Perk brainstorming

These are always fun, just throw your perk ideas out here and rate others creative ideas. No restrictions

I'll start

Killer perk

Triskaidekaphobia (Fear of the number 13)

Every time a survivor gets damaged by basic attacks/ or special attacks/ or any other source gain a token. When Triskaidekaphobia has 13 tokens the following effects happen

All remaining generators instantly explode, start regressing and applies an immediate 13 % progression penalty. Then are blocked by the entity for 13 seconds

All survivors suffer from the oblivious, exhausted and blindness status effects and their aura's are revealed to you for 13 seconds

Gain a 13% haste effect, your succesfull and missed attack cooldown are reduced by 13%, your vault and break speed is increased by 13% and you earn 13% more bloodpoints for 13 seconds

Why would you fear a number?

Survivor perk

Sadistic Urges

When you stun a killer with a pallet, Sadistic Urges activates and that pallet is blocked by the entity for 10 seconds. No one can interact with a blocked pallet

Sadistic Urges has a cooldown of 100/95/90 seconds, while on cooldown you emmit a terror radius of 24 meters, this is effected by killer powers and perks

The entity is always on the lookout for survivors who are corruptable enough to become her next puppets

Comments

  • First one would've been 13 out of ten but is a 10 out of 10 since it only have 11 affect which one doesn't give 13 (haste) which is why it doesn't count. Until it has 13 effect that is 13 then it will be perfect. Also it should've been the 13th perk suggested.

    Second one is might be annoying but i wouldn't know till it was tested but i would think it would be a fine perk that i wouldn't even complained about it if i was still playing dbd if it does gef into it.

  • I want a perk that is just the speed boost from NOED and that is it. It would probably be broken, though, which is why I guess the only other speed perk is basically a buggy conditional mess that is stripped from you whenever you act.

  • @zombitehdeath said:

    First one would've been 13 out of ten but is a 10 out of 10 since it only have 11 affect which one doesn't give 13 (haste) which is why it doesn't count. Until it has 13 effect that is 13 then it will be perfect. Also it should've been the 13th perk suggested.

    Second one is might be annoying but i wouldn't know till it was tested but i would think it would be a fine perk that i wouldn't even complained about it if i was still playing dbd if it does gef into it.


    Triskaidekaphobia changed to be a 13/10 perk.

    1)regressing gens

    2)13% progression penalty

    3) gens 13 seconds blocked

    4) oblivious for 13 seconds

    5) blinded for 13 seconds

    6) exhausted for 13 seconds

    7) aura's revealed for 13 seconds

    8) 13% haste for 13 seconds

    9) succesfull attack cooldown reduced by 13% for 13 seconds

    10) missed attack cooldown reduced by 13% for 13 seconds

    11) vault speed increased by 13% for 13 seconds

    12) break speed increased by 13% for 13 seconds

    13) 13% more bloodpoints for 13 seconds

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599531#Comment_2599531

    Triskaidekaphobia changed to be a 13/10 perk.

    1)regressing gens

    2)13% progression penalty

    3) gens 13 seconds blocked

    4) oblivious for 13 seconds

    5) blinded for 13 seconds

    6) exhausted for 13 seconds

    7) aura's revealed for 13 seconds

    8) 13% haste for 13 seconds

    9) succesfull attack cooldown reduced by 13% for 13 seconds

    10) missed attack cooldown reduced by 13% for 13 seconds

    11) vault speed increased by 13% for 13 seconds

    12) break speed increased by 13% for 13 seconds

    13) 13% more bloodpoints for 13 seconds

    Great! 13 out of 13

    The perk that everyone will use even survivors, people who stop playing the game and the thing itself.

    Hope it doesn't destroy the world or it might become our savior? Who knows, we're just at its mercy

  • I’m surprised there isn’t a perk that’s just a straight movement speed bonus, like +2/+4/+6% movement speed. There are some perks that give limited speed boosts periodically (e.g. Play With Your Food, Devour Hope, NOED) but nothing that is just a persistent small speed increase. Obviously the persistent increase has to be small or it could be overpowered, maybe something like 3-6% at rank 3 perk? But it seems like it’s a missing niche in the killer perks.

    —

    Also a revamp of Monstrous Shrine would be nice. Most of what that perk does currently is pretty useless (i.e. raising the difficulty of pulling yourself off the hook isn’t worth much since hardly anybody actually tries except as a last ditch Hail Mary.) I think I’d like something more along the lines of Monstrous Shrine giving you

    • You can always see the basement hook auras even when you’re not carrying people (this would help with strategic planning before you carry someone)
    • Anyone rescued from the basement has Mangled applied to them until they are fully healed
    • Anyone rescuing someone from the basement suffers Mangled
    • Anyone within the basement suffers from Oblivious
    • Rescuing survivors from hooks in the basement takes a few seconds longer than normal

    Something like that could make it more attractive to do a “basement hook” build. The basement itself is already slightly attractive because it only has the one exit, but if would be nice to have a perk that actually makes it worth a perk slot to really focus on dragging people down there. (I also tried to pick benefits above that can stack with other related perks like Make Your Choice and Territorial Imperative and Hangman’s Trick so you could get some synergy with them.)

