Jasons Perks

People seem to pretty universally think they're very weak, how would you fix them?

-Hex: Scared to Death

When you Hook 3 different Survivors, Hex: Scared to Death activates on a random Totem and triggers its effect:

  • Basic-Breaking a pallet during a chase causes all Survivors within 13 metres to scream and gain 11/12/13 % Hindered Status Effect for 3 seconds.

The Hex Effects persist until the Hex Totem is either blessed or cleansed by a Survivor, disabling it for the remainder of the Trial.

-Rampage

Whenever you basic break a pallet or breakable wall, gain a token up to 13.

Whenever you are Blinded or Pallet-Stunned you are granted 1% Haste for each token this perk has for 13 seconds.

This perk has a cooldown of 30/25/20 seconds after being Blinded or Pallet-Stunned.

-Silent Shadow

When you hook a Survivor, you are granted Undetectable Status Effect for 11/12/13 seconds.

When the Exit Gates are powered, you are granted Undetectable for the rest of the trial.

Comments

  • Scared to death would be fine if vigil didnt exist if im honest. I know people will jump on the campaign its not a vigil issue but it very much is. This is basically freddy/clown slowdown for kicking a pallet. But eitherway id probably have it be after a hook like other hexs.

    Rampage possibly give more tokens on break?

    Shadow is fine.

  • I don't think Silent Shadow is too bad but I'd think it'd be better if it were token based that you could press a button for to then consume a token enabling the small period of undetectable instead of activating instantly upon the hooking.

    This way killers with lesser mobility would benefit from it more

  • Scared to death - maybe make it non hex would be fine? If it would be too strong then just leaving it as hex but buffing the duration

    Rampage - 2 or 3 tokens per pallet break

    Shadow - idk

  • @supersonic853 said:

    Scared to death would be fine if vigil didnt exist if im honest. I know people will jump on the campaign its not a vigil issue but it very much is. This is basically freddy/clown slowdown for kicking a pallet. But eitherway id probably have it be after a hook like other hexs.

    Rampage possibly give more tokens on break?

    Shadow is fine.

    I agree Vigil is a problematic perk in general. Even without Vigil though we're talking about a perk that takes spread hooks to activate in the first place, requires lots of pallet breaks to start getting a relevant number AND it's a hex lol. I'm assuming they want to keep it a hex so I'd remove the hook component entirely, remove the cooldown, make the totem not light till it triggers once and make it trigger on breakable walls and gen kicks as well. It's a hex so it needs to get high value very quickly.

    Rampage is just destined to be bad. Perks giving value only on something the survivors can choose to do isn't going to work. Blinds and pallet stuns are very limited, especially once they see you have the perk. It's the same issue with Hubris. They see you activate it once, and now you're never getting value again. Maybe make it trigger when you kick a gen? Something you can actually control.

  • @SkeletonDance said:

    Scared to death - maybe make it non hex would be fine? If it would be too strong then just leaving it as hex but buffing the duration

    Rampage - 2 or 3 tokens per pallet break

    Shadow - idk

    Removing the hex component from Scared to Death makes sense to me since it's a delayed activation.

    For Rampage a perk requiring you to be blinded or stunned is just never going to get real value. Once they see you have it once, it's never activating again, similar to Hubris. I think it needs some activation you can control to have a chance.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088968#Comment_4088968

    Removing the hex component from Scared to Death makes sense to me since it's a delayed activation.

    For Rampage a perk requiring you to be blinded or stunned is just never going to get real value. Once they see you have it once, it's never activating again, similar to Hubris. I think it needs some activation you can control to have a chance.

    Then maybe it should trigger haste after breaking a pallet?

  • @SkeletonDance said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088977#Comment_4088977

    Then maybe it should trigger haste after breaking a pallet?

    I worry that could potentially be too much stacked with some other killer powers or perks. I was thinking when kicking a gen. Now it would give basic m1 killers and non mobility killers something to help them move around the map or potentially kick mid chase as a drive by. This also has the drawback of gen kick time and using up your gen regression limits.

  • I don't think they're that far away from being good, honestly.

