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Survivor perk idea - Paragon
Paragon
- When you complete a generator, cleanse a totem, complete a heal on another survivor, preform a safe unhook, or escape a chase gain a token.
- Each action listed can only give a single token each up to a max of 5 total tokens.
- Tokens 1-4 increase your non-repair action speed by 3/4/5% (up to a max of 12/16/20%) and Survivors can see your aura while within 6 meters (up to a max of 24)
- Token 5 increases your movement speed by 3% while both outside of the Killers terror radius and not in a chase.
Comments
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This perk is literally pre pubescent mettle of man. Rewarding survivors for playing the game. I dont get it
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A lot of perks reward for playing the game, survivor and killer.
Nice perk not sure how many would run it but it would offer some niche gameplay
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While you are fairly likely to preform those actions at some point in the game (and I have designed the perk with the assumption that they will often get all 5 tokens) unless you are going out of your way to preform them it's going to take awhile before you start getting all of the bonuses.
The idea is that you need to do a lot of different things rather than a single thing a lot of times like other token based perks are.
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I'd imagine it'd be used in altruism builds. Since it impacts both healing speed and shows Survivors where you are (and thus that they should go to you in order to be healed) much like a reverse empathy.
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At first I thought it was too strong but I glossed over the outside of TR and not in chase condition so I take my initial impression out, but I strongly feel the wording should be changed. Just list every action besides vaulting, gen repair, self healing and mending then the perk would be balanced. having a max 20% self heal sounds a tad it too strong to me, especially considering how the perks seems more of a team player perk.
I just gotta ask one thing. How would the perk tell if a survivor finished a whole gen or only joined in at the last second? I feel until this can be consistently represented the perk should find an alternative to tracking a gen. It'll be one thing to just slowly fill up the perk icon to show your progress but then you won't be able to track all the other objectives you would need to do
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My solution would be to simply track the final charge of a gen/heal, much like how detectives hunch and dark sense used to work and how buckle up works now with Survivors in the dying state.
While it's certainly not the best solution ever since it isn't foolproof like "a generators worth of repairs" is it does solve the problem of being hard to represent and since the idea isn't that any individual task is hard to complete I'm ok with them being cheesed on occasion.
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Just realized I forgot to add tiers. So I fixed that.
The action speed buff scales with tier.
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