Let's Play A Game: Rework an Underused Perk

I'll start

Slippery Meat:

*For each Safe unhook you gain a token up to a max of 3. For each token you have the speed at which you unhook yourself or another surivor is increased by 15%. Each time you are hooked you lose 1 token.

*When you successfully unhook another Survivor you gain the Endurance Status effect for 3 seconds.

😀

Tagged: Trusted

Comments

  • Slippery Meat: Reduces the time the killer can carry you by 3%/5%/8%

    Monstrous Shrine: Hooks in the basement keep the same as before, but hooks elsewhere work with the same effect, minus 1%.

    Hex:Thrill Of The Hunt: All totems alert the killer when work is started on them.

    Up The Ante: Ace's luck rubs off on others. When Ace heals a survivor 1 health state (no matter how healed they were), he gains 1 token. On the third token, that survivor healed gains a random effect for a period of time: Haste 3%; 20% chance of jumping off hook; 2% speed to generator; blocks killer from seeing aura one time when a perk would otherwise activate it; sees the position of a random objective (gen/totem/gate/chest); one time use of invincibility when hit whilst vaulting.

  • Hex: Huntress Lullaby:

    A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.

    All Survivors begin the trial with 3° smaller FOV.

    For each Hook Action, Huntress Lullaby grows in power and gains a token.

    For each token Huntress Lullaby has, the Survivors suffer from an additional 3°/3.5°/4° smaller FOV, up to a maximum of 15° smaller FOV.

    "That song, it drives me crazy!"


    I think having a Killer perk that hinders Survivor FOV would be interesting, and could be amazing on Killers like Ghostface and Myers where you can see them, but they can't see you.


    Premonition:

    You have the undeniable capability to sense danger.

    When the Killer enters a 32/28/24 metre range of you, Premonition activates for 30 seconds.

    While Premonition is active, all pallets, windows and lockers within a 16 metre range are revealed to you via a yellow aura.

    Lockers that other Survivors are currently hiding in are revealed to you via a white aura.

    After Premonition's duration runs out, Premonition goes on cooldown for 30 seconds.

    "I have a bad feeling about this!"


    I guess this is arguably just Windows Of Opportunity but slightly different, but the addition of lockers also could make it useful on Quick And Quiet and Head On.

  • Autodidact

    Gain a 50/75/100% bonus to all Bloodpoint gains, up to a maximum of 100%.

    Become unable to view the HUD.

    The bonus Bloodpoints are only awarded post-trial.


    So you can't see Status Effects, your Perks, which Perks affect you, Survivor status, etc.

    Skill Checks are an exception, but interaction progress bars are not.

    Auras are also still visible, i don't want this Perk to disable tons of other Perks.


    Why?

    Autodidact - A self-taught person.

    This Perk would test your skills at knowledge of the game.


    I specifically made it say "a maximum of 100%", just like We're Gonna Live Forever, so that you can't stack them.

    I'm not gonna allow that in my idea until the devs come out with another bonus BP Perk of their own and allow it to stack with WGLF.

  • @Boss said:

    Autodidact

    Gain a 50/75/100% bonus to all Bloodpoint gains, up to a maximum of 100%.

    Become unable to view the HUD.

    The bonus Bloodpoints are only awarded post-trial.

    So you can't see Status Effects, your Perks, which Perks affect you, Survivor status, etc.

    Skill Checks are an exception, but interaction progress bars are not.

    Auras are also still visible, i don't want this Perk to disable tons of other Perks.

    Why?

    Autodidact - A self-taught person.

    This Perk would test your skills at knowledge of the game.

    I specifically made it say "a maximum of 100%", just like We're Gonna Live Forever, so that you can't stack them.

    I'm not gonna allow that in my idea until the devs come out with another bonus BP Perk of their own and allow it to stack with WGLF.

    It's like No Mither if No Mither rewarded you for using it. 😄

  • Buckle Up: In addition to its existing effects, downed survivors within a 8m radius of you will be able to pick themselves up off the ground. This deactivates if you are downed.

  • @metalklok said:

    Trail of Torment

    After kicking a generator gain undetectable for 10/20/30 seconds

    no cooldown

    There has to be a cool-down, if not then stealth reliant killers would take to the bench, and you could essentially be undetectable for the whole game if you play it right.

  • @TransverseCaster said:

    *Heroes*

    1) Hex:Huntress Lullaby does not appear active until 1 token is accrued.

    2) Hex:Devour Hope does not appear active until 1 token is accrued.

