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SpasticLlama

SpasticLlama

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  • Hello fellow survivors and Killers of the Fog! Here are some more perk concepts I came up with! I made the survivor perks have a theme around an imaginary survivor's personality and skills like the others in the game! Comment down below what you think of them and which ones are your favorite!

    PS: Im not the best at numbers and balances so don't be surprised if some might sound too strong! :3


    A Nerd

    Geek, Coward, Valiant Heart.png


    An Engineer

    Headstrong, Swap Out, Greasy Hands.png


    A Junkie

    Injection, Addiction, Paranoia.png


    A Jock

    Retaliation, Brawn, Tough Skin.png


    A Thief

    Weasel, Sixth Sense, Secret Route.png


    Some Killer Perk Ideas :P

    Hear no Evil, Fiend, Heartbeat.png


  • @Masterninja said:

    https://us.v-cdn.net/6030815/uploads/VO41OGMB68A4/img-20200723-164956-718-5b1-5d.jpg

    Wall up: you gain the ability to improve the structures of pallets and breakable walls, when you are close press the ability button to reinforce during 5 seconds. When the killers tries to destroy a reinforce pallet, the breaking time will last 10% more and with a breakable wall will be 50% more. Cooldown of 50/40/30 seconds.

    (You also can make this action with toolboxes: reinforce a pallet or a breakable wall requires 5 charges) The best toolboxes for this action are: Worn-Out Tools, Toolbox and Commodious Toolbox.

    https://us.v-cdn.net/6030815/uploads/V6CEG3X6WS6F/img-20200723-164948-758-5b1-5d.jpg

    Counterattack: when the killer hits you, the perk activates during 20/25/30 seconds, in that time when you manage to stun the killer with a pallet, the stun will last 60% more.

    https://us.v-cdn.net/6030815/uploads/WEMLZSH9JPBO/img-20200723-164924-047-5b1-5d.jpg

    Without fear: you and the killer can't see the aura of the other during the whole match. You don't hear the terror radius from any killer, but when you are in a radius of 16/18/20 meters from the killer your scratchmarks are 50% less visible. You can't suffer the Exposed status effect. The perk grants +100% more of bloodpoints in the audacity category.

    Love the ideas and artwork Masterninja! Good job! Check out my perk ideas and comment what ya think! :3

  • @[Deleted User] said:

    My take on the Destroy a Completed Gen:

    Killer: Dark Bargain

    Once per Trial you may Kick a Completed Generator (Before Exit gate are powered). The Generator is regressed to 0% and for the next 60 seconds all Generators are blocked by The Entity, and you see the Aura of all uninjured Survivors.

    Once used, each Survivor gains a 100% bonus to repair speed until they repair for a total of 50% of a Generator.

    Yeah...thats a no lmao. Having the power to completely negate 100% of a gen AND block all gens for 60 SECONDS is way too strong. But, interesting concept.

  • Hello fellow survivors, killers and Neas! After a long time I revisited some of my older perk ideas and changed them as well as made them look cool! Of course, I came up with several more perk ideas and tossed out some other ones I didn't like anymore lol. So here are all of my ideas so far! (Im kinda running out of ideas at this point lmao). Comment below what you think of them and which ones are your favorite! :3 (Once again, Im not a pro at balancing but I tried my best! :3)


    Beacon, Spiritual, Dash.png Cant Hide, Vigor, Gamble.png Cunning, snatch, annihilation.png Elusive, Insidious, Danger.png Fighting, Wiring, Touch.png Greed, Evasion, Undying.png Hunter's, Ditch, Nefarious.png Lifted, Meditation, Cursed soul.png Mal, Aritst, Hero.png Nails, Enraged, Justice.png Sanctuary, Tackle, Wolf.png Seeker's, Infernal, Armageddon.png Sight, Invocation, Trick.png Suppress, Trap, Pandem.png


  • @Kyxlect said:

    Man..these perks are bad. If ever I needed a Vote Down or Dislike option it would be now...

    ...and there's 9 perks here. I don't really want to go in depth saying why nearly each and every one of them are bad. Feels easier to just say that most are.

    Whats up Kyxlect! Interesting comment! Could you explain why you think they are bad?

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636010#Comment_1636010

    "EX: You activate this perk, Killer kicks the Generator and it gains a 10% bonus progression. Killer notices it doesn't regress. Kicks it again. The benefits of the perk would then just diminish."

    Except not really.

    Gens regress at 25% speed. It would take 40 seconds just to remove that 10% regression before it even begins regressing what was already there.

    Imagine all 4 survivors using this.

    Ah, I see. I looked up the numbers and you are right. Thanks for pointing that out! I will change it!

    See you in the Fog! :3


    PS: What do you think about the changes I made to the perks? :3

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636010#Comment_1636010

    Oops, Sorry, I thought for some reason that Entity's Sight was a Survivor perk, probably because these conditions like 'Stand still for X seconds' are mostly for Survivor perks, but if it is a Killer perk, I think that's a still really good idea!

    I really like what you did to these perks! The changes are really good!

    I would like to mention tho, I really like the new effect of "What's Up Danger", but maybe it could again be too overpowered, especially against slower Killers or just basic m1 Killers, maybe you could remove the tokens when getting hit instead of when getting hooked, that would probably be more balanced. (Also I would personally decrease the speed boost a bit, maybe to something like 2.33%, so it gives the same amount of speed like Hope at 3 tokens)

    I'm glad you like the changes! :3


    I understand what you are saying about the new change for (was Stamina) Whats up Danger.


    The reason why I made the perk to lose Tokens when Hooked was because I feel like losing Tokens upon getting hit makes the benefits of the perk almost useless. HOWEVER, when I think about it a little more, maybe you're right lmao. I will change it.


    I hope you check out my previous perk concepts before this one! :3 I will also go back and change those later on.

  • @AhoyWolf said:

    I really like some of these ideas, but few of them are really unhealthy and broken, I will start with the ones I like!

    Elusive Prey

    I really like the idea of this perk, confusing the Killer, something like Pebble and Red Herring.

    But instead of a "cooldown" I would rather give it an activation requirement, like Pebble, stay in the terror radius of the Killer for 55/50/45 seconds to activate it maybe.

    Enraged

    Sounds like a fun perk! But I can imagine the combo with Brutal Strength, Spirit Fury and Enduring, could be kinda unfair.

    The Entity's Sight

    This one is really interesting, giving vision for mobility is a really cool idea! I never saw something like this before! But I would change it a bit:

    While Standing Still, press and hold the Active Ability button for 4 seconds to activate Entity's Sight.

    While Entity's Sight is active:

    • You hear the whispers of the entity and your vision is completely blackened.
    • You suffer from the Oblivious Status Effect.
    • You can see your Survivor teammates in white aura if they're within 64/96/128 meter range.

    The Entity's Sight will deactivate after you start to move again.

    Reasons for these changes, I think that with the range, the timer and the cooldown it would be really weak, so I made it so you're completely oblivious to your surroundings, but get to see your teammates forever if you don't move at all, would be a great solo perk! (Hope you don't mind that I changed it a little bit more)

    Annihilation

    This perk would be so good, just block the gen with the most progress, but I can imagine that with some perk combos it would be kinda broken, or when playing as Freddy or a Killer with high mobility, or if the Killer is going for the 3 Gen strat, but otherwise I really like the idea!

    Now the Perks that I don't really have strong feelings about or are straight up broken.

    Hex: Insidious Phantasm

    I think that this perk wouldn't be that useful, the effect of making dull totems look like Hexes sounds fun, but I'm not sure if it should be tied to a Hex, also I'm not the biggest fan of the secondary effects.

    Stamina

    Could be really broken, just Sprint Burst away and get some extra distance for 12 seconds, not a big fan.

    Tough as Nails

    I think giving Survivors more second chances isn't a good idea, also I think this could be abused, just farm your teammate with Borrowed Time, fast vault when the Killer is really close to you, boom, free escape with basically no consequences.

