
r/PerkByDaylight

Potential names for future killers
Not saying I know anything, but I do like to make up killer names. For example. Springtrap is "The Animatronic" so I wanna do some names which some people might like
Ink demon "The creation" (BHVR might make this his name)
Slenderman "The Myth" or "The creepypasta"
Pennywise "It" or "The world eater"
The thing "The impostor"
Cartoon Cat "The animation" (This is my 2nd most requested chapter beside bendy and the ink machine)
Loona "The hell hound" (Okay, I know, but I think Vivziepop would make a killing if this ever happens, Striker is good too)
The Mimic "The forgotten" (Another fnaf chapter would also be great)
That's all I have! Please be critical if you want, I do take criticism lol
Alan Wake perks buff: Boon: Illumination and Deadline
DEADLINE — Proposed Buff
Current:
• Only active while injured.
• Basic Skill Checks are 10% more likely to appear.
• Skill Checks can appear in random locations.
• Missing a basic Skill Check causes 50% less progress loss.
Proposed:
• Deadline is always active, regardless of health state.
• Basic Skill Checks occur 10% more frequently.
• Skill Checks no longer appear in random locations.
• Missing a basic Skill Check still causes 50% less progress loss.
BOON: ILLUMINATION — Proposed Buff
Current:
• Survivors within the Boon's range see the Auras of Chests and Generators.
• While you have a Boon Totem, you bless and cleanse 10% faster.
Proposed:
• Survivors within the Boon's range see the Auras of all Survivors.
• Survivors within the Boon's range see the Auras of Chests.
• Survivors within the Boon's range see the Auras of Generators.
• Survivors within the Boon's range see the Auras of Exit Gates.
• While you have a Boon Totem, you bless and cleanse 20% faster.
New to The Plague
I'm curious as to what the best perks for an aggressive/ oppressive play style are for the Plague, help much appreciated thank you
Killer Concept: "Vigo The Hermit"
Base Speed: 4.2 m/s
Terror Radius: 24m
Killer Power: Broken Lantern
Height: Medium
Passive Ability: The fog around the map thickens; playing a reagent will also affect the fog. Lanterns will spawn around the map, away from generators. If below the standard fog level, fog will be focused near generators, chests, and totems. If meeting at least the standard fog level, apply the choking effect to survivors. When survivors are in the fog, they gain "choking" passively for up to 60 seconds where they will become injured and broken. The broken effect diminishes after standing near a lantern. Once the broken effect is gone, choking will also be reset. The survivor will not be healed.
Active Ability: Upon holding the Active Ability Button for 2.5 seconds, you light your lantern, clearing out the fog around you up to 12 meters. Upon doing so, you receive a base speed increase of .3 m/s. When the lantern is not lit, your terror radius is reduced to 12 meters, and the suffocation effect takes place. The lantern will go on a 10-second cooldown when switching.
Perks
Peek-A-Boo: The fog does not appear around you within 6/8/10 meters.
Hex: Flip A Switch: "You used to have such a beautiful smile...what happened?" At the start of the trial, 2/3/4 additional totems will spawn. Each hex you have will appear as a dull totem, not including this one. Each dull totem will appear hexed. If this hex is cleansed, revert the affected totems to the proper state.
Tricks of The Fog: Survivors outside your terror radius will see 2 additional noise notifications when you hook a survivor, as well as false auras. or kick a generator. Upon kicking a generator, gain Undetectable for 8/10/12 seconds. While undetectable, survivors will hear a growing terror radius from each generator with progress.
Add-ons
Brown Add-ons:
· Shattered Glass – Your terror radius is reduced by 2 meters when the lantern is lit.
· Crude Oil – The lantern burns brighter, increasing the amount of fog around you that dissipates by 2 meters when lit.
· Wet Matches – Decreases the time it takes to light the lantern by 1 second.
· Squeaky Door – Decreases the cooldown of the lantern by 4 seconds.
