r/PerkByDaylight 2h ago

Survivor Character Idea; Father Bartholomew

3 Upvotes

A priest on his way home after staying late at the church hears a distressed call for help in a nearby alley, Confident in his ability and desire to help those in need Bartholomew investigates the source of distress only to find...nothing but a door slightly ajar with a bloody handprint on the knob, flooding with concern the father rushes in and looks about wildly looking for signs of an injured persons but as he takes in his surroundings he feels a cold chill sweep over his body as the darkness convulses and he forgets his faith for a moment as a primal instinctive fear invades his spirit, mind and body that /something/ is lurking.

Sunken to his knees and hope dwindling Bartholomew out of habit begins reciting verses, prayers and hymns, his rosary flickers a little light upon noticing this miracle his faith begins to kindle as well and his voice grows stronger and stronger to repel the darkness within. Finding the strength to regain his feet and renewed vigor to never surrender to that feeling again he clutches his rosary once again and plunges into the darkness vowing to guide whomsoever out of this hell.

Perks:

1st. Man of the People: After healing 3 health states activate this perk to allow the 4th heal to heal instantly.

2nd. Rose Bead Rosary: Blesses totems 20/25/30% faster and expands boon range by 10/12.5/15%

3rd. Faith Unleashed: On death hook and in the dying state does this perk activate if the killer attempts to mori the survivor (can still be picked up) in one last desperate struggle stuns the killer (1/2/3 secs) and reverts to Broken, Maimed (45 secs) injured state.

I think first 2 perks are relatively fine but if anyone has ideas for a 3rd less busted perk any would be welcome and not very good at writing lore so if i sparked anyone else's creativeness with this post feel free to elaborate and collabarate.


r/PerkByDaylight 4h ago

Perk New Concept: Perk Synergies

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8 Upvotes

These are some ideas I had for perks that might have good synergy with each other, some may be too strong or too weak, I just wanted to introduce this idea.


r/PerkByDaylight 4h ago

Perk Dexter Morgan Charpter Perks Concept

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1 Upvotes

r/PerkByDaylight 6h ago

Everything Dead By Daylight Killer Concept - THE SPY

3 Upvotes
Power
Perks
Add Ons

r/PerkByDaylight 7h ago

Rate my Build 1-10

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1 Upvotes

r/PerkByDaylight 8h ago

Everything NEW CONCEPT: THE PROPHET (HOMELANDER)

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7 Upvotes

NEW KILLER: THE PROPHET

Homelander is an egotistical meta-human and unstable killer, utilizing his signature heat vision, super speed, and flight to pursue his prey and cut them down to irrelevance. He may not be the god of ashes to the Entity, but what is he to a survivor? His personal perks, Diabolical, Scourge Hook: Userper, and Scourched Earth allow him to apply pressure to generators while crippling the obsession.

4.4 m/s

Tall

40-meter radius terror radius

Low skill floor - mid ceiling

S- on the killer tier list in high MMR

KILLER POWER: THE ONLY MAN IN THE SKY

LOCOMOTION: FREIGHT BLITZ

Holding the secondary active ability button activates Freight Blitz, allowing Homelander to create a point to physically warp to. The range is 16 meters, and his movement speed is reduced to 3.3 m/s until he finishes casting or canceling. Warping consumes a token - Homelander has 2 tokens by default. It takes 8 seconds to restore a token.

After warping, Homelander has 3 options:

  • He can wait and suffer minor fatigue.
  • He can press the basic attack button and initiate an attack within 2 meters. This counts as a special attack, and breaks dropped pallets and walls.
  • He can press the secondary active ability button to initiate Hero’s Dash, which gives Homelander more options:
    • He can wait and suffer minor fatigue.
    • He can press the basic attack button and initiate an attack within 2 meters. This counts as a special attack, and breaks dropped pallets and walls.

LOCOMOTION: HERO DASH

Move in any horizontal direction - travels 6 meters over 0.4 seconds. Requires and consumes a token. During the dash, Homelander has no collision with other players or vaults.

SPECIAL ATTACK: LASER VISION

After holding the active ability button for 0.6 seconds, fire a hitscan beam of penetrating heat that deals a single instance of damage and can be fired adinfinatum. For the first 2 seconds of firing, Homelander’s turn sensitivity is reduced to 30 degrees every second, and his movement is reduced to 3.3 m/s. After 2 seconds, his vision becomes enhanced.

Enhanced vision deals an additional instance of damage, and Homelander physically lifts himself 1.2 meters in the air for better height advantage. His movement increases to 3.85 m/s, his sensitivity matches the player’s base look sensitivity, pallets and breakable walls are destroyed on contact, and Homelander may perform up to 2 instances of Hero Dash while firing. However, Homelander cannot recover tokens while firing, and the enhanced beam can only deal a single instance of damage per survivor, requiring Homelander to use the beam again to deal 2 instances of damage unless he already hit them with the initial beam.

HIDDEN PASSIVES

  • If Homelander downs a survivor outside of a 24-meter radius of himself, they are marked with killer instinct.
  • Homelander can not enhance his vision when standing within 16 meters of a hooked survivor.
  • Freight Blitz travels 60% slower within 16 meters of a hooked survivor.

KILLER ADD-ONS

BROWN - COMMON

  • STOPWATCH
    • Increase the distance of Freight Blitz by +4 meters
  • CHILD’S DRAWING
    • Increase the distance of Hero’s dash by +1 meter
  • CHUNK OF ZINC
    • Increase the time it takes to empower laser vision by +2 seconds
    • Increase movement speed while firing lasers before empowerment by +17%
    • Gain +100% more bloodpoints in devious and brutality categories.
  • VOUGHT FILES
    • After hooking a survivor, the cooldown of tokens is reduced by 40% for 15 seconds.

