How could we buff the executioner's (pyramid head) perks?

I am mainly talking about Deathbound and forced penance, I feel like trail of torment is fine as it is.

Maybe for death bound it could make the person who healed a person out of range suffer from hindered (-5% movement speed) as well as oblivious and reveal the aura for a short time (3-5 seconds) when straying too far from the healed person. Maybe it could have a powerful effect on killing a survivor in any way.

Forced penance also feels underwhelming and not very useful even with the buffed duration. I don't really know what kind of buffs to give this one honestly.

Comments

  • I think all you need to do for Deathbound is make it apply to both survivors. Right now it only affects the healing survivor; make it so that if you split them up, both get Oblivious rather than just one. Would be nice. Maybe reduce the range limit from 32 to 24 metres.

    Forced Penance just needs a secondary effect. Maybe if you take a protection hit while the Killer is carrying someone, you get Broken permanently until your next down. Not much you can do to make this perk "good" without entirely reworking it.

  • @[Deleted User] said:

    I can't recall if Deathbound has a cooldown, or if it just can't proc again during the 60s the Perk is active, or if it can proc as many times as it wants.

    Regardless, I'd suggest that the range on Deathbound be removed, but have a cooldown while the perk is active.

    (as well as applying the Tormented barbed wire trail on the Deathbound Survivor (for all Killers), as a snazzy little effect).

    Forced Penance could apply Deep Wounds? But I'm also unsure about this one.

    Deep wounds would sound nice for a little buff, but there are probably other good ones that are better.

  • Deathbound applies to both, if either leave each other they both get oblivious and its if they heal outside of 24 meters of the killer

    Forced penance Basic attacks that count as a protection hit apply broken for 60/70/80 seconds but also have a 40% reduced cooldown (like 8 stacks of save the best for last)

  • I’m actually making a video about this today so when it’s done I’ll link it here

  • Forced Penance:

    So according to google, penance is "punishment inflicted on oneself as an outward expression of repentance for wrongdoing.".

    So basically, Forced Repentance.

    With that in mind, here's my ground-up rework.

    Those who stand in the way, must repent for their misdeeds.

    Every time a survivor stuns you with a pallet or a locker, gain a token. Your lunge distance is increased by 20%. Each time you hit a non-broken survivor with a basic attack, they suffer from the broken status effect for 60/70/80 seconds.

    Any offensive action removes one token of Forced Penance.


    It sticks to the name (you force them to repent for their misdeeds, the repentance being they become broken & your lunge being increased by 20% and the misdeeds being stunning you with a pallet). Keep the original spirit of hit=broken but make it a lot easier to pull off.


    deathbound:

    Okay, okay, okay hear me out.

    Those whose lives are intwined in darkness are destined to suffer together.

    Finishing healing one survivor one health state when outside of 32m from your current location will activate Deathbound. For the next 60 seconds, the survivors are linked.

    When any survivor first becomes linked, they scream, revealing their location. Linked survivors will both become exposed when outside of a range of 32m/28m/24m. If a linked survivor is put into the dying state by any means during this time, all survivors who are linked to that survivor are also damaged for one health state.

    Deathbound can only trigger once every 60 seconds.


    So, deathbound, they're bound for death. Therefore if they leave a range they become exposed. Easy. I made the range rather... forgiving because oh my would it be awful to deal with in solo otherwise. I made the concept of linked to help explain it easier, and also to add it to more things later if they wanted (like powers or other perks :D). The real kicker is that if one of the linked guys is downed the other one is damaged for a health state. This would obviously encourage healing, buying a hell of a lot more time on gens and removing the downside of them just... not healing because you wouldn't want to be injured vs this. Obviously they could not heal to counter the perk but then they're all one-shot which is definitely a plus. Stick it with thana and it becomes deadly and encourages survivors to stick together to avoid the exposed, making looping harder and also gens less efficient (if they split up on gens, pain. If they don't, happy days). Then I stuck it on a cooldown because- I mean rn Deathbound is on a 60 second cooldown anyway, this just keeps it the same. Also means you won't be screaming all the time, and if you're playing together two people could take the sacrifice of healing to give them deahtbound and you can then get the chance to heal others without them being linked to you. Plus it'd make For The People/Blood Pact meta lol.

  • @Yords said:

    I am mainly talking about Deathbound and forced penance, I feel like trail of torment is fine as it is.

    Maybe for death bound it could make the person who healed a person out of range suffer from hindered (-5% movement speed) as well as oblivious and reveal the aura for a short time (3-5 seconds) when straying too far from the healed person. Maybe it could have a powerful effect on killing a survivor in any way.

    Forced penance also feels underwhelming and not very useful even with the buffed duration. I don't really know what kind of buffs to give this one honestly.

    Seriously?

    Forced Penance is one of my favourite released killer perks in the past year. It’s extraordinarily good against hardcore altruistic SWF, and lead to quick snowballs when finding them again doing their best to smash out gens.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/214451/how-could-we-buff-the-executioners-pyramid-head-perks

    Seriously?

    Forced Penance is one of my favourite released killer perks in the past year. It’s extraordinarily good against hardcore altruistic SWF, and lead to quick snowballs when finding them again doing their best to smash out gens.

    I still remember Otz's explanation on Mad Grit. The moment SWF figures out you have it, they'll be less inclined to go for those mad saves. Forced Penance does that and it works on solo survivors (Since broken is shown on the HUD).

    Plus if someone does want to do mad save, they'll be using Breakout and the speed boost makes it almost impossible to catch up.

  • Watch this video I made for his perk buffs https://youtu.be/6oqjVTZL3bI

  • I just want Forced Penance to affect your attack cooldown when someone takes a protection hit. It would be so much better then.

  • Personally, my issue with Forced Penance (and all other features that force the Broken status on survivors), is that it incentivizes objective for survivors who would otherwise waste time healing.

    • Survivors comfortable being injured may already be running Resilience, so they don't mind being Broken.
    • Survivors terrified of being injured are robbed of the opportunity to waste their teammates' time self-caring in the corner.

    Being broken means you have no choice but to do gens or totems--two things the killer would love to know you're doing anything but.


    Forced Penance counters two players, and two players only.

    1. Mettle of Man builds relying on quick healers kits or Inner Strength
    2. Survivors who hide for minutes in lockers and corners when they are injured without self-care or teammates to heal them

    In theory it should counter overly-altruistic players, but in reality these gamers are confident looping the killer while injured. Being broken does not bother them, and often times they have entire builds constructed around being injured (Resilience/Dead Hard/Iron Will).