    Silent Shadow just is already in a completely acceptable spot. You have a reliable and strong primary effect in the endgame stealth, and a weaker pseudo-sidegrade to Furtive Chase on the secondary effect. That's fine, not to say it can't be improved but it's totally usable as is. I wouldn't suggest any changes, I just want the start-of-round stealth it had on the PTB to be put on a different perk, I liked that.

    Scared to Death I think is actually really close to being good. Taking Vigil out of the equation, you've got a decent enough effect on a hex that benefits from being delayed, that stacks nicely with other tools because what it does won't have Diminishing Returns overlap with the most obvious synergies.
    Were I to suggest changes, I'd probably lean towards lowering the activation requirement to two hooks instead of three. It being delayed makes it stronger, but it'd be nice it if activated juuuuust a bit sooner. You could buff the effect by increasing the duration up to five seconds, but I personally don't mind perks that shine best in full builds.

    Rampage is the one I think is hurting most, but again, I think it's pretty close. All I'd do with it is make it scale faster, two tokens per pallet break with the last break only giving one token for the 13 reference.
    That way you've got an anti-flashlight perk that scales fast enough it's not unreasonable you'll actually get to benefit from it the first time someone tries to blind you at a pallet. Niche, but not too weak within that niche.

    None of these are gonna be meta-defining monsters, but they're all pretty close to having a reasonable place in the game, with the exception of Silent Shadow that's already there.

  • Silent Shadow is great imo especially with bbq

    Scared to death shouldn't be a hex

    Rampage needs more chances to activate

  • Jester is right in that they aren't far off from being good, theoretically.

    Silent Shadow - Leave as is. I suspect we're going to see a Silent Shadow + NOED explosion. Either completely rework it, or leave it alone. I suspect a total rework will be in order to prevent an unhealthy end-game meta. Just triggering on gen completion and removing the final gen progress would make it sub par unless the duration went up to 30 seconds or so.


    Scared to Death - Either remove the hex part of it entirely, or reduce trigger requirements. It's a perk that can be broken, and likely will be broken, so it should be starting from the first hook. Otherwise no one will bring it, as there's a huge chance for it to be cleansed before it ever adds value at all.


    Rampage - I disagree with Jester here, respectfully. This is garbage. Charging tokens by breaking pallets is punishing in and of itself given the time sink involved - and it generates tokens far, far too slowly. Last I checked it takes 2.34 seconds to break a pallet. Factoring five seconds to move between pallets, that's 95.4 seconds of nonstop pallet breaking, doing nothing else, to fully charge this perk. That's enough time for up to four generators to be completed in standard settings, and more likely two on average. So to translate this in time as a resource, I sacrifice one of my four perk slots to lose two generators before this perk comes online. Then it requires me to be stunned by a pallet (of which very few are left now because I broke 13), or be flashlighted (which I should just be looking away and avoiding), to get 13 seconds of 13% haste.

    So I have to build tokens, which requires survivor interaction to begin with in throwing pallets, and then I get the privilege of getting haste if I let them blind me? AND they can just counter it by having champion of light? Shadowborn gives 10% haste for 10 seconds right out of the gate with no pallet breaking requirements, making it immensely easier to use, and it's still considered a bad perk.

    No. Rampage is just bad. Max haste per token should be [2*TOKEN]%, and duration should be lowered to 9 seconds. Give me 26% haste for 9 seconds (three seconds of which is lost to, you know, being blinded) and we'll talk. Otherwise either get rid of the pallet breaking requirement entirely, or skyrocket the value from the trigger. Outside of that it needs outside interaction buffs to be even remotely plausible.

  • @pidgeon said:

    Silent Shadow is great imo especially with bbq

    Scared to death shouldn't be a hex

    Rampage needs more chances to activate

    Those seem reasonable. What do you think about Rampage triggering on basic gen kicks? Costs kick time and regression limits while also giving some map mobility for the basic m1's without map mobility.

  • @NeverSolus said:

    Jester is right in that they aren't far off from being good, theoretically.