    Justice will be served

    I really like the effect, but I realized how it could be abused by SWF or just normal sabo gamers in general, I would probably just reduce the range to 24 meters, then it could probably be less abusable.

    Technician's Trick

    Making The Killer unable to kick Generators could be really broken, I don't think this is a good idea tbh.

    I hope my feedback is good and helpful. :)

    Hello there AhoyWolf! Thank you so much very taking the time to give me feedback!


    The Entity's Sight: I think you have the wrong. This perk is meant for the KILLER and not the survivor lmao.


    Justice Will Be Served: Fair point. I guess SWF would abuse the crap out of this perk. I will change it.


    Annihilation: This perk is meant to be powerful. Of course, to balance it out it requires a sacrifice which takes time. Also, neither the Killer or survivors can touch it. That means the Generator wont regress giving the survivors an advantage but also for the Killer since it cant be finished.


    Technician's Trick: I added that feature because if not the perk would be pointless.

    EX: You activate this perk, Killer kicks the Generator and it gains a 10% bonus progression. Killer notices it doesn't regress. Kicks it again. The benefits of the perk would then just diminish.


    Enraged: Yeah that perk combo would be disgusting lmao. Perhaps it would grant a long lunge but also a decreased cool-down for missed/successful attacks?


    Elusive Prey: Im glad you like it! Perhaps the terror radius activation would be a good idea.


    Stamina: Im seeing a pattern of people despising this perk already lmao. I really do like the idea. Ill just lower the duration then.


    Tough as Nails: I understand what you are saying about second chances for survivors. I will look into it!


    Thanks again for the feedback and it indeed did help! :3


    Insidious Phantasm: Could you elaborate further on what you mean? The intention of this perk was to make survivors waste time by THINKING they see a Hex perk when in reality it was a dull totem. The cleansing effect is meant to add more of a threatening effect for the perk


    PS: I just reworked some of them! Check them out! :3

  • @DarkMagik said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630354#Comment_1630354

    Camoflauge will be very map dependent. Hawkins,Lerys, & game will conter this perk

    Yeah those maps would make it kinda useless lol

  • @ReverseVelocity said:

    I really like some of these ideas, so I'll give my thoughts on them.

    Beacon of Hope: Being able to "burn" the entity off of things isn't a good idea due to balancing issues. It'd make some perks (some of which are already lacking in power) a lot less powerful. A few examples being Corrupt Intervention, Dead Man's Switch, Cruel Limits, Thrilling Tremors. However, the priming of the flashlight to sacrifice it for an instant blind I really like, it brings back the spirit of the party starter. If you removed the first half of the perk, I would really like to see this one added into the game.

    Spiritual Connection: I really like the premise behind this perk, but having aura reading attached to it for that long is too strong in my opinion. It'd mean that you could almost constantly see the killer (crows are everywhere, see how often Spies From The Shadows goes off) when they are within the range. I'd personally either greatly shorten the aura reading or replace it entirely with a unique noise notification.

    Frantic Dash: I agree with what CheeseAnton says on this one, it's a good idea but I'd think it'd be better if it had extra effects (maybe if it was an addition to Slippery Meat, that perk needs some love).

    Escape Artist: I kinda like the idea, but giving the survivors the ability to teleport kind of conflicts with the design idea of the game. I don't think the survivors should be given supernatural powers to that extent. Cool idea, but I don't think it works with the theme of the game.

    Camouflage: I'm not really sure about this perk either, but that depends on a couple of details. How invisible is invisible? Do they just turn into Wraith for a moment, or do they put on a ghillie suit to blend in with the bushes more. If it's the last of the two options, this would be a great and unique perk. I think Survivors turning completely invisible is a bit too close to the "giving survivors supernatural powers" I mentioned in the previous perk.

    Cunning Escape: I really like this perk. I'd personally keep the aura of the hooked survivor present for the 5 seconds the perk is active and then give the notification. If the killer is given the notification after 5 seconds, that would be enough time for the survivors to escape from the vicinity. This would create a more confusing effect for the killer, as by the time they knew about the unhook (provided they weren't within line of sight), the survivors would be long gone. This perk is one of my favourites out of the ones you suggested.

    Vile Snatch: I really like this perk as well. The relocation of the survivor along with the pausing of the sacrifice timer allows the person unhooking to be pressured for a lot longer without giving a free hook stage to the killer. To make it even more effective, I'd add 6 seconds of blindness to the hooked survivor, preventing them from leading other survivors in their SWF to them while their aura is obscured.

    Obsessive Incantation: This is the only perk I really don't like. Giving free hits like that is way too strong and would be really annoying to come up against. 32m isn't actually that short, if all survivors can be hit by Doctor's Static Blast, then all of them can be damaged by this perk at once. There is nothing in the game with that level of strength, and even if the range was toned down a bit, I still don't agree with the perk's base design.

    Makeshift Shotgun: Another good idea, but a couple of details need clarification. How does the perk behave if more than one person is running it? I think there should only be one shotgun per match. Here's how I would rewrite the first section of the perk description:

    If Makeshift Shotgun is active, a total of two Special Chests will spawn, each containing a piece to craft the shotgun. Only survivors who are running Makeshift Shotgun can open these chests and carry the shotgun pieces. Once these parts are brought together and assembled, you will obtain a Shotgun, which cannot be dropped.

    Makeshift Shotgun disables the ability to carry other items or search regular chests for the duration of the trial.

    I also think that an 8 second stun could be a little too strong, that's quite a significant amount of time, especially considering how effective Decisive Strike is with a 5 second stun. There wouldn't be any way to know for sure without testing this concept in game, however.

    Overall, however, I love the idea of a secondary, optional objective the survivors can do to hinder the killer like this.

    Booby Trap: Another cool idea, but I'd like to know a bit more about this perk also. Is the immobilization similar to Trapper's Bear Traps, or is it unescapable? There should be a timer on how long the survivor is immobilized for. How do trapped chests react to Plunderer's Instinct? Are they highlighted?

    Hex: Pandemonium: I like how this perk has a counterplay to it by punishing survivors who group up to perform actions while leaving survivors who are alone unaffected. I don't think the second part of the perk is necessary, however.

    You've had some really great ideas here, I look forward to hearing more from you.

    Hello ReverseVelocity! Thank you so much for taking the time to write such a thoughtful and long response! It means a lot!

    I agree with most of the things you said. I thought some would be a cool idea but after some thoughtful criticism I would probably change them in the future.


    For "Boob Trap", its like the bear trap basically. The chest will still highlight from plunders.


    The Makeshift shotgun is a joke perk lmao.


    I can understand how Camouflage and Escape Artist make it seem that survivors are giving supernatural powers which doesn't make sense. I though it would be an interesting idea.


    For spiritual connection, I guess the range can be toned down a little bit. Maybe from 36 to 28? or the cool down to like 16/14/12


    Thanks again for the very thoughtful comment and criticism! See ya in the Fog ReverseVelocity! More perks are coming soon! :3

  • @CheeseAnton said:

    I'll give thoughts on the survivors perks, as even though I do still have hundreds of hours on killer and play killer regularly, I would still say I'm not the best to rate them and I'm 100% a survivor main (I really only play Killer to learn how to survive better).

