A thread of thoughts

I'm making this thread to gather ideas on how to change less used or just straight out bad perks (looking at you no mither)

One thing let's not bring up ds unless its a different change than the normal 45s deactivation on progression

(only because I dont want this thread to turn into the whataboutisim)

Thoughts

Comments

  • @[Deleted User] said:

    Hoarder - reduces rarity of items found in chests. currently it's a survivor perk

    Funny it used to do that on release

    (Guess they didn't want to change keys)

  • I´d like to bring up Bond. The perk gives a fraction of the effect that comms provide at the cost of a perk slot. Since many people agree that the gap between SoloQ and SWF should be lessened as much as possible, I propose the following changes to Bond:

    A) Map-Wide Effect

    B)Tremendously buffed range plus showing your aura to other Survivors in range as well.

    Neither would be as good as comms, but sacrificing a perk slot for coordination has to be worthwile, especially since this slot has to compete with the usual suspects (DS, Object, DH, SB, UB, BT etc).

  • Seeing the big one...

    Buff and nerf DS. Make it a stronger anti-tunnel perk, but take away the free progress it gives.

    - The timer is still 60 seconds, but it pauses if downed or in chase.

    - The timer immediately runs out if you are healed, heal someone else, touch a generator, touch a totem, or if someone else is hooked.

    - Maybe even let it activate once perk hook state. Just take away the free progress bullshit. This wouldn't fix it completely, but it'd be a good start.

  • Make Iron Maiden damage you if you stay in a locker for too long.

  • @NomiNomad said:

    Seeing the big one...

    Buff and nerf DS. Make it a stronger anti-tunnel perk, but take away the free progress it gives.

    - The timer is still 60 seconds, but it pauses if downed or in chase.

    - The timer immediately runs out if you are healed, heal someone else, touch a generator, touch a totem, or if someone else is hooked.

    - Maybe even let it activate once perk hook state. Just take away the free progress bullshit. This wouldn't fix it completely, but it'd be a good start.

    But if the timer pauses while downed or in chase, one of the huge complaints about DS remains - if it gets triggered while the gates are open, the Survivor is guaranteed the escape if closer than 150m to the gate, rendering any action the Killer takes other than ignoring the slug (Unbreakable?) pointless.

  • @NomiNomad said:

    Seeing the big one...

    Buff and nerf DS. Make it a stronger anti-tunnel perk, but take away the free progress it gives.

    - The timer is still 60 seconds, but it pauses if downed or in chase.

    - The timer immediately runs out if you are healed, heal someone else, touch a generator, touch a totem, or if someone else is hooked.

    - Maybe even let it activate once perk hook state. Just take away the free progress bullshit. This wouldn't fix it completely, but it'd be a good start.

    That's not the worse idea maybe ds go down twice as quick if being healed because that would be a bit bs if a teammate taps heal on you and it's a wraith that can just re hook you for your team's action because ds was deactivated by a teammate

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886710#Comment_1886710

    But if the timer pauses while downed or in chase, one of the huge complaints about DS remains - if it gets triggered while the gates are open, the Survivor is guaranteed the escape if closer than 150m to the gate, rendering any action the Killer takes other than ignoring the slug (Unbreakable?) pointless.

    Fair point, I forgot about the end game for a second.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886710#Comment_1886710

    That's not the worse idea maybe ds go down twice as quick if being healed because that would be a bit bs if a teammate taps heal on you and it's a wraith that can just re hook you for your team's action because ds was deactivated by a teammate

    It would only deactivate when fully healed in this idea.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886710#Comment_1886710

    But if the timer pauses while downed or in chase, one of the huge complaints about DS remains - if it gets triggered while the gates are open, the Survivor is guaranteed the escape if closer than 150m to the gate, rendering any action the Killer takes other than ignoring the slug (Unbreakable?) pointless.

