Can we combine a perk with Unbreakable+Self-care?

What I mean by that. Equipping this perk:

●Infinite self-recovery from the Dying State (Normal speed).

  • Recovering from the ground inflicts the Deep Wound status effect.

●Self-healing is 25% slower.

  • Pools of Blood Glow and last 1 second longer.

When the pools of blood glow, the killer can track and find injured Survivor"s" easier.

Why? I think this perk would benefit the game a lot. This is a high risk & reward. Counter slugging. Survivor players would pick this perk based on the self recovery and self heal. Healing yourself faster, another survivor can prioritize gens.

●What do you think about this?

  • Anything you would like to change?
  • Do you have another idea of self-care+unbreakable perk?

I did suggest this perk idea differently in:

@Nightram said:

"This idea comes from the Pustula pod Plants that Talbot Grimes Used it's Blight Nectar to experiment with, that transformed him into The Blight.

When he became the The Blight, his work got left behind out in the Fog, for other Survivors to discover. I call this The Alchemist's Legacy."

🟧 The Pustula Plants Mechanic:

All these perks utilize the growing Pustula Seed mechanic:

• While crouching: Press Active Ability Button 1 to plant a Pustula Seed on open ground. It grows over time and blossoms after you complete 100% Generator progress.

A maximum of 2 Pustula Plants can be blossomed in the Trial at a time. The plant holds 100% Blight Nectar Essence and permanently withers away at 0%. Survivors retrieve a temporary Syringe from the Basement Science Table.

Harvesting the Pustula Plant drains 75% Blight Nectar Essence from the plant to fully charge the Syringe 100%.

•Survivors see the Pustula plant's aura when it is Blossomed.

• The Killer sees the plant's aura within 10 meters and can harvest up to 75% Essence to fill their own meter to 100%

🏃Perk 1: Blighted Rush

• Survivor Effect: Consume your Syringe to gain +5% Haste for 10 seconds. Following a trail of blighted pools on the ground. Afterward, suffer from the Hindered effect -3% for 2.5 seconds.

• Killer Counter: Consume your Blight Essence to gain +5% Haste for a duration based on their charges (100% = 10 seconds).

👁️ Perk 2: Induced Sight

• Survivor Effect: Hold the Secondary Action button to start consuming the Syringe bar. Reveals the Auras of The Killer, Survivors, Hooks, Chests, Totems, Generators, Exit Gate, Hatch, Killer Belongings for up to 20 seconds.

• Survivor Downside: Upon Injecting the Syringe, permanently corrupts your vision for the rest of the match: Your Aura reading abilities is locked Outside of 12-meter radius of your location. Unless you channel a charged Syringe.

• Killer Counter: Consume your Blight Essence to reveal the auras of all Survivors for up to 15 seconds. Afterward: Suffer from Blindness for 20 seconds.

⚙️ Perk 3: Alchemy's Tinkering

• Survivor Effect: Inject your 100% charged Syringe into an empty Item: Flashlight, Toolbox, or Med-Kit. This refills 50% of its maximum charges and upgrades it with an additional +100% speed bonus (or 20% faster blinds). Using the item leaves a glowing Blight serum trail that persists for 15 seconds after use.

• Killer Counter: Shares the same Haste effect as Perk 1.

🧪 Perk 4: Nectar's Resonance

• Special Rule: Working on a Generator continuously replenishes this plant's missing Essence at a 66% conversion rate (1.35 seconds of repair = 1% Essence). "Combining this perk with any of these, will give them the same effect".

• Survivor Effect: Pour your Syringe onto a Dull/Hex Totem for 5 seconds to create a Blighted totem. With a Boon perk, increase to 30-meter orange Boon radius. Inside: Standing or Running both teams leave glowing yellow footprints (2.5s duration). Leaving the radius leaves a 3.5-second trail of Blighted serum pools.

• Killer Counter: While inside the orange radius, gain up to +20% Survivor Pickup speed based on your Blight Essence.

🩹 Perk 5: Transmutation Vitality

• Special Rule: You cannot activate this perk again after injecting Yourself or Another survivor.

• Survivor Effect: Injecting permanently unlocks Self-Healing at 75% speed (21.3 seconds). If interrupted, progress bar steadily decreases at a rate of 7% per second. You also gain the ability to recover from the Dying State, which instantly triggers Mending and 10seconds Exhaustion.

• Permanent Penalty: Whenever Injured or Dying state, your Pools of Blood become glowing Blight serum and lasts 1 second longer on the ground (7 seconds total). Completing a Self-Heal reveals your Aura to the Killer for 4 seconds if you are further than 35 meters away from the killer.

• Killer Counter: Consume your Blight Essence. For up to 10 seconds, any injected Survivor triggers Killer Instinct whenever they perform any Healing action.

https://us.v-cdn.net/6030815/uploads/MIIN077EQ4JP/2628.jpg

"These Perks could be released with new Survivors. Or buying them in the Store exclusive like The Shrine of secrets.

