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Perks.

invira_zero
invira_zero Member Posts: 229
edited July 2019 in General Discussions

So, I had suggested some stuff on wake up, telling that its too weak for endgame perk, and decided to make whole review on all endgame perks, either killer and survivor one-s. Some of them, I find useless, cause for endgame - they are too weak. You basicly running 3 perks the most of the match. If ill miss some of them, ping me, ill update the post. Lets start from the most known.

Lets start .

Survivor side

Adrenaline

You are fuelled by unexpected energy when on the verge of escape. Instantly heal one Health State and sprint at 150% of your normal running speed for 5 seconds when an Exit Gate opens.


Well, thats the one of Meta perks, that finds place in every build. Free heal on last gen is OK, cause survivors already done 5 gens, so they deserve it. Its good perk.


No One Left Behind (next, NOLB)

It is inconceivable to leave someone behind. Once the Exit Gates are powered, gain 50/75/100% more Bloodpoints for actions in the Altruism Category and perform them 5/10/15% quicker.


Here we go, thats the one of really weak perks. Well, 12% action speed bonus isnt bad itself, but bonus applies only after powering the gates. Its kinda... weak? Before EGC was implemented, it may be a thing for hook saves, or healing, BUT... For healing purpose you could take Botany Knowledge, cause it applies 30% healing speed bonus on the whole match. For hook saves you could take Borrowed Time, that would not increase unhook speed, but ll give saved person extra hit, again, for whole match. So, its weak and unworthy perk.


Wake up

Unlocks potential in one's Aura-reading ability. Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 metres. While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 metres. While Wake Up! is active, you open the Exit Gates 5/10/15 % faster.


And again. This time, im not gonna say, that its weak as perk itself, but its weak as endgame perk. Some people told me, that 2.5 second cutoff on opening the gates is 16 meters of range, that killer could pass. Yeah, i agree, BUT... In situation, where you are not alone, there is another survivor(s) that may open the gate for you, these 2.5 seconds barely make a difference. In 1v1 situation, where you should open the gate, while killer is lurking around, itll make some difference. Otherwise, mostly not. Cant say, is it worthy as perk, or not. You may figure it out yourself. As for me, it doesnt help too much, while i was playing Quentin. Next one.


Hope

The growing odds of a successful escape fill you with hope and give you wings. Your Movement Speed is increased by 5/6/7% as soon as the Exit Gates are powered. This Perk is only active for 120 seconds after the Exit Gates have been powered.


Oh, that one is OK by the most. It may be a counter for NOED speed boost, or a tool for chase extending, if you are being tunneled at the endgame. I really have no statement to dislike this perk, but if i could choose between Hope and Adrenaline, I ll choose Adrenaline. Its OK perk, could be taken, if you dont own Adrenaline.

Thats all for survivor side.


Killer side


Blood Warden

As soon as the Exit Gate is opened, Blood Warden is activated. The Auras of any Survivors located within Exit areas are revealed to you. Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits for all Survivors for 30/40/60 seconds.


Well, its quite situational. There is an easy counter for BW, that is highly abused. 99% the gates. It makes the whole perk useless, if survivors will do that stuff. ITS NOT USELESS, its just easy to counter. Atm, the most of survivors 99% gates aint cause there may be a BW, but for EGC to not pop. It may be a good perk, but with current survivor meta, its hard to pop. Not good, either, not bad.


Remember me

Each time you hit your Obsession, you increase the opening time of the Exit Gates by 4 seconds up to a maximum of 8/12/16 additional seconds.


And another one. Increased gate opening time is good thing. Way of getting stacks is pretty ok too. At it maximum, it ll take 36 seconds, to open the gates. As for me, its quite OK. Those time may mess escape for survivors. Pretty OK perk.


Rancor

You become obsessed with one Survivor. Each time a Generator is completed, the Obsession sees your Aura for 5/4/3 seconds. Each time a Generator is completed, all Survivors' locations are revealed to you for 3 seconds. Once all Generators are completed, the Obsession has the Exposed status Effect and the Killer can kill the Obsession.


Not fully an endgame perk, but option of tracking survivors on each gen pop is quite good stuff. Ability to kill the obsession itself isnt that strong, as may look like. Remember, that Exposed status applies only on Obsession. Otherwise, its like a better version of Bitter Murmur. Its OK.


No One Escapes Death (next NOED)

A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied to it. While this Hex is active, Survivors suffer from the Exposed Status Effect and your Movement Speed is increased by 2/3/4%.


Well, I have nothing to say, besides it rewards killer for survivor progressing. Instadowns are OK, perk have counter, called simply "DO BONES". I cant complain about any changes for NOED, cause i think its ok as it is. At least, while its not being used by basement leatherface.

Thats all for killers.


Possible adjustments

NOLB - complete rework, OR scaling buff, based on amount of completed gens. Like Fire Up, but for survivors. Also, adjust numbers.


Wake Up - Add bonus BP gain for each opened gate, add gate Aura reveal for ALL survivors. (cringe?)


Hope - Affect vaults, please.


Blood Warden - Should be active if survivors at least TOUCHED gates. That may prevent it from being 99%-d. Also, effect may pop when survivor opened the gates. (Mean, you hooked someone, then gates are opened, and BW pops up, blocking the gates) OR it may block gates lever, as entity blocks windows and Gens.


NOED... - dont throw rotten tomatos, but: Make non hex, and give stack gain. For each hook, you gain 1 token, that will give survivors Exposed status for 30 seconds, and give you 1% speed bonus, when Exit gates will be powered, up to 5 tokens.

Idea is about you need to work for your perk. You just play the same style, and if you are doing good, you will get reward. Digits are for example and may be adjusted.



So, whats your thoughts on endgame perks? Any ideas of adjustment on weak ones?

Share it down bellow

And yeah... @Peanits

Dont kill me for unnecessary ping, but i want to see your statement.

Also, sorry for typos. (randompic)


Post edited by invira_zero on

Comments

  • invira_zero
    invira_zero Member Posts: 229
    edited July 2019

    God bless, its 2 a.m...

    Post edited by invira_zero on
  • Ember_Hunter
    Ember_Hunter Member Posts: 1,693

    I really like all of these, though NOED would become Meta if it was done that way. +1