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Fixing some low tier Perks "if you would allow me"

OrchidOrchid Member Posts: 38
edited December 2019 in General Discussions

This is just my point of view, and my personal suggestions. I would be happy to hear yours too.

Deja Vu:

All generators are being highlighted in red at the beginning of the round and after a generator got completed, for 30 seconds to all survivors. Generators kicked by the killer stop regressing from damage at 30/40/50% of the generator progress. Damage applied to generator is also reduced by 40%. (doesn't work against Pop Goes The Weasel)


Shows all possible locations for totems, hatches and generators. This effect lasts for 30/40/50 seconds after cleansing a totem and at the beginning of the round. The last survivor in the match has this perk active all the time.

Monstrous shrine:

Skips one hooking state when a survivor is being hooked into the basement. It also applies the oblivious status effect and blindness for 20/30/40 seconds after being hooked. While carrying a survivor in a range of 24 meters from the basement, survivor's wiggle timer is reduced by 4 seconds.

Hex:Third Seal

Offers blindness effect to survivors after being hit once by the killer. When a survivor is hooked, all remaining survivors suffer from the broken status effect until the survivor hooked gets rescued. The rescuer has their aura shown for 5/10/12 seconds.

Knock out:

Survivors cannot see other survivors that are in the dying state unless they are in a 20/18/16 m range. After recovering from the dying state, the survivor that healed the dying state suffers from the exposed status effect for 30 seconds and the survivor rescued from the dying state suffers from the broken status effect for 60 seconds.

Those are my first thoughts, hope you enjoyed, have a fantastic day.


  • Kagari_LehaKagari_Leha Member Posts: 546

    They are all way too strong, like, you take them from bottom tier to op.

    And Knock-Out and Third Seal arent useless really, they are not very good perks, but they are playable

  • WaffleyumboyWaffleyumboy Member Posts: 7,318

    All of these are too drastic or strong. Deja vu needs not be global, premonition need not be reworked, monstrous shrine need not affect wiggle speed, third seal need not break survivors randomly, and knockout need not expose people who help out their teammates. Take my comment into consideration and come back fresh I would love to see more of your ideas.

  • OrchidOrchid Member Posts: 38

    I would like lots of them to be really strong because having more good perks would make better builds in general. We already have make your choice, nemesis, Ds and adrenaline. If they werent in the game, they would sound strong and Op. I mean at least if we do get really strong perks, we shouldn t create a meta out of only 5 - 6 perks. But maybe i exagerated and ye, thanks for commenting! Have a nice day!

  • AcculllaAccullla Member Posts: 984

    None of these perks are useless in my opinion. Apart from monstrous shrine perhaps. I don't think any of them need a rework.

    Deja vu - this is a really strong beginner perk. If you don't know yet where all gens spawn on each map you can use it to ensure you don't get 3-gen'd - just always do one of the gens you see and you'll never end up with 3 gens too close to each other at the end of the game.

    Premonition - again an extremely powerful perk for new players. Tells you exactly where the killer is every 45 or so seconds.

    3rd seal - arguably the strongest hex perk in the game, on par with devour (in my opinion, at least). Hit 3 survivors and proceed to see the team dissolve into chaos.

    Knock out - put this on a killer with an instadown and couple it with infectious for massive snowball potential

  • OrchidOrchid Member Posts: 38

    Well the monstrous shrine one helps survivors escape easier by reducing their wiggle bar. It should feel harder to get them in the basement but the payoff should be worth it. Premonition is just like a weaker spine chill so i thought about reworking it into something that fits the name better. The title is probably way off, they are not useless, just low tier, i will change it.

  • SonzaishinaiSonzaishinai Member Posts: 5,853

    Hex: third seal: hitting survivors gives them oblivious and blindness

    Simple fix to make it a lot stronger while not being over the top seeing how survivors can still cleanse the totem

  • WaffleyumboyWaffleyumboy Member Posts: 7,318

    Premonition could still be useful in its current state if you put thought into it. Monstrous shrine doesn't need to affect wiggle speed. Deja vu shouldn't affect all survivors. Third seal rework not needed. Fix your post it's bad. Simple enough for ya?

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