Survivor Perks Ideas

Amendment to current perks:


Decisive Strike: Activates more than once per match, time is now 25 (maybe 30 seconds)? Timer stops when in chase, dying state, or in a locker and the killer is within 32-meter radius. Timer de-activates once fully healed, or started working on a Generator.


Borrowed Time: Now endurance does not work against protective hits.


New perks:

Automata: Activates by cleansing a Hex Totem. The next Generator you touch will automatically progress on itself, and if additional survivors work on it, it will behave as if one extra survivor is working on it it. Killer's kick/Hex:Ruin causes it to regress but once it stops regressing, it takes effect again (or should it stop?).


Better Me Than You: Taking a Protective Hit leaves you Broken for 90 seconds, while giving the protected survivor a Haste for 3-5 seconds (even if exhausted). You stop being Broken after an unhook.


Die For Your Sins: When on Hook, and the killer is staying in close proximity (24 meters) for 30 seconds, survivors outside of the 24 meter radius gain 5-10% Generator speed bonus, and sees aura of nearby Generators. This effect stacks for every hooked survivor.


Thoughts? Balancing issues?

Comments

  • For ds id say remove the timer entirely and make it deactivate as soon as they interact with anything or get fully healed.

  • @Dead_by_Gadfly said:

    For ds id say remove the timer entirely and make it deactivate as soon as they interact with anything or get fully healed.

    I actually had in mind fully-healed/interacting but forgot about it, thanks for reminding me - added to first post.

    Did not think about removing the timer though... Maybe it could work? Seems better than my proposed idea.

  • @PerkyPerky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433348#Comment_1433348

    I actually had in mind fully-healed/interacting but forgot about it, thanks for reminding me - added to first post.

    Did not think about removing the timer though... Maybe it could work? Seems better than my proposed idea.

    Yeah if the idea is for it to be antitunnel then that would do it. If they want to hide in a corner injured the rest of the match to hang onto ds then whatever. But when they do a totem or gen or heal someone else then clearly they arent being tunneled. Pallets and vaults should be the only exception.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433352#Comment_1433352

    Yeah if the idea is for it to be antitunnel then that would do it. If they want to hide in a corner injured the rest of the match to hang onto ds then whatever. But when they do a totem or gen or heal someone else then clearly they arent being tunneled. Pallets and vaults should be the only exception.

    100 percent agree.

    What do you think of my other proposed ideas?

  • @PerkyPerky said:

    Amendment to current perks:

    Decisive Strike: Activates more than once per match, time is now 25 (maybe 30 seconds)? Timer stops when in chase, dying state, or in a locker and the killer is within 32-meter radius. Timer de-activates once fully healed, or started working on a Generator.

    Borrowed Time: Now endurance does not work against protective hits.

    New perks:

    Automata: Activates by cleansing a Hex Totem. The next Generator you touch will automatically progress on itself, and if additional survivors work on it, it will behave as if one extra survivor is working on it it. Killer's kick/Hex:Ruin causes it to regress but once it stops regressing, it takes effect again (or should it stop?).

    Better Me Than You: Taking a Protective Hit leaves you Broken for 90 seconds, while giving the protected survivor a Haste for 3-5 seconds (even if exhausted). You stop being Broken after an unhook.

    Die For Your Sins: When on Hook, and the killer is staying in close proximity (24 meters) for 30 seconds, survivors outside of the 24 meter radius gain 5-10% Generator speed bonus, and sees aura of nearby Generators. This effect stacks for every hooked survivor.

    Thoughts? Balancing issues?

    ds is a pain in the ass already i think it should stay one use but deactivate on a full heal.

    A totem cleansing speed perk would be nice dunno why there hasn't been one added to be honest. Also the progressing a generator would seem a bit overpowered in my opinion.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/171011/survivor-perks-ideas

    ds is a pain in the ass already i think it should stay one use but deactivate on a full heal.

    A totem cleansing speed perk would be nice dunno why there hasn't been one added to be honest. Also the progressing a generator would seem a bit overpowered in my opinion.

    DS is a pain when not used as anti-tunneling to be honest, so getting fully healed or doing generators/totems/whatever could work..

    Progressing a generator: it requires a hex totem, so mostly one (if any) hex totem to be cleansed, and the cleanser must have one perk slot all game.. Not sure if OP, it's just a fun perk.

  • @PerkyPerky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433363#Comment_1433363

    100 percent agree.

    What do you think of my other proposed ideas?

    Well i think with bt what youre saying wouldnt work. I see what youre going for but the problem is its almost always a protection hit. If the survivor gets pulled off the hook and the killer hits them as soon as their feet touch the ground, the game counts that as a protection hit because of proximity.

    With die for your sins survivors could abuse that pretty easy by standing close to the survivor but not pulling them off. This would result in killer trying to protect thr hook and getting punished for it.

    The others seem ok

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433861#Comment_1433861

    Well i think with bt what youre saying wouldnt work. I see what youre going for but the problem is its almost always a protection hit. If the survivor gets pulled off the hook and the killer hits them as soon as their feet touch the ground, the game counts that as a protection hit because of proximity.

    With die for your sins survivors could abuse that pretty easy by standing close to the survivor but not pulling them off. This would result in killer trying to protect thr hook and getting punished for it.

    The others seem ok

    Regarding DFYS: Maybe, but that mean one (or more) survivors will be busy, and one on hook, so at best 2 are working gens.. Is it really worth it?

    I agree with you with BT and I was scared of it happening too, to be honest.. It's good on paper, but..