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Other Perk Reworks
I really like the recent perk reworks the devs made. It made a lot of weak perks more fun. However, there are a couple of other perks that I think need a rework. But give your opinion wither these are good reworks or bad. The Bold parts are the reworks.
Surveillance-
Original: Unlocks potential in one's Aura reading ability. The last 1 regressing Generator's / 2 regressing Generators'/ 3 regressing Generators' Aura(s) are indicated in white to you for 16 seconds.
Rework: Unlocks potential in one's Aura reading ability. The last 1 regressing Generator's / 2 regressing Generators' / 3 regressing Generators' Aura(s) are indicated in white to you for 45 seconds.
Slippery Meat-
Original: You have developed an efficient way to get out of Bear Traps and Hooks. Grants up to 1/2/3 extra escape attempts on the Hook. The odds of freeing yourself from Bear Traps are increased by 15/20/25 %
Rework: Grants up to 1/2/3 escape attempts on the hook without costing progress. The odds of freeing yourself from Bear Traps are increased by 15/20/25 %. The odds of freeing yourself from Hooks are increased by 9/12/15 %
Monstrous Shrine-
Original: Your fervent care of the hooks found in the Basement has aroused the Entity's interest. The Basement Hooks are granted the following bonuses:
- 3/6/9 % faster Entity progression.
- 5/10/15 % increased difficulty on escape attempts.
- 3/6/9 % increased penalty to escape fails.
Rework: Your fervent care of the hooks found in the Basement has aroused the Entity 's interest. The Basement Hooks are granted 10/15/20 % faster Entity progression. Perk is only active while 32 meters away from the basement.
Left Behind-
Original: You'll get the job done... No matter the cost. If you are the last person remaining in the trial, for each Generator that needs to be repaired, gain a 19/22/25 % bonus to Repair speed.
Rework: You'll get the job done... No matter the cost. If you are the last person remaining in the trial, for each Generator that needs to be repaired, gain a 19/22/25 % bonus to Repair speed. You're instantly healed one health state and gain 100% more Bloodpoints in all categories for each generator complete during this time.
Insidious-
Original: Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 metres and thus become stealthy until you move or act again.
Rework: **Every 20 seconds while not in a chase, you receive a token. For every 20 seconds during a chase, you lose 1 token. For each token, your terror radius is reduced by 4 meters. Max amount of tokens is 2/3/4. **
Blood Warden-
Original: Once per match, once at least one Exit Gate is opened, hooking a Survivor summons The Entity to block the exits for all Survivors for 30/40/60 seconds. While Blood Warden is active, Auras of Survivors located within the Exit Gates are revealed to you.
Rework: Once per match, once at least one Exit Gate is opened, hooking a Survivor summons The Entity to blocks the exits for all Survivors for 60/80/100 seconds. While Blood Warden is active, Auras of Survivors located within the Exit Gates or opening the exit gates are revealed to you.
If I missed any perks you think should be reworked or you have something to add, let me know down below.
Comments
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I just about loved all these except for insidious, not because I hate it (although I would probably change the 20 second thing) both because that would make more sense for a rework to beast of prey, which is just as useless as monstrous shrine right now, if not more so.0
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@Dr_doom_j2 said:
I just about loved all these except for insidious, not because I hate it (although I would probably change the 20 second thing) both because that would make more sense for a rework to beast of prey, which is just as useless as monstrous shrine right now, if not more so.Yeah I have to agree about insidious. I had all the other rework ideas and then I forgot about insidious so I threw an idea in. But I do agree Insidious is pretty useless the way it is now.
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tbh i love everything but I think monstrous shrine should reward you for each person hook in the basement too. For example, if you have 3 people hook at the same time, you have the choice to insta sac one of the three. or you know even more sacrifice speed.
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I think the faster sacrifice speed per survivor is a good idea. The insta sac sounds like too much. Plus you have to remember it is somewhat hard to hook survivors in the basement.
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Also, they need to add a visual timer for the Killer on Blood Warden... Just to help them plan a little bit more. Just have it be the same timer you see for perks like Pop Goes the Weasel or Make your Choice, where it's on the perk itself.
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@FallenRanger0 said:
Also, they need to add a visual timer for the Killer on Blood Warden... Just to help them plan a little bit more. Just have it be the same timer you see for perks like Pop Goes the Weasel or Make your Choice, where it's on the perk itself.100% Agree.
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I think Blood Warden should only show your aura after opening the door. While opening the door it is too op IMO.0
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@Twix said:
I think Blood Warden should only show your aura after opening the door. While opening the door it is too op IMO.What about a certain range then? Like only at 24/28/32 meters do you see their auras opening the gate.
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CL4P_TRAP_ER said:
@Twix said:
I think Blood Warden should only show your aura after opening the door. While opening the door it is too op IMO.What about a certain range then? Like only at 24/28/32 meters do you see their auras opening the gate.
Keep in mind that it would no longer need for the killer to hook someone, it would be up as soon as the 5 genes get completed and the exit gates are opened.
