Dead by Daylight

Dead by Daylight

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Boss Jul 12, 2017 @ 8:40am
More "after exit gates are powered" Perks
I like the idea of becoming more powerful as the game goes on.

So finishing all generators fuels Survivors with hope, letting them do stuff like Adrenaline & Hope. Then the Entity feeds on their hope and empowers the Killer, letting him/her do things like Bitter Murmur & Hex: No One Escapes Death.

I'd like to see more (new) Perks work this way. Why do i want this? Cause the end-game is not as chaotic as i'd want it to be. With that, i mean that the game pretty much plays the same way as before they are powered.

Here are some examples that i thought of. The new parts will be underlined The parts that are bold are parts of the Perk description that change with each Perk level. The order of the levels is (Perk level 1/Perk level 2/Perk level 3).

  • Distressing: Your terror radius is increased by (8/16/24)%. Gain (5/10/15)% more bloodpoints for actions in the deviousness category. When the exit gates are powered, your terror radius (is still increased by 24%/is increased by 12% instead/goes back to normal), but the outer part of your terror radius will now cover the entire area.

This would make it so that Survivors will have to pay more attention to the Killer's whereabouts. If someone doesn't hear the heartbeat and then suddenly hears it, they will pretty much always notice. However, constantly hearing the light heartbeat and then it suddenly starts getting louder may catch people off guard or may not alert them at all. And people that have experienced this can still work with it, naturally. The Bloodpoints value i don't really care about.

  • Prove Thyself: Receive an incremental speed bonus to repair, healing and sabotage actions when other survivors are within an 8 meter range.
    • 1 nearby survivor grants (1/2/3)% increased speed.
    • 2 nearby survivors grant (2/4/6)% increased speed.
    • 3 nearby survivors grant (3/6/9)% increased speed.
    When the exit gates are powered, you will receive a permanent, incremental speed bonus to repair, healing and sabotage actions based on your teamwork before the exit gates are powered.
    • Having 1 survivor within 8 meters grants (1/2/3)% increased speed.
    • Having 2 survivors within 8 meters at the same time grants (2/4/6)% increased speed.
    • Having 3 survivors within 8 meters at the same time grants (3/6/9)% increased speed.

The generators are done. Exit gates require no teamwork whatsoever. So i think at this point the Survivor has "proven themselves". Yes, you could cheese this by just gathering together once to meet the requirement, but you can also cheese Resilience by healing to 99% and when you're in trouble finish healing, so i don't mind this Perk working like this. Also, yes, the numbers are quite low still on Prove Thyself. But i'm not covering those in this discussion.

  • Unbreakable: Grants the ability to fully recover from the dying state once per trial. Increases dying recovery speed by (15/20/25)%. When the exit gates are powered, if you are outside of the killer's terror radius, you can also fully recover immediately. Fully recovering immediately will still consume the ability to fully recover once.

Overpowered? It's very questionable and it all depends on the killer's playstyle. Immediately hooking that one survivor can suddenly have an insanely high priority over chasing someone else, considering this one might escape just like that. But this Perk still functions like normal in the following way: If the Killer picks you up, it's just as useless. (Oh, and this Perk wouldn't be affected by my Distressing idea unless you are in the actual terror radius, not the omnipresent terror radius.)

  • Dying Light: You become obsessed with one survivor. Your obsession's altruistic action speed is increased by (38/44/50)%. Once the obsession is killed or sacrificed, every other survivor gets a penalty of (19/22/25)% to repair, healing and sabotage speed. When the exit gates are powered, the repair speed penalty will be split in half and both healing and sabotage speed penalty will gain one of the two halves, increasing both remaining penalties to (28.5/33/37.5)%. Only one obsession per match.

I don't really have anything to say about this. The repair speed penalty is obviously useless after repairs are done. And with so many healing Perks out there for Survivors + Med Kits & Add-ons, a penalty like that seems fine to me. As for sabotaging, well yeah, it would suck to have this de-buff on you. But people work through Hex: Ruin as well, so this should still be doable.

  • Iron Grasp: Effects of survivor struggling are reduced by (25/50/75)%. Time to struggle out of your grasp is increased by (4/8/12)%. When the exit gates are powered, effects of survivor struggling are reduced by (50/75/100)%. Time to struggle out of your grasp is increased by (12/24/36)%.