    Beacon of Hope: Maybe heard it before, but it is a little too much. What I would personally do is remove one of the effects, but buff the other one. Either make it so the light takes 2 seconds to unblock the entity, or make it so you need 25% to prime the flashlight. Also give it a tiny effect like Self-Care that makes Flashlights last 5%/10%/15% longer (because of the tier system, you need obligatory tier stuff). 6/10

    Spiritual Connection: This might actually be in my basekit, it's a more useful Alert. Sure alert is map wide, but I feel Spiritual Connections is where you need it to be. 10/10

    Frantic Dash: I'm not saying it's bad, I just don't think it'll be used. Like Lucky Break, I feel it's under rated, but I'm not saying it should be used. Maybe this would be good in certain builds (like Lucky Break). Maybe paired with Iron Will, Urban Immersion, and an indoor map. I'vebeenmakingtheseuponthespot/therankingsliterallymeannothing

    Escape Artist: I feel like all it needs is a longer cooldown. Don't go Any Means Necessary and make it useless, but maybe 90 seconds at the lowest. yesthisis/indeedarank

    Camouflage: I would rather it be 5 tokens with 'em all scattered across the map and take 3 seconds, because invisibility is bonkers. Blen/dette

    Cunning Escape: I wish this was added to Babysitter to make it a better perk. But I still love the idea of delaying the hook notification, and I would use this constantly. Nacho/Cheese

    Makeshift Shotgun: Seems okay, can it stack by any chance? As in there could potentially be 4 shotguns in game? I would say if that's the case oh gosh no, take it back. But if not, I would be okay with this. Cold/Water

    Overall, neat ideas. Here, have an epic sweater for your epic contributions.

    https://us.v-cdn.net/6030815/uploads/YV7OF3S8BOAC/aceuglychristmassweater.png

    (the best sweater)

    Also, Check out my first perk concepts for there a lot more than this one! :3

  • @CheeseAnton said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629976#Comment_1629976

    Fair point about Third Time's, I just don't know what to do to make it different. But then again there gotta be some perks that are too similar, newest survivor Felix literally gave us Deja Vu 2.0.

    Shadow World: I understand the concern and stuff. Admittedly it's one of the perks I made up straight on the spot, and I honestly don't care about it anymore. Literally made it in 3 minutes (not the other ones, I just added it there to give the post more attention). So, yeah I honestly decided I'm not going to care about it anymore. Thanks for the criticism you gave me, as these were the first perks I've made I'll try using these as a stepping stone to make better perk concepts.

    https://forum.deadbydaylight.com/en/discussion/comment/1630026#Comment_1630026

    Third Time's: Understandable, "usually if on the third down, survivors are on their last hook and therefore the bonus to unhooking may not be as useful cause they be dead lol." I can't believe I honestly didn't factor that in.

    Vanquisher of Evil: Don't quite know what you're asking but I'll give more context. 1 token = 60/50/40 seconds. You don't have to have all 3 tokens to use this perk, you only need 1. It loses all tokens when stunning the killer because that's what the tokens go to, more stun time for the killer. Oh, and if you don't have a token but stun the killer, the time doesn't reset. Think maybe Stake Out, you don't lose all progress if you get a good skill check if you don't have a token but have some seconds on it, you just lose a token when you hit a good skill check.

    Sightjack: I understand completely, which is why I reworked the perk (down bellow)

    Reworked Idea: Works for 15/18/21 seconds and then gets reset each time a gen gets completed. By crouching and holding the active ability button, your screen becomes pitch black. By toggling (imagine spectating while dead/escaped, that's how you toggle) between players you can see the auras of what other people see and auras about their surroundings (you can see each pallet and window the person you're sightjacking sees, even if they don't have Windows or Zashin Tactics). Has infinite range. Auras stay visible 3/4/5 seconds longer. If you are hit, you are knocked out of sightjack mode. Note, you see the auras from where you are, your camera doesn't shift to where your sightjacked is.

    Shadow World: Yeah, that was mainly a filler perk to grab more attention to my post. I have no idea how to balance it, and I kinda gave up. Maybe I'll look at it again, but if so it's going to be basically an entirely different perk.

    Thank you for commenting, and saying they were interesting. I will check them out when I get the time (which is probably soon, I have too much time rn).

    No Problem my dude! Keep up the good work!

  • @CheeseAnton said:

    I'll give thoughts on the survivors perks, as even though I do still have hundreds of hours on killer and play killer regularly, I would still say I'm not the best to rate them and I'm 100% a survivor main (I really only play Killer to learn how to survive better).

    Beacon of Hope: Maybe heard it before, but it is a little too much. What I would personally do is remove one of the effects, but buff the other one. Either make it so the light takes 2 seconds to unblock the entity, or make it so you need 25% to prime the flashlight. Also give it a tiny effect like Self-Care that makes Flashlights last 5%/10%/15% longer (because of the tier system, you need obligatory tier stuff). 6/10

    Spiritual Connection: This might actually be in my basekit, it's a more useful Alert. Sure alert is map wide, but I feel Spiritual Connections is where you need it to be. 10/10

    Frantic Dash: I'm not saying it's bad, I just don't think it'll be used. Like Lucky Break, I feel it's under rated, but I'm not saying it should be used. Maybe this would be good in certain builds (like Lucky Break). Maybe paired with Iron Will, Urban Immersion, and an indoor map. I'vebeenmakingtheseuponthespot/therankingsliterallymeannothing

    Escape Artist: I feel like all it needs is a longer cooldown. Don't go Any Means Necessary and make it useless, but maybe 90 seconds at the lowest. yesthisis/indeedarank

    Camouflage: I would rather it be 5 tokens with 'em all scattered across the map and take 3 seconds, because invisibility is bonkers. Blen/dette

    Cunning Escape: I wish this was added to Babysitter to make it a better perk. But I still love the idea of delaying the hook notification, and I would use this constantly. Nacho/Cheese

    Makeshift Shotgun: Seems okay, can it stack by any chance? As in there could potentially be 4 shotguns in game? I would say if that's the case oh gosh no, take it back. But if not, I would be okay with this. Cold/Water

    Overall, neat ideas. Here, have an epic sweater for your epic contributions.

    https://us.v-cdn.net/6030815/uploads/YV7OF3S8BOAC/aceuglychristmassweater.png

    (the best sweater)

    Thanks a lot for the thought out response CheeseAnton! Of course Im not a dev nor have much knowledge on balancing, but I try my best!

    I'm glad you like some of them! :3

  • @lukiepuwu said:

    Here a some Survivor perks I came up with, let me know what y’all think!

    Survivor Perk: Tantrum

    Not getting your own way fuels you with anger and rage.

    When grabbed by the killer, you impede the killers movement speed by 5/10/15%.

    • Your wiggling effects are also increased by 20/25/30%.

    Upon escaping the killers grasp, gain a 7%  Haste status for 30 seconds.

    “What did i tell you? I always get my own way.”

    Survivor Perk: Verge of Danger

    Unlike your other fellow survivors, the thought of being chased greatly excites you.

    After being in a chase for 20 seconds, gain a token.

    • You gain a token every 20 seconds, up to a stackable of 3 tokens.
    • For every token you obtain, gain a 1/2/3% Haste status, up to a total of 3/6/9% extra movement speed.

    Successfully escaping a chase or being hooked will reset your token count.

    “You really wanna chase me? Catch me if ya can, then!”

    Survivor Perk: A Handyman’s Job

    You have a knack for fixing what has been broken.

    When stood at a spot where a pallet has been broken, press and hold the Active Ability button for 16 seconds to repair the pallet.

    A Handyman’s Job has a cool-down of 110/100/90 seconds.

    “It’s time to fix what has been broken”

    Interesting ideas!

    Tantrum is a cool idea, however imagine people running DS and jump into locker. They can either DS, or use this perk ti basically instantly escape. Or just in general jump in locker anything during chase to get free escape if hooks are not close by. May need to be tone down a bit.


    Verge of Danger

    -Nice idea! The perk however on rly good loopers may be kinda strong. Imagine a rank 1 looper getting faster and faster so you basically HAVE to give up. Im not saying the perk is like OP or anything but has potential to be an issue in the right hands.


    A Handyman's Job

    -Cool concept! But more of a gimmick perk which is totally fine. But then again, it can be strong if survive with friends all have it and use all the pallets in one area but build them back up lol.

  • @CheeseAnton said:

    Kyoya Suda from (Forbidden) Siren again.

    https://us.v-cdn.net/6030815/uploads/ZBMMA38O31Y6/kyoyasudaperkconcept.png

    (I know I posted this 2 times already, but all I wanted was some sort of feedback, yet no one gave it to me. I have no idea if these are even remotely good as an idea.)

