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Other Perk Reworks

CL4P_TRAP_ER
CL4P_TRAP_ER Member Posts: 114
edited August 2018 in General Discussions

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.

Post edited by CL4P_TRAP_ER on

Comments

  • Dr_doom_j2
    Dr_doom_j2 Member Posts: 869
    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.
  • CL4P_TRAP_ER
    CL4P_TRAP_ER Member Posts: 114

    @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.

  • CL4P_TRAP_ER
    CL4P_TRAP_ER Member Posts: 114

    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.

  • FallenRanger0
    FallenRanger0 Member Posts: 26

    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.

  • CL4P_TRAP_ER
    CL4P_TRAP_ER Member Posts: 114

    @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.

  • Twix
    Twix Member Posts: 235
    I think Blood Warden should only show your aura after opening the door. While opening the door it is too op IMO.
  • CL4P_TRAP_ER
    CL4P_TRAP_ER Member Posts: 114

    @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.

  • Twix
    Twix Member Posts: 235

    @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.

    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. 

    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?
  • NMCKE
    NMCKE Member Posts: 8,243

    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 %

    I like all of them but the Slippery Meat perk rework because those numbers are really strong and can be a drastic for the killer. I'll use some basic probability math to demonstrate why.
    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.
  • CL4P_TRAP_ER
    CL4P_TRAP_ER Member Posts: 114

    @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.

  • CL4P_TRAP_ER
    CL4P_TRAP_ER Member Posts: 114

    @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.

  • Twix
    Twix Member Posts: 235

    @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.

  • Milo
    Milo Member Posts: 7,383

    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%.

  • CL4P_TRAP_ER
    CL4P_TRAP_ER Member Posts: 114

    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.