I'm sorry to all of the Iron Grasp haters out there, but survivor struggling is barely an issue to any experienced player and the time bonus right now is absolutely not worth a Perk slot: https://www.youtube.com/watch?v=Swq_OrWMoXY Picking someone up who was running away to an exit gate can be a problem if there's no hooks nearby, as they'll just escape your grasp and then your trial. This way however, it'll give you a bigger chance to hook them. And they can still escape of course if they haven't been to 2nd phase yet or hooked at all.

And those were just thoughts on Perks already existing...

  • No Escape: If an exit gate has been opened, you may flip the switch back up to close it. Any survivors that are behind the exit gate after it has fully closed will automatically escape. A survivor that wants to re-open it will do so (100/66/33)% faster than normal and will gain (33/66/100)% less Bloodpoints for doing so.

The "less Bloodpoints" part is there so a sneaky survivor can't farm points and increase the match time just for that. Anyway, useless Perk? Absolutely not! This easily prevents quick escapes from Survivors who are hiding nearby. Leave the exit gate alone, then sure, they'll get away. But that would've more than likely happened normally anyway.

  • Last Resort: Once you are the last survivor remaining in the trial, if the hatch has opened, it will reveal its aura to you within a (10/15/20) meter radius.

I know, i know. This Perk would also work without having repaired all generators. But this situation is pretty much the same as the "exit gates are powered" situation: Both are exits which you have to find and go through. Also, note that it says "opened", not "spawned". That means it won't show the aura when it's closed.
Last edited by Boss; Jul 12, 2017 @ 9:01am
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Showing 1-4 of 4 comments
DIRTY DEEDS DONE DIRT CHEAP (Banned) Jul 12, 2017 @ 11:55am 
Originally posted by Boss:
I like the idea of becoming more powerful as the game goes on.

So finishing all generators fuels Survivors with hope, letting them do stuff like Adrenaline & Hope. Then the Entity feeds on their hope and empowers the Killer, letting him/her do things like Bitter Murmur & Hex: No One Escapes Death.

I'd like to see more (new) Perks work this way. Why do i want this? Cause the end-game is not as chaotic as i'd want it to be. With that, i mean that the game pretty much plays the same way as before they are powered.

Here are some examples that i thought of. The new parts will be underlined The parts that are bold are parts of the Perk description that change with each Perk level. The order of the levels is (Perk level 1/Perk level 2/Perk level 3).

  • Distressing: Your terror radius is increased by (8/16/24)%. Gain (5/10/15)% more bloodpoints for actions in the deviousness category. When the exit gates are powered, your terror radius (is still increased by 24%/is increased by 12% instead/goes back to normal), but the outer part of your terror radius will now cover the entire area.

This would make it so that Survivors will have to pay more attention to the Killer's whereabouts. If someone doesn't hear the heartbeat and then suddenly hears it, they will pretty much always notice. However, constantly hearing the light heartbeat and then it suddenly starts getting louder may catch people off guard or may not alert them at all. And people that have experienced this can still work with it, naturally. The Bloodpoints value i don't really care about.

  • Prove Thyself: Receive an incremental speed bonus to repair, healing and sabotage actions when other survivors are within an 8 meter range.
    • 1 nearby survivor grants (1/2/3)% increased speed.
    • 2 nearby survivors grant (2/4/6)% increased speed.
    • 3 nearby survivors grant (3/6/9)% increased speed.
    When the exit gates are powered, you will receive a permanent, incremental speed bonus to repair, healing and sabotage actions based on your teamwork before the exit gates are powered.
    • Having 1 survivor within 8 meters grants (1/2/3)% increased speed.
    • Having 2 survivors within 8 meters at the same time grants (2/4/6)% increased speed.
    • Having 3 survivors within 8 meters at the same time grants (3/6/9)% increased speed.

The generators are done. Exit gates require no teamwork whatsoever. So i think at this point the Survivor has "proven themselves". Yes, you could cheese this by just gathering together once to meet the requirement, but you can also cheese Resilience by healing to 99% and when you're in trouble finish healing, so i don't mind this Perk working like this. Also, yes, the numbers are quite low still on Prove Thyself. But i'm not covering those in this discussion.

  • Unbreakable: Grants the ability to fully recover from the dying state once per trial. Increases dying recovery speed by (15/20/25)%. When the exit gates are powered, if you are outside of the killer's terror radius, you can also fully recover immediately. Fully recovering immediately will still consume the ability to fully recover once.

