The Next Killer Perk Pass
The following perks will be talked about for this thread, and this will only go over what should be done to them:
- Barbecue and Chili
- Beast of Prey
- Blood Echo
- Claustrophobia
- Deathbound
- Dragon's Grip
- Eruption
- Fire Up
- Grim Embrace
- Hangman's Trick
- Iron Maiden
- Monitor & Abuse
- Predator
- Shadowborn
- Territorial Imperative
- Trail of Torment
Barbecue and Chili
After hooking a Survivor, the auras of all other Survivors who are at least 60/50/40 meters away from you will have their auras revealed to you for 4 seconds.
Each time you hook a unique Survivor, gain 1 Token, up to a maximum of 4 Tokens:
- 1 Token: Gain 25% more Bloodpoints in Score Events for Sacrifice.
- 2 Tokens: Gain 25% more Bloodpoints for Score Events in Hunter.
- 3 Tokens: Gain 25% more Bloodpoints for Score Events in Brutality.
- 4 Tokens: Gain 25% more Bloodpoints for Score Events in Deviousness.
Beast of Prey
After hooking a Survivor, Beast of Prey activates and grants you the Undetectable status effect for the next 20/25/30 seconds.
- The next time you enter a chase with a Survivor while Beast of Prey is active, your next basic attack will have a reduced cooldown of 50%.
Scourge Hook: Blood Echo
After putting a Survivor on a Scourge Hook, all other injured Survivors will suffer from the Broken and Exhaustion status effects until that Survivor is unhooked.
- The Broken effect will linger for 30 seconds after that Survivor is unhooked.
- The Exhaustion effect will linger for 60 seconds after that Survivor is unhooked.
The Broken status effect will not apply until you are 24 meters away from the hooked Survivor.
Claustrophobia
Once a Survivor is injured by any means, Claustrophobia activates for the next 20/25/30 seconds:
- The next time a Survivor performs a rushed vault on a window, that window becomes blocked for the remainder of Claustrophobia's duration.
Claustrophobia has a cooldown of 30 seconds once a Survivor is injured.
Deathbound
When a Survivor heals another Survivor for the equivalent of one health state, they will scream and reveal their location to you.
- For the next 60 seconds, that Survivor will be afflicted with the Oblivious status effect when 16/12/8 meters away from the healed Survivor.
- When exiting that range, that Survivor's aura will be revealed to you for 3 seconds.
Survivors who heal themselves for the equivalent of one health state will be afflicted with the Oblivious status effect for 60 seconds automatically and their aura will be revealed to you for 3 seconds.
Dragon's Grip
Performing a damage generator action activates Dragon's Grip for the next 30 seconds:
- During this time, the Generator will not regress by any means, even instant regression.
- The first Survivor that interacts with the affected Generator will scream and become Exposed for the next 60 seconds afterward.
If the Generator has not been interacted with for the dormant duration of Dragon's Grip, it will then explode, afflicting an instant 25% regression penalty and resuming gradual regression.
- This effect does not apply if you are within 16 meters of the Generator for 10 seconds.
Dragon's Grip has a cooldown of 80/70/60 seconds once either effect is applied.
Eruption
Performing a damage generator action on a Generator applies Eruption:
- The auras of all Generators affected by Eruption are highlighted in yellow.
- The next time a Survivor is hooked, all Generators with Eruption applied to them will explode, applying an instant 10% regression penalty to those affected Generators.
- For each Generator damaged after the first, apply an additional 2% regression penalty whenever all Generators explode by Eruption, up to a maximum of 12% additional regression.
Survivors within 8 meters of a Generator once it explodes will also be applied the following effects:
- Affected Survivors will scream and reveal their location to you.
- Applies the Hindered status effect to all Survivors for the next 20/25/30 seconds.
Note: The effects of Hindered are -3%.
Fire Up
When a Generator is completed, Fire Up activates for the next 40/50/60 seconds:
- Gain a 20% action speed bonus in damaging generators, breaking pallets and breakable walls, and vaulting window locations.
- Gain a 20% action speed bonus in picking up and dropping Survivors.
- Gain a 50% action speed bonus in snuffing Boon Totems and hooking Survivors.
