New perks you would like to see?

I’m not sure what is and isn’t on the table when it comes to what a perk can do. But if there were no limits, I think it would be really neat if there was a perk that affected the 2nd hook stage. Either a Killer perk to make skill checks more difficult or a Survivor perk that gives benefits like added time for great skill checks.

What have been some of your more creative ideas when imagining what a perk can do?

Comments

  • I'd like to see a perk for survivor that allows you to use a Toolbox as an improvised medkit or the other way around.

    I'd also like a perk for survivor (with limited uses) that lets you throw a pallet and if it doesn't hit anything it rebounds back up into an undropped state.

    For killer I'd love for there to be perks that offer travel of some sort. Maybe one that allows you to destroy a dull totem in order to quick travel to the basement for example.

  • @Dustin said:

    I'd like to see a perk for survivor that allows you to use a Toolbox as an improvised medkit or the other way around.

    I'd also like a perk for survivor (with limited uses) that lets you throw a pallet and if it doesn't hit anything it rebounds back up into an undropped state.

    For killer I'd love for there to be perks that offer travel of some sort. Maybe one that allows you to destroy a dull totem in order to quick travel to the basement for example.

    Oh wow those are really great ideas.

  • Considering your ideas, I think a perk for survivor which combine both things would be a good idea, as a "risk and reward" perk. Smaller skill checks in the hook but everytime you hit the skill check the bleeding progression is stopped for 4 seconds or so. I also consider this perk a great idea because the current anti camping perks are reliant on other players, not the hooked one (Camaraderie and Reassurance).

    A killer perk for reducing the size of the skill checks is a bad idea and would be a bad perk, nobody would use it, it is a wasted slot and players who more or less know the timings would hit the skill checks anyway and making the skill check size too small would be a bit unfair, specially for newer players and it would result in too many free kills.

  • I don't have any detailed perk ideas, but I've always wanted more survivor perks involving crows, and/or killer instinct immunity.

  • I have a few ideas for both sides.

    For Survivors:

    1. Whenever you stun the killer by any means, the duration of the stun is increased by 1/1.5/2 seconds.
    2. Whenever you blind the killer by any means, the duration of the blind is increased by 1/1.5/2 seconds.
    3. Whenever you complete 50% of a generator, Tripwire activates. When standing by a doorway or vault location, press the active ability 2 button to install a Tripwire that will remain active for 100/110/120 seconds. Doorways or vault locations affected by a Tripwire will be highlighted with a yellow aura to all survivors for the duration. If the killer triggers a Tripwire, either by walking through one or vaulting over one, they will be blinded and gain 50% hindered for 4 seconds and their aura will be revealed to all survivors for the next 10 seconds.

    For killers:

    1. While this hex is active, all skill check success zones are reduced by 40/50/60% for all survivors.
    2. Whenever a survivor stops repairing a generator, you see their aura for 3/4/5 seconds.
    3. Whenever a survivor is hooked, the next time they heal another survivor, they will become injured and broken for the next 40/50/60 seconds. When this happens, you see their aura for 3/4/5 seconds. After the 40/50/60 seconds has finished, they will automatically be fully healed.
  • I don't want to see new perks before we won't have at least 80% of existing perks at least in okish state, especially on killer side.

  • Survivor perks:

    Mechanic's Ingenuity.

    After being in chase with the killer for at least 90 seconds total, press the active ability button on a generator to activate Mechanic's Ingenuity. The next regression event the killer applies on that gen is reduced to 0% damage (does not add towards the 8 regression event limit however).

    Unbending Will.

    After being unhooked Unbending Will activates for 90 seconds. While Unbending Will is active the survivor gains 7% haste. The perk deactivates after being healed or performing a conspicuous action. For as long as Unbending Will is active no items other than medkits can be used by that survivor.

    Killer perk:

    Malicious Tenacity.

    Hitting a survivor with a basic attack grants a stack up to a maximum of 12 stacks. Hooking a survivor inflicts the exhausted status effect on all other survivors for 5 seconds per stack and applies killer instinct on one survivor with the least hook stages for 6 seconds. This perk deactivates when a survivor dies.