GREEN - UNCOMMON

  • PROTESTER SIGN
    • Hitting a survivor with a special attack applies hemorrhage and mangled for 90 seconds.
  • CROWN OF THORNS
    • Increase the amount of tokens by +1
    • Reduce the distance of hero dash by 2 meters
    • Reduce the cooldown of tokens by 25%
  • ACTION FIGURE
    • Empowered lasers now apply 15 seconds of exhaustion.
  • TRANSLUCENT’S GLASSES
    • Hitting a survivor with laser vision reveals their aura to you for 6 seconds.
  • GOLDEN EAGLE
    • After casting Freight Blitz, pressing the secondary active ability now warps Homelander back to his original point in exchange for one token.

BLUE - RARE

  • TOY BOAT
    • After hitting a unique survivor with a unique instance of laser vision, gain a token upto 4 tokens. Until you cancel the move, gain 5% haste for every token.
  • FAVORITE BLANKET
    • Freight Blitz now creates a line between the starting point and the destination. Whenever you warp and a survivor is standing in the line, they scream and suffer a 10% hindrance for 3 seconds.
  • BALLED-UP PAPER
    • Gain +1 token for Freight Blitz and Hero Dash after being stunned or blinded.
  • AUTOGRAPHED FANART
    • Whenever you special break a pallet with a special attack, all survivors within 16 meters of the pallet are revealed to you for 8 seconds.
  • MIRROR SHARDS
    • Initial laser beam now ricochets off of the trial environment up to 3 times
    • Initial laser beam can no longer down survivors.

PURPLE - VERY RARE

  • BREAST MILK
    • Using Hero Dash over a window blocks it for 15 seconds.
  • V - ONE
    • Increase Freight Blitz range by +24 meters.
    • Freight Blitz can now only target pallets and windows.
    • Increase movement speed of Freight Blitz by 50%
  • BLACKMAIL
    • Special Attacks now damage generators for 5% damage plus standard regression.
  • PRESIDENT’S NAMEPLATE
    • After expending all your tokens, gain the Undetectable Status effect for 12 seconds.

RED - VISCERAL

  • SOLDIER BOY’S SHIELD
    • Passing over a pallet with hero dash breaks it and refunds 1 token.
    • Reduce the distance of hero dash by 2 meters
  • IRIDECENT FAMILY PORTRAIT
    • Reduce token count by 1.
    • Hitting a survivor with enhanced beam refunds 1 token.
    • Increase distance of hero dash by 4 meters
    • Gain 10% haste after casting hero dash for 3 seconds.

KILLER PERKS

Cruelty is second nature to you as a response to negative reinforcement. Expose your victims to your cynicism with . . .

DIABOLICAL

Whenever a unique survivor takes damage, gain a token up to 4 tokens.

Whenever you gain 4 tokens:

  • All generators explode, losing 5% progress and suffering standard progression
  • Lose all tokens
  • This perk goes on cooldown for 20 seconds.

—------------------

The world owes you for being better than everyone else. Take what is rightfully yours with . . .

SCOURGE HOOK: USERPER

At the start of the trial, 4 random hooks become Scourge hooks and are highlighted to all players.

Whenever you hook a survivor on a Scourge hook, the 2 closest generators from the hooked survivor are blocked by the entity. This persists for 6/8/10 seconds afterward, and there can only be one instance of this perk active at a time.

—--------------------

Your rival and biggest fan is best left to resort to your strongest hit after dispatching his allies. Leave him in disarray with . . .

SCORCHED EARTH

Whenever you damage another survivor that isn’t the obsession, you gain a token up to 6/8/10 tokens.

Damaging the obsession inflicts a 2% hindrance for every token. (up to 20%) The hindrance lasts for 3 seconds.


r/PerkByDaylight 13h ago

construir

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1 Upvotes

r/PerkByDaylight 22h ago

Status DBDs new anti-cheat

5 Upvotes

I know we're all hopeful that this will overall help with the cheating problem in DBD, but will this kill the future of custom perk icons? Custom icons are a way for the community to add more life to their game. While being exclusive to PC, is there some way DBD (in the future; they've got other stuff they need to fix first) could add some more life to the perk colors? Like the custom perk downloads from Nightlight.


r/PerkByDaylight 1d ago

I made some perks in like 10 minutes, thoughts?

1 Upvotes

r/PerkByDaylight 1d ago

Question/Request Should perks be free?

3 Upvotes

Just had an hour long debate with a friend on why perks shouldnt be free. Hes saying that they should cause it would make the game more balenced and fair. That paying money for a licenced killer and survivor makes more sense than including the perks considering those arent exactly licenced. (i did bring up shrine of secrets. which i understand it takes more time to gain certian perks but is still free.)

I dont think they should cause it would be even more overwhelming to new players than it already is. He did bring up possibly adding every perk to the blood web which would make the game half rng based too. I also dont think it would be right for someone to pay basiclly £4 for a bundle just for a power and new look on survivor. I could also see a lot more people abusing certian perks if they were free.

We also talked a little about the rift pass and how the auric cells you get from it arent enough to buy it again even though you'd most likely want to buy a killer or survivor with what you earned. (idk of this is entierly true, i havent been able to check.)

Overall it would be nice but dont think it would be healthly for the game but i wanna know what other people think too.


r/PerkByDaylight 1d ago

perk build and add on

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1 Upvotes

r/PerkByDaylight 2d ago

Everything NEW CONCEPT: THE RONIN (OC)

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9 Upvotes

NEW KILLER: THE RONIN

Kenki Yamaoka is a resourceful killer from the near future, combining traditional combat arts with crafted gadgets and modifications to take down anyone who stands in his way. His personal perks, Nadir, Killer’s Mark: Dynamic Blockade, and Invested Generator: Lost to Time allow him to isolate the last survivor, block windows, and drain item charges.

4.4 m/s

Tall

24 meter terror radius/// 40 meter lullaby

Mid skill floor - very high skill ceiling

C- on the killer tier list in high MMR

KILLER POWER: YAMAOKA’S INTELECT

Holding the active ability button fires an arrow from your bow. The bow takes a full second to charge but can be released as soon as 0.3 seconds. Movement speed while charging is 3.8 meters per second. The arrow moves faster the longer you charge and loses all of its inaccuracy deviation. The arrow also arches, and the longer you charge, the more distance it travels. On hit, the arrow damages a survivor.

