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Let's talk about killer perks!

Karltastisk
Karltastisk Member Posts: 529
edited October 2019 in Feedback and Suggestions

Dead by daylight has an abundance of perks. This is what makes the game so appealing to me. Making every round unique with different builds and playstyles, but now we have come to a point where the meta has been been carved so deeply into the rock. That the diverse gameplay has become stale with the same perks over and over. So i intend with this thread to go over every single killer perk in the game that i feel is in need of changes, may it be buffs or complete reworks. And not all are meant to be competetive perks, but all viable in their own way.

And in no way is this set in stone. I'm simply brainstorming with you guys here ;)


  • Bitter murmur

Bitter murmur isn't the worst perk in the pool, but it is currently a poor mans BBQ&Chilli. This means to separate the two we need to do something about this perk.

Suggestion: Every time a generator is completed ALL survivor auras are revealed to you for 6/8/10 seconds. When the exit gates have been opened all survivors aura are revealed for the duration of the endgame collapse.


  • Coulrophobia

Coulrophobia is a perk that seems strong, but it isn't so i had a small change in mind to make more appealing.

Suggestion: Survivors within your terror radius have a 40/45/50% penalty to healing progress speed. This penalty persists for 30 seconds after leaving the terror radius.


  • Distressing

Suggestion: Your terror radius is increased by 4m/6m/8m. The survivors can no longer discern where you are coming from (making the terror radius 2D like Freddy and the huntress's lullaby.) Gain 100% more bloodpoints for actions in the deviousness category.


  • Furtive chase

Suggestion: Chasing your obsession will cause your terror radius to fade in and out. Making it harder for them to determine how far away you are. Hooking your obsession will grant you 1 token. Every token increases your action speed by 4%. When the obsession is unhooked by another survivor they will become the obsession. Lose all tokens if the obsession dies.


  • Hex: haunted grounds

Suggestion: Two trapped hex totems will spawn in the trial. When cleansed by a survivor all survivors suffer the exposed status effect for 40/50/60 seconds. (Both trapped hex totems will give the exposed effect).


  • Hex:huntress lullaby

This perk is actually really great, but it has two major problems. It takes to long to take a noticable effect. And it is revealed before even triggering. And outclassed bu perks like hex : ruin and hex: devour hope by a longshot. My suggestion below will give Hex: ruin some serious competition!

Suggestion: Every time a survivor is hooked the hex gains a token. Every token increases failed skillcheck regression penalty by 1%/2%/3% (making the maximum of tokens 11/12 with the regression penalty of 33%/36%, but only 1 survivor will be left). The first token reduces the skillcheck warning sound delay by 50% the 2 removes the warning sound completly. Any additional hooks just gives increase regression penalty.


  • Insidious

This perk is only good for camping or throwing the game to scare someone at the gates. So something needs to be changed.

Suggestion: When a survivor is hooked and you are outside a 32m/28m/24m meter radius you gain the undetectable status effect until the survivor is rescued or sacrificed.

Imagine all the jumpscares this perk would cause!


  • Iron maiden

This perk is so bad you might aswell just run nothing unless you play huntress. So to improve on it i have an idea to make it situational, butpowerfull/fun in that situation.

Suggestion: You open lockers 30%/40%50% faster. When a survivor stays in a locker for more than 4 seconds the lockers aura is revealed to you and crows start to appear ontop of the locker (to warn the survivor).


  • Monstrous shrine

Suggestion: Survivors that carry items looted from chests become oblivious while they carry the item. Reveals the location of survivors looting chests for 4/5/6 seconds.

This would become the funnest meme perk in the game if we could have something like this. And the oblivious status effect is telling the survivors they have this perk so it is fair. Unless they could tweak it so the oblivious only shows up when they should be within the killer's terror radius.


  • Overcharge

This perk is actually not that bad, but the skillchecks are abit easy to hit so i would suggest two skillchecks in rapid succession.

Suggestion: When a survivor starts working on a generator you have kicked they will receive two tremendously hard skillchecks in rapid succesion. failing the first skillcheck will regress the generator by an additional 4%/5%/6%, failing the second skillcheck will regress the generator by an additional 2%/3%/4%. (Failing both skillchecks will regress the generator by an additional 10% in total).


  • Remember me

Honestly nothing was wrong with this perk so...