  • I don't necessarily have any perks in particular, I'd say. I would love to see more general perks tho. Especially on the survivor side I would love to see new ones, band aid perks like Reassurance being locked behind a paywall is somewhat outrageous. The last time we got one of these was when Shattered Hope was introduced for the killers to deal with boon totems. That was a nice way to deal with the boon meta without having to buy a whole new chapter.

  • For Killer,

    A perk that allows the Killer to rebuild a hook.

    Maybe takes 3 seconds to do? Don't think the perk needs any other bells and whistles.

    Obviously would be a handy counter to sabo squads, but generally it'd be nice to have as countermeasure against survivors dying on hooks that create deadzones.

    Of course, this is the type of QoL update where once it is a perk everyone will be asking why its not basekit.

  • First universal perk for both roles!

    BUSH:

    Allows the user to transform into a bush that fits the map. Equipping this perk guarantees the map will be outdoors.

  • @dbdplayerabc123 said:

    I don't have any detailed perk ideas, but I've always wanted more survivor perks involving crows, and/or killer instinct immunity.

    Oh yeah! There’s way more that can be done with crows. Like disturbing a certain number of crows gives broken or triggers some other status penalty. Or a Survivor crow perk could reveal the Killer’s aura after the Killer disturbs like ten crows or something.

  • @dbdplayerabc123 said:

    I don't have any detailed perk ideas, but I've always wanted more survivor perks involving crows, and/or killer instinct immunity.

    That's the entire point of the killer instinct though. That it absolutely cannot be countered. It's also why the devs use it so sparingly.

  • A perk that allows the killer to rummage chests and change their addons mid-match.

  • @Huge_Bush said:

    First universal perk for both roles!

    BUSH:

    Allows the user to transform into a bush that fits the map. Equipping this perk guarantees the map will be outdoors.

    Okay, this sounds absolutely hilarious. Turn into a bush at will

  • @lagosta Wow I really like this idea holy crap, maybe only 2 or 3 times, though, and/or make it a hex perk. A perk like that would go super well with perks like corrupt and lethal pursuer. Would go well with hex builds, too; you could just change perks if your hex gets cleansed. I really want this perk now.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708561#Comment_3708561

    That's the entire point of the killer instinct though. That it absolutely cannot be countered. It's also why the devs use it so sparingly.

    If it's used so sparingly, then it would render that perk to be severely niche, just like calm spirit, and majority of the time you're throwing away a perk slot. That's why I don't think it would be that big of a deal to add a perk that offers killer instinct immunity, it could even be conditional if it makes everyone feel better.

  • Vault speed perk to finally replace Spine Chill.

  • Boon: Quid Pro Quo

    A boon created from a mutual agreement with the Entity itself, benefiting both sides greatly.

    You start the trial with 1 token.

    Whenever a generator is repaired, you gain a token.

    Blessing a totem consumes 2 tokens.

    This effect does not affect other boon perks.

    After a survivor is picked up by the killer in the boon's radius, the boon's power activates for 40/50/60 seconds.

    During this time, any hook in the 4/6/8 m radius of the killer breaks for 10/20/30 seconds.

    All survivors in the boon's radius suffer from the Exposed status effect.

    Amnesia

    You know from experience how much harm can medicine do if it's used in the wrong way.

    You start the trial with 4 vials.

    You can drop these vials anywhere on the map, seeing their auras from 24 meters away.

    If anyone, killer or survivor, steps on a vial, it will break and create a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/45/60 seconds.

    Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.

    Into the Shadows

    You have developed an ability to recognize the right time to step out of danger's way.

    Every 60 seconds of total chase time, this perk activates, inflicting Exhausted for 5 seconds.

    When the Exhaustion timer ends, following effects happen for 5/10/15 seconds:

    • You won't leave any scratch marks or pools of blood.

    • The killer will be unable to see your aura.

    • Grunts of pain and your footsteps will be muffled by 100%

  • Hex: Technical Torture

    All generators are completely blocked until this hex totem is cleansed or a survivor is put into the dying state

  • It’s buffed corrupt intervention but a hex perk

  • @dbdplayerabc123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708739#Comment_3708739

    If it's used so sparingly, then it would render that perk to be severely niche, just like calm spirit, and majority of the time you're throwing away a perk slot. That's why I don't think it would be that big of a deal to add a perk that offers killer instinct immunity, it could even be conditional if it makes everyone feel better.