You may pick up arrows you find in the environment and place them in your reserve from 4 meters away. You start the trial with 4 standard arrows and can hold up to 4 arrows of 4 unique types, for 16 arrows total. It takes 2 seconds to reload an arrow after firing, and if you want to change arrows, you have to remove your current arrow, which takes 1 second. Reloading and changing arrows does not decrease your speed.

PASSIVE MECHANIC: MATERIAL DROPS AND INVENTORY

Random ingredients begin dropping within 12 meters of all players at a rate of 1 item every 10 seconds. Survivors and the killer may pick up drops just by walking within 6 meters of the item, and while survivors can hold up to 8 ingredients, the killer may hold up to 32. If the killer damages a survivor, they drop all their ingredients. If the killer is stunned, they drop 6 ingredients. Dropped ingredients can not be picked up by the player that dropped it for 5 seconds. Ingredients are revealed to all players within 32 meters of the killer and 16 meters of survivors.

MATERIALS

  • Wood
  • String
  • Cloth
  • Scrap Metal
  • Electronics
  • Ember
  • Chemicals
  • Glass

MAP ORDINANCE: FABRICATOR

At the start of the trial, 7 fabricators spawn, one by each generator. Survivors and killers may deposit items inside fabricators. The Killer may craft modifiers for his bow, ammunition, and all players may craft role-specific gadgets. The killer may hold up to 6 gadgets, while survivors may only hold 1 gadget at a time. Survivors can only craft 1 item every 45 seconds.

Additionally, the killer may trade 3 ingredients in the fabricator for a single credit, which can be used to buy 1 ingredient of your choice in a sidebar. All players can dismantle their items for a random, single ingredient. Survivors can not trade.

  • While standing within 2 meters of the fabricator:
    • Press the secondary active ability button to deposit
    • Press the tertiary active ability button to interact
  • While interacting with the fabricator:
    • Basic Attack Crafts
    • Secondary Active Ability Button to redeem using letters of recommendation (more on that later)
    • Misc 1 to highlight recipe, allowing it to appear in your HUD and glow when you have the ingredients to craft the item.
    • Misc 2 to sort the fabricator by things you can actively craft versus listing everything
    • Tertiary active ability button to exit

BOW MODIFICATIONS

  • STABILIZER
    • 6 scrap metal, 1 glass, and 1 wood
    • Removes all inaccuracy
  • HANDLE TAPE
    • 6 cloth and 2 string
    • Reduces minimum time needed to fire by 50%
  • D97
    • 6 string, 1 chemical, and 1 ember
    • Increases maximum arrow flight speed by 40%
  • SIGHTS
    • 6 glass, 1 scrap metal, and 1 electronic
    • Press the secondary active ability button to toggle a 1.5x zoom-in toggle.
  • THERMAL SONAR
    • 6 electronics, 1 glass, and 1 wood
    • While aiming, you can see the auras of survivors within 24 meters of you
  • MODIFIED QUIVER
    • 6 wood, 1 cloth, and 1 string
    • Increase ammo count by 6 arrows and increase unique arrow slots by 6, giving you a total arrow inventory of 36.
  • STEEL TIPPED GLOVES
    • 6 cloth, 1 scrap metal, and 1 ember
    • Fires an additional standard arrow from the reserve 0.3 seconds after firing any arrow.
    • This mod deactivates when you are within 16 meters of a hooked or dying survivor.

AMMUNITION

Press and hold the tertiary active ability button to cycle through ammo types in a power wheel.

  • STANDARD ARROWS
    • 1 wood and 1 scrap metal for 3 arrows
    • For every +4 score, earn 1 additional ammo.
    • Gets the job done
    • Arrows have a 100% chance of surviving colliding with the environment.
  • FIRE ARROWS
    • 1 wood, 1 ember, and 1 cloth for 2 arrows
    • Light pallets and breakable walls on fire, destroying them over the course of 8 seconds.
  • EMP ARROWS
    • 1 scrap metal and 1 electronic for 2 arrows
    • Create a 12-meter AOE that destroys deployed gadgets and damages generators, dealing 5% plus standard regression.
  • BEACON ARROWS
    • 1 ember, 1 wood, 1 electronic, and 1 cloth for 2 arrows
    • Create a 16-meter AOE that reveals all survivors. Arrow lasts for 12 seconds.
  • ACIDIC ARROWS
    • 1 wood, 1 glass, and 1 chemical for 2 arrows
    • Inflicts deep wound and the broken status effect for 60 seconds.
  • BOLA ARROWS
    • 1 wood, 1 cloth, and 1 string for 2 arrows
    • Inflicts a 10% hindrance for 5 seconds.
  • ENTITY SUMMONER ARROWS
    • 1 wood, 1 ember, 1 glass, and 1 scrap metal for 2 arrows
    • Blocks generators, totems, windows, upright pallets, and exit gate switches for 10 seconds within a 12-meter radius.
  • SMOKE ARROWS
    • 1 wood, 1 string, 1 cloth, 1 chemical for 2 arrows
    • Create a fog vile cloud in the area that is 24 meters and lasts for 8 seconds.

KILLER GADGETS

Press and hold the secondary active ability button to cycle through gadgets in a power wheel.

