapse by 60 seconds.
> Secret
> Stacks
(Survivor) (Rare) "Rose Bouquet"
Calms The Entity and increases the timer of the Endgame Collapse by 15 seconds.
> Secret
> Stacks
(Survivor) (Very Rare) "Glowing Oak"
Calms The Entity and increases the timer of the Endgame Collapse by 30 seconds.
> Secret
> Stacks
(Survivor) (Ultra Rare) "Trumpet Vines"
Calms The Entity and increases the timer of the Endgame Collapse by 75 seconds.
> Secret
> Stacks
Customize Kill Your Friends:
By that, I mean more settings that allows Kill Your Friends to be more of a sandbox and allows people to have more freedom with their games.
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Here's how it'll work:
> Name of Setting <
> Options <
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Endgame Collapse Timer: (How long the timer will be by default without the use of offerings, if applicable.)
Off - One Minute - Two Minutes (Default) - Three Minutes - Four Minutes - Five Minutes - Six Minutes
Generator Count: (Gens that need to be completed before the gates become available. "Player Count" means that the amount of generators will be equal to the amount of players in the game, not including spectators.)
None - Player Count(Default) - One Generator - Two Generators - Three Generators - Four Generators - Five Generators - Six Generators - Seven Generators - Eight Generators
Generator Repair Speed: (How long it will take to repair a generator.) [Charges = Seconds]
30 Charges - 50 Charges - 60 Charges - 70 Charges - 80 Charges(Default) - 90 Charges - 100 Charges - 120 Charges
Hatch Spawn: (The conditions in which the hatch will spawn. "Off" means that the Endgame Collapse will automatically begin when there is one survivor remaining.)
Off - 5 Generators Completed - 4 Generators Completed - 3 Generators Completed - 2 Generators Completed - 1 Generator Completed - Always Spawned - Last Survivor Remaining(Default)
Offerings: (Which offerings will be enabled or disabled in the lobby.) The host can choose which offerings will be available during the KYF game. Either that, or they can choose between these options below. All of these options may be stacked:
All(Default) - Off - No Moris - No Reagents - No Oaks - No Shrouds - No Bouquets - No Collapse Offerings - No Luck Offerings - No Map Offerings - No Coins - No Wards - No Voodoo Dolls - Killer Only - Survivors Only
Perks: (Which perks will be enabled or disabled in the lobby.) The host can choose which perks will be available during the KYF game. More options could potentially be available, but here are some potential winners:
Off - On(Default) - Killer Only - Survivors Only - No Hexes - No Aura-Reading
Add-Ons: (Which add-ons will be enabled or disabled in the lobby.) Same as the perks and offerings rule as stated above. For the add-ons, these options can be given to either the Killers side or Survivors side individually.
On(Default) - No Ultra Rare - No Very Rare - No Rare - No Uncommon - No Common - Off
Survivor Health: (How many hits it takes for a survivor to be downed.)
Exposed(One Hit) - Default(Two Hits) - Endurance(Three Hits)
Pallet Spawns: (Determines how many pallets will be spawned on the map. "Maximum" will make a pallet spawn in every known pallet spawn in the map.)
No Pallets - Scarce - Normal(Default) - Abundant - Maximum
Dark Mist: (Determines how misty the game will be.)
Clear - Less Mist - Normal(Default) - Dense Mist - Obscene Mist
Moonlight: (Determines the moon phase and how bright the game will be.)
New Moon - Crescent Moon - Quarter Moon(Default) - Gibbous Moon - Full Moon
Sacrificial Process: (Allows the host to tamper with how the sacrifice sequence works. "Entity's Wrath" makes the survivors need to struggle for both Phase 1 and 2 of the sacrifice, but they can still be unhooked twice. "Entity's Day Off" allows survivors to be unhooked as many times as they need as long as their progress bar doesn't drop to zero.)
Slow Sacrifice - Normal(Default) - Swift Sacrifice - Entity's Wrath - Entity's Day Off
Available Killers and Survivors: (Freely disable or enable characters for both sides at will.)
Anything Goes(Default) - No DLC Killers - No DLC Survivors - No DLC Characters
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Looks like that's a wrap. My work here is done, feel free to leave some feedback. I'd love to hear what you guys think of this list. Why am I so proud of myself? Meh, anyway, I'll see you all in The Fog.
Comments
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"Entity's Day Off" has me SCREAMINGGGG.
I love your suggestions, some of them sound like they could be added. <3
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Great suggestions in my opinion.
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A mixed bag i'd say but its creative. I'd say leave the luck offerings out until something more is done to make luck more attractive for survivors.
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