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Create Your Own Perk



  • valvarez4valvarez4 Member Posts: 868

    Surv perk: press active button when working on a gen to regress it 25%. Next time you touch another gen this gen will be done 15% and the perk is consumed. This can help with 3 gen strategy, when you’re doing far gens or when you’re working in a gen with another surv

  • ill_Boston_lliill_Boston_lli Member Posts: 899
  • RathoricRathoric Member Posts: 565

    Killer perk:

    Murder of Crows; When a survivor disturbs a crow, it circles overhead of the survivor. Disturbing 3 crows blocks survivor aura reading and makes them oblivious for 2 minutes or until hit. Disturbing 5 crows, makes the survivor exposed until hit. Upon 5 crows, killer see's survivor aura for 8 seconds.

  • PaintingexpressPaintingexpress Member Posts: 12

    (Survivor) Disgraced Athlete: Your experience racing and vaulting has shaped you. Your fast vaulting speed is increased by 50%. After use, the perk deactivates and goes on cooldown for 40/35/30 seconds. Your pallet throwing speed and pallet vaulting speed is permanently decreased by 15% for the entire trial.

    (Killer) From the ashes: When pushed down, you'll get back up. Again and again. Anytime you gain bloodlust tier 3 or you get pallet stunned, All generators get blocked for 20/25/30 seconds. Has a cooldown of 30 seconds.

  • IOIOOIOIOO Member Posts: 61

    Guardian: Unhooking survivor will not trigger any sound and the survivor status icon from hooked to injured will be delayed for 5/ 10/ 15 seconds.

    (Killers will not notice if you unhook a survivor, this is a good counter to face camping and fast killers like nurse and blight to prevent they come back directly after unhooking)

    Think out of the box: Each time unhooking a survivor safely, gain 1 token. Each token allows you to make scrambled and unclear scratch marks after getting hit for 3/5/7 seconds.

    (Which means after you get hit, there will be fake scratch marks around you to confuse the killer)

    Eagle eyes: Every time you escape a chase, the killer's aura will be revealed to you 7 seconds and your movement speed is increased by 3/4/5 % during that time.

  • TWiXTTWiXT Member Posts: 1,862
    edited May 2021


    Spectral Stalker:

    Your connection to the Entity intensifies when you're in pursuit of your victims, providing you with an advantage against survivors who attempt to evade your gaze. Your Red Stain Is now revealed to you. During a chase, Keeping a survivor highlighted by your Red Stain for 3 seconds will Activate Spectral Stalker, Once activated, when a survivor leaves your Red Stain, their aura will be revealed to you for 4/6/8 seconds.

    Spectral Stalker will not activate on survivors you put into the dying state during a chase.

    Spectral Stalker has a cooldown of 45/35/25 seconds.

    This Concept came to me in response to the upcoming Lucky Break buff. Basically you can see your own red stain now, so it'll be a good teaching tool to help newer killers become aware of how far their red stain reaches ahead of them, that way they'll learn to adapt their playstyle towards hiding it better. As an added bonus, if you chase a healthy/endurance protected survivor up close for 3 seconds before striking them, you'll be able to see where they're going after the hit, even if they aren't making sounds or leaving trails for you to follow anymore. They can still use perks like Distortion, or OoO against this, and it has a cooldown for the sake of balance. I just figured Killers might need this sort of thing to combat the inevitable Lucky Break + Iron Will combo's that will no doubt become meta.

    Post edited by TWiXT on
  • KillerMain4EverKillerMain4Ever Member Posts: 142

    Evil Punishment:

    When Survivors who activates a perk that exhausts within 26 meters you gain (up to 3 stacks per with a max of 6)

    1-2/ +3% extra speed 2-4/ +3% extra speed 4-6/ +6% extra speed

  • WexlerWendigoWexlerWendigo Member Posts: 1,867

    I wonder if they would ever make an exhaustion perk related to flash light blinding the killer. Of course, it would be useless without a flashlight, but it wouldn't be the first perk to basically require an item to make use out of.

  • VysenyaVysenya Member Posts: 11
    edited May 2021

    Hanging Out

    While on the hook, if a survivor attempts to unhook you within the killers terror radius, successfully triggering a skill check will cause the entity to block you.


    For every survivor you unhook in a match gain an additional 10%/15%/20% wiggle speed.

    Post edited by Vysenya on
  • Jacoby2041Jacoby2041 Member Posts: 841

    Reconstruction (Survivor)

    You can smash down a breakable wall, which will grant 1 token. You can consume a token to rebuild a breakable wall by interacting with the location where it once stood. You start the trial with 0/1/2 tokens, and can hold up to 3 at any given time.

    "That's a lotta damage!"

    Internal Bleeding (Killer)

    Survivors in the dying state can only self-recover to 70/60/50% without assistance of a perk. Survivors who surpass the limit with a perk suffer from Deep Wounds upon returning to the injured state. Being healed by other survivors has no negative effects.

  • KrungaKrunga Member Posts: 159

    Preemptive Strike

  • teslatesla Member Posts: 409

    Hex: Shining

    A Hex that affects all totems in the trial. All totems are shown as if they are lit (including to the killer).

    The Hex effects persist as long as the related Hex Totem is standing

  • FlorinFlorin Member Posts: 65


    After fully healing 4/3/2 survivors the perk activates. While injured and outside of killer’s terror radius you can instantly heal yourself by pressing the activity button.