Suggestion: Revert the changes. And make it not work with hatch closing.


  • Shadowborn

Suggestion: Increase your FoV by 15 degrees. When survivors are within your terror radius their FoV gets darker/darker/darkest the closer they are to you. (Much like when the legion and nurse gets fatigued, but not as much. Removing some of that 3rd person camera advantage they have over you.


  • Spies from the shadow

This one makes me abit sad. The perk used to be meta in the old days, then it got bugged or nerfed. Can't remember, but it fell of the grid. Then they made it really good again. Aaaand then they immediatly nerfed it to ok- tier.

Suggestion: When survivors trigger crows within 30m/38m/46m radius you gain a sound notification. This has a cooldown of 5 seconds. You no longer disturb crows. (This is so the survivors can tell if you are using this perk).


  • Territorial imperative

Suggestion: Survivors gain the oblivious status effect for 40/50/60 seconds when and after they stopped interaction with your belongings. This includes cleansing totems, sabotaging traps/hooks. Going in the basement.


  • Thanathaphobia

This perk is fine as it is, but it just needs one thing. Sacrificed/killed survivors keep their 4% debuff to action speeds. It is the fear of death after all...


  • Thrilling tremors

Suggestion: Picking up survivors blocks all generators that is not being worked on for 20 seconds. And starts regressing them as if you had kicked them (synergises with surveillance and overcharge). Cooldown of 40/30/20 seconds.


  • Tinkerer
  • Suggestion: When a generator being repaired reaches 75% you receive a noise notification. And gain the undetectable status effect for 30 seconds.

This makes this perk viable on killers other than hillbilly on rotten fields.


  • Unrelenting

Suggestion: Reduces missed attack cooldowns by 30%/35%/40% and you no longer lose bloodlust when stunned by pallets.


  • Bamboozle

Suggestion: Your vault speed is increased by 5%/10%/15%. When vaulting a window the entity will block that window for 30 seconds. Decrease the number of times a survivor can vault the same window in a chase by 1 (a survivor can only fast vault the same window in a chase 2 times now).


  • Beast of prey

This one is pretty easy to fix.

Suggestion: Press the active ability button to remove your red stain for 20 seconds. Cooldown of 40 seconds. Gain 30%/40%/50% increase in the hunter category.


  • Deerstalker

Suggestion: You see the aura of any downed survivor within 28m/32m/36m. Decrease the recovery bar progress speed by 25%. And you can tell by the intensity by their aura how far the recovery bar has progressed.


  • Fired up

Suggestion: Every time a generator is completed you become fired up. All action speeds are increased by 20% for 60 seconds. This includes. Breaking pallets, vaulting windows, kicking generators, Picking up survivors, hooking survivors, dropping survivors. (If a generator is completed before fired up expires the timer will just reset back to 60 seconds. Stacks with other perks.)


  • Hangmans trick

Suggestion: All survivors within 32m will scream and reveal their position for 4/5/6 seconds when you hook a survivor. sabotaged hooks and traps respawn 60 seconds faster.


  • Iron grasp

Suggestion: Reduce the struggle effect of survivors by 70%/80%/90%. And the wiggle progress speed by 15%. Gain the undetectable status effect when carrying a survivor.

Jumpscare mad grit build?


  • Overwhelming presence

Suggestion: Item consumption rate is increased by 100% within your terror radius. And any item within your terror radius will lose 0.5 charge every second within your terror radius. (Can't destroy items, just drain them empty.)

This combined with franklins and any survivor can just kiss their items goodbye. And they really have to strategise when to use their items, maybe use that styptic agent a littlebit earlier then intended?


  • Surge

Suggestion: Downing a survivor (with any attack) will cause generators within your terror radius to explode and regress an additional 6%. This will start the generator regression as if you had kicked the generator. (Synergises with surveillance and overcharge, not pop goes the weasel). This has a cooldown of 40 seconds.

I've waited for the day i could have a perk that synergised with overcharge and when the perk finally arrived it didn't and it destroyed my heart. If surge and overcharge synergised it would make the effective regression penalty a total of 12% making it the enduring/spirit fury combo of gen regression.


  • Cruel limits

Suggestion: Every time a generator is completed all vault locations are blocked for 30 seconds. (Completing a generator within 30 seconds of another resets the timer).