Also, why should the killer see me opening gate if BW only activates after the exit door has been opened?0 -
CL4P_TRAP_ER said:
Slippery Meat-
Original: You have developed an efficient way to get out of Bear Traps and Hooks. Grants up to 1/2/3 extra escape attempts on the Hook. The odds of freeing yourself from Bear Traps are increased by 15/20/25 %
Rework: Grants up to 1/2/3 escape attempts on the hook without costing progress. The odds of freeing yourself from Bear Traps are increased by 15/20/25 %. The odds of freeing yourself from Hooks are increased by 9/12/15 %
Without any luck offerings or perks, you have a 4% to kobe in 1 attempt. Now with 3 attempts you'll have a 11.5264% to kobe in 3 attempts with a 4% chance. Now with slippery but with no other luck perks or offerings, you'll now have a 19% chance to kobe at tier 3 Slippery Meat with 1 attempt. Now with 6 attempts with tier 3 Slippery Meat... Oh lord... you'll have a 71.757046% to kobe in 6 attempts. Now let's add Up The Ante, this is gonna get juicy! With 3 tokens on Up The Ante tier 3 and Slippery Meat tier 3, you'll have a 28% chance to kobe in 1 attempt. Now let's get to the juicy part, in 6 attempts you'll have a 86.068593% to kobe. I would definitely run Slippery Meat + Up The Ante with your rework because basically I'm getting a free kobe and making my survivor team not waste time trying to save me when they can be on generators.0 -
@Twix said:
That’s still pretty broken, because you need to open the exit gate to see Blood Warden up and as soon as the killer spots you, you’re pretty much dead cause there’s no way you’re surviving 100 seconds of BW.
That's true. How's this sound? Rework: Once the exit gates are powered, The Entity to blocks the exits for all Survivors for 45/60/75 seconds.
Also, why should the killer see me opening gate if BW only activates after the exit door has been opened?
The perk would activate after the exit gates would be powered. I should have been more specific with that. And I forgot to mention that all survivors receive a notification that this perk is active once the exit gates are powered. Much like Unnerving presence and Coulrophobia.
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@Nickenzie said:
Without any luck offerings or perks, you have a 4% to kobe in 1 attempt. Now with 3 attempts you'll have a 11.5264% to kobe in 3 attempts with a 4% chance. Now with slippery but with no other luck perks or offerings, you'll now have a 19% chance to kobe at tier 3 Slippery Meat with 1 attempt. Now with 6 attempts with tier 3 Slippery Meat... Oh lord... you'll have a 71.757046% to kobe in 6 attempts. Now let's add Up The Ante, this is gonna get juicy! With 3 tokens on Up The Ante tier 3 and Slippery Meat tier 3, you'll have a 28% chance to kobe in 1 attempt. Now let's get to the juicy part, in 6 attempts you'll have a 86.068593% to kobe. I would definitely run Slippery Meat + Up The Ante with your rework because basically I'm getting a free kobe and making my survivor team not waste time trying to save me when they can be on generators.
The chance of getting off the hook doesn't increase every time you try to attempt to get off the hook. Each attempt to get off the hook has a 4% chance of succeeding. By using Up the Ante tier 1/2/3 you then have a 5% - 17% chance of getting off the hook. Depending on how many survivors are alive. (I don't know that exact percentage that luck increases for your attempt chance but DBD wiki said that luck "increases a Survivor's chances of increases the chance of unhooking oneself from a Hook". So it seems the percentage just adds on.) If you only used Slippery Meat, you'd have a 13%/16%/19% chance of getting off per attempt. And it's true, having 3 more attempts would make this even easier to achieve. But it's OK to have this probability. Why? Because having a free "Get out of Entity Jail" free card is still the same as a survivor taking you off a hook. As a killer main I feel bad for survivors only having a 4% chance of getting off. Plus you have to remember that this part of the perk is only active during the first sacrifice phase. I hope that this helped make it a bit clear.
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@CL4P_TRAP_ER said:
@Twix said:
That’s still pretty broken, because you need to open the exit gate to see Blood Warden up and as soon as the killer spots you, you’re pretty much dead cause there’s no way you’re surviving 100 seconds of BW.
That's true. How's this sound? Rework: Once the exit gates are powered, The Entity to blocks the exits for all Survivors for 45/60/75 seconds.
Also, why should the killer see me opening gate if BW only activates after the exit door has been opened?
The perk would activate after the exit gates would be powered. I should have been more specific with that. And I forgot to mention that all survivors receive a notification that this perk is active once the exit gates are powered. Much like Unnerving presence and Coulrophobia.
I can definitely side with that then. I do agree that needing to hook someone is a big nerf to BW, if they rework it this way I'm sure many people would definitely run it (along with noed) which in a way would help slow games down since people would focus on getting totems as well and it could be fun to play against a killer with BW.
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your slippery meat rework is broken xd. You either remove the extra unhooks for free/make em less or just don't add the extra %to escape. It was changed from that and it only had 0/0/5%.
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Just updated an Insidious idea.
Rework: Every 20 seconds while not in a chase, you receive a token. For every 20 seconds during a chase, you lose 1 token. For each token, your terror radius is reduced by 4 meters. Max amount of tokens is 2/3/4.0