    3) Cruel Limits blocks vault/windows for 32 meters (up from 24 meters) for up to 30 seconds.

    4) Predator holds visual alerts for two additional seconds in addition to allowing scratch marks to spawn closer together. The visual alert cues work for other perks therefore BBQ would now hold for 6 seconds instead of 4s, I'm All ears would hold for up to 8 seconds instead of 6s, etc.

    5) Zanshin Tactics could use some kind of boost. Perhaps improving vault speeds 15% or so? Pallet breaking 15% quicker? I'm not sure.

    6) Territorial Imperative should have no minimum range gate. I don't know why it does. It still won't be popular after this buff.

    7) Hangman's Trick should double the sabo time.

    8) Beast of Prey should activate whenever entering a chase to remove red stain, not just waiting for bloodlust. This would make it usable.

    9) Hex: The Third Seal does not appear active until it is active on at least 1 target.

    10) Blood Echo should take effect when downing a survivor, giving exhaustion and hemorrhage when you are more likely to be switching targets, rather than having to hook someone to activate it.

    11) Mad Grit should increase lunge while someone is on your back. This guarantees that body blocking becomes a poor play to make(which survivors should not be incentivized to make in the first place).

    12) Tinkerer should give the notification at 80% gen completion instead of 85% gen comp. The reason is because some maps are difficult to traverse like Lery's or just too big like Red Forest. This perk is essentially only for Freddy, Billy, and Demogorgon anyways.

    13) Dying Light should incur no additional healing or dehooking bonus for the obsession.

    14) Distressing should give a mild haste bonus. 3-5% should be fine. This allows it to be used in addition to Terror Radius perks and makes up for the early warning survivors are getting.

    15) Hex:Retribution should be extended to give visibility for 15 seconds.

    16) Iron Grasp should be extended from a maximum of 12% to 15% in addition to reducing wiggle struggle.

    17) Brutal Strength needs a slight percentage buff. Play testing would decide. I'm not sure what that number looks like.

    18) Haunted Grounds should activate one of the unused hexes every 60 seconds (not replacing any unactive hexes used, so an inactive NOED or Devour Hope will not be replaced). The effect is the same, but with more usage than the current HG.

    19) Make Your Choice minimum range gate should be reduced to 24 meters. Effect for exposing stays the same.

    20) Thanatophobia incurs up to 4% per injured/downed/hooked survivor but doubles for each killed survivor. This makes sense because lore wise it increases the fear of death, doesn't degenerate as you continue to play but improves, and when you get down to one survivor anyways they're not trying to heal or complete gens-they're looking for hatch- so that 24% is a scary number but the last surv isn't trying to pop gens. In duos where two are dead and two are injured they would be looking at 24% uptime and that's fair. Alternatively, rebalance the percentages to reflect that marginal difference it has on healing and the much more potent effect it has on generators.

    21) All perks involving obsessions should give you a means to figure out who your obsession is as you're chasing them, not after you squander time chasing the wrong target.

    22) Hexes should take slightly longer by default to break.

    23) Perks that punish bodyblocking need to be introduced(if not just an outright mechanic). The one slated to release with Pyramid Head is a waste. Bodyblocking is an offensive tactic and should not be used by survivors.

    24) Iron Maiden should expose a target for 30 seconds. Possibly more. 15 seconds is nearly useless, particularly if they have a pallet or vault or window or meatshield to bodyblock nearby.

    25) A perk needs to be introduced that summons the entity to maim survivors who teabag at exit gates. I would not only reinstall but purchase a DLC for this one item.

    I see what ya did there UwU

  • @Aneurysm said:

    Remember me:

    - for every lit or dull totem left standing by the time the last generator is completed, the EGC timer will be reduced by 15%.

    - exit gate switches regress

    Too reliant on totems, which can easily be destroyed

  • Hex: Devour Hope doesn't appear til 3 stacks so it's ok

  • @Vox_Nocturne said:

    Slippery Meat: Reduces the time the killer can carry you by 3%/5%/8%

    Monstrous Shrine: Hooks in the basement keep the same as before, but hooks elsewhere work with the same effect, minus 1%.

    Hex:Thrill Of The Hunt: All totems alert the killer when work is started on them.

    Up The Ante: Ace's luck rubs off on others. When Ace heals a survivor 1 health state (no matter how healed they were), he gains 1 token. On the third token, that survivor healed gains a random effect for a period of time: Haste 3%; 20% chance of jumping off hook; 2% speed to generator; blocks killer from seeing aura one time when a perk would otherwise activate it; sees the position of a random objective (gen/totem/gate/chest); one time use of invincibility when hit whilst vaulting.