Yellow Add-ons:
· Clear Glass Panels - The light travels efficiently to dissipate the surrounding fog. The surrounding fog is dissipated within 24 meters when the lantern is lit. Your terror radius is increased by 2 meters. The survivors can see your light better as you travel through the fog.
· Kerosene – When extinguishing the fire in your lantern, the fog takes 6 seconds longer to sink back in.
· Dry Bark – The bark you learned to dry increases the thickness of the fog by 1 level.
· Rust remover – Decreases the cooldown of the lantern by 6 seconds
· A bloodied Athame – When not in a chase and you press the 2^(nd) ability button, your hand flies off with your lantern, taking your terror radius and red stain. You cannot use your basic attack until your hand hits a wall, appearing back on you.
Green Add-ons:
· Tinted Glass – Your terror radius is decreased by 6 meters while the lantern is lit. The light from your lantern is warped, decreasing the amount of fog that dissipates by 4 meters. The light is hard to see as you travel.
· Mosquito Repellent – The smell is calming to survivors. Decreases your terror radius by 6 meters while the lantern is lit, and 4 meters while the lantern is not lit.
· Dry Herbs – The calming herbs you have carefully chosen to reduce the stress of the survivors. Your terror radius is reduced by 8 meters while the lantern is on cooldown, going from unlit to lit.
· Golden Latch – The golden latch makes opening the door to the lantern easier, decreasing the time it takes to light the lantern by 2 seconds.
· Sturdy Handle – The steadiness you can maintain with the lantern allows you to increase your base speed by .1 Increase the cooldown by 5 seconds.
Purple Add-ons:
· Chloride Woven Wick – Your understanding of the natural world increases your desire to learn of the spiritual one. You start the match with the lantern unlit. When lighting the lantern while the survivor is in your terror radius, you can blind them. You also become blind. You see the survivor's aura for 5 seconds after the blind ends. If no survivors are near you, you do not become blind.
· Blood-Stained Glass – Something strange is happening with the glass you made; it appears to drink blood. For each successful hit with a basic attack, the fog closes in on you by 2 meters. Once the fog has completely consumed you, you enter a rage state, running at a base speed of 5. Upon missing a hit, the rage will end, and you will be stunned for 2 seconds. Upon hitting a survivor, they will be instantly downed; if another survivor is hit, they will suffer from deep wounds, and you will be stunned for 5 seconds; the rage will end.
· Reinforced Sturdy Handle – A magnificent handle crafted by your hand; you can now be more reckless, increasing your base movement speed by .4
· Stainless-Steel Framing – A man-made metal that shows great resilience and efficacy. Adds a 3-second delay to your terror radius growing when switching lantern states. Increases the cooldown by 10 seconds.
Iridescent Add-ons:
· Iridescent Panels – Using forbidden arts and forgotten techniques, you have crafted a magnificent glass that pulls the fog inwards. The dissipation distance is reduced by 4 meters. All survivors can no longer see your lantern as you travel. All survivors can no longer see your dissipation range.
· Unlucky Tendril – The entity has given you a piece of itself, whether willing or not; you don’t remember. Your lantern will automatically switch by itself after the cooldown has been completed. The cooldown has been extended by 20 seconds. When the lantern is unlit, if a survivor is touching the fog, they will suffer from a 2% hindered effect. When the lantern is lit, all fog on the map disappears, and the survivors can recover from the choking effect without the help of a lantern. The survivors immediately recover from the hindered effect.
Survivors:
Paul and Oliva Adair (Works like Legion's cosmetics)
Selective Hearing**:** When a totem is cleansed or blessed, gain Defeaned for 90/60/30 seconds. Once this effect ends, see the killer's aura for 10 seconds.
Sought After: Upon being hooked, the killer cannot see blood pools or scratch marks for 10/15/20 seconds. In the second hook stage, you have a single 50% chance to unhook yourself. Failing to succeed takes half of the current stage time.