    Also, here is a perk based off one of my all time favorite songs.

    https://us.v-cdn.net/6030815/uploads/MMUAF078HZKG/1perk-282-29.png

    lol i feel ya there. No one rly takes the time to actually comment about your ideas most of the time. There are some people who do though which is nice. I see that you are using the website I have been using. Good idea to grab attention.

    Third Times the Charm

    -Interesting concept. However, usually if on the third down, survivors are on their last hook and therefore the bonus to unhooking may not be as useful cause they be dead lol.


    Vanquisher of evil

    -Do you get Tokens from a TOTAL of 60/50/40 seconds of chase or is it all in one? If its all in one, it would be very hard to use the perk cause chases dont last that long. Maybe lose Tokens when you get Hooked instead of stunning the Killer so that value of the perk can last longer.


    Sightjack

    -I had an idea of a perk similar to this! Im probably going to make that soon. Dont worry Im not copying you lol. Its an interesting idea but maybe the meter range should be longer since the perk only activates when a gen is done and you only have 30 seconds to get use out of it. Most of the time survivors would run away from you by then.


    Shadow World

    -The wording is a bit confusing. However, the perk idea is indeed an interesting one. Im not a dev so Im not a pro at balancing perks and such but the perk has potential to be too strong. Im not saying it is cause Im not sure but if the ranges were increased it would greatly help survivors communicate with one another and allow them to see where everybody is frequently.


    Overall, interesting ideas! :3


    Check out on my perk ideas on my account. The one I posted in the discussion has changed a lot. Go check them out if you want and comment on what you think of them! :3

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628508#Comment_1628508

    Beacon of Hope:

    • Overloaded, too many things all at once.
    • 1.5s to clear entity block is OP, Needs more consumption.
    • Cannot specify a guaranteed Flashlight, conflicts with Pharmacy (Pharmacy would also need to be changed for consistency)
    • The Burst is cool, could actually see that as a new add-on rather than a perk. (If Firecrackers are not added back), but it should not stun, just a normal Flashlight blind that's far easier to land. (But this all hinges on how Firecrackers are handled)

    Spiritual Connection:

    • Needs maximum range, cool-down.

    Panicked Dash:

    • Sounds cool, make it only work if you're not Exhausted.

    Cunning Escape:

    • Should only suppress Scratch Marks and Notification, I'm iffy on the UI suppression, mainly because this will shine sitting at the hook and healing rather than escaping, especially with We'll Make It. Otherwise I like the idea around it.

    Vile Snatch:

    • Love the concept, but the current implementation has the Survivor in an anim-lock before it takes effect (Camping yay), also should apply to all survivors, it'd be more for time-wasting: First time is a surprise, the next are expected, don't need to conceal the aura (presumably the 'transport' will be suppressing it). IE: Once per Survivor, if a Survivor comes within 12/8/4m of a Survivor still in their 1st Hook Stage, The Hooked Survivor is transported to another random Hook (no Basement Hooks) and has their timer paused for 24s. (So it's like PH's Cages but inversed).

    Obsessive Incantation:

    • I just don't like the concept of this Perk. And the range is way too big, I take it this will be able to down Survivors as well?

    Makeshift Shotgun:

    • I like the idea of a collection based perk that isn't RNG (like Autodidact), I get this is probably the joke perk (because shotgun), but I like that concept.

    Booby Trap:

    • Sounds cool, but its actual effectiveness will not make it more than a meme-perk.

    Hex: Pandemonium:

    • Separating Survivors generally has the effect of making them more efficient, and Slower speed isn't something as easy to power-through, increasing the chance of separation. IMO I'd make it that each Survivor has a 8/12/16m Terror Radius (To Other Survivors). Control Inversion could be cool, but I'm skeptical.

    Malfunction:

    • Concept is cool, if not derivative of Overcharge/Surveillance, I'd suggest that it doesn't prevent repair, just applies a slower repair-speed (to keep the Survivor(s) there while the Aura persists) and the duration of the Repair-speed slow is dependent on how many skill-checks are missed. (Repair Speed slow-down is active for all survivors repairing while the skill-checks are performed and the time determined from missed checks).

    Escape Artist:

    • Even with the 8s wait period I still don't like this perk.

    Camouflage:

    • Like the idea of a collection perk as I've said before. Not sure of the implementation on non-vegetated maps. Rather than actual invisibility, I'd suggest Aura read and/or Scratch Mark Suppression for a little bit.

    Thanks for the criticism SurpriseSurprise! I know I'm not a Dev and I try my best to balance them out.


    Perhaps for escape artist it should be a locker that is within 20 meters or so. But you can choose which one to Teleport to?


    I ike your idea for vile snatch and will look into it.


    Fir Beacon of Hope, I can understand that its too cluttered of effects and may be too strong. I will change it!


    Thanks again for the thought out criticism! It means a lot! Have a nice day and see ya in the fog! :3

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628509#Comment_1628509

    So I don’t have much of a comment on beacon of hope and vile snatch. Spiritual connect is pretty cool as a concept, but is basically alert but with crows and stronger. Since avoiding crows are difficult and almost no one does that, I think a long cool down or a set number of crows that need to be disturbed before activation would balance it. I love panicked dash and cunning escape! They are really unique are new ways to rescue other survivors or get distance before a chase. Obsessive incantation will likely be unpopular due to its lack of versatility and luck. Though it is a good way to single out a survivor. Makeshift shotgun and camouflage are very much out there. It’s not really the effects, though they might need some tweaks to make them a little less powerful. It’s the way they are activated. The prep need for them require that new intractable objects are added into maps, which there are no perks that currently do that. Bobby trap is an instant down with no indication of error, just make some slight but noticeable difference that careful survivors can see that distinguish them from other chests. I personally would hate a killer using pandemonium. That would so annoying and confusing to get rid of, but it’s a good anti coop perk. Malfunction is overcharged but instead of regression and an alert, it increases the repair time of gens. Finally, escape artist. It’s a great concept but it’s too powerful being able to pick which locker. Idk but if it were in the game I’d love to use it.

    Wow thanks for the thought out response! Yeah makeshift shotgun is a joke perk while camouflage kinds is as well. I thought it would be kinda cool.


    For Escape Artist, I understand your thinking of it being too strong, thats why I made it take 8 seconds so you can't just instantly escape in chase. The cool down as well is too prevent rapid traveling the map and spam. Maybe it should be like 12 seconds?


    For Pandemonium, its meant to be strong because its a Hex perk lol. Maybe I can lower the effect time when out of range from 12 to like 8.


    Booby Trap is kinda like the bear trap. You can struggle and escape. The trapped chest will be out of place, they won't replace normal chest spawn spots. So you can kinda sense something off with a specific chest based on its location.


    Also, what do you mean you don't have much of a comment on vile snatch and beacon of hope? Are they too strong? Are they just kinda out there as an idea like meh? Lol


    Thanks again for responding and have a nice day! :3

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/discussion/comment/1628160#Comment_1628160

    Yeah that’s usually how my perks are. Usually I make it and hope people fix it for me. Balancing is not my forte. But def can make some new perks. Anyways thx for the feedback

    No problem man! What do you think of my perk ideas? :3

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/discussion/comment/1628154#Comment_1628154

    This generally assumes the Key/Mori update is in place.

    Oh ok. What do you think of my perks? :3

  • @Shymare_11 said:

    Since I just got access into this forum again I have a large stock pile of perks to unload again (21 perks?):

    Survivor:

    Lullaby- Your soft singing calming those around you, even your self, but it is very distinct.

    Every survivor within a 15 meter radius of you, including yourself, will have their grunts and breathing decrease by 100/125/150%. However, anyone, including the killer, who enters that radius will hear the lullaby (In essence, a killer’s terror radius but for a survivor and it is calming). This perk can toggle between activated and deactivated, via pressing the active ability button. This perk will automatically deactivate when you enter a chase.

    “A sweet melody that distracts from the horrors.”

    Empty Promises- You gamble with the fate of other through the lies of your actions, but sometimes they come with consequences.