If this change was implemented we could have constant bloodwarden/oh #########! moments troughout the game. And its not OP since survivors still have stealth and pallets to fight of the killer, but if you're caught out...


  • Mindbreaker

Suggestion: Repairing generators with less than 50% progress will make you exhausted. You gain 1 second of exhaustion recovery status effect for every second you work on the generator to a maximum of 60 seconds exhausted recovery. Working on any generator will pause any exhaustion recovery. (Pausing the recovery might need to be removed if its to powerfull)

Exhaustion perks are the single most powerfull perks in the game, granting consistens escapes and prolonged chases. Having a perk to counter this would be great!


So as you can see that this is alot of perks. And i mean alot this is probably around 70-80% of the killer perks that simply is not good enough to warrant a spot in my and many others build, unless its for the memes or just farming and trying things out that usually tend to not work.


So what are your thoughts? Do you agree with me? Maybe not all of the changes i proposed, but that we need some major updates on a vast amount of perks!

I will consider doing one for survivors if the feedback is sufficent and that something that you want.


@Peanits @not_Queen Any word from the devs if they are planning on doing something like these suggestions?



EDIT: Added suggestions for Territorial imperative, Hangman's trick and Iron grasp.

Post edited by Karltastisk on

Comments

  • FriendlyGuy
    FriendlyGuy Member Posts: 2,768

    Seems like some good changes. Survivor perks need some buffs too tho.

  • UberMorpth
    UberMorpth Member Posts: 97

    Honestly Iron Maiden affecting the locker being open speed animation would be useful but I feel it might be kind of "excessive" with huntress reload add ons, otherwise I like a lot of these ideas.

  • Karltastisk
    Karltastisk Member Posts: 529

    I know, i wanted to do all perks, but it took to long so i'll start with the killer perks ;)

  • Nicholas
    Nicholas Member Posts: 1,952

    Yeah a lot of adjustments too. I think some of the Altruism perks need a little bonus for the person using them. Babysitter could provide some bonus BPs so it has some benefit to the owner of the perk. And some perks need an adjustment to the conditions needed to work, like Diversion.

  • CakeDuty
    CakeDuty Member Posts: 1,001

    Wouldn't say that Bamboozle needs a change. The perk is already braindead easy to use and carries a lot of killers that don't know how to mindgame Shack, jungle gyms and L and T walls. I see why they made the perk for God loops like Ironworks, but it's already a really strong perk with very little counterplay.

    Thrilling tremors sounds like a stronger version of Surge. Blocks generators AND regresses them for at least 20 seconds? Works on all gens on the map while Surge only works within your terror radius, your terror radius idea for Surge also really hurts Stealth killers or killers was lower movement speed. Only thing Surge does better than Thrilling in this case is that it works on gens survivors are working on. Though that quaranteed 6% regression is nothing against the 20% quaranteed regression from Thrilling.

    You've got some really interesting ideas. I like most of them, though Bamboozle doesn't need a buff and maybe you wanna rework Thrilling or Surge so they don't remind that much about each other.

  • UlvenDagoth
    UlvenDagoth Member Posts: 3,535

    I love these ideas. I wanna see what you do for survivor and could you think up some Legion changes and put them in my thread? (if you want)

  • Raven014
    Raven014 Member Posts: 4,188

    A lot of imagination here! I like it! However, my thoughts on each one:

    1. Bitter Murmur: That would pair too much with Noed and survivor mains would complain.
    2. Couloraphobia: I really like this concept... but part of me wishes that it persisted until fully healed (if injured only). That way there'd be an alternative to Sloppy.
    3. Distressing: I like the concept of this rework. It diorients survivors in the TR, but it makes it so they know when to be cautious. Might be a bit jarring though with the music, but I like the concept.
    4. Furtive Chase: If it also limited your red stain in a chase, then I'd run this perk, but it's good in builds that are meant to punish the obsession...
    5. Hangman's Trick: part of the problem is that it's effectis so minor / only works for one killer. This perk needs more utility, such as, maybe, the unhooked survivor suffers from mangled effect until they're healed. Idk, just an idea.
    6. H:HG: It's purpose is to make cleansing a gamble for survivors. I'd say it needs no change.
    7. H: HL: This absolutely needs a buff. This buff could work perfectly... if it also didn't let you know HL is active until after 2nd hook, which you should recognize by that time.
    8. Insidious: Standing still is detrimental in any game of DBD. Giving the killer another reason to go away would make camping less viable. I like this change.
    9. Iron Maiden: I think of this as the counter to a BBQ counter. It's supposed to be a tracking perk, as well as a "Make the survivor afraid for a few seconds" perk. I don't think it needs much change, if any at all.
    10. Monstrous Shrine: I think this perk needs to be taken away and made base kit for all killers.
    11. Overcharge: That's a good change, since it's easy to hit one difficult skill check if you expect it, but not so easy to hit two in a row.
    12. Remember Me: I like the reversion, since that incentivises you to not tunnel. Now it just forces you to tunnel them if you want to guarantee it to work, since at 4 stacks, that's two to down initially, then down after for second hook, then down after for 3rd hook and you've got max stacks. I disagree that it shouldn't work if the hatch closes though, since the obsession can actually change.
    13. Shadowborn: I have no idea how to buff it. I'm not sure about your idea either. I just can't really say anything about this.
    14. Spies from the Shadows: This perk is in a much better spot than it used to be. It's a decent information perk if you don't have TT or BBQ, and it makes sense lore wise.
    15. Territorial Imperative: Otz has shown how it can be very useful... but it still remains very situational overall. If I were to give it a buff, I would just remove the cooldown since there is no reason for it... or make it not have a range limit.
    16. Thanata: I've seen disgusting builds with this perk, so buffing this might not be a good idea. If you're doing well as killer, they shouldn't be healing so much. Put thanata with Sloppy and it's a d*mned if they do, d*mned if they don't situation.
    17. Thrilling Tremors: This is purely an information perk. It's to let you know if a gen is being worked on or not. It does it's job well, and needs no change.
    18. Tinkerer: The only reason we have the version we have now is because the Devs didn't want to code everything to work with the previous one. I'd rather have the old Tinkerer than the one we have now.
    19. Unrelenting: I would rather have it allow you to break pallets with your main attack instead of not lose bloodlust.
    20. Bamboozle: This perk is designed to help force pallets down faster, since windows will be unavailable... as well as ending chases faster. I think it needs no change.
    21. Fire Up: No change is necessary except than maybe a buff to the numbers.
    22. Beast of Prey: On console, it's the poor man's BBQ (for BP gain) and helps with mindgames. I don't think it needs a buff, since people can make it work... that being said, I have no idea how to buff it.
    23. Deerstalker: That is a nice QOL change.
    24. Iron Grasp: I think it needs no change. I know Agitation is free too, but sometimes you need your actions to be more controlled instead of faster. This also helps if you don't have Mad Grit, since it allows you to hit 1 more survivor.
    25. Overwhelming Presence: I like this change. Most people aren't worried by OP just because of how little it affects them. Now they would worry.
    26. Surge: I think this is fine for the most part. It already synergizes with Survellance, and I assume it'll work with Overcharge (Have to test that though).
    27. Cruel Limits: Maybe just make it 32 meters of a gen instead, since that'll be ridiculous.
    28. Mindbreaker: That actually makes that perk justified in it's existence. I like that change.

    A lot of these are pretty good, but some just don't work for me. Idk. just my thoughts.

  • Raven014
    Raven014 Member Posts: 4,188

    Iron Maiden already does that for Huntress. It's why it's not an unusual perk for her to have.

  • UlvenDagoth
    UlvenDagoth Member Posts: 3,535

    Hangman's Trick.... really should just add barbs to the hook too, like slow down unhooks?

    Never understood how it was so easy to get them off the hook, and why there was no barbs, but that's just from the lore side. I get it gameplay wise.

    I like alot of these changes, Thrilling and Surge combo is scary on some Killers...

  • Karltastisk
    Karltastisk Member Posts: 529

    I have made two actually i can post them in your thread ;P

  • UlvenDagoth
    UlvenDagoth Member Posts: 3,535

    https://forum.deadbydaylight.com/en/discussion/93454/the-one-stop-shop-for-legion-ideas-come-on-in-and-take-a-look/p1

    Come on by and take a look! If you have an idea that keeps the "Rush Down" playstyle (Or blitz attack... you know what I mean. The Legion feel) i'd love to see it there!