Redeemable in a long Quest. Or Be Extremely rare in the Bloodweb: Like 5mill BP's spend just to find Tier 1 of one of these. Could be Obtained in a limited Event."

Tagged: PerksSurvivors

Comments

  • Honestly I'd love a craftable medkit perk like flash bang or traps etc, idk how you'd go about it but it could be fun

  • @Rokku_Rorru said:

    Honestly I'd love a craftable medkit perk like flash bang or traps etc, idk how you'd go about it but it could be fun

    Change of plan can turn a toolbox into a medkit🤭

  • True I mean from scratch though, that still needs an item. I'd probably just use pharmacy if they ever buff chests.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114186#Comment_4114186

    True I mean from scratch though, that still needs an item. I'd probably just use pharmacy if they ever buff chests.

    Haha yeah, or hopefully a new perk that make you selfheal faster🤭

  • The 'infinite self-recovery' part of this concerns me, as that's not unbreakable+Self-care, that's no-mither+Self-care, which would be kind of pointless, as no-mithers entire downside is that you are broken and can't be healed. If it was a one-time use thing like unbreakable, mixed with self-care, I'd be fine with it I think. But the infinite part of it is too much unless it inflicted broken and injured.

  • @Nightram said:

    What I mean by that. Equipping this perk:

    ●Infinite self-recovery from the Dying State (Normal speed).

    • Recovering from the ground inflicts the Deep Wound status effect.

    ●Self-healing is 25% slower.

    • Pools of Blood Glow and last 1 second longer.

    When the pools of blood glow, the killer can track and find injured Survivor"s" easier.

    Why? I think this perk would benefit the game a lot. This is a high risk & reward. Counter slugging. Survivor players would pick this perk based on the self recovery and self heal. Healing yourself faster, another survivor can prioritize gens.

    ●What do you think about this?

    • Anything you would like to change?
    • Do you have another idea of self-care+unbreakable perk?

    I did suggest this perk idea differently in:

    https://forums.bhvr.com/dead-by-daylight/discussion/471833/alchemists-legacy-perks

    I mean if anyone is playing to counter slugging a high risk, high reward perk already exists in no mither, and honestly no mither is probably the only way to balance infinite unbreakable.

  • @NeverSolus said:

    The 'infinite self-recovery' part of this concerns me, as that's not unbreakable+Self-care, that's no-mither+Self-care, which would be kind of pointless, as no-mithers entire downside is that you are broken and can't be healed. If it was a one-time use thing like unbreakable, mixed with self-care, I'd be fine with it I think. But the infinite part of it is too much unless it inflicted broken and injured.

    Why does it concern you? The recovery process is normal recovery time. If one had a match with this and got slugged again and again etc. You would only recover around 4 times before one bleed out.

    Plus your blood is glowing, the killer will find you on the ground easily. If not you combine with tenacity.

    So instead of getting Deep wound. Would getting Broken 30s be better then?

  • Why can't there be multiple perks to counter slugging, to be able to recover from the ground.

    Do you have another twist on this example?

    Btw did you read the Alchemist's Legacy perks as well? Could that infinite recovery fit better? It is pretty much the same, but activation of the perk is a total 100% generator progress.

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114398#Comment_4114398

    Why does it concern you? The recovery process is normal recovery time. If one had a match with this and got slugged again and again etc. You would only recover around 4 times before one bleed out.

    Plus your blood is glowing, the killer will find you on the ground easily. If not you combine with tenacity.

    So instead of getting Deep wound. Would getting Broken 30s be better then?

    Unfortunately, I think cog is right. The only way to meaningfully balance infinite ability to pick yourself would be perma broken. At the very least 120 seconds of broken per trigger. It's just a matter of how much pressure the perk obliterates. I recognize your intent is to counter malicious slugging, but imagine someone running this perk while organized in a team with power struggle, flip-flop, and tenacity. The result would be a group that crawls to a pallet, then punishes the killer for downing them at all. If the killer recognizes the tactic and waits until they scare the other survivors off, the survivor gets up on their own and pulls the pallet anyway.

    It's just too much to be contained in a single perk. No-mither is balanced around perma injury for a reason.

    Slugging does need to be addressed, but I just do not think this is the way. It's too ripe for abuse by coordinated teams. Would probably be fine in a solo Q sense though.

    As for Alchemists Legacy, it's a cute idea actually. Busy, but cute.

    My only objection to that set is largely that it introduces a lot more to memorize in a game that already has a lot to learn for folks. Additionally I think DR kind of butchers the concept all around. It's balanced in stand-alone, roughly, but becomes unbalanced quickly when DR impacts it. By example, if I inject as killer for 5% haste but I'm already running a haste perk, I only get 2.5% out of it whereas the survivor can build around it for max efficiency. But that's a standard problem in the current perk system.

    Alchemist Legacy is fine if busy.