Chaos Theory: After reaching 50% repair progression on a Generator, Chaos Theory activates. Leaving the Generator incurs a 10/12/15 second cooldown. If the Killer kicks the Generator, any Killer perk effects and regression will be rerouted to the nearest Generator with progress. If any Survivors are repairing the Generator that is affected, they will scream and reveal their location to the Killer. Both generators are blocked by the entity for 3/4/5 seconds
Beginner builds, how to get started?
Hi! I finally got a friend to buy Dead by Daylight and I wan’t to help her get started optimally. Wich survivor would you start leveling up first and what perk build would be optimal to start with in your opinion? She does not have experience in similar games, plays mostly Dota.
Any other tips?
Survivor perks
I’ve just recently bought myself a console and haven’t played for 2/3 year and I’m starting new and like to play survivor. Whats the best perks to have at the start? Then what perks should I be looking to get in the future?
I made this build but it doesn’t seem like its making the gen progression that much faster. Do multiple gen perks not speed up progress like that and if not what should I take off
Roleswap perk idea
I’ve had a few dbd roleswap ideas running around in my head, but the only one I’ve managed to get down is this…no prizes for guessing who it’s an exclusive perk for aside from…uh…my approval I guess
Feedback is appreciated!
Pallet related perks because why not
For some reason i can't use the colors on my phone, so its less pretty
Hex: Dinner Bell
At the start of the trial, a dull totem lights into a hex totem and you gain 1 token.
While this totem is active, whenever a generator is completed, receive a token. Starting a chase with a survivor activates the effects, but this can only be used once per hook state.
When starting a chase:
• The closest pallet and window vault are blocked for a minimum of 5 seconds +2 seconds for each token.
• When 6 tokens have been reached, all windows and pallets on the map are permanently blocked until this hex is cleansed.
• If the closest pallet to the start of the chase has been dropped before the chase started, the pallet is instead broken once the chase starts.
Iridescent Wooden Plank rework
Basically, outside of nightfall, you are much weaker and you start loosing nightfall charges if you don't do anything but once nightfall starts, everything starts going your way, as well as theoretically being able to have infinite nightfall, although you likely won't be able to to keep that up, but it's theoretically possible, the increased darkness is basically light's out nightfall, a terrifying addon that weakens you early game but once you get nightfall the game is in your hands.
NEW CONCEPT: THE SLENDERMAN
NEW KILLER: THE SLENDERMAN
A mysterious killer, provoked and summoned through word of mouth. He uses his tendrils to assault survivors from a distance while driving survivors paranoid and leaving them vulnerable to his arrival. His personal perks: Killer’s Mark: Mandela Effect, Killer’s Mark: Word of Mouth, and Compromised Convalescence allow him to create illusions, find survivors, and force debuffs to last longer than usual.
4.4 m/s
Tall
32-meter terror radius
Mid Skill Floor - Very High Skill Ceiling
A tier killer in high MMR
KILLER POWER: INVASIVE PARANOIA
At the start of the trial, all survivors begin to gain paranoia. It takes 90 seconds to become paranoid, and the time is reduced by half while a survivor is injured. Once a survivor becomes completely paranoid, they become deafened, hearing everything in muffles; their vision is impaired by blocking everything in black past 10 meters; and they suffer the oblivious status effect, preventing them from hearing the killer’s terror radius. Survivors who are unhooked lose all paranoia and gain 20 seconds of immunity to anything that would give them paranoia to limit cheesy tunneling strats. The immunity is lost upon receiving healing progress or doing a conspicuous action.
To mitigate this, there are 7 community boards in the trial, one by each generator. Community boards passively spawn pages that all players can pick up. Once a page is collected, the survivor no longer suffers from paranoia. Only 3 pages can spawn in the trial at the same time and will prioritize spawning as far as possible from any player on the map. Pages are highlighted to players within 16 meters, and whenever the killer picks up a page, the trial stops generating pages for 15 seconds before resuming the cooldown at a reset value, effectively taking 45 seconds for another page to spawn. 1 page spawns at the start of the match.