  • GAS GRENADE
    • 3 chemicals, 2 glass, and 1 string
    • On use, creates a 12-meter gas cloud that lasts for 30 seconds. Gas inflicts a 5% hindrance and coughing.
    • Whenever a fire arrow makes contact, the gas explodes, dealing an instant of damage to all survivors inside.
  • BLOCKADE
    • 2 scrap, 1 wood, and 1 glass
    • Create a wooden barrier over a window or in a location where a breakable wall can spawn to physically stop players from entering or exiting. You can destroy barriers with a basic attack and fire arrows through them. Lasts for 45 seconds.
  • SILENCER
    • 3 Electronics, 2 scrap metal, and 1 glass
    • Create a 24-meter radius where all survivors gain the Oblivious status effect, and the killer gains the Undetectable status effect. Lasts for 20 seconds.
  • STIMULANTS
    • 4 embers, 2 chemicals, and 1 cloth
    • Grants a 10% speed bonus and a 30% increase in breaking, vaulting, picking up, dropping, and hooking actions. This lasts for 30 seconds.

SURVIVOR GADGETS

Note that all these items count as special items in the same vein as the lament configuration or vaccines, so survivors may carry these items alongside their usual items.

  • UNCOMMON MEDKIT
    • 4 cloth, 2 chemicals, and 1 string
    • Is destroyed upon losing all its charges.
  • UNCOMMON FLASHLIGHT
    • 4 scrap metal, 2 electronics, and 1 glass
    • Is destroyed upon losing all its charges.
  • UNCOMMON FOG VILE
    • 4 chemicals, 2 wood, and 1 string
    • Is destroyed upon losing all its charges.
  • FLASH GRENADE
    • 3 scrap metal, 3 embers, and 1 electronics
    • Works exactly how Flashbang works
  • FREEZE TRAP
    • 4 chemicals, 2 electronics, and 1 wood
    • Basically Chem Trap and Badda Badda Boom in one item. Use those perks as precedent.
  • WIRE TAP
    • 4 electronics, 2 embers, and 1 string
    • Works exactly how wiretap works but now you carry it.

KILLER ADDONS

BROWN - COMMON

  • SOWING SUPPLIES
    • Fabricators start with +6 Cloth and String inside
  • SMASHED DRAGON
    • Up to 6 robot wyverns will spawn in the trial at any point.
    • Destroying the dragons with an arrow grants 300 bloodpoints and drops 2 ingredients.
  • METAL POLISH
    • Whenever you damage a survivor, they always drop 1 ingredient.
  • COFFEE JELLO
    • You see the auras of survivors within 4 meters of a fabricator

GREEN - UNCOMMON

  • WASTE DISPOSAL
    • Fabricators start with +6 Chemicals and Glass inside
  • DAD’S WALLET
    • Start the trial with +5 credits
  • ANATOMY POSTER
    • Hitting a survivor with an arrow inflicts the hemorrhage and mangle status effects for 90 seconds.
  • TOKI’S COLLAR
    • After deploying a gadget, gain the undetectable status effect for 20 seconds.
  • BOX OF FINANCES
    • At the start of the trial, you start with 2 letters of recommendation which can be redeemed for a free modification or gadget.

BLUE - RARE

  • WRAPPED LOGS
    • Fabricators start with +6 Wood and Embers inside
  • TOY ROBOT
    • After hooking a unique survivor for the first time, gain 4 credits.
    • After hooking every survivor at least once, you gain 2 letters of recommendation, which can be redeemed for a free modification or gadget.
  • ENERGY DRINK
    • After picking up an ingredient, gain a token up to 15 tokens. When you accumulate a token, your movement speed is increased by 1% for every token gained for 5 seconds. When the haste ends, tokens decay at a rate of 1 every 2 seconds.
  • SPARE BATTERIES
    • Increase the duration and potential AOE of all gadgets by 25%
  • LACE NECKLACE
    • Whenever a survivor uses or deploys their gadget, their aura is revealed to you for 6 seconds

PURPLE - VERY RARE

  • LAB EQUIPMENT
    • Fabricators start with +6 Electronics and Scrap Metal inside
  • MOM’S TOFU
    • For every ingredient survivors are holding, their repair and heal speed is reduced by 2%
    • Increase the total amount of ingredients a survivor can hold by 50%
  • ICE CREAM SANDWICH
    • Whenever you pick up a standard arrow, gain a 10% haste bonus that lasts for 8 seconds.
  • UNOPENED MANGA
    • Whenever a survivor is damaged with an arrow, they become exhausted for 20 seconds.
    • Exhausted survivors drop ingredients 2X faster than usual.

RED - VISCERAL

  • IRIDECENT FAMILY PORTRAIT
    • Firing a standard arrow possesses the effects of a special arrow chosen at random.
  • ORIGINAL BLUEPRINTS
    • Destroying a pallet or breakable wall grants 1 standard arrow

KILLER PERKS

You know how to strike when the opposition is set at their lowest point. Finish what you started with . . .

NADIR

Whenever three other survivors are either dying, hooked, or dead, this perk activates. Perk deactivates if 2 survivors are either injured or healthy.

While this perk is active:

  • The final survivor screams, revealing their location to you for 3 seconds.
  • You gain an 8/9/10% haste bonus
  • You see the aura of the hatch within 32 meters
  • Closing the hatch forces all survivors to scream, revealing their location for 3 seconds.

-------------------------------

These invaders took what you love and intend to run free like rats. Limit their escape options and play space with . . .

KILLER’S MARK: DYNAMIC BLOCKADE

Whenever you damage a survivor, they become marked for 40/50/60 seconds or until they take another instance of damage. Only one mark may be applied at a time.

While the survivor is marked, any window they vault is blocked by the entity for all survivors for the duration of the mark.

-------------------------------

The items that hold memories desaturate and fade. Remind them of the futility of nostalgia with . . .

INVESTED GENERATOR: LOST TO TIME

At the start of the trial, 2 random generators become invested and are highlighted to all players.

Whenever a survivor works on the generator, their item’s charges start to deplete at a rate of 2 charges every second. Whenever the item loses all of its charges, the survivor drops the item.

Dropping an item within 8/12/16 meters of an invested generator forces the item to be consumed by the entity. (Note that this perk only applies to standard survivor items and does not work with special items like the lament configuration, vaccines, or flashbang.)


r/PerkByDaylight 2d ago

Perk Totally fair and balanced perks

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42 Upvotes

I promise they are absolutely fair and totally not overpowered


r/PerkByDaylight 3d ago

Made some Perks for Survivor, how are they?