    It could be it dosent activate when the last gen is complete because the killers obj is to kill and delay the game and if the last gen is done their only obj is to kill so they have to choose hooks and hope to safety pip or get that kill

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886720#Comment_1886720

    It would only deactivate when fully healed in this idea.

    Ohh yea that makes it better

  • Anyway let's try to not go on that topic about the big 5

  • @QwQw said:

    Make Iron Maiden damage you if you stay in a locker for too long.

    Interesting how long is too long because people often get in a locker to avoid bbq or messing around with head on or ds

  • @[Deleted User] said:

    Repressed Alliance: reduces the time needed repairing gens to 40 seconds

    Could be worth a test in ptb because that could be very strong or the same as is normally

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886716#Comment_1886716

    Interesting how long is too long because people often get in a locker to avoid bbq or messing around with head on or ds

    Probably like 20 to 15 seconds. Enough time to set something up, but to the point where the perk can become a threat.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886738#Comment_1886738

    Probably like 20 to 15 seconds. Enough time to set something up, but to the point where the perk can become a threat.

    It would still be a neich perk but I guess it adds a bit of a threat it could be useful if it keeps the scream when you leave a locker

  • Some other ideas-

    If you have Second Wind activated and Deliverance, Second Wind heals you when the 60 second broken timer is over.

    Brutal Strength let's you cancel pallet breaks, similar to how you can cancel generator breaks. It'd be neat for mindgames.

  • @NomiNomad said:

    Some other ideas-

    If you have Second Wind activated and Deliverance, Second Wind heals you when the 60 second timer is broken.

    Brutal Strength let's you cancel pallet breaks, similar to how you can cancel generator breaks. It'd be neat for mindgames.

    Adding on your idea for brutal you kick it once like normal and you can cancel it leaving one more kick to break it reducing time to break it when you kick it later

  • Having EGC start when the gates are powered

    Open Handed- the buff they had was good

    Hangman's Trick- hooks take 2/3/4 more seconds to sabo and reveals auras of survivors attempting to sabo

    Lightweight- Scratch marks appear faded and disappear 1/2/3 seconds faster


    Status effects trigger different types of skillchecks until the survivor(s) recovered/healed:

    Exhausted- no great skillcheck zone (an indirect buff to Mindbreaker)

    Mangled- great skillcheck zone appears randomly (within the skillcheck)

    Hemorrhage- Old Ruin effect (gives hemorrhage a massive buff)

    Broken- Skillcheck appears "broken" in two ( like [ ] [ ] and no great skillcheck zone)

    ETC...


    Add two more totems to the map (equal to the number of gens... or make it a killer offering)... would make Hexes a little stronger and actually be a secondary objective for survivors

    Daja Vu- auras of the three farthest gens are visible for the duration (like Corrupt for survivors)

  • @RaSavage42 said:

    Having EGC start when the gates are powered

    Open Handed- the buff they had was good

    Hangman's Trick- hooks take 2/3/4 more seconds to sabo and reveals auras of survivors attempting to sabo

    Lightweight- Scratch marks appear faded and disappear 1/2/3 seconds faster

    Status effects trigger different types of skillchecks until the survivor(s) recovered/healed:

    Exhausted- no great skillcheck zone (an indirect buff to Mindbreaker)

    Mangled- great skillcheck zone appears randomly (within the skillcheck)

    Hemorrhage- Old Ruin effect (gives hemorrhage a massive buff)

    Broken- Skillcheck appears "broken" in two ( like [ ] [ ] and no great skillcheck zone)

    ETC...

    Add two more totems to the map (equal to the number of gens... or make it a killer offering)... would make Hexes a little stronger and actually be a secondary objective for survivors

    Daja Vu- auras of the three farthest gens are visible for the duration (like Corrupt for survivors)

    Very interesting I like the ideas the but the decs wouldn't bring back old ruin devs would have to make an advance tutorial to help newer players and it would give techintion a massive value (I am haveing a moment and can't spell it to save me so ik its spelt wrong)