    Any survivor that you heal by one health state, this perk activates. The healed survivor gains the haste (50% increase) status effect for 3 seconds. If they are put into the dying health state within a 60/50/40 second period after being healed, you are instantly put into the injured health state and inflicted with the broken status effect for 30 seconds. If they survive that time period, you are able to survive a hit that would otherwise put you into the dying health state once. This perk can only be activated again after using the extra hit.

    “I’m putting my money where my mouth is, or in this case, my heart.”

    Cursed Blood- Your aura is dampen when you are near magical forces. Though your blood becomes attractive for those with a dark heart.

    If you are under the cursed effect (if the killer uses a hex perk), your aura is hidden until the curse is removed. If injured, your aura is revealed to the killer when within a 20/15/10 meter radius and your blood is more noticeable.

    “It seems he may not see you, but that doesn’t mean he can smell you.”

    The Center of Attention- All eyes must be on you, even if it’s not from the most agreeable spectator.

    When the killer enters a chase with a survivor that does not have this perk, the killer will suffer from a decrease in visibility (a dark haze appears over the fov [opacity: 25%] and range of sight (by 5 degrees). If they enter a chase with a survivor with this perk, they will see you aura when there is no obstacles blocking line of sight and they have increased movement speed by 5/4/3%.

    “What can I say? They all love me!”

    Spite- You refuse to allow them the satisfaction.

    When a killer attempts to perform a mori on you, the animation will play but they will not receive any blood points for the action. When you die from bleeding out, receive a extra 25/50/75% blood points for all categories. 

    “Hook me damn it?! I refuse to cooperate.”

    Last meal- Know your death, you try your best to make sure that everyone else lives on.

    When you are on your final hook, all survivors in a 10 meter radius of you receive a 100/150/200% increase to repair, healing, sabotaging, and cleansing speeds. Upon your death by hook, all remaining survivors will be able to see the killer’s aura for 20 seconds. 

    “If this is it, I will try my best for the rest of you.”

    Flexible- You can do more while being carried, increasing your odds of escape.

    When you are picked up by the killer, instead of wiggling, you must complete a total of 7/6/5 difficult skill checks to escape (multiple skill checks one after another until escape, dropped, or hooked). Any progress made with the skill checks before being hooked is kept. If the killer picks you up and drops you at least 3 times, you instantly escape.

    “Bending around here makes escape so much easier, although it isn’t for the untrained.”

    Falconry- Your experience with avian species,specifically birds of prey, give you insight on the entity’s informants.

    Decrease the chances of disturbing a crow by 50/75/100%. When a crow is within a 15 meter radius of both you and the killer, you can see the killer’s aura.

    “I am a bird man, as you can see.”

    Salvage- You can turn what seems as trash into treasure.

    When you are holding a depleted item for 15 seconds, it is consumed and instead a similar item of a rarity at least 3/2/1 level(s) below the one that was salvaged replaces it with 75% charges (addons carry over) remaining. This perk can only be used 4 times per trial.

    “It won’t be as good as the original but it works.”

    Killer:

    Stalker’s info- You are able to gain the details of a survivor from a distance.

    When looking directly at a survivor within a 20 meter radius, outside a chase, a random perk they have will appear on the left side of the screen. If you were to look at the same survivor again, you will need to be 15 meters to reveal another perk. This pattern will continue until all perks are revealed.

    “I get a feeling about that one. They look like a runner.”

    No where to run- Your intensity in a chase amuses the entity. Though, they wish to see it ended now.

    Hex: After a survivor rush vaults an object, all other vaults and openings (expect pallets) within a 30 meter radius are blocked for 30/60/90 seconds for all survivors. This perk can’t be activated again while already in effect. This effect persists until the associated hex totem remains.

    “Where to go now?”

    Hesitation- You can make anyone hesitant especially what they are experts in.

    Hex: Any survivor perk that is not passive has a 20/40/60% chance to failing upon activation, leading to the perk being put on a 30 second cool down before it can be used again. Any prerequisite to activate the perk is consumed and must be completed once again. This effect will persist as long as the associated hex totem remains.

    “I forgot which one is the painkillers!”

    Dark Hope- You twist and contort the hope of your prey, changing it into pain and agony.

    For each generator completed, afflict every injured survivor with the broken status effect for 30/45/60 seconds. When the final generator is completed, all survivors that did not complete that generator lose one health state. If a survivor is healing while the effect is activated, their progress is halted until the effect falls off.

    “Hope is the best kind of deception. An illusion of one’s optimism and a cruel shroud for reality.”

    Human Anatomy- Your knowledge of the human body makes your attacks both accurate and deadly at the cost of efficiency.

    Your melee attack will instantly put a survivor into the dying health state. However, the stun recovery period from this attack is 125/100/75% longer. The stun recovery period for any other attack is also 25% longer. This perk has a 30 second cool down.

    “I may be slow, but I know where to strike for the best results.”

    Splinters- Your body is very enduring. Any impacts with an object seems damage itself more than you.

    When you are stunned with a pallet, the pallet used will become a splintered pallet and its aura will be revealed to you. Any survivor that vaults this pallet will be inflicted with a status effect depending on their type of vaulting action. If it is a slow vault, the survivor will be inflicted with the hemorrhage status effect for 30/45/60 seconds and scream, revealing their location. If it is a fast vault, the survivor will be put into the injured health state, inflicted with the hemorrhage status effect until healed, and scream, revealing their location. Any splintered pallet takes 10/20/30% less time to break.

    “Skin of stone and bones of steel.”

    Linger- Your aura no longer fixed to your body.

    After successfully melee attacking a survivor, you terror radius and aura will remain in the same spot that the attack was dealt for 20/30/40 seconds. This perk has a 60 second cool down.

    “The blood covers my scent while it overwhelms the murder scene.” 

    Mercy- You resist the entity’s influences to break rules. Although these transgressions do not go unnoticed.

    If a survivor is in the second stage of sacrifice, you can remove them from hook. This will break the hook and give the survivor the broken status effect for 60 seconds. The hook broken is completely removed from the trial. All other hooks will now instantly sacrifice the next survivor placed on hook then loose its effect of instant sacrifice and give 100/150/200% extra blood points towards the sacrifice category. If you were to sacrifice the survivor that activated this perk, all hooks are temporarily broken for 120/110/100 seconds. All blood points gained are rewarded after the trial.

    “They are amused that I cheated, but it’s now a gamble whether I follow though with my choice.”

    Fool’s Gold- You baiting of survivors has become to often. However, your developed methods are useful.

    Your lunge distance is slightly (10%) increase. Your movement speed is increased by 15% for 4 seconds after being stunned. Any time a survivor stun you, they are given the exposed status effect for 5/10/15 seconds. 

    “They think a piece of wood can stop me.”

    Fair play- You are a stickler for a fair chance, even if it ruins you.

    When a survivor is removed from hook, either by themselves or another survivor, all survivors outside a 30/20/10 meter radius has their aura revealed for 5 seconds. However, any survivor within that same radius will be able to see the killer’s aura and persist for 5 seconds after they either leave the radius of the hooked survivor or unhook them. 

    “Are willing to make that sacrifice?”

    Rough Landing- While the landing isn’t as smooth the extra force is astounding.

    After falling from a great height, you are stunned for 3 seconds and any survivor within a 5/7/9 meter radius will be exposed for 20 seconds. This perk has a 80 second cool down.

    Premeditated- You become more strategic with how the trial will be.

    After a totem is cleansed, you are able to throw down a pallet that isn’t used yet. This action will take 10 seconds to complete and will alert any survivor within a 50/40/30 meter radius. (This perk can only be used 5 times per trial)

    “You take my advantages, I take yours.”

    Wow! Thats a lot of ideas! they are pretty interesting although some of them might seem to strong. I like splinters, Linger, cursed blood and salvage. :3

  • @[Deleted User] said:

    Survivor: Locksmith

    You have a Significantly increased chance at finding a Key in the first Chest you search and your Keys are 30/40/50% more efficient.

    Interesting! Although, if survivors always get like a purple or Pink key then its kinda busted lmao.

