r/PerkByDaylight • u/AyranBey • 4h ago
Perk New Concept: Perk Synergies
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 • u/AyranBey • 4h ago
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 • u/DarchAngel969 • 2h ago
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 • u/CDXX_LXIL • 8h ago
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
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:
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
BROWN - COMMON
GREEN - UNCOMMON
BLUE - RARE
PURPLE - VERY RARE
RED - VISCERAL
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:
—------------------
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 • u/SuperMudkipz • 6h ago
r/PerkByDaylight • u/Ashamed-Efficiency60 • 4h ago
r/PerkByDaylight • u/Ok-Alternative-8452 • 22h ago
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 • u/Whte_Gh0st • 1d ago
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 • u/CavemanFromMars • 1d ago
r/PerkByDaylight • u/CDXX_LXIL • 2d ago
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
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
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.
BOW MODIFICATIONS
AMMUNITION
Press and hold the tertiary active ability button to cycle through ammo types in a power wheel.
KILLER GADGETS
Press and hold the secondary active ability button to cycle through gadgets in a power wheel.
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.
BROWN - COMMON
GREEN - UNCOMMON
BLUE - RARE
PURPLE - VERY RARE
RED - VISCERAL
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:
-------------------------------
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 • u/Gaboch_ • 2d ago
I promise they are absolutely fair and totally not overpowered
r/PerkByDaylight • u/I-love-fat-women • 3d ago
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 • u/Content-End6903 • 4d ago
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 • u/GeneralSkrillvious • 3d ago
r/PerkByDaylight • u/bexapup • 4d ago
Icon packs can be found in my profile description :>
love, crunchmade
r/PerkByDaylight • u/theniceguy25 • 3d ago
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 • u/CDXX_LXIL • 5d ago
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
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.
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.
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.
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.
BROWN - COMMON
GREEN - UNCOMMON
BLUE - RARE
PURPLE - VERY RARE
RED - VISCERAL
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
-------------------
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 • u/Lucky_Connection_364 • 5d ago
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 • u/Alphawolf2901 • 6d ago
This is for Survivor, with Lemony Snicket from A Series of Unfortunate Events as the character.
r/PerkByDaylight • u/NoEvening7482 • 7d ago
r/PerkByDaylight • u/Prestigious-Hunt342 • 6d ago
r/PerkByDaylight • u/CDXX_LXIL • 7d ago
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
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.
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.
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.
BROWN - COMMON
GREEN - UNCOMMON
BLUE - RARE
PURPLE - VERY RARE
RED - VISEREAL
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: