Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
Perks Buff Suggestions:
SURVIVOR PERKS:
Lightweight:
- Scratch Marks stay visible 1/2/3 seconds less than normal.
- Your Footsteps noises are reduced by 50/75/100 %.
Iron Will:
- Grunts of pain caused by injuries are reduced by 50/75/100 %.
- Overcome the urge to scream.
Calm Spirit:
- 100% of the time, Crows within a range of 20/28/36 metres are not alerted by any survivor.
- Other's Survivors within a range of 8 metres from you:
-Are not affected by terror ratius based perks/addons.
-Their grunts of pain caused by injuries are reduced by 100 %.
-Overcome their urge to scream.
- This effect persists on other Survivors for 15 seconds after leaving Calm Spirit's range.
Hope:
- For each Generator completed, gain 2/3/4 % Haste Status Effect for 10 seconds.
- As soon as the Exit Gates are powered, you gain a 5/6/7 % Haste Status Effect for 120 seconds.
No One Left Behind:
- For each Generator completed, gain a stack-able 6/8/10 % buff to the Unhooking speed.
- Once at least one Exit Gate has been opened, gain 50/75/100 % more Bloodpoints for actions in the Altruism Category.
Lithe:
- When Lithe is active, medium-vaults become fast vaults, after performing a rushed vault, break into a sprint at 150 % of your normal running speed for a maximum of 3 seconds.
- Causes the Exhausted Status Effect for 60/50/40 seconds.
- Lithe cannot be used when Exhausted.
Alert:
- The killer noises are 25/25/50 % louder to you (Footsteps/Breathing/Vaulting/Breaking/Opening Lockers/Placing Traps/Hits/Charging Powers/Etc.)
- When the Killer performs a break action, their Aura is revealed to you for 3/4/5 seconds.
Diversion:
- Standing within the Killer's Terror Radius while not in a Chase for 30 seconds, you gain a Token up to a maximum of 1/2/3 Tokens.
- Press the Active Ability button while crouched and motionless to throw a pebble, which creates a loud noise notification for the Killer at a distance of 20 metres.
Inner Strength:
- Each time you cleanse a totem gain a Token up to a maximum of 5 Tokens.
- While hiding inside a locker for 10/9/8 seconds when in the injured state or afflicted by Deep Wound status effect, consume 1 Token and automatically heal you one Health state.
- Inner Strength does not activate if you are afflicted by the Broken status effect.
- Inner Strenght can only be triggered once every 60/50/40 seconds.
Poised:
- After a Generator is completed, you leave no Scratch Marks for 6/8/10 seconds.
- When completing a Generator it don't create the "Generator Fixed Bubble" to the killer.
KILLER PERKS:
Insidius:
- Grants the Undetectable Status Effect after standing still for 4/3/2 seconds and until you are moving again.
- Increase the duration of any Undetectable Status Effect by 20/25/30 %.
Predator:
- Scratch Marks left by Survivors will spawn slightly/moderately/considerably closer together.
- Survivors Step noises are 25/25/50% louder.
Hex: The Third Seal:
- Hitting a Survivor with a Basic Attack while the Hex Totem is active applies the Blindness and the Oblivious Status Effects.
- These effects applies to the last 2/3/4 Survivors hit.
Overcharge:
Damaging a Generator overcharges it:
- The next Survivor interacting with it will be faced with a difficult Skill Check.
- Failing or stop repairing results in an additional Progression loss of 6/7/8%.
- Succeeding the Skill Check does not grant any bonus Progression.
- The Generator regresses 10 % faster.
Hex: Huntress Lullaby:
- Survivors receive an extra 2/4/6 % regression penalty when missing any Skill Check.
- Survivors had to do 4 Skill Checks to clease a Totem, fail any of them reset the cleanse bar completely.
- Each time a Survivor is hooked, Huntress Lullaby grows in power:
1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
5 Tokens: No Skill Check warning
Territorial Imperative:
The Aura of any Survivor inside the Basement when you are at least 32 metres away is revealed to you.
The following interactions will block the basement stairs by 15 seconds for that survivor.
Healing
- Unhooking other Survivors
- Search in Chest
Territorial Imperative has a cool-down of 120/100/80 seconds.
Remember Me:
- Each time you hit your Obsession, you increase the Exit Gate Opening time by 4 seconds up to a maximum of 12 additional/16 additional/20 additional seconds.
- Whenever a Exit Gate is not being opened by a Survivor, it will immediately and automatically regress.
- The Obsession is not affected by Remember Me.
- You can only be obsessed with one Survivor at a time.