  • Hello there! Here are some more perk I ideas I managed to think of! I hope you find them cool and interesting! Please comment down below what you think of them and which one is your favorite! :3

    P.S/Disclaimer: One of them is a joke perk lmao. I added pictures and quotes to my perk ideas to make them more cool! Also, the perk icons that are fan made are not my own but are drawn by someone else.


    image.png


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  • @AetherBytes said:

    Malfunction is decent but sounds more like an overcharge rework. The booby trap one is a bit too much, and while I'd love to have teleporting survivors on hooks, it needs some balance to it, say for example pausing the struggle timer momentarily.

    Thanks for the criticism! I have just now went back and changed them to become more balanced. I hope they sound better! :3

    "Malfunction" Stayed the same though.

  • @AetherBytes said:

    Beacon of hope and cunning escapes is the only good one really because i can see it being used as an emergency tool to save someone/useful to get out of a situation or heal a survivor up. Dont get me wrong, I like most of them, but some dont really fit the game (Friends on the other side for example; the crows are clearly explained as working solely for the entity, not the survivor or killer) or are a bit much.

    Whats up AetherBytes! Thanks for commenting! I understand what you are saying about "Friends on the other side" I just thought it would be kinda cool to have a pet bird lol. What do you think of the killer perks? :3

  • @CrowVortex said:

    From a killer main perspective, Nefarious aid is interesting and opens the door for strategy if you use it early or late game which i like. The voodoo one is also interesting but timer's could be adjusted i suppose.

    What would you think of a perk like this?

    Obsession: Raven's of the Night - Upon hooking a non obsession survivor, raven's will encircle continuously overhead on a random survivor, cawing every 5 seconds and revealing their aura for 2 seconds after cawing. Causes the oblivious status for 30 second's. Token based - Each token increases the timer and oblivious effect, 2 tokens - 1 min, 3 tokens - 1:30, 4 tokens - 2 minutes, 5 tokens - permanent.

    Im glad you like Nefarious Aid! :3

    Raven's of the Night is interesting. Im assuming the Tokens are based on a hooks?

    I like the idea of crows circling around a random survivor! The Tokens should probably max out at 3. Something like this:

    1 Token: Crows caw every 3 seconds and reveal aura for 2 seconds for a duration of 5 seconds

    2 Token: 10 seconds

    3 Token: 15 seconds

    Several minutes is pretty broken as you can basically always find them.

    Overall, an interesting Perk Idea! :3

  • @CrowVortex said:

    Doctor's would love infernal aura haha.

    Hello Rathoric! Yeah doctors will eat up that perk lmao. To counter it, you can gen tap.

    Also, which perks are your favorite? :3

  • @Shymare_11 said:

    Philanthropist- You were well known for your kind and charitable action towards the weak and needy.

    For every altruistic action, gain a stackable 5% blood point bonus, to a maximum of 75/100/125% towards all categories. This effect will apply to you and the survivor with the least amount of blood points (if you are that survivor, it will apply to the survivor with the second least amount of blood points). The blood point bonus will be awarded after the trial.

    ”Donations to the poor only come back to the rich’s pockets, so might as well start moving the money now.”

    Blood Pact- You are willing to sacrifice anything to help others, even your health.

    When healing a survivor that is either injured or dying WITHOUT an item, you can press the secondary action button. After which, you will be put into the injured health state and be inflicted with the hemorrhage status effect for 20 seconds. However, the survivor healed will instantly gain a health state and gain the haste (+10% movement speed) status effect for 2 seconds. This perk can only be activated if the you are both in the healthy health state and healed the injured/dying survivor to at least 70/60/50% progress. This perk has no cool down.

    “Since you lost a lot of blood, I’ll give you some of mine. Don’t worry whether or it will work, trust me!”

    Knock Out- You need to make a choice, if only it did required throwing your stuff.

    When you are holding an item that has sufficient charge, you can hold the active ability button to charge your throw (base time takes about 10-12 seconds depending on the item). After it is fully charge and aimed at something, you can release the active ability button to throw the item. This will alert the killer (visually) when the item collided with an object, and if it thrown at the killer, it will stun them for 4 seconds. However, this cost the item to lose 60/50/40% of its charges and if it is not picked up in a 30 second time period it will disappear. If the item does not have sufficient charges, the action will consume the item instead and if it were to stun the killer it will only stun for 2 seconds. [author’s note: Is the charge penalty to light?]

    “I hope you like the taste of screws!”

    Tripped Up- Make them trip and stubble, only for them to fall into despair.

    If you are in a chase with a survivor that has the exhausted status effect and is running, they will have a 10/15/20% chance of tripping. When they trip, that survivor will be forced to walk for a short (1-2 second) period of time and are unable to perform rushed actions. If the survivor is also injured, they will have a slightly higher (+5%) percent chance of tripping.

    ”The faster you ran, the more you delay the inevitable. If only takes one slip up to ruin everything. It is only a matter of time.”

    Bull Rush- Your strength and reflexes give you the ability to quickly pick up and carry others before they can react.

    When you are within grabbing distance (3-6 meters) from a survivor, your melee attack will instead grab the survivor even if they are not in position to be grabbed (ie. performing an action, vaulting, etc.). However, the struggle (wiggle) progress bar will start at 50/40/30%. This action will not occur for lunge attacks or special abilities.

    ”[insert quote here]”

    Locker Blocker- You can call upon the entity to block or trap survivors who deem a locker as their safe haven.

    When you check a locker and find it empty, this perk will activate and the locker’s aura will be revealed to you. If a survivor were enter that locker, the killer alerted visually and no longer see the aura of that locker. The survivor that entered that locker is now trapped in that locker for 15 seconds, in which the killer can pull them out during or after that period. This perk can be used on 4/5/6 lockers at once and has a 60 second cool down between uses.

    ”Are you claustrophobic? Yes? Good.”

    Bull rush sounds pretty cool!

    Locker Blocker is also an interesting idea.

    I think the RNG base of Tripped Up will be more annoying than a fun perk. An example, your running away from the Killer about to escape and then you just randomly start walking. You know what I mean? Also, It may not be fun for the Killer either cause of RNG. There is a high chance of nothing happening and it being a wasted perk slot. It is an interesting idea though. Maybe some tweaks here and there. :3

  • @Shymare_11 said:

    Fireside Trash- Around the campfire, you can occasionally find the remnants of previous survivor belongings.

    When you bring in an item WITHOUT any addons. You have a 25% chance to bring in a random addon for that item. This addon will be of uncommon/rare/very rare or lower rarity. You also have a 0/5/10% chance to gain an additional addon, however, it will at most common/uncommon/rare. Any addons given by this perk cannot be kept after the trial though any method. (Author’s note: so you have a 25% chance to bring in one, but assuming you got that 25% chance, you only have at most a 10% chance of getting a second addon. This a 2.5% chance of getting both addons, not even including the probability of getting both addons to be very rare and rare while also being synergistic. TL;DR: it isn’t op.)

    ”These may be useful but who in world is littering here?!”

    Vulture- Your lack of morals lead you to find the hidden treasure within dead survivors.

    When a survivor dies, you will gain the option to “scavenge” their body. When doing this action, you will have a 50% chance of finding a random item. This item will only at most be of rare rarity. The item will, also, have only 50/60/70% of its charges left. Any item found is able to be kept after the trial.

    ”How did you hide a wrench in there? Welp, it’s mine now.”

    Frugal: You are very conservative of how you use your resources, to the point where some may call you cheap.

    Gain a 30/45/60% increase to item efficiency, but also gain a 25/20/15% decrease to item speed (ie. repair speeds when using a tool box or healing speeds when using a med kit).

    “That enough gauze! It stopped most of the bleeding, you’re fine.”

    Stuffed to the Brim- You are more keen to find something good in chests. Maybe you find more too.

    When searching a chest, you have a 25/30/35% chance of finding an additional item. You also have a higher chance (20%) of finding items of a higher rarity.

    ”I think these could also be of some assistance.”