SPECIAL ABILITY: INSIDIOUS ATTUNEMENT
Holding the active ability button slows you down (3.9) and for a brief moment after canceling. Fully paranoid survivors are revealed to you through killer instinct, and the location of all pages on the map is revealed to you. After fully charging Insideous Attunement, you may execute either Tendril Skewer or Arrival.
SPECIAL ATTACK: TENDRIL SKEWER
Launch a tendril forward with omnidirectional control to damage a survivor and apply 50% paranoia and the deep wound status effect. The tendrils share most of their properties with Pinhead’s Chain attack, with the only genuine exception being that the tendril will ALWAYS begin a bit above and behind Slenderman, and there is a mechanic that lets you partially control the attack's velocity by 50%. Tendrils move at 9 meters a second and, on a successful hit, apply 33% paranoia and a 10% hindrance that lasts for 2.5 seconds. The attack has no cooldown.
LOCOMOTION: ARRIVAL
While looking at a survivor with full paranoia, teleport within 12 meters of them - Arrival prioritizes spawning Slenderman on the same elevation and within line of sight of the survivor. From the survivor’s perspective, their screen turns into static for a moment as they hear a deafening scream. Any survivor within 16 meters of Slenderman as he arrives is marked with killer instinct for 3 seconds, screams, and paranoid survivors suffer a 10% hindrance for 2 seconds. Arrival has no cooldown but takes 2 seconds to fully teleport while being unable to move. Additionally, teleporting to a survivor within 12 meters of a hooked survivor forces the start-up to take 6 seconds to complete.
KILLER ADDONS
BROWN - COMMON
- Burnt Marshmallow
- Increases the radius of the effects of Arrival by 50% (16 -> 24 meters)
- Shattered Tree Bark
- Increased Tendril Skewer’s movement speed by 50% (9 -> 13.5 m/s)
- Decreased turn control by 50% (135 -> 67.5 d/s)
- Compass
- Increase turn control by 50% (135 -> 202.5 d/s)
- Decrease Tendril Skewer’s movement speed by 50% (9 -> 4.5 m/s)
- Blank Paper
- After any player collects a page, a token is accumulated; Once 3 tokens are accumulated, this add-on activates.
- All survivors in the trial are revealed to you for 8 seconds.
GREEN - UNCOMMON
- Wired Headphones
- After a survivor collects a page, they suffer the oblivious status effect for 40 seconds.
- Ripped Tarp
- Tendril Skewer inflicts Hemorrhage and Mangled for 90 seconds
- Scribbled Piece of Paper
- After any player collects a page, a token is accumulated; Once 4 tokens are accumulated, this add-on activates.
- All survivors suffer the exhaustion status effect for 40 seconds
- Fat Blunt
- Whenever a survivor becomes fully paranoid, they project a 32-meter terror radius that other survivors can hear for 20 seconds. During this time, you gain the Undetectable Status effect.
- Empty Soda Can
- After teleporting to a survivor with arrival, they lose all paranoia and endure 20 seconds of paranoia immunity
- After teleporting to a survivor with arrival, gain a 20% haste bonus for 4 seconds.
- Reduce time to gain full paranoia by 30 seconds.
BLUE - RARE
- Shattered Lightbulb
- Paranoid survivors suffer the blindness status effect
- Coffee Stained Newspaper
- Survivors have their auras revealed within 8 meters of a page
- Colorful Drawing on Paper
- After any player collects a page, a token is accumulated; Once 5 tokens are accumulated, this addon activates.
- All survivors lose 40% of their item’s progress and are forced to drop it.
- All items on the ground with no charges are eaten by the Entity, and all open chests are closed. Both interactions give 400 bloodpoints each.
- Adderall
- After teleporting using Arrival, gain a 30% bonus to all break actions and vaulting for 20 seconds.
- Police Tape
- Whenever tendril Skewer passes within 3 meters of a window or upright pallet, it becomes blocked by the entity for 8 seconds.
PURPLE - VERY RARE
- Heart Locket
- Whenever you collect a page, gain a 15% speed bonus for 15 seconds - Haste is lost upon casting arrival.
- If you are using any addons that contribute to a page count, picking up pages counts as 2 tokens.
