My Perk Ideas: Part I
Prologue
Hello, I been wanting to do this for a while, so here I am with my perk ideas to spice the game up!
I'm going to make 6 perks in every part, this includes 3 survivor perks and 3 killer perks. If possible, I'll try to add in Obsession perks and Hex perks to add some variety! Hopefully, y'all will enjoy my perk ideas, and keep in mind that values are subject to change! ๐
Killer Perks
Restrictions
Your hard devotion to hooking your prey amuses the Entity. Upon hooking a survivor, they will be blocked by the Entity for 20/25/30 seconds. During that time they cannot unhook themselves, or be unhooked by other survivors. Sacrifice progression for blocked survivors are slown by 50%.
This perk should help the killer defend hook swarmers, while helping them get in range to activate token based perks such as Devour Hope.
This perk also gives the survivor a longer time out period, which means less survivors on a generator.
Devil's Deal
You are willing to take what you can get. If the hooked survivor is rescued by another survivor when you're further than 32 meters from the hook, this perk activates for 40/50/60 seconds. While active, the unhooked survivor gains the Endurance status effect, and if the unhooked survivor takes damage from the killer, the rescuer will be put into the dying state.
This perk is like a reverse Make Your Choice since if you find the unhooked survivor and attack them within 60 seconds, the rescuer is downed as a result while the unhooked survivor can run free.
While this perk directs all damage to the rescuer for 60 seconds, the unhooked survivor is invincible for that duration as well - unless you grab them.
Hex: Rush Hour
You have a Hex tied to space and time. When the Exit Gates are powered, if there is a dull totem remaining in the Trial, it will have this Hex applied to it. While active, the Collapse will drain at 150% the normal speed, but the survivors won't notice the additional speed increase until 55%/65%/75% of the Collapse Timer has expired. Once this happens, the Collapse Timer will update, and reveal the actual remaining time to the survivors.
The Hex effects persists as long as the related Hex totem is standing.
This perk tricks the survivors into believing they have more time than they already have, which can cause some great surprise kills for the killer.
While the EGC isn't meant to be threatening, I feel like sacrificing a Hex perk to make it threatening is fair enough. Furthermore, the state of the map can be a dead giveaway to how much time you really have.
Also, as a note, if this perk is cleansed, the Collapse Timer is updated immediately, and the speed of the EGC will return to its normal state.
Survivor Perks
Perseverance
You won't quit, even with the odds against you! Start the Trial with a 50% repair speed penalty, and an additional 10% regression penalty towards failed repair skill checks. Everytime you're hooked, gain an 40%/45%/50% repair speed increase.
This is like an Autodidact for generators, but more risky because you have to get yourself to sacrifice hook to make use of this perk. If you remain unhooked, you'll be a detriment to your team since generators take you 160 seconds to complete.
Survivalist
You know how to maintain a stable mind in a dire situation. While injured, you'll automatically heal yourself to 50% within a 32 second time span. This effect is also applied to other survivors when they are within a 8 meter range to you. Once they are out of range, this effect persists for 16/24/32 seconds.
Survivors can only be affected by one Survivalist buff at a time.
I wanted a survivor perk that heals yourself over time without the survivor having to do anything, but I'm not sure if this perk would be OP. What's your thoughts about it?
Last Stand
It's time to show the killer you mean business. After performing 4 safe unhooks, this perk will activate until you're sacrificed. After being sacrificed, you'll be granted another life by the Entity, but your next hook phase will be the sacrifice phase/the struggle phase/the summoning phase.
Increases your chances of becoming the killer's Obsession.
The killer can only be Obsessed with one survivor at a time.
I thought it would be cool to include a perk that grants the survivor an extra life, but with the steepest conditions in the game. Do you all think 4 safe unhooks would be enough to justify an extra life to the survivor, or do we need a bigger condition?
Comments
Thats just terrible, more power to killers and only useless gen related stuff for survivors, who the hell is going to unhook 4 times in a game?
@Aikanaro
Survivalist shouldn't be underestimated, it's like a free 50% heal if you last 32 seconds. Furthermore, if a survivor tries to heal you, it will only take 8 seconds to finish the other 50%. Not bad in my opinion.
Last Stand is an all or nothing perk since it can grant the survivor a second life, literally. You shouldn't be able to get an extra life every game, it should be a curve ball for the killer since it's a rare perk to see active.
Perseverance could use a few buffs, but I don't know how this perk would play out in the PTB.
I'm going to tag a wholesome person @NoShinyPony since she knows how strong these perks really are.
Last Stand is a perk that is extremely unhealthy on paper. The game isn't designed with respawning in mind and there currently is barely enough time to play through 3 hooks per survivor. Unless the core gameplay of the game got a big shake up I'd leave this perk on the cutting room floor.
Survivalist is worded vaguely and for what your asking it to do it would need some sort of severe downside. This perk would completely make something like Solidarity obsolete which is a bad thing. Also, again the game would need to evolve in its core gameplay for it to really be safe to consider passive healing.
Perseverance is reading as if it is autodidact for gen repair. That being said you've completely gated this perk off from any effective use. To that end running this hinders your teams overall gen time banking on that you can get hooked and then unhooked. Then you can do gens somewhat better. You will likely just die before this gets anything done.