    Silent Shadow - Leave as is. I suspect we're going to see a Silent Shadow + NOED explosion. Either completely rework it, or leave it alone. I suspect a total rework will be in order to prevent an unhealthy end-game meta. Just triggering on gen completion and removing the final gen progress would make it sub par unless the duration went up to 30 seconds or so.


    Scared to Death - Either remove the hex part of it entirely, or reduce trigger requirements. It's a perk that can be broken, and likely will be broken, so it should be starting from the first hook. Otherwise no one will bring it, as there's a huge chance for it to be cleansed before it ever adds value at all.


    Rampage - I disagree with Jester here, respectfully. This is garbage. Charging tokens by breaking pallets is punishing in and of itself given the time sink involved - and it generates tokens far, far too slowly. Last I checked it takes 2.34 seconds to break a pallet. Factoring five seconds to move between pallets, that's 95.4 seconds of nonstop pallet breaking, doing nothing else, to fully charge this perk. That's enough time for up to four generators to be completed in standard settings, and more likely two on average. So to translate this in time as a resource, I sacrifice one of my four perk slots to lose two generators before this perk comes online. Then it requires me to be stunned by a pallet (of which very few are left now because I broke 13), or be flashlighted (which I should just be looking away and avoiding), to get 13 seconds of 13% haste.

    So I have to build tokens, which requires survivor interaction to begin with in throwing pallets, and then I get the privilege of getting haste if I let them blind me? AND they can just counter it by having champion of light? Shadowborn gives 10% haste for 10 seconds right out of the gate with no pallet breaking requirements, making it immensely easier to use, and it's still considered a bad perk.

    No. Rampage is just bad. Max haste per token should be [2*TOKEN]%, and duration should be lowered to 9 seconds. Give me 26% haste for 9 seconds (three seconds of which is lost to, you know, being blinded) and we'll talk. Otherwise either get rid of the pallet breaking requirement entirely, or skyrocket the value from the trigger. Outside of that it needs outside interaction buffs to be even remotely plausible.

    I'm pretty much with you on these points.

    Scared to Death remove the hex component and it's fine.

    Rampage is trash I agree. It's trigger chances being completely up to the survivors is what ruins it imo. Once they see it trigger a single time, they will never activate it again. Imo keep everything else the same, but make it also trigger on gen kicks so you can control some activation. This seems conservative as I could definitely understand giving it even more.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089065#Comment_4089065

    I'm pretty much with you on these points.

    Scared to Death remove the hex component and it's fine.

    Rampage is trash I agree. It's trigger chances being completely up to the survivors is what ruins it imo. Once they see it trigger a single time, they will never activate it again. Imo keep everything else the same, but make it also trigger on gen kicks so you can control some activation. This seems conservative as I could definitely understand giving it even more.

    I like the idea of 'on gen kick' but 'on gen kick' doesn't justify it enough to me. That's just too much work to get value out of my perk. I have 4 slots, I'm going to pick things that deliver consistently, not things that have the chance to maybe deliver if I perform bonus side-objectives and frolic through the daisies in a counter-clock-wise circle for precisely seven seconds, ya'know?

    I have nothing against perks having bonus conditionals and triggers, but if they do then they need to be consistently and meaningfully stronger than their counterparts. For instance if Ruin says Gens not being worked on regress at 150%, then an 'activated' perk version that say, only triggers on hooking a survivor, would need to regress meaningfully more, as it required a trigger. So that would put it at say, 300% Regression speed or so.

    Outside of that both myself, and many many killer mains, are just going to take the perks that don't require jumping through hoops to perform.

    Then again, I main huntress, so I'm kind of attracted to the simplicity of Shadowborn over "Rampage."

    For the record, "Rampage"? Really? What about this perk seems like a rampage? I kick a bunch of wood to splinters then get zoomies when someone blinds me with a flashlight? That's not a 'rampage' that's meth.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089071#Comment_4089071

    I like the idea of 'on gen kick' but 'on gen kick' doesn't justify it enough to me. That's just too much work to get value out of my perk. I have 4 slots, I'm going to pick things that deliver consistently, not things that have the chance to maybe deliver if I perform bonus side-objectives and frolic through the daisies in a counter-clock-wise circle for precisely seven seconds, ya'know?