Overpowered? It's very questionable and it all depends on the killer's playstyle. Immediately hooking that one survivor can suddenly have an insanely high priority over chasing someone else, considering this one might escape just like that. But this Perk still functions like normal in the following way: If the Killer picks you up, it's just as useless. (Oh, and this Perk wouldn't be affected by my Distressing idea unless you are in the actual terror radius, not the omnipresent terror radius.)

  • Dying Light: You become obsessed with one survivor. Your obsession's altruistic action speed is increased by (38/44/50)%. Once the obsession is killed or sacrificed, every other survivor gets a penalty of (19/22/25)% to repair, healing and sabotage speed. When the exit gates are powered, the repair speed penalty will be split in half and both healing and sabotage speed penalty will gain one of the two halves, increasing both remaining penalties to (28.5/33/37.5)%. Only one obsession per match.

I don't really have anything to say about this. The repair speed penalty is obviously useless after repairs are done. And with so many healing Perks out there for Survivors + Med Kits & Add-ons, a penalty like that seems fine to me. As for sabotaging, well yeah, it would suck to have this de-buff on you. But people work through Hex: Ruin as well, so this should still be doable.

  • Iron Grasp: Effects of survivor struggling are reduced by (25/50/75)%. Time to struggle out of your grasp is increased by (4/8/12)%. When the exit gates are powered, effects of survivor struggling are reduced by (50/75/100)%. Time to struggle out of your grasp is increased by (12/24/36)%.

I'm sorry to all of the Iron Grasp haters out there, but survivor struggling is barely an issue to any experienced player and the time bonus right now is absolutely not worth a Perk slot: https://www.youtube.com/watch?v=Swq_OrWMoXY Picking someone up who was running away to an exit gate can be a problem if there's no hooks nearby, as they'll just escape your grasp and then your trial. This way however, it'll give you a bigger chance to hook them. And they can still escape of course if they haven't been to 2nd phase yet or hooked at all.

And those were just thoughts on Perks already existing...

  • No Escape: If an exit gate has been opened, you may flip the switch back up to close it. Any survivors that are behind the exit gate after it has fully closed will automatically escape. A survivor that wants to re-open it will do so (100/66/33)% faster than normal and will gain (33/66/100)% less Bloodpoints for doing so.

The "less Bloodpoints" part is there so a sneaky survivor can't farm points and increase the match time just for that. Anyway, useless Perk? Absolutely not! This easily prevents quick escapes from Survivors who are hiding nearby. Leave the exit gate alone, then sure, they'll get away. But that would've more than likely happened normally anyway.

  • Last Resort: Once you are the last survivor remaining in the trial, if the hatch has opened, it will reveal its aura to you within a (10/15/20) meter radius.

I know, i know. This Perk would also work without having repaired all generators. But this situation is pretty much the same as the "exit gates are powered" situation: Both are exits which you have to find and go through. Also, note that it says "opened", not "spawned". That means it won't show the aura when it's closed.
When the gates are powered more fast spped while rapairing? wtf? lel
hot stuff Jul 12, 2017 @ 2:48pm 
I think the iron grasp thing should be for Agitation. Like you get "agitated" because the survivors have powers all the gates. So maybe, per survivor still alive, you get a 4/5/6% speed increase while carrying a survivor when the exit gates are powered. So if you haven't killed a single survivor, you can make things a bit faster at a 24% speed boost (instead of the regular 18%).
Zokomah Jul 12, 2017 @ 3:23pm 
I'm not a fan of giving current perks extra bonuses and what not, aside from what would make sense, but new non character specific perks should be added to the batch, and now that noed is a totem perk, there really only is 1 pure exit gate perk left for the killer. The End phase of the game can be one of the longest, as survivors will want to get their last buddy's out and will go to great distances to do so.

Distressing
Your distressing idea could be changed to a perk that just flat out makes the terror radius at its loudest, so they don't hear you coming, thus making it a rush for an escape and the doors.

Unbreakable Change

The unbreakable idea you have is really a second adrenaline, idk if that would be fair in some instances, especially if they put BT back to working after the doors open, 3 perks for escape seems a little strong. (while I would like it being a strong counter to noed) is gives the killer way to much to worry about, and the after gate powered portion of the game can be a long one and a clutch for the killer.

No Escape

All for it, makes it so you can quickly end the people who linger by the gate as well by forcing them out.

