Perk Idea: Keep It Moving

The determination to reach otherwise impossible feats unlocks potential in one's aura reading ability.

You can see the aura of all of survivors that have been chased for 30 seconds without escaping the killer's terror radius in a 32 meter range.

While in a chase, all survivors within a 32 meter range can see your aura.

If you have been chased for a total of 60 seconds and you have not escaped the killer's terror radius, your aura is concealed to the killer.

This perk is destined to receive changes if necessary.

Comments

  • I think of this as a very good counter to tunneling. In a sense, it's supposed to tell all other survivors to get stuff done while the killer is distracted.

  • @Hanselpup said:

    The determination to reach otherwise impossible feats unlocks potential in one's aura reading ability.

    Increases your chances of becoming the killer's obsession.

    You can see the aura of all of survivors that are in a chase in an infinite range. This effect lasts for 5 seconds after the chase ends.

    While in a chase, all survivors within a 24 meter range can see your aura. If you are the obsession, this range is infinite.

    Your aura will be revealed to the killer while you are in a chase.

    It's not a bad idea but it should be built in NOT a perk. Stats show a 4 man SWF has a 50% survival rate--perfectly balanced, as all things should be.

    So all the devs need to do is buff solos with built in help like this until solos reach 50% survival rate and the game will be balanced.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/107727/perk-idea-keep-it-moving

    It's not a bad idea but it should be built in NOT a perk. Stats show a 4 man SWF has a 50% survival rate--perfectly balanced, as all things should be.

    So all the devs need to do is buff solos with built in help like this until solos reach 50% survival rate and the game will be balanced.

    True, but the same could be said with other perks like Decisive Strike. It's a go-to perk that you can only get by buying DLC, and that's lame.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/107727/perk-idea-keep-it-moving

    It's not a bad idea but it should be built in NOT a perk. Stats show a 4 man SWF has a 50% survival rate--perfectly balanced, as all things should be.

    So all the devs need to do is buff solos with built in help like this until solos reach 50% survival rate and the game will be balanced.

    Although i could agree some perks should be built-in, I doubt that will happen.


    Other than that it seems like a pretty good idea for a perk. But it loses A LOT of its power when you're not the obsession. I would just work with these numbers (and make infinite, 128 meters instead because BHVR said so)

  • I believe having this perk in the game will greatly punish killers that tunnel, and motivate survivors to use their time more wisely. Nobody likes to get chased for 5 gens and both gates, right?

  • It punishes killers for doing their job and the punishment is too big. Not every killer chasing survivor for more than 30 seconds tunells, sometimes they just struggle to hit them because they are at the strong jungle gym, or eat pallets the whole time. Also you get too much information for very easy to fullfill condition and you can share this with other survivors. It's a "No" from me.

  • @inferjus said:

    It punishes killers for doing their job and the punishment is too big. Not every killer chasing survivor for more than 30 seconds tunells, sometimes they just struggle to hit them because they are at the strong jungle gym, or eat pallets the whole time. Also you get too much information for very easy to fullfill condition and you can share this with other survivors. It's a "No" from me.

    I'm not saying this needs to be in the game, and I'm still trying to balance it to seem fair. Although, thanks for your input.