    Maybe it wouldn't be a big deal but it's against the very purpose of the killer instinct. It's supposed to be an uncounterable source of information. That is literally the only reason why it exists. So that some information is guaranteed given the circumstances for triggering killer instinct are fulfilled. Anything that is meant to be counterable is done with either aura vision or screaming.

  • a perk that grants 5% haste for 30 seconds when a survivor finishes a gen.

  • I like iron will to go back to what it was because survivoral horror games means that a person needs=to keep quiet no matter how much pain they are. I do not want any new perks because if its too good its complaint from killers to nerf it.

  • Not necessarily powers, but for types of perks:

    1. A Survivor Boon which acts like a Hex - active at the start but, once found and snuffed, cannot be relit.
    2. Likewise, Killer Hexes that can be cast by the killer whenever they approach a dull totem, which maybe grants them power whilst within range, like a Boon.
    3. Perks based on previous bugs: for example, a survivor perk which dummies a vault, where the survivor half-vaults, then immediately returns to where they were.
    4. Killer perks which allow them to set environmental traps. Same with survivors.
    5. Perks which make forgable parts appear on the map, which players can gather and create unique items.
    6. More of a retred than anything new, but perks that grant bonuses once the trial is over, such as BP or XP bonuses.
    7. Perks which don't necessarily do anything when first equipt, but fill up with a power, so in another trial players can cast the perks power to either increase effectiveness of an existibg perk, or offer a minor 5th perk-like ability.
    8. Elemental perks.
    9. Crazy perks, such as Nicholas Cage's perks, to be thrown in more often, be they either survivor or killer perks.
    10. Perks which can alter the terrain or map layouts in some way.

    I have other ideas, but basically perks should only be limited by imagination. Hopefully, the new engine will allow more ideas to be usable in future.

  • @Marc_go_solo said:

    Not necessarily powers, but for types of perks:

    1. A Survivor Boon which acts like a Hex - active at the start but, once found and snuffed, cannot be relit.
    2. Likewise, Killer Hexes that can be cast by the killer whenever they approach a dull totem, which maybe grants them power whilst within range, like a Boon.
    3. Perks based on previous bugs: for example, a survivor perk which dummies a vault, where the survivor half-vaults, then immediately returns to where they were.
    4. Killer perks which allow them to set environmental traps. Same with survivors.
    5. Perks which make forgable parts appear on the map, which players can gather and create unique items.
    6. More of a retred than anything new, but perks that grant bonuses once the trial is over, such as BP or XP bonuses.
    7. Perks which don't necessarily do anything when first equipt, but fill up with a power, so in another trial players can cast the perks power to either increase effectiveness of an existibg perk, or offer a minor 5th perk-like ability.
    8. Elemental perks.
    9. Crazy perks, such as Nicholas Cage's perks, to be thrown in more often, be they either survivor or killer perks.
    10. Perks which can alter the terrain or map layouts in some way.

    I have other ideas, but basically perks should only be limited by imagination. Hopefully, the new engine will allow more ideas to be usable in future.

    Elemental perks… 🤯

  • I would love a perk on both sides that acts as a "challenge". Like a "I will down you / survive in chase in X amount of time" and if you pull it off, you get a reward, and if you fail, you get punished.

    Survivor who hasn't been hooked yet? I can catch you in 60 seconds at this jungle gym. I get a reward for doing so that offsets not tunneling/camping. Killer tunneling? I take a hit and challenge you to chase. Can't down me? I do gens faster to punish tunneling or reward outplay in chase.

  • unfortunately this concept will never see fruition due to imbalances between killers and maps. But it is fun to think about.

  • @jmwjmw27 said:

    I would love a perk on both sides that acts as a "challenge". Like a "I will down you / survive in chase in X amount of time" and if you pull it off, you get a reward, and if you fail, you get punished.

    Survivor who hasn't been hooked yet? I can catch you in 60 seconds at this jungle gym. I get a reward for doing so that offsets not tunneling/camping. Killer tunneling? I take a hit and challenge you to chase. Can't down me? I do gens faster to punish tunneling or reward outplay in chase.