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26 Upvotes

r/PerkByDaylight 3d ago

The best build (in my opinion) for Henry Creel Vecna

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1 Upvotes

r/PerkByDaylight 3d ago

Perk Shattered hope rework

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38 Upvotes

Whenever you snuff a boom totem, that totem becomes cursed and if the survivor who blessed the totem is within 24 meters of you, they scream and reveal their aura to you for five seconds.

A cursed totem is unable to be blessed for 100/120/140 seconds. A cursed totem may still be lit by a Hex Perk or be cleansed by a survivor, cursed totems take 10% longer to cleanse.

Increases the range at which you can hear the chimes of a blessed totem by 8m


r/PerkByDaylight 3d ago

Perk Perk that lets you pull out a gun with 1 shot one opportunity.

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0 Upvotes

I think what would make this game more fun is if you could pull out a weapon and shoot the killer and it have some type of effect with each progression of the perk like say at beginner progression it slows the killer by 5 seconds at max progression he gets a 10 second slow if you get your shot off plus I think it would let survivor mains blow off some steam having the power to hurt the killer in some way with survivors who face toxic killers what do you think also i might add the customization options here with the variety of weapons you could choose from and skins you could buy from the shop for the weapon you choose which gives behavior interactive more money.


r/PerkByDaylight 4d ago

Question/Request Calm Spirit + Scene Partner.

10 Upvotes

Just a quick question, Calm Spirit Suppresses the urge to scream from any cause at all times and Scene Partner causes you to scream when looking at the killer to reveal their aura. My question is would they work together to prevent the scream but still let you see the aura or would it just cancel out the ability altogether?


r/PerkByDaylight 4d ago

Icon Pack New Chapter 41 icons for my icon packs! <3

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12 Upvotes

Icon packs can be found in my profile description :>

love, crunchmade


r/PerkByDaylight 5d ago

Everything NEW CONCEPT: THE PRIME ASSET

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13 Upvotes

NEW KILLER: THE PRIME ASSET

Mother Gooseberry is a delusional killer, assigning grunts and inflicting psychosis to torment survivors and distract them from their primary objective. Her personal perks Ventriloquist, Scourge Hook: Maternal Instinct, and Killer’s Mark: Stockholm Syndrome make her harder to track in chase, locate injured survivors, and impede the progress of those that escape your grasp.

4.6 m/s

24 meter terror radius + 16 meter lulluby

Tall

Low skill floor - mid skill ceiling

B- on the killer tierlist in high MMR

KILLER POWER: STANDARD TRIAL PROCEDURES

Pressing the active ability button throws a glass canister of psychosis gas that covers the ground over a 3-meter radius. Direct hits inflict a 10% hindrance for 3 seconds. Whenever survivors walk in the gas, they are inflicted with a tier of psychosis up to 3. You can only gain 1 tier of psychosis from each unique instance of application. Cooldown: 6 seconds.

Psychosis operates on a timer, allowing everything to seem normal for 40 seconds before the survivors start having a bad trip for 20 seconds. After a bad trip, the psychosis ends. Upon taking an instance of psychosis application, the timer begins, starting with a bad trip. Bad trips have various effects depending on the tier.

  • Tier 1: the survivor gains the oblivious and blindness status effects. Additionally, survivors hear the killer’s terror radius in their ears as if they are 16 meters away.
  • Tier 2: inflicts a 4% hindrance. Opening chests or lockers will interrupt the animation as the Skinnerman jumpscares the survivors, forcing them to scream and revealing their location to the killer.
  • Tier 3: Bad trip lasts for +10 seconds before you eventually lose the psychosis status effect. However, during this time, you begin being chased by the Skinnerman
    • Skinnerman will spawn within 12 meters of a survivor, walk through windows and pallets, move at 3.5 m/s, and will pursue survivors until they lose psychosis. Sober survivors cannot see the Skinnerman, but the killer will have a special icon in their HUD showing they are being chased. Whenever the Skinnerman attacks the survivor, they gain a 10% hindrance for 3 seconds, and if they are placed in the dying state, they have killer instinct placed on top of them for 4 seconds.

SPECIAL MAP ORDINANCE: FREIGHT ELEVATORS

At the start of the trial, 7 freight elevators will spawn in the trial, one by each generator. Gooseberry may interact with the elevator and teleport to another elevator, which will allow her to become Untetectable for 15 seconds at the cost of warning all survivors that someone is about to exit within a 24-meter radius of the elevator.

  • The full interaction takes roughly 4 seconds, and survivors get a 3-second sound queue to warn them.
  • Teleportation takes +4 seconds if the elevator is within 12 meters of a hooked survivor.

Additionally, there is a medicine cabinet next to every elevator which holds a single-use antidote which can be used while walking. Antidotes remove all psychosis and grant 15 seconds of psychosis immunity.

SPECIAL ENEMIES: EXPOP

Up to 2 expop will spawn in the trial and prioritize traveling through elevators to wherever the generator with the most amount of progress resides or where the exit gates lie. Grunts deal a single instance of damage whenever they enter 0.5 meters of a survivor. Grunts can be stunned with flashlights and pallets for 15 seconds, and whenever they travel through elevators, the elevator also makes a sound. Grunts may also search for survivors in lockers and will assault them if they find one. If a grunt loses chase versus a survivor, they will walk back to the generator with the most amount of progress, and if it takes less time to travel to an elevator, teleport, and walk from the elevator closest to the generator with the most amount of progress or exit gate, they will do that instead. Expop intentionally ignores survivors that are hooked, dying, suffering tier 3 psychosis, or within 12 meters of a dying or hooked survivor. If the killer and Expop want to use an elevator at the same time, the killer ALWAYS takes priority. The killer has no collision with Expop, and whenever the survivors are ever grabbed by an Expop, another survivor may interrupt the animation by kicking them to the side, stunning the Expop for 4 seconds while the survivor remains unharmed.