    I have nothing against perks having bonus conditionals and triggers, but if they do then they need to be consistently and meaningfully stronger than their counterparts. For instance if Ruin says Gens not being worked on regress at 150%, then an 'activated' perk version that say, only triggers on hooking a survivor, would need to regress meaningfully more, as it required a trigger. So that would put it at say, 300% Regression speed or so.

    Outside of that both myself, and many many killer mains, are just going to take the perks that don't require jumping through hoops to perform.

    Then again, I main huntress, so I'm kind of attracted to the simplicity of Shadowborn over "Rampage."

    For the record, "Rampage"? Really? What about this perk seems like a rampage? I kick a bunch of wood to splinters then get zoomies when someone blinds me with a flashlight? That's not a 'rampage' that's meth.

    Totally agree with your points.

    What if we also made you gain tokens from gen kicks as well? You'd reach max tokens significantly faster while also triggering on gen kicks. That seems reasonable. Making the haste more would be abusable at loops.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089075#Comment_4089075

    Totally agree with your points.

    What if we also made you gain tokens from gen kicks as well? You'd reach max tokens significantly faster while also triggering on gen kicks. That seems reasonable. Making the haste more would be abusable at loops.

    That's an interesting idea actually. Maybe if the trigger was gen kicking, and the tokens increased with gen kicking, I could see that working out meaningfully well. It's not an ideal perk, but it would certainly be in keeping with the pace of the game. The more you kick the gens, the more haste kicking gens gives you. 13% for 13 Seconds at max for kicking gens seems fine to me.

    Mind you I'd never run it, but it does seem much better to me.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089056#Comment_4089056

    Those seem reasonable. What do you think about Rampage triggering on basic gen kicks? Costs kick time and regression limits while also giving some map mobility for the basic m1's without map mobility.

    Definitely could work wouldn't be op at all

  • @NeverSolus said:

    Jester is right in that they aren't far off from being good, theoretically.

    Silent Shadow - Leave as is. I suspect we're going to see a Silent Shadow + NOED explosion. Either completely rework it, or leave it alone. I suspect a total rework will be in order to prevent an unhealthy end-game meta. Just triggering on gen completion and removing the final gen progress would make it sub par unless the duration went up to 30 seconds or so.


    Scared to Death - Either remove the hex part of it entirely, or reduce trigger requirements. It's a perk that can be broken, and likely will be broken, so it should be starting from the first hook. Otherwise no one will bring it, as there's a huge chance for it to be cleansed before it ever adds value at all.


    Rampage - I disagree with Jester here, respectfully. This is garbage. Charging tokens by breaking pallets is punishing in and of itself given the time sink involved - and it generates tokens far, far too slowly. Last I checked it takes 2.34 seconds to break a pallet. Factoring five seconds to move between pallets, that's 95.4 seconds of nonstop pallet breaking, doing nothing else, to fully charge this perk. That's enough time for up to four generators to be completed in standard settings, and more likely two on average. So to translate this in time as a resource, I sacrifice one of my four perk slots to lose two generators before this perk comes online. Then it requires me to be stunned by a pallet (of which very few are left now because I broke 13), or be flashlighted (which I should just be looking away and avoiding), to get 13 seconds of 13% haste.

    So I have to build tokens, which requires survivor interaction to begin with in throwing pallets, and then I get the privilege of getting haste if I let them blind me? AND they can just counter it by having champion of light? Shadowborn gives 10% haste for 10 seconds right out of the gate with no pallet breaking requirements, making it immensely easier to use, and it's still considered a bad perk.

    No. Rampage is just bad. Max haste per token should be [2*TOKEN]%, and duration should be lowered to 9 seconds. Give me 26% haste for 9 seconds (three seconds of which is lost to, you know, being blinded) and we'll talk. Otherwise either get rid of the pallet breaking requirement entirely, or skyrocket the value from the trigger. Outside of that it needs outside interaction buffs to be even remotely plausible.