    Oh wow. What an original idea. It sounds great.

  • any means necessary but for destroyed pallets

  • Having boosted Gen progression for having a Survivor die

  • @RaSavage42 said:

    Having boosted Gen progression for having a Survivor die

    That’s neat. Very interesting.

  • That'll be a deterrent for Tunnelers looking for the Quick kills

    Plus it'll help the 3V1 for like 60 seconds but how much is still up in the air (10%, 15%, 20%)

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709311#Comment_3709311

    That'll be a deterrent for Tunnelers looking for the Quick kills

    Plus it'll help the 3V1 for like 60 seconds but how much is still up in the air (10%, 15%, 20%)

    Oh sure. Absolutely.

    Even though I don’t mind tunneling, camping, slugging, gen rushing, etc. the perk idea still sounds fun! I imagine it’d get value by virtue of existing just like Blood Warden.

  • I'd be a bit more humble in my perk requests. I'd mostly want to cover the weaknesses left from the Stranger Things perks being removed from the common pool.

    @UndeddJester said:

    With the loss of Stranger Things from the general perk pool, I thought I'd put forward a few suggestions to replace them. BHVR has said they have no plans for new perks, but maybe we can change their mind....

    The goal to my mind isn't to necessarily create super strong meta perks, just some nice/decent perks that fill a roll in the general list that has decent usage to get going in DBD and offer some potential perk synergies. Here are mine.

    Trip Wire

    You anticipate your victims to bring their best, and prepare accordingly.

    • After 3 continuous seconds of a survivor using a Toolbox while repairing a Generator, you get a loud noise notification centered on that survivor.
    • If that survivor let's go of the generator before it is complete, the generator is marked yellow for 90s.
    • If a survivor is downed while the generator is marked, the generator explodes and loses 25% progress.

    "It's the red one... it's always the red one!"

    Spoiler Spoiler Warning ▲ ▼

    This is quite simply an anti-gen rush perk. It gives the killer information on where survivors are committing their resources early and provides a chance to interrupt. It doesn't scale well throughout the game once toolboxes are spent, but it may allow the killer to get a foot hold early.

    Disproportionately good on the mobile killers is the only concern... however a less mobile killer can't get there as fast, so they have potential for more of the Generator/Toolbox progress to get used up... so still balances out.

    Survivors do have counters to this once they know its in play, which is why the regression is strong. They can only use toolboxes to finish off generators, only use toolboxes when the killer is a long way away, or even take the add-on that prevent skill checks for the duration and keep tapping. They can even decide to let go early once they know Trip Wire is in effect to lose less of their Toolbox while the gen progress is still low.

    Malicious Castigation

    Those who dare interfere shall be punished severely.

    • For each hooked survivor, gain a token.
    • Survivors who take a Protection Hit, are Hindered for 1.8s, reducing their movement speed by 6/8/10% per token.
    • Once a survivor is killed by any means, you can no longer gain any tokens.

    "It was as if it saved all its fury for the bravest of us... like it was trying to make an example out of them..."

    Spoiler Spoiler Warning ▲ ▼

    This perk is a chase perk, designed to help against off the record, dead hard, and other protection hits survivors might employ, as there isn't really anything to help killers here other than Forced Penance... which especially at end game doesn't really help.

    The post hit boost for survivors is 1.8s long and is 165% movement speed. This perk hinders for the same duration, and gets progressively stronger the more hooks the killer gets. This actively discourages tunneling, and the reward for doing so making it so that hits in the end game (a potential 90% hinder) overpowers the 65% speed boost from taking a hit when trying to muscle survivors out and body block towards the gate.

    The fact survivors taking protection hits are slower also makes them juicier targets for the killer as well, and knowing they can build up this perk with more instead of tunneling naturally places a carrot to break the tunnel. We may even see "looks like tunneling, but actually isn't" starts which would actually be pretty cool.

    These are my common killer gripes. Rushing with powerful toolboxes feels like there is nothing I can do about it, you just hope you can pressure enough in the mid game when the early game ends inside 1 hook. If we make it to end game, the mass hook rushes are frustrating, especially when you havent tunneled or played mean, to be rewarded with a 3 man body block chain. These perks I feel would grant some decent options to the general perk pool to address as such.