Iron grasp Increase

I do think this would work on just being with iron grasp, as it was touched hard already, and quite a few instances there are no hooks in a reasonable distance to a door. However, it might fare well as its own perk by itself, such as being renamed

The Final Sacrafice

You become angered as your prey nears its escape, all hooks are immediatly regenrated and survivors struggle effects are eliminated, and time to struggle out is increased by (12/24/36)%.

Pairing that with NOED, agitation and Iron grasp itself would be a campers delight, as it may even help you reach the basement from nearly anywhere.

My Own Ideas: Killer

No Entrance

You become increasingly bloodthirsty, so much as you are willing to go to any length to catch your last prey, the Entity is forced to hold you back so you can not follow its pawns out (thus keeping you out of going through the hatch. When within 5/10/15 meters of the Dark Lock, it will remained closed, and not produce sound. When within 10/15/20 meters of the hatch, hits will trigger the dying state on the last survivor. If the perk is level 3, you will also have the option to kill the survivor by your own hands. ( why not? probably gonna hang him anyway )

Unstoppable

Your Focus and Determination to reach injured survivors makes you a walking tank, any healthy survivors you walk into are bumped aside (or just able to walk through, as bugs are sure to happen with a pushing mechanic), giving an 3/6/9% speed boost for 5 seconds each touch, stacking if multiple (can not touch a survivor multiple times in a row for the effect). Barricades also break upon being dropped on you, however previously dropped baricades will still need to be destroyed as usual.

The idea of the perk is when you are chasing the injured survivor to the door, and the whole team comes to block your path, as well as chasing down the survivor if they are looping you.

Keen Sense

You remain calm and stay dilligent, thinking about your prey's next moves.

Once the Exit gates are powerd, all aura reading perks ranges are increased by 32/64/infinate range and last 5/10/15 seconds longer.

This one sounds a little strong, but you will really only ever have nurses to view people, thus its increase in time would be applicable to Bitter murmur as well.

My Own Ideas : Survivor

The hatch one pretty much covers the main idea so you already covered that one Boss.

Regroup

You have grown attached to the other survivors in the trial, auras are revealed from a 32/64/infinate range once the exit gates are powered.

This will not overshadow bond as it will only be available at the end, and would allow you to see who is being chased and where to hide in the mean time until you can route your escape.

The Man in the Alley

You see a shadowey figure blocking your path, it is unaware of your prescence, and you hide in fear. Killers aura is revealed to you when he is within 5/10/15 meters of the exit gate panel or the Black Lock. The effect is trumped by killers stealth abilities. (insidious, wraith cloak, T1 Micheal)

Last Hope

The sight of open doors and a chance to freedom ignites a fire in you, once the exit gates are powered, gain a 10/20/30% incrased chance of jumping off the hook, and invulnerability for 1/2/3 seconds after.


Conclusion

Thats all my ideas and opinions, too many of these perks would kinda crowd up, though more non teachable perks I would love to have. Any other ideas would be increase time to opening doors and such, but these are all I could come up with.






Boss Jul 12, 2017 @ 5:16pm 
Originally posted by Lucille is a Vampire bat!:
Originally posted by Boss:
I like the idea of becoming more powerful as the game goes on.

So finishing all generators fuels Survivors with hope, letting them do stuff like Adrenaline & Hope. Then the Entity feeds on their hope and empowers the Killer, letting him/her do things like Bitter Murmur & Hex: No One Escapes Death.

I'd like to see more (new) Perks work this way. Why do i want this? Cause the end-game is not as chaotic as i'd want it to be. With that, i mean that the game pretty much plays the same way as before they are powered.

Here are some examples that i thought of. The new parts will be underlined The parts that are bold are parts of the Perk description that change with each Perk level. The order of the levels is (Perk level 1/Perk level 2/Perk level 3).

  • Distressing: Your terror radius is increased by (8/16/24)%. Gain (5/10/15)% more bloodpoints for actions in the deviousness category. When the exit gates are powered, your terror radius (is still increased by 24%/is increased by 12% instead/goes back to normal), but the outer part of your terror radius will now cover the entire area.

This would make it so that Survivors will have to pay more attention to the Killer's whereabouts. If someone doesn't hear the heartbeat and then suddenly hears it, they will pretty much always notice. However, constantly hearing the light heartbeat and then it suddenly starts getting louder may catch people off guard or may not alert them at all. And people that have experienced this can still work with it, naturally. The Bloodpoints value i don't really care about.