    Trapped Chests- [can’t think of a description, if anyone wants to try go ahead]

    At the start of a trial, 2/3/4 chests on the map (If possible) become trapped. The auras of chests are revealed to you. Any survivor that interacts with these chests will have to do a very difficult skill check after searching. If they succeed, then both a visual notification and audio notification is shown where the chest is. If failed, the survivor is afflicted with the exposed status effect for 30 seconds, their aura is revealed for 6, and both a visual notification and audio notification is shown where the chest is. All trap chests have a 50% chance of giving any survivor that searches it, whether or not they fail the skill check, nothing.

    I like the idea of Trapped Chest. Interesting!

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619882#Comment_1619882

    Fair enough, it can see in retrospect that may be very powerful. Maybe instead 6-7% and when the killer is stunned, the perk goes on a cool down? Like 40-80 seconds?

    The whole perk in general isn't really a good one, not to be rude or anything. The movement speed penalty is too strong to be tied to terror radius no matter the number. And the regression one is interesting, but too RNG based like Autodidact.

  • @Shymare_11 said:

    Complexity: When a survivor is sabotaging, cleansing, mending, or disarming; there is now a chance for they to have to perform a normal skill check. If they fail the skill check, it will alert the killer and the survivor will receive a progress penalty of 5%.

    ”Why must I make everything simple? If they want to survive, they must work for it.”

    Silver Tongue: Every 120/105/90 seconds, your terror radius will be placed randomly across the map from you. All terror radius related perks and abilities will still effect that area that currently holds your terror radius. This effect will last for 45 seconds.

    ”If they think I can be two places at once their wrong, I’m just everywhere instead.”

    Crushing Aura: Any survivor in your terror radius is afflicted with the hindered (movement speed decrease of 15%) status effect and if they get a good skill check have a 20/40/60% chance of regressing progress by 3%. This effect will remain for 5 seconds after leaving your terror radius.

    ”If luck is on my side then many of you will be too scared to do anything right, and I must say I’m feeling lucky.”

    15% penalty to movement speed within Terror Radius is way too busted. Like OP lol.

  • @Horror_Gaming said:

    Light of Hope - Searching a chest grants 100% chance of finding a flashlight. Anytime you blind the killer you make no grunts of pain and leave no scratch marks for 6 seconds.

    LOH has a cool down of 30/25/20 seconds

    Pretty interesting! I like it!

  • Here are some of my ideas for Perks! I hope you find them interesting! :3

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  • @Milo said:

    Charms (in general) - Hexes for survivors. Alrighty. Just couple questions: How obvious are they? Why they have negative effects?

    Charm: Calming Voice - For a "hex" perk, yeah pretty decent. Has the autodidact problem but yeah decent. Although i think it should also increase the great skill check zone.

    Charm: Undying Will - So this reminds of me of MoM. Just the killer has a potential to avoid getting "affected" by it. So let's go with OG MoM response... Too stronk.

    Collector's Greed - Does this remove an option to drop items? (R is the usual drop items button iirc) Also i would change the consumption rate to chest open speed. Also also do you mean add-ons? Because you would keep your items if you escaped anyways.

    Swift Evasion - Aside from making it 60 seconds (because muh consistency) seems good.

    Charm: Fortified - And this, for a "hex", seems a bit too strong. Especially if only one survivor has to run this.

    Seeker's Intuition - I like it! Although cleansing speed/killer's aura read might be just a bit overloading. Idk.

    Infernal Aura - Ruin is back. Okay. Just gonna say it's just gonna be annoying on TR builds. That's all.

    Armageddon - This makes EGC really scary. Is that stopping for 15 seconds a consistent effect that happens everytime or just once. My balance depends on that. (oh also reducing egc timer will need dinks adjusting)

    Fighting Spirit - Overloaded. Most chases happen while injured. I would cut it by like half. (so 25% and 1 sec always)

    Hazardous Wiring - Seems pretty useless to me? I just don't see any use for it.

    Hex: Vile Touch - Neatorino

    Voodoo - I.. dunno tbh. Can be deactivated before it even happens, but can be devastating if it does happen early.

    Devil's Deal - Too strong of a 2nd chance perk. You will ALWAYS use this on your last hook/carry. Imo getting 60 seconds and 1 safe unhook isn't thaaat hard.

    Wow thank you for the criticism Milo!

    To answer your question as to why Charms have negative effects when destroyed, its to reward the killer for finding them. Charms grant pretty powerful bonuses for survivors, having consequences will balance it out. The Killer will have to take the time to find them and while he is doing that, survivors will be doing gens. These offerings will then be a win-win situation for survivors which isn't fair.


    For Charm: Undying Will, yeah I had thoughts about that being a bit too strong. However, I thought the 60 second Broken Status Effect will balance it out. Think about it, you find it and destroy the Charm. Survivors who have it will scream so you know where they are and you can 1 shot them.


    For Collectors Greed, I simply made a silly mistake LOL. I forgot that you always keep items when you escape. So, ignore that. Its the same for "R" button, I simply just listed a button. It can be any button. Also, chest search speed I guess will be a nice idea too!


    I'm glad you like Swift Evasion! I guess 60 seconds would make more sense for a cool-down.


    Charm Fortified, I can see how early game can REALLY hurt killer. So, maybe instead of 25% it will be 15%?


    Infernal Aura is one of my favorite ideas! Yeah I can see how you will say its annoying for TR builds. That's the point! Its meant to discourage repairing Gens when the Killer is nearby as well as healing right in front of his face lol. (Infernal Aura, Unnerving, Distressing = Hell lmao)


    For Armageddon, its meant to be really scary! Usually, End Game collapse is a joke. Survivors don't fear it cause they 99 Gates! So this perk fixes that. The 15 seconds will reset every time a Survivor goes into the Dying State or is Hooked. So you hook, for 15 seconds timer doesnt change. Once 15 seconds are up, it slows down like normal. As for the 30 second decrease in timer, I thought it would be fair. But if it is too strong, maybe 20 instead.


    Fighting Spirit, I can understand what you are saying. So maybe, what you said, 25% faster pallet throwing and 0/1/1.5 seconds for stuns.


    As for Hazardous Wiring, its hurts but I know what you mean LOL. It doesnt help with surviving the game so I will change it lmao.


    Hex: Vile Touch, you like that one? I expected a lot of insults from survivor mains lmao. :3


    Voodoo, yeah it can be really strong but also weak. So I might look into it.


    And last but not least, Devils Deal, also one of my favorites. However, I thought it would be balanced but I guess you helped me realize that the potential of this perk indeed can be too strong. I will change the requirements and such.


    Well, once again thank you so much for your critism! It helped me a lot! I will delete those pictures and fix them. They will be back later on! Have a nice day and see ya in the fog! :3

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601632#Comment_1601632

    It really doesn't matter how hard the skill check is. The only thing a skill check does is limit how many different players can use the perk, it does not impact the actual strength of the perk. As for hooking someone twice, that doesn't solve anything.

    Mostly because you want to encourage a quantity of hooks over keeping hooked Survivors on the hook (this is also a problem with current Monstrous Shrine btw), since otherwise you encourage camping, which isn't something that should be optimal ever outside of very specific situations. And to anyone that isn't camping, a 2 hook requirement is irrelevant.

    I guess you are right cause at low ranks that perk would be broken and unfair. It was an interesting idea at first lol. I will come back later and revisit these perks and come up with more ideas. Thank you for your thoughts! You helped me a lot!

  • @NuclearBurrito said:

    Breakdown would be awful for the game with that text.

    Imagine all 4 Survivors running DS, BT, Unbreakable, Breakdown. Everyone would need to be downed like 5-6 times each. Insanely broken.

    Open handed needs to be reworded/nerfed as well. The current wording says it takes the effects of aura reading perks, but not all aura reading perk effects are aura reading. Blood pact and your buckle up perk for example both have a haste component, and Babysitter has an anti-scratchmark/anti-blood component. Not to mention it would let you use OoO for free.