    Maybe just endurance instead of gen speed

  • @Star99er said:

    I'll start

    Slippery Meat:

    *For each Safe unhook you gain a token up to a max of 3. For each token you have the speed at which you unhook yourself or another surivor is increased by 15%. Each time you are hooked you lose 1 token.

    *When you successfully unhook another Survivor you gain the Endurance Status effect for 3 seconds.

    😀

    The requirement should be a different task from performing. As every safe unhook, you gain a token for the next unhook. And that will keep running in circle. Make stack pointless.

  • Yeah, quite possibly! In fairness the Ace perk luck booster things I just spewed out on the spot, but I like that roulette approach to helping others with a random mini-boost.

  • @Vox_Nocturne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344695#Comment_1344695

    Yeah, quite possibly! In fairness the Ace perk luck booster things I just spewed out on the spot, but I like that roulette approach to helping others with a random mini-boost.

    I honestly think they should add more Luck mechanics in the game for both survivor and killer, cause I like the Concept of Up The Ante but it's just too situational and has too little impact.

  • Coulrophobia; in addition to its current benefit, your Terror Radius lingers for an extra 15 seconds after leaving an area. This applies the perk's effect more widely, synergizes with other Terror Radius perks like Infectious & Dark Devo, and provides a fun way to confuse survivors.


    Thanatophobia: Injured survivors recieve an additional 25 percent penalty to healing other survivors. The goal here is to buff Thana without buffing Plague and encourage a playstyle of broad injury. If you're correctly utilizing a Thana playstyle of injuring everyone, healing becomes nightmarishly slow, but if there's a healthy person left to heal who you injured, the additional penalty can be ignored completely.

  • @SewerSwans said:

    Coulrophobia; in addition to its current benefit, your Terror Radius lingers for an extra 15 seconds after leaving an area. This applies the perk's effect more widely, synergizes with other Terror Radius perks like Infectious & Dark Devo, and provides a fun way to confuse survivors.

    Thanatophobia: Injured survivors recieve an additional 25 percent penalty to healing other survivors. The goal here is to buff Thana without buffing Plague and encourage a playstyle of broad injury. If you're correctly utilizing a Thana playstyle of injuring everyone, healing becomes nightmarishly slow, but if there's a healthy person left to heal who you injured, the additional penalty can be ignored completely.

    Ok but that runs into the opposite problem of NERFING Plague.

    Thanataphobia is a gen stall perk primarily, not an anti-heal perk.

  • Up The Anti - You receive 20% more skill checks. While inside the Killers terror radius gain 50%/75%/100% more progress from great skill checks (as in at tier 3 the progress gained is doubled).

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346945#Comment_1346945

    Ok but that runs into the opposite problem of NERFING Plague.

    Thanataphobia is a gen stall perk primarily, not an anti-heal perk.


    My intention was that the healing penalty is additional to the current slowdown. Otherwise, my change would just make Thana an inferior Sloppy. Plague gets no use of the healing penalty, but can still benefit from the extra 12 seconds added to gens.

  • @SewerSwans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346995#Comment_1346995

    My intention was that the healing penalty is additional to the current slowdown. Otherwise, my change would just make Thana an inferior Sloppy. Plague gets no use of the healing penalty, but can still benefit from the extra 12 seconds added to gens.

    ah. I retract what I said then.

    25% might be a bit much through if it's stacking with the 12% already on the perk.

    Maybe cut that down to 10% or something?

  • Red Herring: When repairing a generator for a least 3 seconds Red herring activates and highlights the generator to all survivors with a blue aura for as long as it is active. For the next (x) seconds the generator will visually and audibly appear to be near completion to the killer. If the killer regresses the gen while Red Herring is active or the timer runs out, the effect immediately ends.


    Predator: In addition to it's current effects, while following scratch marks and not in chase gain (x%) in movement speed.

  • Beast of Prey: In addition to its current effects, during a chase, you no longer lose bloodlust after breaking a pallet or injuring a survivor. Maximum bloodlust tier increase to tier 4, which gives +0.8 m/s.

  • Furtive Chase:

    When you hook your obsession, you gain a token up to a maximum of 3 tokens.

    When your obsession is unhooked, the rescuer becomes your obsession.

    While in a chase, depending on your token amount, you terror radius is adjusted:

    • 1 token: 50% reduced terror radius.
    • 2 tokens: 75% reduced terror radius.
    • 3 tokens: 100% reduced terror radius. Grants Undetectable status effect.

