Your ideas are amazing, your all very creative! :)
Agree everyone have good perk that could work in dbd.
Hope the dev consider some of these ideas
Survivor Perk - Catch Me If You Can
When being chased you receive lightbringer points for ever gen completed equivalent to the time spent in chase would be the amount of repair points you would also receive.
When a gen is completed in chase, receive burst of moral for 3 seconds(sprint burst) with a cooldown of 30 seconds at tier 3.
This was inspired by the latest New Year event where we all would receive bonus BP for ever gen completed with an offering. It was nice when a killer would get tunnel vision and constantly being chased to get those points as one doesn't have a choice if the killer only has eyes for them.
Killer Perk - Slap Happy
Kicking a Gen will grant an extra 5% regression of the generators progress.
No cooldown as this would basically be an anti-gen tap perk and give reasons for killers to kick a gen. I also think this should be a basic perk as new killers are completely without any gen regression perks unless they buy a dlc or hope it shows up on the shrine which can take significantly longer than it takes for a killer to rank up quickly.
Eyes and Ears: See and hear all noise notifications that the killer does. This has a cool down of 50/40/30 seconds.
Protector: A healthy survivor can heal a injured survivor and tap a button to give them the endurance affect, this lasts 10/12/14 seconds and makes the heathy survivor injured.
Repairer: A survivor can rebuild a pallet or breakable wall, it takes 30/25/20 seconds and has a cool down of 180 seconds.
Fence Hopper; Your time in the trials has made you an expert at outmaneuvering your adversaries
You Vault Windows and Pallets 10/15/20 faster, this perk can not be used while injured or exhausted
Helmet Smasher; Your viscous throws to escape have made you stronger than you once were
Stunning a killer with a pallet causes them to be stunned for an extra 50/75/100% duration, you do not leave scratch marks for 6 seconds
Return from the Darkness; Your hope knows no bounds as you fight to survive until the bitter end, but becoming a beacon eliminates those chances.
Once all Generators have been powered, you gain the ability to recover from the dying state, the ability to heal yourself without a medkit, your grunts of pain are silenced and you no longer scream due to killer powers. Return from the Darkness causes you to not become the obsession, if you become the obsession anytime during the match the perk does not activate, when you are the obsession you suffer from the exposed status effect.
Struggle; You're not going down without a fight
Replaces the killer pick up animation with a lengthy struggle between the survivor and killer, it lasts for 5/10/15 seconds. Struggle causes exhaustion, Struggle can not be used while exhausted
Emergency Firearm; You never enter a trial without it.
Gives you an item called "Firearm", items cannot be picked up while perk is in use. Aim using M2 and fire with M1, it has 2/3/4 shots.
Hitting a killer causes them to stagger for 1/2/3 seconds, they can not be stunned while performing an action or carrying a survivor.
Hiding in plain sight; Improvisation hasn't failed you yet
When within the killer's terror radius and not in a chase, the killer can not see your aura, you're breathing is silenced, and you don't leave scratch marks. When a chase is started the killer can see your aura for ten seconds and you suffer from the hindered status effect
Hemophilia; Hit them where it hurts
Injured survivors suffer from the hemorrhaging status effect, once fully healed they bleed as if they were injured, they stop bleeding hooked, this perk triumphs all other perks that prevent bleeding
When the Bell Tolls; They'll end up dead sooner or later, not now, but maybe later
You gain 100% more bloodpoints for actions in the sacrifice category, for each survivor you kill add a 25% bloodpoint bonus up to 50/75/100%. Escaping survivors do not count against you for emblems.
Eat Dirt; Put them on the ground and let them think you're gone
After downing a survivor, gain the undetectable status effect, this effect goes away after 30 seconds, after you take an offensive action, or after you interact with the downed survivor.
Hide and Go Seek; Your ears have attuned to the subtle squeaks of doors
When a survivor exits a locker, you can see their aura for 5/7/9 seconds.
Effigy Sculptor; You've seen the entity, and have crafted crude imitations to watch over you bloodshed
Spawns 5 effigies around the map
Effigies replace totem spawns, and can not have hexes associated with them
When a survivor is within 10/15/20 meters of an effigy and are injured during a chase, they suffer from the Oblivious, Mangled, Hemorrhaging, Incapacitated, and Exhausted Status effect.
Effigies do not appear on maps and their auras can not be read
If all Effigies are broken then Survivors gain a 20% boost to repair speed
Effigies being broken do not count as totems for gameplay purposes (Ex: Inner Strength)
Close Behind You; Your presence alone instills paranoia, and survivors better check their backs and corners
When in a chase with another survivor, your terror radius can be heard by all survivors.