    Feel free to comment on any of these with suggestions, or add your own? What would you add to the general pool of perks?

    @UndeddJester said:

    With the loss of Stranger Things from the general perk pool, I thought I'd put forward a few suggestions to replace them. BHVR has said they have no plans for new perks, but maybe we can change their mind....

    The goal to my mind isn't to necessarily create super strong meta perks, just some nice/decent perks that fill a roll in the general list that has decent usage to get going in DBD and offer some potential perk synergies. Here are mine.

    Quiet Retreat

    You have a knack for slipping away unnoticed.

    • Shows auras of lockers within 16/20/24m.
    • Slow locker entry/exit speed increased by 40%.

    "We need to pick our battles... Every second it spends trying to find us, is one second closer to getting out of here... "

    Spoiler Spoiler Warning ▲ ▼

    Locker info is something I've wanted for a while on some perk. The slow locker bonus helps for perks like Built to Last, Lucky Star, Red Herring (LoL), Inner Strength, etc, and since lowbies tend to hide a lot to make up for their lack of looping skill, this will help them hide while learning the ropes.

    It also has natural usage against Ultimate Weapon and Friend's Til The End, which would be a nice method of reigning in those perks instead of giving them the nerf bat.

    There is the potential for rats... but truthfully, rats gonna rat regardless, this won't be anywhere near as impactful compared to Distortion.

    Gallows Humour

    You know how to keep your head in the game, even in the most desperate of times.

    • Activates after being hooked for the first time. Every 15% that the AFC meter fills triggers a skillcheck (akin to decisive strike).
    • Successfully hitting this skillcheck pauses the sacrifice timer for 3/4/5 seconds.

    "Well... it won't surrender... just give me a minute to catch my breath..."

    Spoiler Spoiler Warning ▲ ▼

    A general anti camp perk with some interactivity. Low level games see players not commit to unhooks or trades when being camped, so this gives some means of getting more time depending on how mean the killer is playing... and may even buy enough time to keep filling the AFC if a killer insists on camping and interrupting unhook attempts.

    This makes a nice alternative to Reassurance, as it is perk you have direct influence on yourself in response to being camped.

    It also might help alleviate the CONSTANT barrage of people asking for anti camp to be better... even though it's fine.

    Evasive Manoeuvres

    You know better than to expect mercy from your foes, and act fast when needed.

    • When you are unhooked you gain an additional 10% haste for 6/8/10 seconds.
    • Your rushed actions do not trigger noise notifications.
    • Disables once the gates are powered.

    "I just ran... there was little more I could do..." - Bloody Journel, Anon

    Spoiler Spoiler Warning ▲ ▼

    An anti tunnel perk. Helps make distance to some form of safety like a pallet or window and potentially Bamboozle the Killer with a couple of silent fast vaults, or maybe even a silent locker hop. Too often a killer can just cut off and intercept, or even just hug a unhooked survivor and wait out the BT to tunnel easily. With this the survivor is actually faster, so has a decent chance of making safety, can break line of sight, and potentially make huge distance.

    This however has to be unavailable once gates are powered though, otherwise it trivialises the exodus to gate, which can already be rough enough on killers, and would push this perk to becoming potentially problematic.

    These are my common survivor gripes. Locker perks feels annoying to use, and camping/tunneling are always a pain. These perks I feel would grant some decent options to the general perk pool to address as such.

    Feel free to comment on any of these with suggestions, or add your own? What would you add to the general pool of perks?

    Might be a little boring of me, but these would be my suggestions.

  • There's already one in existence: the Chemical Trap Ripley brought along. Depending on how many sub-sections of elements that are considered, there could be plenty of opportunities!

  • Universal perk for survivors: Ghostpath.

    When you are unhooked or unhook yourself, Ghostpath activates for 80 seconds. While it is active, press the active ability button while running to slip into the spirit realm for 10 seconds. While in the spirit realm, you are blinded and oblivious, and cannot see the killer, other survivors, or breakable objects. You cannot interact with anything, you cannot collide with killers or survivors, you cannot be seen by anyone, and you leave no scratch marks, blood pools, make no noise, show no aura and show no killer instinct.

