Dead by Daylight Survivors and killers Perks

Dead by Daylight Survivors and killers Perks 1 - steamsplay.com
Dead by Daylight Survivors and killers Perks 1 - steamsplay.com

Hello! As of the recent 6.1.0 rework, survivors and killers alike are wondering about the legitimacy of the perk changes and questioning why some perks were untouched. This is my attempt at making a community-based forum/collection of ideas on how to change perks. I will monitor the comments closely to see peoples opinions and adapt the perk ideas as such.
 
 
I play dbd every night, and through my different platforms I’ve accumulated over 2,000 hours in dbd since 2019. Of course these will still be biased, its impossible not to be. But as someone who is a self proclaimed “cracked nurse” and a toxic SwF gamer, I feel like I can serve as a appropriate moderator for y’alls ideas. That being said, we have to start somewhere so I’ll start with my own perk adaptation ideas 🙂
 
 
I will strive to add at least 2 perks a day, and watch the comments for possible edits – Please like + award if you enjoy!
 
 

[Survivor] Iron Will

Dead by Daylight Survivors and killers Perks - [Survivor] Iron Will - 8A296BE
 
Current Usage:
 
 
You are able to concentrate and enter a meditative-like state to numb some pain.
 
Reduces the volume of Grunts of Pain while in the Injured State by 25/50/75 %.
 
Iron Will cannot be used when suffering from Exhaustion, but does not cause the Exhausted Status Effect.

 
 
Proposed Usage:
 
 
You are able to concentrate and enter a meditative-like state to numb some pain.
 
Reduces the volume of Grunts of Pain while in the Injured State by 25/50/75 %.

 
 
Middle Ground:
 
 
You are able to concentrate and enter a meditative-like state to numb some pain.
 
Reduces the volume of Grunts of Pain while in the Injured State by 25/50/75 %.
 
When suffering from Exhaustion, Iron Will’s effects reduce by 5/10/15%.

 
 
Reasoning:
 

  • Percent increase is necessary, 100% took away vital information from killers (think spirit), while 75% makes it difficult but still possible to find survivors
  • Exhaustion perks are meant to function as a once-per-chase perk, Iron Will should be a simple stealth/juking aid. It should be exhaustion and 100%, or no exhaustion and 75%.


 
 
 

[Survivor] Dead Hard

Dead by Daylight Survivors and killers Perks - [Survivor] Dead Hard - F741981Current Usage:
 
 
When injured, press the Active Ability button while running to trigger the Endurance Status Effect for 0.5 seconds.
 
 
Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds.
 
 
Dead Hard cannot be used when Exhausted.

 
 
Proposed Usage:
 
 
When injured, press the Active Ability button while running to trigger the Endurance Status Effect for 0.6 seconds.
 
 
Dead Hard causes the Exhausted Status Effect for 50/40/30 seconds.
 
 
Dead Hard cannot be used when Exhausted.

 
 
Middle Ground:
 
 
Press the Active Ability button while running to trigger the Endurance Status Effect for 0.5 seconds.
 
 
Dead Hard causes the Exhausted Status Effect for 70/60/50 seconds.
 
 
Dead Hard cannot be used when Exhausted.

 
 
Reasoning:
 

  • Proposed changes will slightly increase the dead hard window and lower its cooldown to further reward high risk play, while not reverting to the meta perk it previously was.
  • Middle ground simply removes the “when injured” clause to keep it’s high risk – medium reward aspect, while making the perk more universal and giving a counter to insta down / exposure.


 
 
 

[Killer] Hex: Devour Hope

Dead by Daylight Survivors and killers Perks - [Killer] Hex: Devour Hope - 113C06B
 
Current Usage:
 
 
Each time a Survivor is rescued from a Hook when you are at least 24 metres away, Hex: Devour Hope receives 1 Token:
 
 
2 Tokens: 10 seconds after hooking a Survivor, gain a 3/4/5 % Haste Status Effect for the next 10 seconds.
 
3 Tokens: Survivors suffer permanently from the Exposed Status Effect.
 
5 Tokens: You are granted the ability to kill all Survivors by your own hand.
 
 
The Hex effects persist until its Hex Totem is cleansed.

 
 
Proposed Usage:
 
 
Each time a Survivor is rescued from a Hook when you are at least 24 metres away, Hex: Devour Hope receives 1 Token:
 
 
2 Tokens: 10 seconds after hooking a Survivor, gain a 3/4/5 % Haste Status Effect for the next 10 seconds.
 
3 Tokens: Survivors suffer from the Oblivious Status Effect.
 
4 Tokens: Survivors suffer from the Exposed Status Effect.
 
5 Tokens: You are granted the ability to kill a Survivors by your own hand.
 
 
The Hex effects persist until its Hex Totem is cleansed or the number of tokens increase.

 
 
Middle Ground:
 
 
Each time a Survivor is rescued from a Hook when you are at least 24 metres away, Hex: Devour Hope receives 1 Token:
 
 
2 Tokens: 10 seconds after hooking a Survivor, gain a 3/4/5 % Haste Status Effect for the next 10 seconds.
 
3 Tokens: Survivors suffer permanently from the Exposed Status Effect.
 
4 Tokens: The totem’s aura is revealed to all survivors within 4 meters.
 
5 Tokens: You are granted the ability to kill all Survivors by your own hand.
 
 
The Hex effects persist until its Hex Totem is cleansed.

 
 
Reasoning:
 

  • Hex: Devour Hope is useless on some totem placements, but insurmountable on some maps (cough swamp). However, Undying x Devour offer a very easy transition to victory unless a survivor stumbles upon both hexes.
  • To decrease the toxic exposed/kill combo, we’re proposing their mutual exclusion (so survivors cant die when exposed, and arent exposed when they can die). This will stay true to it’s current use, while giving survivors a little more room to breath.
  • The middle ground would be the exact same, except giving the minimal effects of NOED. Devour Hope is even more powerful than NOED, even before NOED’s nerf, so it makes sense than Devour Hope should see a similar decrease in power.


 
 
 

[Killer] Whispers

Dead by Daylight Survivors and killers Perks - [Killer] Whispers - F48A7BB
 
Current Usage:
 
 
You have a rudimentary understanding of The Entity’s voice.
 
 
You hear the sporadic whispers of the Entity whenever at least one Survivor is within 48/40/32 metres of your location.

 
 
Proposed Usage:
 
 
You have a rudimentary understanding of The Entity’s voice.
 
 
You hear the sporadic whispers of the Entity whenever at least one Survivor is within 40/32/26 metres of your location.

 
 
Middle Ground:
 
 
You have a rudimentary/novice/intermediate understanding of The Entity’s voices.
 
 
You hear the sporadic whispers of the Entity whenever at least one Survivor is within 48/40/32 metres of your location. The whispers become slightly/moderately/considerately more excited based on the number of survivors within the range.

 
 
Reasoning:
 

  • The proposed change is a simple one. With the introduction of smaller maps (silent hill map anyone?), whispers becomes an anti-perk, since it is always active and provides no useful information for the killer. Therefore, the radii are fairly decreased while still giving the survivor escape time. This will be more useful for endgame.
  • The Middle Ground change focuses more on keeping the perk’s nature, while providing more information (thats easier to discern through different preset audios based on the perks level). This alteration will still be map dependent, but will help more in the match start.


 
 

Written by AcyydTryyp

 
 
This is all for Dead by Daylight Survivors and killers Perks hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


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