This does not affect killer power (Ex: Doctor) but perks and addons related to terror radius will still activate
I would like to instead make a few addons for ghostface because he needs some
IRIDECSENT (or however you say it) CAMERA
A camera made from a strange material that is as sharp as a knife, looking at it unlocks great power within the Ghost Face.
When you mark the same survivor twice, their aura is seen when they are working on a generator, cleansing a totem, or healing themselves for 50 seconds.
A computer holding the identity of The Ghost Face, and other information that was found in pieces in the house of Jed Olsen.
Tremendously increases the time it takes to mark a survivor.
Tremendously increases the time the survivor is marked.
A disc that has a documentary that speculates who the Ghost Face is, when shown to the cops, nobody believed it.
For each survivor who has been marked or is marked, the time it takes to mark a survivor from cover is considerably reduced, up to a maximum of tremendously reduced.
the first two are ultra rare addons and will replace the ones gf has right now, the last one is a purple addon.
Killer Perk: Last Laugh
After years of torment, you finally get the last laugh.
If an injured survivor teabags in the exit gate, the exit is extended another 5,10,15 meters with no visual cue to survivors.
Survivor Perk: Entity's Apathy
After years of watching the endless torture of survivors, the entity begins to grow bored of the same old story.
Once per match while on your first hook press the active ability button while the killer is within 20 metres of the hook to have the entity place you on a different hook. This can include basement, nearby, or broken hooks and if a hook was broken, it will immediately be fixed upon being placed on one. The hook's aura will not be shown to the killer for the next 12/14/16 seconds. This will result in you becoming the obsession.
This increases your chances of being the obsession.
New status effect: Imminent Danger
When afflicted by this status effect, the survivors can be killed.
Your dedication to killing a specific survivor makes you take a different approach.
You become obsessed with one survivor.
Your Obsession is Exposed.
Prevents the obsession from changing.
When you hook a survivor, you gain a token. When a generator is completed, you consume all the tokens. For each token, all survivors within 36 meters of the Obsession when the generator is completed become afflicted with the Imminent Danger status effect for 20/25/30 seconds.
If a survivor is killed with the help of True Obsession, the perk deactivates for 90 seconds.
Blood Oath - Pressing the active ability key allows you to unhook yourself during the struggle phase. Grants you 6/8/10 seconds of endurance. After using this perk, you will be immediately sacrificed the next time you enter the dying state.
I really like the idea of "a survivor that treats the Entity as a higher power/god" that has a bunch of perks with drawbacks!
Survivor perk: press activate button in front of a window, pallet or a locker and you make the same sound as if you make the rush action, vault or enter the locker. It has a 30 sec cool down
Perk idea: Last Cance. When in first hook and you hit struggle phase, hit a small skillcheck to immediately get off the hook. You stay beoken for 180 seconds. You automatically heal to healthy.
- gain an additional health state, but reduces running speed by 10%.
One more time:
- single use perks (DS, Unbreakable) can be used more than once.
Hex: eye for an eye:
- if cleansed, it deactivates 1 random perk on every survivor for the rest of the match.
I want a perk that lets you fast vault windows at an angle.
First of the Hunt: Your drive to end the Survivors empowers your first strike.
When the trial begins, the Survivors are Exposed for 40/50/60 seconds. Once a Survivor has been downed, the Exposed status is removed from all Survivors.
”The day of reckoning is upon us”.
Replacement for Ash Williams Buckle up perk.
Perk:Come Get Some
Once you pallet the killer this perk activates.
Press the activate button two flip off the killer and you become the obsession and gain movement speed by 5/7/10% for 20s. And killer can see you for 10s.
free killer perk: apathy
there pleas for mercy reach dead ears
every time you damage a survivor with a basic attack apathy gains a token the next time you damage a generator all tokens are consumed and it will regress an additional 1/1.5/2% for each token.
free survivor perk: Pathfinder
the path forward is laid bare before you
you see other survivors scratch marks and following them when not in a chase will grant you 3/4/5% haste
when entering a chase all scratch marks will disappear
Pumped up: Press and release the crouch button 5 times to gain a 20% movement speed boost for 10 seconds.
Ok that’s hilarious and would be fun as a joke perk in kyf
Survivor perk, one for all: beginning of the match see aura of all survivors for 40/50/60 seconds if a survivor is hooked during the time you gain a token. Unhooking the survivor when the killer is nearby will consume a token and you instantly heal the survivor when unhooking. (To prevent early game snowball) after all token consume the perk deactivate.
killer perk, must die: each time you kill a survivor gain a haste effect (like play with your food but permanent) last survivor location will be revealed to you.