    Ghostpath deactivates once it has been used, or if a conspicuous action is performed.

    Universal perk for killers: Grim determination.

    Every time you are blinded or hit with a pallet while carrying a survivor, Grim Determination gains a token. For every token, you recover 10% faster from getting blinded or hit with a pallet while carrying a survivor.

  • @dbdplayerabc123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708739#Comment_3708739

    If it's used so sparingly, then it would render that perk to be severely niche, just like calm spirit, and majority of the time you're throwing away a perk slot. That's why I don't think it would be that big of a deal to add a perk that offers killer instinct immunity, it could even be conditional if it makes everyone feel better.

    A perk suppressing KI would be unhealthy. Some of the killers rely heavy on it to function (most namely legion), others don't have any KI at all. So any perk suppressing it would affect the killers pretty unevenly. Yes you can make it pretty situational, but If it's too niche to be played, why adding it in the game in the first place?

    Killer instinct is special thing. It is solely bound to killer powers and addons. And its explicitly designed to NOT be influenced by any perk , neither survivor nor killer ones!

    "But wait, what about Ultiamte Weapon, it reveals the location of a survivor, isn't that KI?"

    Actually no. KI highlights the survivors outline and creates visual & auditory heartbeats for each affected survivor. It also may linger for quite some time, enabling the killer to track survivors with it (see Legion).

    Revealing the location of a survivor just creates a visual indicator where the survivor stood at the point ot activation (e.g. Rancor when a gen gets done). You cannot really track with it, it just gives general knowledge where survivors are. Some perks also have a scream effect tied to it (UW, IF), which will be tied to the location reveal, so calm spirit should suppress both scream and indicator.

    You could think about a perk that disables the visual indicator, compared to calm spirit disabling the scream. But I don't think thats worth it, there are simply not that much perks that reveal survivors (without screaming), and even then that perks are the weaker ones a killer can bring.

    Edit: I was just thinking, that some KI protection could be incorporated basekit as a tunneling protection. Something like Endurance giving KI protection, so Off the record would be very potent in hiding from a (tunneling) killer.

  • I'd like to see a new type of trapped Hex totem perk where if a survivor interacts with the hex totem it injures/deep wounds them, blocks itself(to kick the survivor off of the totem), then moves to a different totem location.

    This would make it to where survivors would have to actually think twice about touching a Hex totem that they see without knowing what they're looking for since it would hurt them and its ability to change spots can make it harder to tell if it's a specific totem you're looking for or the trapped one. It's essentially just a totem that just simply exists and doesn't like being touched.

    Yes, it's not the most useful thing in the world, but I'd still use it since it'd be funny.

  • @UndeddJester said:

    I'd be a bit more humble in my perk requests. I'd mostly want to cover the weaknesses left from the Stranger Things perks being removed from the common pool.

    https://forums.bhvr.com/dead-by-daylight/discussion/401343/suggestions-for-general-perks-killer

    https://forums.bhvr.com/dead-by-daylight/discussion/401345/suggestions-for-general-perks-survivor

    Might be a little boring of me, but these would be my suggestions.

    No way not boring at all! These sound really fun honestly

  • @Firellius said:

    Universal perk for survivors: Ghostpath.

    When you are unhooked or unhook yourself, Ghostpath activates for 80 seconds. While it is active, press the active ability button while running to slip into the spirit realm for 10 seconds. While in the spirit realm, you are blinded and oblivious, and cannot see the killer, other survivors, or breakable objects. You cannot interact with anything, you cannot collide with killers or survivors, you cannot be seen by anyone, and you leave no scratch marks, blood pools, make no noise, show no aura and show no killer instinct.

    Ghostpath deactivates once it has been used, or if a conspicuous action is performed.

    Universal perk for killers: Grim determination.

    Every time you are blinded or hit with a pallet while carrying a survivor, Grim Determination gains a token. For every token, you recover 10% faster from getting blinded or hit with a pallet while carrying a survivor.

    Wow great idea for both perks! Ghost Path sounds especially fun!

  • @ azulra
    How interesting. This would be really interesting to use with Hex: Thrill of the Hunt. Great suggestion!

  • Honestly I would go through what we have make changes to them then come up with new ideas