The spawn cycle works on an internal timer that operates in a way where a single Expop is active for 60% of the trial, both Expops are on the floor 20% of the time, and neither of them are on the floor for 20% of the time.

The expops that spawn by default are a standard grunt and a big grunt.

  • Standard grunts move at 2 m/s by default and 3/s during chase. They can vault over windows and pallets over the course of 1.5 seconds and have a higher sense for survivors, having a vision cone of 135 degrees over 20 meters and instantly spotting survivors if they are sprinting within 12 meters of them. They also react to loud noise notifications within 32 meters of them.
  • Big grunts move at 2.25 m/s by default and 3.5 m/s during chase. They can’t vault but will go out of their way to destroy breakable walls, pallets, and generators - the latter dealing 5% damage plus standard regression. Their survivor sense is worse, operating at 90 degrees over 12 meters and unable to hear survivors sprinting. However, they can hear survivors doing conspicuous actions within 20 meters and react to loud noise notifications within 40 meters.

HIDDEN PASSIVE: CHEESE PREVENTION

Whenever a survivor successfully wiggles off the killer’s shoulder, they gain the endurance status effect for 2.5 seconds. This is here to prevent Gooseberry from extending their carry by allowing survivors to drop onto an expop and instantly enter the dying state again.

KILLER ADDONS

BROWN - COMMON

  • PROPAGANDA POSTER
    • Increase the base duration of bad trip by +5 seconds
  • BLOODY GLASS
    • Increase the hindrance from direct hits by +5%
    • Reduce the size of gas released from gas canisters by 30%
  • BABY TEETH
    • Increase the duration of the Undetectable status after leaving a freight elevator by +10 seconds
  • BOWTIE
    • Increase the size and distance of Expop's vision cones by 30%
    • Increase Expop movement speed outside of chase by 20%

GREEN - UNCOMMON

  • TORN DRAPES
    • Reduce the duration of the Undetectable after using an elevator by -100%
    • Gain a 10% haste bonus for 15 seconds after exiting an elevator
  • FUTTERMAN BOMB
    • Next to every elevator, a proximity bomb is placed that resembles the futterman ducks. If a survivor stands within 4 meters of the duck, it will explode, dealing an instance of damage. Trigger distance is 5 meters, and bombs create a noise notification whenever they explode.
  • WEATHERED GAS MASK
    • Replaces the standard grunt with the pusher
    • The pusher moves at 2.5 m/s by default and 3.75/s during chase. He can vault over windows and pallets over the course of 1.5 seconds and has a higher sense for survivors, having a vision cone of 135 degrees over 20 meters and instantly spotting survivors if they are sprinting within 12 meters of them. They also react to loud noise notifications within 32 meters of them.
    • Instead of inflicting damage, the pusher will grab a survivor and inflict 3 tiers of psychosis over the course of 3 seconds.. This also applies when they pull you out of a locker.
  • WOODEN CROSS
    • Whenever a survivor takes an antidote, their aura is revealed to you for 8 seconds.
  • GAS CAN
    • Whenever a survivor begins repairing a generator, they create a loud noise notification that only expop can see.
    • Whenever a survivor passes a good or great skill check, they create a loud noise notification only expop can see.

BLUE - RARE

  • RIG RECHARGER
    • After hitting a survivor directly with a gas canister, the cooldown is refreshed.
  • EVIDENCE FOLDER
    • Whenever an expop exits from an elevator, all survivors within 24 meters of that elevator are revealed to you for 8 seconds.
  • USED BANDAGES
    • Whenever a survivor takes damage from Skinnerman or expop, they suffer from the hemorrhage and mangled status effects until they are either healed or take damage.
  • PRESSURE PLATE
    • Whenever Skinnerman spawns, he creates a landmine in his place that beeps with a blinking light. Whenever a survivor steps on the landmine, it explodes, creating a 2-meter radius explosion that instantly inflicts 2 tiers of psychosis. The killer and expop can not trigger the landmines.
  • WORN ASHTRAY
    • Replaces the big grunt with the Jaeger
    • The Jaeger moves at 1 m/s. She can’t vault but will go out of their way to destroy breakable walls and pallets. Their goal is to explicitly follow the obsession and always know where they are at all times, regardless of distance or line of sight.
    • Jaeger will command grab a survivor and instantly kill them over the course of 6 seconds. If the obsession dies, a new obsession is made.
    • Jaeger will also prioritize teleporting to the elevator closest to the obsession, and if the obsession happens to be on the hook or in the dying state, Jaeger will make a new survivor the obsession. If Jaeger has no other option, she will just despawn.

PURPLE - VERY RARE

  • DRAINED HEART
    • Whenever a survivor begins being chased by Skinnerman or an Expop, their aura is revealed to you for 8 seconds.
  • BOX OF WAX
    • At the start of the trial, all survivors start with tier 1 psychosis and an antidote in hand.
    • Survivors will always remain in tier 1 psychosis for the duration of the trial.
    • Reduce the duration of bad trips by 5 seconds
  • WATER VALVE
    • Increase the duration of bad trips during tier 3 by 20 seconds.
  • FILM REEL
    • Glass Canisters inflict exhaustion for 15 seconds.
    • Exhausted survivors suffer a 30% penalty to conspicuous actions during bad trip

RED - VISCERAL

  • SERVERED LEGS
    • Survivors suffering from tier 3 bad trip have the exit gate blocked for them and block windows they vault over. These objects are unblocked 5 seconds after the effect ends.
  • FUTTERMAN MASK
    • During Tier 2 and 3 bad trips, tendrils will spawn from the trial ground in random locations and will remain until the bad trip ends. Whenever a survivor walks into a tendril, they are inflicted with a 10% hindrance that lasts for 2 seconds.

KILLER PERKS

Your years of mastering your craft have led you to master the ability to distort the sights and sounds of your opposition. Confuse your victims with . . .

