Perk ideas that can balance the game for survivors and killers.

It seems we get an allotment of perks that are similar to other perks. What would you like to see added that is unique? I personally would like a killer perk that puts Killer Instinct on a Survivor that saves another from a hook. Of course only if they are a distance away. 25 meters or so.

Comments

  • Killer:

    1. After you hook a survivor, all gens regress at 150%/175%/200% for the next 45s when not being repaired, however if you are within 24m of a hooked survivor, all regression is paused. (Basically a non-hex version of old Ruin that relies on you leaving the hook, and the effects are universal, so even if you have another regression perk, it's still paused if you're within 24m of a hook)
    2. Every time you hook a survivor for the first time, this perk gains a token, every time you sacrifice or kill a survivor, this perk loses a token. For each token, kicking a gen applies an additional 1%/1.5%/2% regression, maximum 8% additional regression. (You charge up your kick regression by spreading out hooks, and when you start to win by eliminating survivors, your kicking power decreases in kind)
    3. Every time you hook a survivor for the first time, this perk gains a token, every time you sacrifice or kill a survivor, this perk loses a token. For each token this perk has, you gain +0.5%/1%/1.5% movement speed when not in a chase, maximum +5% movement speed. (same qualifiers as above as I think its a decent and healthy mechanism, with a different effect)
  • Survivor:

    1. If you are on the hook and the killer is within 24m of you, the repair speed of all other survivors is increased by +10%. If another survivor is on the hook and the killer is within 24m of them, your repair speed is increased by 5%/10%/15%. ("just do gens" will actually work, plus its an indirect Kindred as you'll know if the killer is facecamping because the perk will be active.)
    2. When you unhook another survivor, this perk gains a token up to a maximum of 2/3/4. When you are unhooked or unhook yourself, this perk activates for 40s. While active you gain +1% movement speed for each token, maximum of +4%. Once the 40s has elapsed this perk loses all tokens. (yet another disincentive to tunnel)
    3. When in the dying state, if the killer is within 24m of you, their aura is revealed to you and other survivors, and survivors healing you receive a +100% bonus to healing speed. (slugging counter, survivors know when the killer has left you, and if they come back mid-heal there's a better chance you still get picked up)


  • Killer perk:

    After hooking all but one survivor, that survivor becomes the obsession and is (permanently) revealed to you. Once you hook that survivor, this effect transfers to the survivor who has been unhooked the longest time ago. This perk disabled when only 3/2/1 survivors are left alive

  • I'd rather have the game be balanced outside of perks, so that everyone benefits from it.

    That being said, I like some of the ideas that have been suggested. =)

  • I feel balance should come from game mechanics, not perks. And while most killer perks are decent or useful, most survivor perks (beyond the 10 that make up the META) are pretty bad. I personally think BHVR should just stop releasing survivor perks at all. Even when they’re situational or subpar (Reassurance), they’re decried by killers as broken and subsequently nerfed (Iron Will, Mettle of Man) or become perks that generally benefit killers more than survivors (Self-care, Potential Energy). A good way to fix that is to stop releasing perks for survivors.

  • @Seraphor said:

    Survivor:

    1. If you are on the hook and the killer is within 24m of you, the repair speed of all other survivors is increased by +10%. If another survivor is on the hook and the killer is within 24m of them, your repair speed is increased by 5%/10%/15%. ("just do gens" will actually work, plus its an indirect Kindred as you'll know if the killer is facecamping because the perk will be active.)
    2. When you unhook another survivor, this perk gains a token up to a maximum of 2/3/4. When you are unhooked or unhook yourself, this perk activates for 40s. While active you gain +1% movement speed for each token, maximum of +4%. Once the 40s has elapsed this perk loses all tokens. (yet another disincentive to tunnel)
    3. When in the dying state, if the killer is within 24m of you, their aura is revealed to you and other survivors, and survivors healing you receive a +100% bonus to healing speed. (slugging counter, survivors know when the killer has left you, and if they come back mid-heal there's a better chance you still get picked up)

    So every one of the killer perks also has a downside but none of your survivor perks have any downside and some have massive advantages (+30% gen speed up to +45% if a SWF all take this? 100% extra healing speed???) . Yeah, that's balanced.

  • @Witchubtet said:

    It seems we get an allotment of perks that are similar to other perks. What would you like to see added that is unique? I personally would like a killer perk that puts Killer Instinct on a Survivor that saves another from a hook. Of course only if they are a distance away. 25 meters or so.

    scourge hook: flood of rage.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275870#Comment_3275870

    So every one of the killer perks also has a downside but none of your survivor perks have any downside and some have massive advantages (+30% gen speed up to +45% if a SWF all take this? 100% extra healing speed???) . Yeah, that's balanced.

    Dude, the downside for survivors is needing to run these perks in the first place. ######### I thought I'd be criticised for being too biased towards killer.

    Also just make the gen speed buff non-stackable, it's not difficult. And you can counter it by not facecamping.

    +100% healing for about 4 seconds when you have a killer running towards you, who can immediately down you again.

    This is literally a topic for healthy perks and you're whining that my ideas don't let you camp tunnel and slug.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276634#Comment_3276634

    Dude, the downside for survivors is needing to run these perks in the first place. ######### I thought I'd be criticised for being too biased towards killer.

    Also just make the gen speed buff non-stackable, it's not difficult. And you can counter it by not facecamping.

    +100% healing for about 4 seconds when you have a killer running towards you, who can immediately down you again.

    This is literally a topic for healthy perks and you're whining that my ideas don't let you camp tunnel and slug.

    It's a thread to balance between survivors and killers, that does not mean "buff survivors & nerf killers" as that would imply that killers have an advantage at the moment.

  • The idea of balancing the game around perks is fundamentally wrong and terrible. That's why I would like to see a mode in the game where everyone would play without them.

  • @Ayodam said:

    I feel balance should come from game mechanics, not perks. And while most killer perks are decent or useful, most survivor perks (beyond the 10 that make up the META) are pretty bad. I personally think BHVR should just stop releasing survivor perks at all. Even when they’re situational or subpar (Reassurance), they’re decried by killers as broken and subsequently nerfed (Iron Will, Mettle of Man) or become perks that generally benefit killers more than survivors (Self-care, Potential Energy). A good way to fix that is to stop releasing perks for survivors.

    Explain to me why iron will was a healthy perk

  • Killer:

    Temporary speed increase when a survivor enters the shack while you are chasing them (Disabled if there’s a survivor hooked in the basement).

    You get to keep one add-on (Chosen at random or 100% with one add-on), all non point related offerings are rejected and refunded.


    Survivor:

    If facecamped for an entire hook state gain 100% chance to unhook self, does not cause exhaustion.

    All non point related offerings are rejected and refunded, the nearest generator and dull totem is revealed to you at the start of the match for 3 seconds