    What the perk SHOULD do is show you any auras that are currently revealed to the other Survivor. So you'd only see the Killers aura with OoO if that Survivor is currently looking at the Killer. This would also enable revealing auras that didn't come from perks, such as Killer objects and items.

    Your boil over is still useless, Killers do not have a fixed turning rate so even if you set the number to 100 it would still do nothing because it's effecting a stat that doesn't exist.

    Even if the stat did exist however it still wouldn't matter. Killers don't HAVE to turn to navigate the environment.

    It would be more productive for it to either effect struggle speed, or to reduce the Killers speed.

    Your hangmans trick change is interesting, but also kinda misses the point. The issue with the perk is that it is overspecialized. Which is why it was only good when it's range was big enough to catch non-sabo players.

    As for Zanshin Tactics, you should always avoid the use of RNG whenever possible, which in this case it is. Simply have it trigger after a certain number of attempts instead of randomly. So in this case the text would be "If a Survivor vaults the same pallet 4/3/2 times it breaks". 2 vaults = 1 break still means 50% of vaults break a pallet, but this time there is no luck involved so it's more consistent for both sides.

    Monstrous shrine needs to specify the magnitude of the hindered effect

    Lastly, less important but you can improve on the perk scaling.

    For example:

    Buckle up should scale the cooldown instead of the effect 70/60/50

    Same for diversion

    Insidious shouldn't scale the exposed duration, leaving it at 8 seconds regardless of tier.

    Monstrous shrine should only scale the unhooking speeds

    Zanshin Tactics should scale the aura reading effect instead of the pallet breaking effect

    Open handed should only scale the effect duration and not the global range mod.

    Boil over should still be reworked but short of that only scale the struggle effectiveness.

    Basically, only scale 1 thing and have it be the least important number.

    Thank you for the quick and honest criticism NuclearBurrito!

    I understand your concern for "Breakdown" as I had the same thoughts. So, how about a few more changes such as you have to be hooked 2 times. So if you get hooked and reach the Struggle Phase the perk wont activate. Also, when I mean by "tremendous" I mean "Overcharge" with "Unnerving Presence" kind of difficulty.

    As for the 10% turning reduction for "Boil Over", I can see what you are saying. I didn't think of it in that way lmao. So replacing it with reduced movement speed when the killer is carrying you is a great idea. Maybe like 3/4/5% perhaps.


    For "Hangman's Trick" the 4/5/6 aura range helps you reveal survivors who are walking past them like you mentioned. It is indeed a specialized perk much like many others. Nothing is wrong with such perks as they add interesting and different perk builds. Not every perk has to be game changing like BT or BBQ.


    For "Zashin Tactics" I can see your point with the issue of RNG. So your idea of the Pallet breaking when a survivor vaults over it 4/3/2 times is a good idea! :3


    In general, I understand what you are saying about the scaling and specification of cool-downs, effects and etc of the perks. You seem to have a good amount of knowledge for balance. Thank you! I will try to do better next time.


    Now, I am surprised you are not talking about the "Monstrous Shrine" perk with the Entity coming to kill you 3 times at random lmao. I thought it would be a cool concept! What are your thoughts on that exactly and what was your favorite change out of all of them?


    Thank you once again for the response and have a nice day! :3

  • @Zeus said:

    Scratch marks disappear in 2s for lightweight? Sounds strong to me. But terrible vs spirit.

    I can see what you are saying Zeus. Perhaps 5 seconds less may be too much and should be reduced down to 4 (1 second more compared to original perk). The reduced footsteps and rustling sounds help you hide against spirit in a way she cannot hear the sound of grass moving and such. Also, if you have "iron will" with this, the Spirit will struggle trying to hear you cause you make no grunts of pain on top of no footstep sounds! Pretty cool right? :3

  • @CaulDrohn said:

    No one left behind: Why no aura read anymore? Thats actually the most usefull effect of it currently. Your version is both too strong and too weak for me. The endurance for unhooking is too strong, together with BT it grants unlimited free escape for BOTH unhooker and unhooked, the very reason BT was changed. But it's also too weak, since it only activates when gates are open. But thats the perks whole idea ... so either it is useless or it is borderline strong, thats no good design for me.

    Cameraderie: This change would be alright, I guess. Cam. is currently absolute trash, extending the effect to two both phases and showing aura like with kindred wouldn't really be overkill, it likely would still be a niche perk.

    Lucky Break: One of my guilty pleasure perks. Changing it to a cooldown type instead of a max time would really increase its value, without being op. The removed scratch marks might not be needed, though.

    No mither: Totally different effect, difficult to say if it's good or not. Maybe it would be a better idea to use this effect for a total perk, so it could be used together with the acual no mither. About the effect: I would say since you only can get one token max and you have to stun a killer to get it, the endurance could easily be triggerable multiple times. I would just add a cooldown of one minute there. It might be really difficult to get the stun at all, since the killer would know about that requirement and probably respect the pallets against you.

    Lightweight: Nice addition, would greatly increase it's value.

    This is not happening: You added the inc. skill check chance, right? Totally fine, perk is still rather weak, imo.

    Fire up: Getting stuns on purpose to get stacks and perform actions quicker, thats interesting! The activatable effect for haste is fine, but the additional ability to break pallets is to much imo. We already have spirit fury, adding another perk for instantly destroying pallets feels to much.

    Territorial Imperative: The unconditional aura read is of course a big improvement over the current limitation. But it may be to strong when the killer camps. So maybe it should be changed from aura to location (killer instinct), I guess then thats fine. The enitity blocking is also too much, esp against someone like Bubba. Instead it could apply oblivious and / or hindered to the survivors, that's fairer I think.

    Mindbreaker: Could be actually usable with this change.

    Coulrophobia: A lingering effect would make it much more threatening than it currently is, thats nice.

    Dying light: This is totally overboard. Unhooking bonus for the obsession as acompensation alone is laughable. The obsession should at least keep the inc healing speed as well. All survivors are affected is principally ok, but the numbers are to high. Only 5 max tokens means it is quite easy to get the maximum effect, esp since obsession would also give a stack. And there's no way to deactivate it like currently. This all makes it op, imo, esp when stacking with other slow down perks.

    Overwhelming presence: If the speed reduction only applies when you use an item (which you likely mean), thats fine. As a general effect, surely not.

    Wow what a response! Thank you for taking the time to write your criticism! Yeah "No One Left Behind" is kinda out there lol. I figured as much.

    Territorial Imperative I can see as a problem for camping. Perhaps the distance requirement will make it more balanced.

    Dying Light too is kinda of strong now that you mention it. I guess it would be way to easy to pull of and basically have no counterplay.

    For "Overwhelming Presence" the 14% penalty is a general effect to repair speed, healing and sabotage much like "Thanatophobia". How about an effect in which when a survivor drains their item completely while in your Terror Radius, perhaps they will scream revealing their location and won't be able to interact for like 2 seconds? Just an idea


    I'm glad you like my idea of Fire Up! I can understand how the bonus effect of instantly breaking pallets would be too much like "Spirit Fury" and perhaps too strong. So maybe just the speed bonus and maybe a decreased cool down for attacks? Mmm...

    For "No Mither" I wanted it to become a perk all about being chased by the killer to add more playstyle and fun! The stun buffs could in itself become a whole new perk which is also an idea. But the reason why the Endurance Status Effect is once per trial because if would completely counter the Broken Starus effect and be pointless perhaps. Making it a one time thing makes it more fun and forces you to use it wisely for like epic plays ya know? :3

    The no scratch mark buff for "Luck Break" is to make it more of a threat. Only no blood is more towards a stealth play if the killer finds you again after chase and the scratch marks for a chance to confuse the killer. Maybe the time would be decreased yo like 5 or 6 seconds to be more fair.

    Well, thats all I have to say for now! Thank you for reading my perk ideas! Have a nice day! :3

  • @sterlingpipin said:

    All of your ideas are great but tbh I feel no one left behind instead of a speed boost for 15 secs make it 3/4/5 seconds.

    Yeah. Maybe 15 seconds at that speed will be too much lol. Maybe 5 or 6 seconds would be good.