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Buffing Some Weaker Killer Perks

Rezblaze
Rezblaze Member Posts: 843
edited October 2019 in Feedback and Suggestions

Simple thread. These are just for killers because I play mostly Killer and I don't wanna spend all day going through ALL perks. Lets get to it:


BLOOD WARDEN:

  • Have Blood Warden activate before the exit gates are opened. Its already niche enough to have to down someone before they escape, but also hooking them only punishes radically altruistic survivors. Make it so that, once all gens are done, Blood Warden activates, but does not start ticking down until after the gates are opened. This will make Blood Warden a little less niche and a strong late-game perk rather than one that works once every half century. This also synergies better with Remember Me, as instead of having to wait for the gates to open (which Remember Me makes the exit gates take longer, remember) before hooking, you can hook while Remember Me is keeping them busy, and then they're hit with Blood Warden.


OVERCHARGE:

  • Instead of having Overcharge only activate for the NEXT skillcheck, have Overcharge be in effect for however long a generator has been regressing for. So if a generator that's been kicked with the Overcharge perk is regressed 10%, then for the next 10% of the generator's progress, every skillcheck will be tremendously difficult. This will cap at 15% generator progress. After five missed skill checks, or after the generator is repaired past the amount of regression Overcharge is applied, Overcharge ends. This makes it so the perk is far more useful; instead of a one-time use, it has tons of uses, if the generator is kept regressing, meaning survivors are forced to really get up and touch regressing generators before it gets too difficult to complete quickly.


DARK DEVOTION:

  • Good perk, but needs to be longer. Maybe ten seconds longer. This perk actively encourages switching targets, but for a thirty second timer, that's not very much time on some maps to hit, disengage, then find an entirely new target. I'd say 30/35/40 is a good amount to have for the perk.


MINDBREAKER:

  • Increase its passive effect to 4/5/6 seconds of exhaustion and make its effect last for the whole duration of a generator, not 50%. This perk is too reliant on a survivor already being exhausted.


MONSTEROUS SHRINE:

  • Along with its current benefits, allow for it to also spawn a second basement for the killer to use. This will make it less niche and actually have use beyond the off chance that you may down someone near a basement. If there's two in separate locations on the map, that allows more synergy with Iron Grasp and/or Agitation to drag someone's ass down there and actually let the Basement do its thing.


SPIES FROM THE SHADOWS:

  • Allow it to be map-wide, or at least a very very large radius. If it isn't the case already, make it so survivors cannot disturb birds while crouching (forgot if its a perk for crouching or walking) to balance this, because being aware of crows is part of the Survivor's thing.


SURGE:

  • Make it tied to the killer's terror radius. This way, it can develop synergy with other perks, like Distressing or Monitor and Abuse. This isn't really much of a buff, as some killers have a lower terror radius or no terror radius.


MAD GRIT:

  • Allow Mad Grit to increase the amount of struggle required and the speed by a small percent (like, 5%) and make it able to stack with Iron Grasp and/or Agitation. Sure, it's a meme build, but its better than the place where its at.


HANGMAN'S TRICK:

  • Make Entity progress 15% faster on ALL hooks along with its current benefits.


PREDATOR, BLOODHOUND:

  • Literally just remove them.


Post edited by Rezblaze on

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