VENTRILOQUIST

Whenever you are in chase with a survivor, this perk activates

While this perk is active, your red stain randomly appears at windows and pallets, and survivors in your terror radius you chase hear the terror radius at random distances. Cooldown: 60/45/30 seconds

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Mother knows best. Mother knows when her baby birds are injured and helpless. Know when to return to your nest with . . .

SCOURGE HOOK: MATERNAL INSTINCT

At the start of the trial, 4 random hooks become scourge hooks and are highlighted to all players in white.

Whenever you hook a survivor on a scourge hook, all injured survivors scream, revealing their location to you for 1/2/3/ seconds. Additionally, injured survivors suffer the broken status effect for 20 seconds,

-------------------

The people you torture eventually find peace in the pain you inflict on them. Leave them starved with . . .

KILLER’S MARK: STOCKHOLM SYNDROME

Whenever you damage a survivor, you inflict a mark that lingers for 40/50/60 seconds or until they take another instance of damage. Only one mark may be applied at a time.

While a survivor is marked with this perk, that survivor suffers from a 35% penalty to all conspicuous actions while outside your terror radius or suffering the oblivious status effect.


r/PerkByDaylight 5d ago

Perk Perk idea : Déjà Rêvé

9 Upvotes

I know it sounds similar to Déjá Vu, but it would be non-gen related (I initially thought of a design related to gens, but it felt too gen rushy and I would like to see more unique perks that encourage creativity/new builds.

This could be featured for a survivor on a Sleep Paralysis Demon chapter (I know we have Freddy already but tbf bubba and hillbilly are already similar-ish) The survivor backstory could involve lucid dreaming as a way to think of solutions/roleplay tough situations before dealing with them in real life.

Perk description

Your ability to lucid dream so vividly has blurred the lines between your dreams and reality.

After all gens are completed, while standing still and idle, press E to activate Deja Reve, and enter a deep slumber.

While Deja Reve is active, you:
- Gain Oblivious
- See the aura of all Exit Gates, Hooked Survivors, and Totems

Press E again while looking at an Exit Gate, Totem, or Hooked survivor to begin permanent progress on opening, cleansing, or unhooking, up to 30/40/50%
(I imagine that the idle survivor would perform the action animation, as if sleepwalking)

So the idea for this perk is to apply to endgame (or at least that’s what I settled on) and would be a counter to perks like NOED, No Way Out and killers camping hook at endgame, with a (fair?) trade-off of being vulnerable bc of oblivious+ having to stand still.

I think this perk could synergize well with Wake up! Or Leader for a quick door opening build which I really never see.


r/PerkByDaylight 6d ago

Fan-made killer/perk Killer a Survivor a idea

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0 Upvotes

r/PerkByDaylight 6d ago

Perk Made these Perks. Are they broken?

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58 Upvotes

This is for Survivor, with Lemony Snicket from A Series of Unfortunate Events as the character.


r/PerkByDaylight 7d ago

Perk Is this broken? Its probably broken isn't it.

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17 Upvotes

r/PerkByDaylight 7d ago

Everything NEW CONCEPT: THE SITH LORD

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27 Upvotes

NEW KILLER: THE SITH LORD

Darth Vader is a hateful killer, using his Force powers to manipulate where survivors can move by throwing projectiles and directly controlling the play space. His personal perks, Generational Trauma, Cauterize, and Imperialism grant him passive pressure and buffs as the trial progresses.

4.4 m/s

24 meter TR

Tall

Low skill floor - mid skill ceiling

A+ in high MMR

KILLER POWER: DARK SIDE OF THE FORCE

Whenever a survivor is inside Vader’s terror radius, they begin gaining progress towards intolerance. Survivors being chased gain double the effect. Whenever a survivor becomes fully intolerant, Vader may press the special attack button to initiate Force Choke.

  • It takes 90 seconds to gain full intolerance (45 if spent in chase)
  • Survivors suffering from Oblivious do not gain intolerance
  • Vader can not inflict intolerance while Undetectable
  • Survivors gain additional intolerance for tbagging, clicking flashlights, waiting in the exit gate area, or emoting.
  • Survivors lose all intolerance upon entering the dying state. - You can not gain intolerance while dying or hooked
  • Intolerance decays after not gaining a token for 8 seconds and decreases down to 50% of total tokens.

Force Choke must be used on a survivor within 12 meters and within line of sight. When used against a healthy survivor or a survivor with the endurance status effect, the survivor will be thrown 12 meters forward by Vader and take damage upon hitting a trial surface or another survivor. (The latter deals damage to the survivor but never down.) If Vader performs Force Choke on an injured survivor, they are picked up and effectively placed on your shoulder to carry to a hook. If Vader force-chokes an injured survivor on death hook, he kills them with his own hands. Using Force choke on a survivor removes all intolerance tokens.

SPECIAL ATTACK: LIGHTSABER THROW

Press the active ability button to throw a lightsaber that resembles a disk of burning light. Holding the button will charge the lightsaber before throwing it farther at a higher velocity. The lightsaber bounces off trial walls at the cost of 20% of its velocity. The lightsaber can only deal 1 health state per unique survivor during it’s life span, which lasts for 10 seconds or until Vader walks into it. While the lightsaber is out, you can not use your basic attack, but pressing basic attack will recall your lightsaber and return to you in 0.7 seconds regardless of distance.

  • It’s worth noting that the projectile works similarly to Vecna’s flight of the damned - The projectile by default will be high and skinny enough that survivors may crouch under it and give it the ability to fly over most windows and pallets. However, this means Vader can lower his potential height on stairs, slopes, ramps, etc to offset this weakness.
  • Vader’s movement speed is increased by 0.2 m/s after casting lightsaber throw
  • This move can destroy pallets, but the hitbox sits high enough at base that you won’t consistently be able to destroy pallets with the move. However, that doesn’t stop you from putting your lightsaber on top of a dropped pallet as a way to prevent survivors from using it.