    I'm not sure I'd agree that pallet breaking is in and of itself a punishing trigger, it's a part of normal gameplay.

    There are pallets that must be broken for the chase to continue, and a lot more that you're going to want to break to make a hit easier. That on its own isn't too egregious in my opinion.

    It's also worth considering what the break points for perk value are, not just the perk's whole value. Zooming out from any of the perk's specifics, this gives you a percentage of Haste for thirteen seconds. To me, the minimum number for that being noticeable would be 5%, and the minimum number for that being good would be 8%.
    Looking back at the perk's specifics, this is a bit different if it activates from a stun because part of the duration is eaten into by the stun itself, but nothing about being blinded would change those numbers, which is why I consider this mostly an anti-flashlight perk.

    Right now, getting to those break points is miserable, eight pallets is a lot. At double token generation speed, though, you only have to break four, and it's not impossible for that to be your first chase if you're unlucky. More typically, especially as more of an M1 killer (who are more likely to use this anyway), it's probably your second or third.

    Two tokens per pallet break would mean survivors who like to blind you at pallets or windows are way more likely to get taken off guard and smacked when you speed after them because it'll happen way sooner.
    Though, I didn't mention this in my first post, I'd also like if it granted its tokens at the START of the break animation, not the end, so those same survivors blinding you means you actually get to benefit straight away.

    You're right that Shadowborn already does this and people already don't bring it, though, so I wouldn't oppose a full rework. I just think this perk can be made "decent enough" with that one small change.

  • The Hex one is pretty weak but I'm having fun with Silent Shadow. I think this perks is pretty good on high mobility Killers but it's also found a home in my Legion stealth build.

    I came up with a silly build that I'm calling the "Slasher Icons" build. The rule for the build is that you have to use perks that feature a famous Slasher in their icon design in some way:

    slashericons.jpg

    I chose these perks because they have decent synergy with each other (Silent Shadow goes well with the effects of Friends Till The End and Remember Me). I got a 4K with Ghostie earlier with this build, but of course I wouldn't expect to do well in most Trials with nothing to slow the gens. Sadly, Myers and Bubba don't get to join the party because they're not featured in their own perk icons, but you can of course use this build on them as well. You could also use the Alien perks if you wish, since that's arguably just a Slasher film within a Sci-Fi setting and it follows the formula very closely.

    Jason's Rampage perk might also be fun in a Legion pallet shredder build, but I've yet to try that out.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089065#Comment_4089065

    I'm not sure I'd agree that pallet breaking is in and of itself a punishing trigger, it's a part of normal gameplay.

    There are pallets that must be broken for the chase to continue, and a lot more that you're going to want to break to make a hit easier. That on its own isn't too egregious in my opinion.

    It's also worth considering what the break points for perk value are, not just the perk's whole value. Zooming out from any of the perk's specifics, this gives you a percentage of Haste for thirteen seconds. To me, the minimum number for that being noticeable would be 5%, and the minimum number for that being good would be 8%.
    Looking back at the perk's specifics, this is a bit different if it activates from a stun because part of the duration is eaten into by the stun itself, but nothing about being blinded would change those numbers, which is why I consider this mostly an anti-flashlight perk.

    Right now, getting to those break points is miserable, eight pallets is a lot. At double token generation speed, though, you only have to break four, and it's not impossible for that to be your first chase if you're unlucky. More typically, especially as more of an M1 killer (who are more likely to use this anyway), it's probably your second or third.

    Two tokens per pallet break would mean survivors who like to blind you at pallets or windows are way more likely to get taken off guard and smacked when you speed after them because it'll happen way sooner.
    Though, I didn't mention this in my first post, I'd also like if it granted its tokens at the START of the break animation, not the end, so those same survivors blinding you means you actually get to benefit straight away.

    You're right that Shadowborn already does this and people already don't bring it, though, so I wouldn't oppose a full rework. I just think this perk can be made "decent enough" with that one small change.

    Only commenting to say fair points, well argued. I didn't properly represent the transitional values.