- Picking up pages no longer comes with a respawn immunity duration
- Ranger’s Hat
- Survivors suffering from full Paranoia suffer a 30% speed penalty to healing, cleansing, blessing, and sabotaging actions. Additionally, while accomplishing these actions, they are highlighted to you with killer instinct.
- Increase the total number of pages that can spawn in the trial by +2
- Increase the amount of pages that spawn at the start of the trial by +3
- Reduce the spawn time of pages by 15 seconds.
- Bloody Paper
- After any player collects a page, a token is accumulated; Once ‘1 + number of generators required to complete (2-6)’ tokens are accumulated, this addon activates.
- All generators explode, losing 5% progress, and begin suffering from the standard regression rate.
- Generator Key
- While casting Insideous Attunment, see the aura of all generator progress from anywhere in the trial.
- After a survivor completes a generator, they gain 33% paranoia progression
VICERAL - RED
- Iridescent Page
- After any player collects a page, a token is accumulated; Once 8 tokens are accumulated, this addon activates.
- All survivors scream and are exposed for 60 seconds
- All exit gates are blocked for 60 seconds
- Mythology Pamphlet
- Survivors gain 100% more paranoia while doing a conspicuous action.
- Survivors gain 1000% more paranoia while opening the exit gate or existing in the exit gate area.
- Survivors no longer gain 100% more paranoia from being injured.
KILLER PERKS
KILLER’S MARK: MANDELA EFFECT
Damaging a survivor marks them until they take another instance of damage, enter the dying state, or 60 seconds pass. Only one mark may be applied at a time.
Marked survivors occasionally see illusory pallets standing upright or dropped. Whenever the survivor enters within 3 meters of the illusory pallets, they scream and suffer a 6/8/10% hindrance for 3 seconds, and the mark is returned to you.
KILLER’S MARK: WORD OF MOUTH
Damaging a survivor marks them until they take another instance of damage, enter the dying state, or 60 seconds pass. Only one mark may be applied at a time.
Whenever a marked survivor exists within 8 meters of another survivor outside of chase, both survivors scream before revealing their auras for 4/5/6 seconds and returning the mark to you.
COMPROMISED CONVALESCENCE
Survivors within your terror radius recover from negative status effects 25/30/35% slower
For every unique negative status effect applied to a unique survivor, gain a token up to 10 tokens. For each token, your initial generator damage is increased by 1%
The perks I designed for a Watership Down survivor concept
Most of them were designed around certain scenes from the book. Running away from predators is what they're best at so I wondered how they would work as DBD survivors.
Trapper Add-ons - Two changes and one addition
Some early match benefit add-ons, a better version of what Tar Bottle does, and a sort of power based Agitation since I really like when there are add-ons that play off the killers teachable perks.
Title meant to say TWO additions
I made a skill check trainer you can play in your browser
I kept failing repair checks, so I made something to practise on. Free, opens in the browser, works on your phone as well.
https://andreistoicescu74015.github.io/DBD-Skillcheck-Trainer/
Pick what you are doing (repair, heal, DS, Overcharge, Snap Out of It) and it just throws checks at you. You can switch on Unnerving Presence, Hyperfocus, Stake Out, Merciless Storm or the Doctor's backwards checks if you want to suffer a bit.
The useful part for me was that it tells you whether you press early or late. Turns out I have been early on basically everything for years.
Fan made, nothing to do with Behaviour. If something feels off compared to the game, tell me.
Jerma985, Jeremy Elbertson, "The Horror" - Killer Concept
credit to u/happyscript again for their perk editor :): https://www.reddit.com/r/PerkByDaylight/comments/1v87gn8/resource_my_dbd_perk_editor/
Jerma985 - The Horror
Movement Speed: 4.6 m/s
Mori: Pushing the survivor into a meatgrinder.
Accompanying Map: Jerma's Dollhouse
Weapon: Snapping his fingers and hand gestures (Breaks pallets by snapping his fingers)
PSYCHO STREAMER
Killer Power
Jeremy Elbertson has long traumatized billions on his streams. Now that he has breached containment and entered the Entity’s Realm, the blood will flow.