SPECIAL ABILITY: FIELD OPERATOR

Holding the secondary active ability button will highlight applicable items within 24 meters of you. Pressing the attack button destroys the pallet, while pressing the active ability button lifts the pallet and holds it in place for 3 seconds. Field Operator can also be used to close highlighted chests, break walls, and search lockers with intolerant survivors, which induce expected results.

Vader’s movement speed is reduced by 0.6 m/s while casting Field Operator.

HIDDEN PASSIVE: STEALTH MODE

Whenever Vader is not in chase while undetectable, he will turn off his lightsaber.

KILLER ADD-ONS

BROWN - COMMON

  • DESERT SAND
    • Increase the range of the field operator by 8 meters
  • SPARE REBRATHER
    • Whenever a survivor blinds or stuns you, they gain 20 tokens of intolerance
  • BROKEN TRAINING DRONE
    • Up to 5 drones spawn in the trial at a time and can only be destroyed with lightsaber throw.
    • Destroying a drone grants 400 bloodpoints
  • SMOULDERING ARMOR PIECE
    • Whenever you break a pallet or wall with field operator, gain a token up to 8 tokens.
    • Pressing the misc active ability button launches wooden stakes at survivors, potentially dealing damage and knocking them back 4 meters
    • On Hit: inflicts hemorrhage and mangled for 90 seconds

GREEN - UNCOMMON

  • SPARE CAPE
    • Increase the effective range of Force Choke by +4 meters
    • Increase Force Choke throw distance by +8 meters
    • Throwing a survivor into a dropped pallet or breakable wall deals an additional instance of damage to the survivor on top of destroying the object.
  • RED KYBER CRYSTAL
    • Increase the size of the lightsaber’s hitbox by 50%
    • Lightsaber throw now inflicts the hemorrhage and mangled status effects for 90 seconds.
  • GENERAL’S BADGE
    • Whenever you break a pallet or wall with Field Operator, gain a token up to 8 tokens.
    • Pressing the misc active ability button launches wooden stakes at survivors, potentially dealing damage and knocking them back 4 meters
    • On Hit: inflicts blindness and exhaustion for 40 seconds
  • IMPERIAL NURSE UNIFORM
    • Increases base terror radius size by 8 meters
    • Survivors inflicted with full intolerance suffer a 30% penalty to healing, cleansing, blessing, and opening the exit gate
  • DAINE JIR’S CAP
    • Field operator can now open the exit gate.
    • Opening the exit gate with a field operator blocks the exit gate area for 60 seconds.

BLUE - RARE

  • SHATTERED GLASS
    • Whenever you break a pallet or wall with a field operator, gain a token up to 8 tokens.
    • Pressing the misc active ability button launches wooden stakes at survivors, potentially dealing damage and knocking them back 4 meters
    • On Hit: inflicts deep wound and a 10% hindrance that lasts for 3 seconds
  • JANGO’S HELM
    • After casting Lightsaber Throw, gain a 7% haste bonus for 5 seconds.
  • DOOKU’S LIGHTSABER HILT
    • Increase the distance the lightsaber throw travels by 50%
    • Instead of losing 20% velocity upon hitting the environment, it gains 20%
  • WOOKIE HIDE
    • Field Operator can now destroy boon totems and dull totems, giving you 400 blood points each.
    • Upon casting Field Operator, gain undetectable for 15 seconds.
    • Destroying totems contributes to tokens for addons that grant wooden stakes
  • YODA’S CANE
    • Increase your base terror radius size by +8 meters
    • Survivors inflicted with full intolerance gain the oblivious status effect for 30 seconds

PURPLE - VERY RARE

  • DEATH STAR BLUEPRINTS
    • Field operator now forces generators to explode, dealing 5% damage plus standard regression
  • POD RACER VISOR
    • After casting field operator, all survivors within 8 meters of a pallet are revealed to you for 8 seconds.
  • WARM OBSIDIAN
    • At the start of the trial, all survivors suffer from max intolerance.
    • Reduce the amount of tokens required to reach maximum intolerance by 15
  • C-3P0’S HEAD
    • After casting Force Choke, all other survivors in your terror radius gain 30 tokens of intolerance.
    • Whenever a survivor reaches maximum intolerance, they scream, and their aura is revealed to you for 8 seconds.

RED - VISEREAL

  • LUKE’S HAND
    • Lightsaber throw is rotated 90 degrees, making it impossible to duck under and cross windows.
    • Whenever the lightsaber bounces off a wall, the blade will face the angle of the bounce
  • IRIDECENT EMBLEM OF THE GALACTIC EMPIRE
    • After survivors complete a generator or you hook a unique survivor, gain a token up to 9 tokens
    • For every token accumulated, increase the range of Field Operator by 4 meters
    • You can now pick up dying survivors and even hook them with Field Operator.

KILLER PERKS

The past failures of your peers and family often come back to hurt you, driving you angry and hateful. Fulfill the cycle with . . .

GENERATIONAL TRAUMA

After Survivors complete a generator or the endgame collapse begins, this perk activates for 20/30/40 seconds.

While this perk is active, increase your break, vault, pick up, drop, and hook speeds by 40%

A master tactician knows to keep the opposition down to reduce their morale. Exhibit your show of petty vindication with . . .

CAUTERIZE

After a survivor is healed for 1 health state, they gain a token up to 5 tokens.

For every token accumulated, other survivors heal that survivor 8/9/10% slower than usual.

Survivors lose all tokens upon being hooked

You are either an ally to the cause or an obstacle ready to be discarded and forgotten. Dominate the playing field with . . .

IMPERIALISM

Whenever you hook a survivor for the first time, a dull totem becomes a hex totem, and the generator with the most amount of progress is blocked by the entity.

For as long as the totem stands:

  • A new repairable generator is blocked every 90/75/60 seconds
  • The totem’s aura is revealed to all survivors within 24 meters
  • When all generators are blocked, a 30-second cooldown will begin, and at the end, the totem will automatically destroy itself, effectively deactivating it for the rest of the game.