    When you leave a chase, this effect remains for 4/5/6 seconds.

    When your obsession is sacrificed, 2 tokens are lost.

  • @dhealy646 said:

    Surge: upon downing a survivor with any attack all gens within 40m will explode and regress 12%. Gens will continue to regress at a 150% rate. No cooldown

    An interesting idea, but bear in mind this perk is rare, not ultra rare. I think it's alright as is. I just wish it wasn't limited by meters, rather by nearest gen or something.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341398#Comment_1341398

    Like the ol’ “bum rush every hook just because I have BT” players.

    I decimated a red rank team yesterday on Shelter Woods as Clown that were doing this. I wasn’t even camping (until it happened 6 times in a row), i’d go a few steps and a survivor would pop out. I’ve learnt to time strikes on a rescuer so that my attack cool down ends just as the unhook occurs so that I can down the rescuer before they can run away. They were just trading hooks over and over. I couldn’t believe it and thought they were just playing silly.

    But end game chat was “you camping trash”

    I’m like a) just because you have BT doesn’t mean bum rushing the hook isn’t dumb, and b) that behaviour only ENCOURAGES a killer to camp after so many times in a row. Like what SHOULD a killer do if it’s predictably apparent at least one other survivor is already hiding by the hook.

    It's not camping if they don't let you leave.

    Buckle Up: Give it the Kindred effect in the sense that, when you're downed, other Survivors see your aura/Recovery progress the same as you do when they're down.

    Cruel Limits: Rather than block the vaults within range of the generator, block the vaults within range of the Killer themselves.

    Territorial Imperative: When this perk activates, gain a speed boost when moving in the direction of the basement.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1347074#Comment_1347074

    It's not camping if they don't let you leave.

    Buckle Up: Give it the Kindred effect in the sense that, when you're downed, other Survivors see your aura/Recovery progress the same as you do when they're down.

    Cruel Limits: Rather than block the vaults within range of the generator, block the vaults within range of the Killer themselves.

    Territorial Imperative: When this perk activates, gain a speed boost when moving in the direction of the basement.

    These are all pretty good ideas. Although, the Cruel Limits idea is a bit problematic. If a survivor was in a chase with the Killer and a generator gets finished, they'd essentially be screwed just because their teammates did the objective.

    I think a better idea for Cruel Limits would be to still block vault locations around the completed generator, but make that effect permanent until another generator gets completed, after which the vaults around that generator get blocked. My idea is that the area around the completed generator effectively becomes a dead zone and becomes much more dangerous if the Killer chases them in that direction. Also increase the range to 32m.

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346421#Comment_1346421

    I honestly think they should add more Luck mechanics in the game for both survivor and killer, cause I like the Concept of Up The Ante but it's just too situational and has too little impact.

    I agree completely! As far as I know, luck only affects the already low chance hook escape. It would be great to see luck also affect things such as the rarity of what is found in chests, or where totems could be found.

  • No, its only when someone's hooked. But I don't think that the blood echo change is good, as it completely counters dead hard.

  • @PassarinoT said:

    Furtive Chase:

    When you hook your obsession, you gain a token up to a maximum of 3 tokens.

    When your obsession is unhooked, the rescuer becomes your obsession.

    While in a chase, depending on your token amount, you terror radius is adjusted:

    • 1 token: 50% reduced terror radius.
    • 2 tokens: 75% reduced terror radius.
    • 3 tokens: 100% reduced terror radius. Grants Undetectable status effect.

    When you leave a chase, this effect remains for 4/5/6 seconds.

    When your obsession is sacrificed, 2 tokens are lost.

    Ngl that sounds pretty Op lol

  • Camaraderie:

    Life has taught you the importance of friendship which has given you strength.

    When you unhook someone, and then they unhook you, both of you gain a 6%/8%/10% Haste effect for 60 seconds.

    "So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington


    Fire Up:

    The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

    When survivors complete a healing action, Fire Up grows in power via tokens, up to a maximum of 8.

    For each token that Fire Up has, injured and healthy Survivors have 10% louder breathing and your footsteps and breathing are 5% quieter.

    "Now why don't you just die?" — Freddy Krueger

  • No one escapes death: When all the gens are completed, the killer becomes god and is allowed to fly around the map at super fast speeds, all survivors are force to praise their new god or die instantly by the swing of their mighty weapon

  • How so? It's literally just during a chase. Currently, Beast Of Prey grants undetectable with bloodlust. Zero terror radius in a chase with BL. This does similar, but makes you earn it and grants a slightly better reward.

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