- These effects become permanent once all Generators are completed.
Fire Up will gain additional duration if multiple Generators are completed, and does not reset its duration.
Grim Embrace
At the beginning of the Trial, Grim Embrace starts inactive:
- Each time a unique Survivor is hooked, Grim Embrace gains 25% progression.
- Each time that Survivor is subsequently hooked, Grim Embrace gains 12.5% progression.
Upon reaching 100% progression, Grim Embrace activates and the following effects are applied:
- The Entity blocks all Generators for 30/35/40 seconds.
- The auras of all Survivors are revealed to you for 5 seconds.
Hangman's Trick
When you are carrying a Survivor, the following effects are applied to you:
- Gain a loud noise notification whenever a Survivor is attempting to sabotage a hook.
- See the aura of all Survivors within 6/7/8 meters of a hook. This effect lingers for 5 seconds after the Survivor leaves its range or you hook the carried Survivor.
The following effects are also applied to hooks even while not carrying a Survivor:
- Reduces the speed of sabotage attempts by 25%.
- Hooks that are sabotaged or broken repair themselves 100% faster.
Iron Maiden
Survivors who enter inside of a Locker suffer from the following afflictions:
- Scream and reveal their location to you every 5/4/3 seconds for a duration of 4 seconds.
- Suffer from the Oblivious status effect while inside of a Locker.
Survivors that exit a Locker will then have their auras revealed to you for 5 seconds.
Note: This change would only apply if the locker search speed is increased by 50% for all Killers at a base level.
Monitor & Abuse
Your base Terror Radius is reduced by 8 meters and your field of view is increased by 6/8/10 degrees.
Whenever you enter a chase, the following effects are then applied:
- Your base Terror Radius is increased by 8 meters so long as you remain in the chase.
- Your movement speed is increased by 3% for 10 seconds after starting the chase.
Predator
Scratch marks left behind by Survivors last 3/4/5 seconds longer:
- When playing on outdoor maps, scratch marks will spawn moderately closer together.
- When playing on indoor maps, scratch marks will spawn considerably closer together.
Note: This change basically makes the ability more readable on both indoor and outdoor maps.
Shadowborn
When the Trial begins, Shadowborn activates. While Shadowborn is active, the following effects are applied to you:
- For the first 50/55/60 seconds of the Trial, you are granted the Undetectable status effect.
- For the entire duration of the Trial, your field of view is increased by 15 degrees.
Territorial Imperative
The aura of any Survivor entering within a 24 meter range of a hooked Survivor will be revealed to you.
- This aura reveal lingers for a duration of 3/4/5 seconds afterward.
- This effect does not apply if you are currently within a 24 meter range of the hooked Survivor.
Trail of Torment
Performing the damage generator action on a Generator activates Trail of Torment:
- The aura of the Generator is revealed to Survivors in Yellow.
When a Survivor interacts with the affected Generator, the secondary effects of Trail of Torment then apply:
- Gain the Undetectable status effect for 13/14/15 seconds.
- This duration is extended based on the amount of regression that has been dealt to that Generator by either gradual or instant regression, increasing by up to 1 second per 1% regression.
While I appreciate the work done to so many of the perks in the game, I think we can admit that the original versions of these perks are absolutely bad or borderline unusable in the current game of Dead by Daylight, or otherwise too powerful in the case of a few of these.
Maybe these should be for whenever the next perk pass comes around. Imagine how much more intuitive these would be.
Comments
Your reworks suck and nerf most of these perks.
The dragon's grip idea however is something that makes sense and might actually be a good rework.
How would I do these perks better? Example :
Beast of Prey :
After injuring a healthy survivor your red stain is removed for 60 seconds (no cooldown).
Let's go at it one at a time...
BBQ - Pointless. I'm all for encouraging spreading hooks but actively punishing tunneling like that? No.
Beast of Prey - Not much to say considering how awful it's current state is, anything is an improvement.
Blood Echo - This... actually feels more like a nerf. Exhaustion is shorter (30 vs 45), needs to be a Scourge Hook, still requires them to be injured, and the only killers that can keep a team injured (Legion and Plague) don't care much for Hemorrhage.
Claustrophobia - same as Beast of Prey, although I imagine this can be pretty nasty on Legion, especially with Blood Favor.
Deathbound - Eh, still has a major problem of only working on altruistic heals in a self heal meta so there's very little that can make this perk work.
Dragon's Grip - I'm already having nightmares about a Nurse or Spirit with this and Overcharge. Touch it? You scream with Exposed and possibly miss an Overcharge skillcheck. Don't touch it? Dragon's and Overcharge nuke it.
Eruption - How much hindered? Because Hindered ranges from 3% to a brutal 20%.
Fire Up - Not sure how to feel about this. I feel the mechanics of Fire Up are fine but the percentages are too low.
Grim Embrace - Sounds a bit overly complicated with percentages to keep track of when you'll only see an icon on the bottom right of your screen..
Hanged Man's - Sounds like a combo of current and previous iteration of the perk, which is pretty nice.
Maiden - I think Maiden is fine. It's a niche perk but it does its niche well enough.
Monitor - I don't like the idea of having something that adds movement speed during a chase. It's number isn't huge but the lack of risk or conditions makes me dislike it, especially when it's already a decent perk.
Predator - I'd rather just rework the perk entirely....
Shadowborn - Add an FOV Slider!
Territorial - So, still only good if you're a MYC Demo/Dredge...
Trail - 1% of regression? 1% of a gen is 0.9 seconds and gens regress at 0.25c/s. So, to get 1 extra second, you'd need to wait 3.6 seconds. So... it's not really extending the timer.
I.... literally agree with everything this poster said. So I'm just gonna quote it. Except I'll add that your BBQ punishes killers who just can't find anyone else. Sometimes survivors stealth and you get unlucky and have to hook the same person a couple times in a row. Sometimes a team has a dedicated chaser and they're the only person you really get to hook for most of the game. The killer can do little about the except hard throw.
Your blood echo is also a nerf. Which is weird. Who wants to nerf blood echo?
Taking into account some of these, I'll be changing the OP, but I'll clarify a few perks that I think aren't as bad when changed:
Before the 6.4 patch Fire up was actually an S tier perk for Michael Myers
1) people always misread the perk as something else (usually brutal or superior anatomy)
2) you got extra pallet break speed, vault speed and pickup speed (all of these are very good but as "sexy" as say Hubris when it procs)
3) the more you are "losing" the more the perk kicks in which is the exact opposite of most of the "win more" perks we have as options.
I've altered some of the perks to be a little more powerful than my initial drafts of them. Take a look while you can.
Please do not nerf beast of prey, just leave it alone please because any "buff" to it will be a nerf because then they will remove the BP bonus to justify it
Just leave it be and focus on others like territorial Imperative
Or keep Beast of prey the same.. it doesn't need to be nerfed by removing the BP bonus
Why did you edit this? The quote says better ideas than what u have now.. like for BBQ nobody cares about hunting or deviousness because we already have distressing, Beast of prey and thrill of the hunt.. Brutality and sacrifice are really the main ones we need perks for.. even if they make killing survivors harder like how no mither makes chase last less
That way its not a super popular perk that some people would say they "have", to take since it'll make the "objective" harder, they can go as far as reducing base speed by 10% and I still would not mind and run it
Brutality is one that is less needing a perk for now that myers' scratched mirror addons now correctly increase brutality points and we have Legion which makes brutality easier to get since hitting a survivor thats in deep wound with frenzy gives the same brutality BP
Bro, first off, you don't need to multi-post to try making a point. You could've just done one post.
Second, my version of Beast of Prey is a significant buff since:
The reason you don't like the idea of the change is because it gets rid of the BP bonus, which is more than compensated for with other perks, including the Perk before it in my Perk changes.
It hardly is, the BBQ gives 25% in hunting instead of 50% beast of prey currently does
Beast of prey does not need a buff (nerf) since it already fits a niche of BP perks
I honestly liked your original idea before you edited it to give a 25% bonus to sacrifice for each unique hook up to 100%, that would make it the perfect build to use on Legion or scratched and vanity mirror myers for BP gains as all catagories will be boosted
I'm not sure what made you change your idea because it was perfect originally
If you don't like it, you don't have to use it and limit choices for other players by removing the main aspect of why some choose to run it