  • NoxeriasNoxerias Member Posts: 93

    Desecrate - When you break 3 generators, the next generator you break will be blocked by the entity for 25/35/45 seconds. When the entity blockers end, the generator will regress by 200% until touched or until fully regressed.

    1.You don't gain charges while it's in effect 

    2. This perk gains charges from Surge and Oppression.

  • OldSilentHillOldSilentHill Member Posts: 53

    Useless perk...you will hardly stunt the killer more than 1-2 times average. A 6-12% won't make a difference...

  • DoritoHeadDoritoHead Member Posts: 2,556

    Sure, but if you use this in combination with flashlights or the perk Decisive Strike, you can get enough tokens easily.

    Also, I don't think you read that correctly. Your wiggle meter would automatically start at 36 percent when you get picked up. Wiggling free takes 16 seconds, but with this perk it would take around 10.5. That's a big difference.

  • Patrick1088Patrick1088 Member Posts: 587
    edited May 2021

    Hex: Shifting Winds

    Every 70/60/50s Hex totem will shift to random dull totem. Every shift will result in 1 token, maximum of 5 tokens. Each token will result in +5% movement speed, which will persist until Hex totem is destroyed. Killer gets notified of every shift. If totem is being cleansed at time of shift, it will not shift. If there are no more dull totems, then hex totem will not shift.

    Idea is to patch up slower speed killers or make faster killers even scarier. 4.6 killers will move at 5.75m/s so the goal is to have a climax mid game. Pair it with Corrupt Intervention and Undying and you will end chases very quickly. Undying guarantees it won't be destroyed right away and long shift times gives survivors ability to to find totem and cleanse it before it racks up too many tokens.

    Edit: this is a high risk/high reward build. If your totems are broken early or if you run too many hex perks then its possible you have 3 wasted perk slots after 180s (Corrupt, Undying, Shifted Winds). Then you could get stuck with one last inconsistent perk like BBQ or PGTW.

  • OldSilentHillOldSilentHill Member Posts: 53

    I read, but I think you didnt read me: you will hardly get more than 1-2 tokens. 2-4 if you HAVE to bring a flashlight, wich seems pretty circunstantial to me. So you will almost never reach 30-36%, never. With less than 24% and the hooks being so close to each other (even with an offering), it just shows that the potential of this hypotetical perk servers no purpose other than trolling the killer.

  • Patrick1088Patrick1088 Member Posts: 587

    Match it with Hex: Retribution and Hex: Haunted Ground lol

  • Patrick1088Patrick1088 Member Posts: 587

    I think he means you trade 25% of one gen to complete 15% of another.

  • DoritoHeadDoritoHead Member Posts: 2,556

    in that case, mind giving some constructive feedback?

  • zombitehdeathzombitehdeath Member Posts: 583

    I might of misread it but at tier 3 you only need to stun the killer twice (3 tokens per stun)

  • Big_Booty_JaneBig_Booty_Jane Member Posts: 10

    Ooh fun.

    Okay, Deer In Headlights

    Killers can now blind survivors.

    Each hook gives you one token.

    Once you have two tokens, you have the ability to make the survivors screens go white for 4 seconds.

    (You can use this perk multiple times a game.)

  • lagostalagosta Member Posts: 1,658

    Killer Perk:

    Blood and Plunder: You profit from the hard work of others.

    • The auras of open chests within 40 meters are revealed to you.
    • Whenever a chest is open (once per chest), it will contain an addon of uncommon or rarer quality.
    • You can pick up with those addons using the active ability button. Doing so will fill an empty addon slot or override an addon of an inferior rarity if all slots were filled.
    • Blood and Plunder allows you to keep any addons found this way.
  • FraudetteFraudette Member Posts: 84




    "People may be unpredictable, but you find comfort in your feathered friends."

    • When within the killers terror radius, press the Active Ability button to trigger Fowl Play.
    • Upon activation, crows 20 meters away will fly into the sky and shriek, as if disturbed. Your scratch marks are hidden for 3/4/5 seconds, and scratch marks will appear around the crows.
    • The direction of the notification depends on the direction you were facing upon activation.
    • Fowl Play has a cooldown of 60/50/40 seconds.
  • PinkishPinkish Member Posts: 1
    edited May 2021

    Perk or something to stop face camping killers.

    My idea would be that the hook entity doesn't start killing you until the killer has left the vicinity. OR there should be a cool down for killers rehooking the same survivor to stop tunneling.

    I been playing dbd for years now. I have played killer and survivor. There is no need for them to camp. Yes its not against the rules. But as a survivor, queuing in and waiting to get in a game just to be camped right away and tunneled feels like a waste of time. This game cost $$. It should be pleasant for both killer AND survivor. Its a ridiculous WASTE of time loading into the game to de-pip and get face camp until death. Yeah the other survivors could escape during this time. But hey, IM the survivor getting camped and NOT getting any points. This doesn't make sense. It is everyone for themselves on points. Why should the survivor on the hook suffer when the killer is just face camping.

    And I'm not exaggerating. 4 out of 5 games I get straight up campers. If they don't fix this, the summary of the game should be changed to "camped to death." We all know we get que up with random players who will not save you because the killer will just Tunnel you. They will escape. But you won't. You won't get anything. Nothing from your wasted 20 minutes loading in and getting camped.

  • OldSilentHillOldSilentHill Member Posts: 53

    Mmm, it could work if you can keep the whole % across all game (up to the maximum, of course).

    That would be interesting.

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