  • @dugman said:

    I’m surprised there isn’t a perk that’s just a straight movement speed bonus, like +2/+4/+6% movement speed. There are some perks that give limited speed boosts periodically (e.g. Play With Your Food, Devour Hope, NOED) but nothing that is just a persistent small speed increase. Obviously the persistent increase has to be small or it could be overpowered, maybe something like 3-6% at rank 3 perk? But it seems like it’s a missing niche in the killer perks.

    —

    Also a revamp of Monstrous Shrine would be nice. Most of what that perk does currently is pretty useless (i.e. raising the difficulty of pulling yourself off the hook isn’t worth much since hardly anybody actually tries except as a last ditch Hail Mary.) I think I’d like something more along the lines of Monstrous Shrine giving you

    • You can always see the basement hook auras even when you’re not carrying people (this would help with strategic planning before you carry someone)
    • Anyone rescued from the basement has Mangled applied to them until they are fully healed
    • Anyone rescuing someone from the basement suffers Mangled
    • Anyone within the basement suffers from Oblivious
    • Rescuing survivors from hooks in the basement takes a few seconds longer than normal

    Something like that could make it more attractive to do a “basement hook” build. The basement itself is already slightly attractive because it only has the one exit, but if would be nice to have a perk that actually makes it worth a perk slot to really focus on dragging people down there. (I also tried to pick benefits above that can stack with other related perks like Make Your Choice and Territorial Imperative and Hangman’s Trick so you could get some synergy with them.)

    The biggest reason there isn't just a flat movement speed perk is cause movement speed bonusses are quite a big deal.

    If survivors run at 100% and standert killers at 115% then the killer moves 15% faster then a survivor. Add 5% to that and they move 20% faster. That's a third faster

    So yeah a perk that said add 5% movement speed would be meta on all killers.

    Liking the monstrous shrine ideas. That perk desperatly needs to be changed

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599618#Comment_2599618

    The biggest reason there isn't just a flat movement speed perk is cause movement speed bonusses are quite a big deal.

    If survivors run at 100% and standert killers at 115% then the killer moves 15% faster then a survivor. Add 5% to that and they move 20% faster. That's a third faster

    So yeah a perk that said add 5% movement speed would be meta on all killers.

    Liking the monstrous shrine ideas. That perk desperatly needs to be changed

    Right, just to clarify on the movement, I just used 5% as a placeholder. It could be tweaked down to between 1-4%, whatever ends up being good enough to use but not so good it’s overpowered.

  • This also reminds me of another candidate - Beast of Prey. Currently it makes you Undetectable while in Bloodlust, which unfortunately isn’t too useful. (It’s not entirely useless, but it’s pretty weak.) I’d love to see it in addition boost the effect of Bloodlust a bit, say by +2/4/6%. So you get both Undetectable and even a bit more speed boost once Bloodlust kicks in.

  • Hippopotomonstrosesquippedaliophobia (Fear of long words, no im not kidding)

  • Survivor - Fractured Fate

    While running, pressing the Active Ability Button to tap into suppressed experience, creating a Rift and causing you to become Exhausted for 60/50/40s.

    Pressing the Active Ability Button again within 5s will reset your position to the Rift.

    The Killer can interact with the Rift to destroy it.


    Killer - Fractured Fury

    When a Survivor is Unhooked, a Rift is formed at your location.

    While looking at a Rift, you may choose to channel to shift to its location.

    Survivors can interact with the Rift to destroy it, triggering Killer instinct for 6s.

  • @Tr1nity said:

    Hippopotomonstrosesquippedaliophobia (Fear of long words, no im not kidding)

    The person who named that had a great sense of humor

    @AnObserver said:

    Survivor - Fractured Fate

    While running, pressing the Active Ability Button to tap into suppressed experience, creating a Rift and causing you to become Exhausted for 60/50/40s.

    Pressing the Active Ability Button again within 5s will reset your position to the Rift.

    The Killer can interact with the Rift to destroy it.

    Killer - Fractured Fury

    When a Survivor is Unhooked, a Rift is formed at your location.

    While looking at a Rift, you may choose to channel to shift to its location.

    Survivors can interact with the Rift to destroy it, triggering Killer instinct for 6s.

    Ow i like these. Mind games for days