Cruel Limits:
Each time a Generator is repaired:
- All Pallets/Exit Doors/Windows and vault locations within a radius of 24 metres from the completed Generator are blocked for all Survivors for the next 20/25/30 seconds.
Hex: Undying:
While Hex: Undying is active, Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you.
- When Hex: Undying is cleansed or blessed, transfers itself to an available Dull Totem.
- When another Perk's Hex Totem is cleansed or blessed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.
Hex: Haunted Ground:
While Hex: Haunted Ground is active, Survivors cleansing or blessing any Totem suffer from the Exposed Status Effect for 15 seconds.
After cleansing or blessing a Hex Totem, all Survivors suffer from the Exposed Status Effect for 40/50/60 seconds.
Coup de Grâce:
Each time a Generator is completed, Coup de Grâce grows in power and gains 1 Token. Consume 1 Token to increase the distance of your next Lunge Attack by 70/75/80 %.
Once the Exit Gates are powered, tokens also trigger Dying State.
Forced Penance:
Survivors who take a Protection Hit are inflicted with Broken, Oblivious and Incapacitated Status Effects for 40/50/60 seconds.
Removed cooldown from:
Blood Echo
Eruption
Jolt
Thrilling Tremors
Trail of Torment
Comments
-
I like current Autodidact more than your suggestion. It just needs higher skillcheck chances.
0 -
Autodidact increasing repairing speed? With green toolboxes and stuff? You want all 5 gens to melt in 3mins?
Also 13%?! i saw red rankers hitting great skill check like 90% of the time, with average of 3 skillchecks per gen (can be waaaay higher) it would be average of 39% of gen for free. Even with just a good skillcheck it would be 15% for free. Can we not? :)
Blood warden seems way too strong. Its like a better NOED because if there is no pallet near by survivor have no chance to loop the killer at all. Also if both gates would be blocked killer can just mindlessly camp the totem unless survivors just give up.
0 -
Autodidact increasing repairing speed? With green toolboxes and stuff? You want all 5 gens to melt in 3mins?
Also 13%?! i saw red rankers hitting great skill check like 90% of the time, with average of 3 skillchecks per gen (can be waaaay higher) it would be average of 39% of gen for free. Even with just a good skillcheck it would be 15% for free. Can we not? :)
Blood warden seems way too strong. Its like a better NOED because if there is no pallet near by survivor have no chance to loop the killer at all. Also if both gates would be blocked killer can just mindlessly camp the totem unless survivors just give up.
0 -
also, No Mither and Lucky Break don't should spawn Blood Orbs
1 -
Oh yeah, those Autodidact numbers are a bit too high.
0 -
I would like to see a tiny buff to Dark Devotion, from 40 seconds to 50 seconds.
0 -
any ideas? XD
1 -
All are pretty good except autodidact should stay with only change being increased skill check chances.
0 -
A few of these survivor perks are way too strong....lightweight chief among them..footsteps should never be deafened or tempered with..they are far too important as the current patch is proving
0 -
Very good ideas, put in DBD
0 -
Diversion:
- Standing within the Killer's Terror Radius while not in a Chase for 20 seconds, you gain a Token up to a maximum of 1/2/3 Tokens.
- Press the Active Ability button while crouched and motionless to throw a pebble, which creates a loud noise notification for the Killer at a distance of 20 metres.
Autodidact
While healing other survivor:
- You can't perform a great skill check.
- Start with -25%
- Gain a maximum of 3/4/5 token. Each token give you a 15% skill check proggresion
- Skill checks trigger odds are increased by 10%.
0 -
much better now xd i love add new changes every ptb
0 -
Calm spirit changes is a flat out nerf, while Iron will would make it more prevalent than it already is. You are basically putting two perks in one, and both are decent on their own.
Thrill shouldn't be a hex perk. It isn't strong enough to be one.
Huntress skill checks should affect all skill checks (including pig boxes, and any other action with skill checks).
Third Seal Buff: Make survivors oblivious when the hex is applied.
Retribution buff: make the auras happen whenever a totem is broken.
Discordance buff: when you are in the killers terror radius, you will gain tokens back, up to a maximum.
0 -
tnx to remember me retribution, added to my list xd
0 -
Iron Will and Inner Strength do not need buffs, they're both extremely powerful perks. You suggestion for Calm Spirit would also make it extremely powerful, if not the strongest, aura reading perk for survivor. Lightweight is a good idea, however it should only be implemented when sounds aren't already bugged.
0 -
any opinion about the changes suggestions to the demogorgon or oni perks?
Post edited by Yogerman1997 on0 -
edited and deleted some of them
Post edited by Yogerman1997 on0 -
I like all the changes :D
0