  • Prove Thyself: Receive an incremental speed bonus to repair, healing and sabotage actions when other survivors are within an 8 meter range.
    • 1 nearby survivor grants (1/2/3)% increased speed.
    • 2 nearby survivors grant (2/4/6)% increased speed.
    • 3 nearby survivors grant (3/6/9)% increased speed.
    When the exit gates are powered, you will receive a permanent, incremental speed bonus to repair, healing and sabotage actions based on your teamwork before the exit gates are powered.
    • Having 1 survivor within 8 meters grants (1/2/3)% increased speed.
    • Having 2 survivors within 8 meters at the same time grants (2/4/6)% increased speed.
    • Having 3 survivors within 8 meters at the same time grants (3/6/9)% increased speed.

The generators are done. Exit gates require no teamwork whatsoever. So i think at this point the Survivor has "proven themselves". Yes, you could cheese this by just gathering together once to meet the requirement, but you can also cheese Resilience by healing to 99% and when you're in trouble finish healing, so i don't mind this Perk working like this. Also, yes, the numbers are quite low still on Prove Thyself. But i'm not covering those in this discussion.

  • Unbreakable: Grants the ability to fully recover from the dying state once per trial. Increases dying recovery speed by (15/20/25)%. When the exit gates are powered, if you are outside of the killer's terror radius, you can also fully recover immediately. Fully recovering immediately will still consume the ability to fully recover once.

Overpowered? It's very questionable and it all depends on the killer's playstyle. Immediately hooking that one survivor can suddenly have an insanely high priority over chasing someone else, considering this one might escape just like that. But this Perk still functions like normal in the following way: If the Killer picks you up, it's just as useless. (Oh, and this Perk wouldn't be affected by my Distressing idea unless you are in the actual terror radius, not the omnipresent terror radius.)

  • Dying Light: You become obsessed with one survivor. Your obsession's altruistic action speed is increased by (38/44/50)%. Once the obsession is killed or sacrificed, every other survivor gets a penalty of (19/22/25)% to repair, healing and sabotage speed. When the exit gates are powered, the repair speed penalty will be split in half and both healing and sabotage speed penalty will gain one of the two halves, increasing both remaining penalties to (28.5/33/37.5)%. Only one obsession per match.

I don't really have anything to say about this. The repair speed penalty is obviously useless after repairs are done. And with so many healing Perks out there for Survivors + Med Kits & Add-ons, a penalty like that seems fine to me. As for sabotaging, well yeah, it would suck to have this de-buff on you. But people work through Hex: Ruin as well, so this should still be doable.

  • Iron Grasp: Effects of survivor struggling are reduced by (25/50/75)%. Time to struggle out of your grasp is increased by (4/8/12)%. When the exit gates are powered, effects of survivor struggling are reduced by (50/75/100)%. Time to struggle out of your grasp is increased by (12/24/36)%.

I'm sorry to all of the Iron Grasp haters out there, but survivor struggling is barely an issue to any experienced player and the time bonus right now is absolutely not worth a Perk slot: https://www.youtube.com/watch?v=Swq_OrWMoXY Picking someone up who was running away to an exit gate can be a problem if there's no hooks nearby, as they'll just escape your grasp and then your trial. This way however, it'll give you a bigger chance to hook them. And they can still escape of course if they haven't been to 2nd phase yet or hooked at all.

And those were just thoughts on Perks already existing...

  • No Escape: If an exit gate has been opened, you may flip the switch back up to close it. Any survivors that are behind the exit gate after it has fully closed will automatically escape. A survivor that wants to re-open it will do so (100/66/33)% faster than normal and will gain (33/66/100)% less Bloodpoints for doing so.

The "less Bloodpoints" part is there so a sneaky survivor can't farm points and increase the match time just for that. Anyway, useless Perk? Absolutely not! This easily prevents quick escapes from Survivors who are hiding nearby. Leave the exit gate alone, then sure, they'll get away. But that would've more than likely happened normally anyway.

  • Last Resort: Once you are the last survivor remaining in the trial, if the hatch has opened, it will reveal its aura to you within a (10/15/20) meter radius.

I know, i know. This Perk would also work without having repaired all generators. But this situation is pretty much the same as the "exit gates are powered" situation: Both are exits which you have to find and go through. Also, note that it says "opened", not "spawned". That means it won't show the aura when it's closed.
When the gates are powered more fast spped while rapairing? wtf? lel
Try reading Dying Light again, you obviously understood it wrong.
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Date Posted: Jul 12, 2017 @ 8:40am
Posts: 4