Hex Rush Hour is doing something the devs actually spoke about not wanting to see. The devs said in their stream for EGC that they didn't want to have the survivors feel overly pressured during the endgame sequence. Also it has the same frail logic of Noed, but no real benefit to the killer to compensate.
Devil's Deal is killer sided BT and ranged Make Your Choice. I don't know if any killer would really want to run this over just having Make You Choice. In theory DD would be better for tunneling mixups, but it is that exact thing that would make it problematic. It functions too much like a hack than a healthy perk. It would be easier to run MYC as you can go straight to the unhooker and drop them rather than handing out BT.
Restrictions could work, but I imagine that survivors would have a huge hissy fit if a perk like this was introduced. The first thing that would happen is the time values would be cut by half or a third at every rank. Then it would be adjusted to only apply to most recent person hooked so you couldn't hook two people and have them blocked off. This one is the most reasonable perk you wrote out of all of these.
@NMCKE Thank you for the praise, don't make me blush! :) I'll write my thoughts step by step. Let's start with Restrictions:
That's basically 100% camping for half the price. The killer can look for survivors the first 30 seconds and then come back to the hook to camp. It would make camping efficient and meta. We don't want that.
Devil's Deal:
One survivor gets unhooked. This person is a bad player, isn't stealthy and can't loop. Or even wants to troll. The killer can easily attack the unhooked person.
On the other side: The person who did the save. A skilled player who just wants to play a normal game. He/she is getting downed because the person who got unhooked didn't play well. It isn't something the unhooker could have influenced. The unhooker gets punished for the unhooked person's bad play. The unhooked person doesn't suffer any consequences for playing bad.
This perk would be super frustrating, especially for solo players. Unfair and unfun.
Hex:Rush Hour and Last Stand change the core mechanics of the game. Perks shouldn't do that.
Also both perks feel extremely unfair to survivors/the killer.
Perseverance would encourage camping, tunneling and slugging. Perks should do the opposite.
Survivalist: The basic idea can work. The numbers would probably need some tweaking.
@NoShinyPony
That's basically 100% camping for half the price. The killer can look for survivors the first 30 seconds and then come back to the hook to camp. It would make camping efficient and meta. We don't want that.
Did you see the part about blocked survivors being sacrificed at 50% the normal sacrifice speed? Each hook state is effectively 1 minute and 15 seconds up to a maximum of 2 minutes and 30 seconds if we included both hook states, assuming the killer hooked the survivor twice.
If the killer camps, they are more vulnerable to being gen-blitzkrieg since hook states are actually longer.
Devil's Deal:
One survivor gets unhooked. This person is a bad player, isn't stealthy and can't loop. Or even wants to troll. The killer can easily attack the unhooked person.
On the other side: The person who did the save. A skilled player who just wants to play a normal game. He/she is getting downed because the person who got unhooked didn't play well. It isn't something the unhooker could have influenced. The unhooker gets punished for the unhooked person's bad play. The unhooked person doesn't suffer any consequences for playing bad.
This perk would be super frustrating, especially for solo players. Unfair and unfun.
If you unhooked someone, try running away from the killer since if you were to go down, a survivor can just pick you up. It's not like Deep Wounds where you'll giveaway your position if you go down, so just go down in a safe position and you'll be fine.
Hex: Rush Hour and Last Stand change the core mechanics of the game. Perks shouldn't do that.
Also both perks feel extremely unfair to survivors/the killer.
For Hex: Rush Hour, just do bones and you're fine. If you don't, the state of the map can giveaway how much time you really have, or you could just 99% the Exit Gates to avoid the perk altogether. Furthermore, it can be destroyed after the Exit Gates are powered since that's when it will pick a random dull totem.
For Last Stand, Corrupt Intervention introduced generator blocking, something that was never introduced into Dead by Daylight. A respawning system wouldn't be that difficult to implement, just have the Entity vomit you from the ground and as far away as possible from the killer. Now about the condition, I'm thinking you should get 4 safe unhooks, but if you get hooked in the process, you'll have to start over.
Perseverance would encourage camping, tunneling and slugging. Perks should do the opposite.
To play devil's advocate, how would the killer KNOW the survivor had Perseverance?
Survivalist: The basic idea can work. The numbers would probably need some tweaking.
By how much?
@NMCKE Restrictions: I overread that part with the reduced speed. However, it wouldn't change the basic problem. In this case, the killer returns to the hook for camping after 45 instead of 30 seconds. Might be even better for the killer. You are more likely to find and down a survivor in 45 seconds than in 30.
Devil's Deal: So the unhooker is supposed to just hide for a minute in case the unhooked person gets hit? Also, Devil's Deal could be combined with Deerstalker. And the main problem remains: Why should a survivor get downed/punished for something he/she can't influence? That is unfair and frustrating.
Hex:Rush Hour. You will not always find all the totems or have time to do so, especially if you play solo. You can't compare it to NOED, since with NOED you always have the option to hide from/loop the killer and not go down, even when NOED is activated.
Last Stand: There shouldn't be an additional hook state. It's not about how difficult something is to code/program/implement. It's about that you don't change fundamental core mechanics with perks.
Perseverance: You just assume that the survivor runs it. Like survivors do with BBQ. Or like killers did with old MoM and brought moris. Why take a risk, when tunneling would eliminate the risk? It would encourage unwanted playstyles.
Survivalist: Not sure yet, would have to think about it some more.
Bad survivor perks and more good killer perks? What's new. Next!