"What Jerks" survivor perk
An overwhelming feeling of anger consumes you when your teammates leave you behind
When you are the last survior left all actions speed are increased by 2/4/5%
If you are on the hook you are granted 2 chances to escape no matter if you are on the first or second hook
Your chances of escaping the hook increase by 2/4/6%
Running speed increases by 2/4/6%
Killers aura is reveal to you for 5/10/15 sec
If at least 2 generators are not completed this perk will not activate
"Entity Pleaser" killer perk
Your determination to please the entity overwhelms all survivors
Click "use perk" and all survivors speed while running and performing task decreases by 8% for 30 seconds
This perk does not affect survivors while in chase
This perk can be used twice per game
I dont have a name for it and I have recently thought about another killer perk to help in chase and that would synergize with such. When being stunned by any means. IE DS pallets wiggle out your movement speed is increase by .2/.4/.6 for 30 seconds. Bloodlust cannot activate while the perk is active. Cooldown of 180/120/60 seconds.
This is a concept from a Mothman killer, which I will upload separately.
Perk 1: Dread Sense
A deep bond with the entity unlocks extreme precision in your aura-reading ability.
Aura-reading ranges are increased by 4/6/8 meters.
"The beast... it watches from afar, with evil intent." -Vigo
Perk 2: Chilling Foresight
Your ability to predict tragedy helps greatly in the entity's realm.
While affected by the Undetectable status effect, any generators above 50% are highlighted White. Gain 25%/50%/75% more Bloodpoints in the Deviousness Category.
"It seems to predict us, always ones step ahead." -Vigo
Perk 3: Hex: Interference
You leave a trail of discord and distrust in your travels.
When a survivor is hit with a basic attack, up to a number of 2 survivors, the survivor will be graced with a stroke of bad luck. Whenever a survivor interacts with a generator while affected by Hex: Interference, the generator will explode and cause the generator to lose 15% progress. Gain 25/50/70% more Bloodpoints in the Destruction category.
"Those who feel it's touch are left with a reminder of it's presence." -Vigo
Survivor perk: hands off
Gain the ability to push other survivors off of you while being healed or unhooked
that would cause way too many issues with the unhooking. You can already stop a heal by pressing the sprint button. But being able to kick someone off of a save will cause far too many issues.
Calming Hum - A toggleable perk that calms and aids allies around you.
Description: Your soothing voice brings peace and serenity to those who gather.
Ability: Press A on controller and E on keyboard to toggle a soft hum, audible within 15/12/10 meters by killer and 8/12/15 meters by survivors. When activated, injured survivors will slowly heal if not in a chase (takes 40/35/30 seconds). Increases your chance to be the obsession.
Uses: Survivors can passively heal while doing other actions. To have a counter, it is able to be heard by the killer. Being hit will disable Calming Hum for 30 seconds. The idea is to be able to not focus on healing and to relieve gen pressure.
Throughout the Trial, the Entity has taken a strange liking towards you. When on death hook, the next time you are hooked the Entity will revert your hook state back to the second hook state. This perk is deactivated if you are the last survivor. This perk can only be used once per trial. This perk will not prevent you from being sacrificed if you have been sacrificed after not being unhooked.
Greatly increases your chances of becoming the obsession.
"Wait...is this b!tch for real? Hell yeah!"
REWORKED RUIN (Assuming ruin became an in game mechanic)
The entity has taken pleasure in your offerings of the lives of the survivors and wishes to lend you a hand for all hex totems still on the map after you hook each survivor once the remaining (1,2,3) hex totems now become protected by the entity until the end game collapse has started. Once this perk activates the effects remain while the perk is randomly changed to a new perk.
"The entity looks upon my devotion and rewards me for my efforts. I shall hunt for the pleasure of the entity, and provide a show worth watching."
You have been through hell and back, too many times to count; been killed too many times to remember. This engraves you to have a better sense of what is going on around you. Generators now show progression from 16/20/30 meters away.
"I know what a completed gen looks like, you think this is my first time in hell?"
New Killer Perk
When near a pallet you can destroy it before its dropped. This effect has a cooldown of 30/25/20 seconds.
"They think you can not learn new tricks, they shall pay for their incompetence."
New Survivor Perk
I'll try my best
You are the new guy on the block, you got to earn a reputation. After being healed and completing a generator, after unhooking a survivor they are granted adrenaline regardless of the exit gates being powered.
"I have to show these guys, that I am not dead weight."
Hex: Persistent Hunter
You want your target, and you'll stop at nothing to hunt them down.
Bloodlust actives 3/4/5 seconds faster for every tier and is not lost until the end of the chase. Bloodlust has the following effects:
Tier I: +5% vault speed, +10% break speed
Tier II: +10% vault speed , +20% break speed
Tier III: +15% vault speed, +25% break speed, survivor suffers from the Exposed status effect
You aren't afraid of the danger that lies ahead.
When the killer breaks a pallet or breakable wall, you gain 5% haste status effect for 3/4/5 seconds.
Intimidation has a cooldown of 60/50/40 seconds.
Intimidation does not stack with other haste status effects.