SPECIAL ABILITY: PEEP THE HORROR
Every 120 seconds, Jerma has the ability to "Peep the Horror." Upon Peeping the Horror, one random survivor will scream and become Exposed for 60 seconds.
The Exposed Survivor will see a red pulsating mass around their screen.
Non-exposed survivors will also get to see the red pulsating mass, though in the corner instead of around the whole screen.
SPECIAL ABILITY: I'M KILLING YOU
Bloodlust's effects are amplified by 75%. Upon Bloodlust activating, the Survivor in chase hears a continuous and ominous thumping noise.
SPECIAL ABILITY: NOT GONNA DO THAT, CHAT
Every 20 seconds, Jerma's bloodthirsty audience has a 30% chance to issue a new request to Jerma. These come in the form of in-match objectives and gimmicks. Upon a request being issued, Jerma has 10 seconds before he can do it. The request expires 50 seconds after it is issued. If Jerma completes it, he gains the ability to run on all fours and lunge or pounce at survivors as an attack. This grants him 2% haste and lasts 45 seconds.
PERKS
BAN THAT GUY
The audience must be kept in check, and disciplined if necessary.
Each survivor can gain Tokens by Pallet Stunning, Blinding, or otherwise stunning the Killer. Upon getting downed, the Tokens are spent:
• 1 Token: Reduces the strength of wiggle effects by 50/60/70%
• 2 Tokens: Gives you 2/3/4% Haste while carrying that survivor until they are hooked.
• 3 Tokens: Increases the amount of time it takes to Blind you with a Flashlight by 50% while carrying that survivor.
• 4 Tokens: Increases the maximum Wiggle duration by 10/15/20%.
• 5 Tokens: Grants you 5% Haste for 5 seconds after hooking the survivor.
• 6 Tokens: Allows you to Mori the survivor after they have gotten 2 Hook States.
These do not stack until 7 Tokens or more have been reached, at which point they go from the effects for the least Tokens to the most.
"Permanently ban that guy for an hour, and then reduce their sentence by 55 minutes." - Jeremy Elbertson
KILLER ANDY
You are a killer. You kill.
Upon picking up a downed Survivor, you get 7% Haste while carrying them.
Upon a Survivor gaining a Hook State without your input, gain 3/4/5% Haste for 6 seconds.
"killer andy" - Chat
IMPOSTOR'S SABOTAGE
Find the ones doing their tasks.
Every 60/50/40 seconds, a check is conducted. If the Survivor with the most Generator progress is currently working on a Generator, that Generator is highlighted for 7 seconds.
"You're wearing red because you're the impostor." - Twitch Chatter
Chest Class: 2v8
4 extra chests spawn in the trial. You unlock chests 20% faster, Items found in chest have a 50% better chance to be higher rarity
Within 32 meters, you see the auras of unopened chests and dropped items
Items you find in chests will have 2 random addons
Once you are caged once, you gain the abilty to rummage though any opened chest once per chest
Use Active Ability button 2 to recharge 50% of your and Survivors within 12 meters of you items. Cooldown: 120s
The collector
The collector is a killer concept I made the playstyle is a snowballer it’s a guy with a pouch and a blue cloak he is made out of mist and has yellow dots as his eyes his power is called entities pouch at the start of the match you gain a weapon that is from one of the five free killers it will make it so your basic attacks gain unique attributes like Billy’s hammer will break pallets and generators with a special break and will just put you in the after hit animation these weapons are made out of mist you get them from each survivor you put in the dying state will drop a fragment of a weapon giving you a new basic attack option you can also collect items for each item in your pouch you will gain a permanent buff with four items being the last buff you gain you can get items on the ground and in chest you can also open chest in one second but doing this will only count as half you can also do this to dying state survivors if they don’t have a item you only get half a point if they have a item it counts as a whole for survivors to counter this guy there are two chests that spawn on the map with black mist flowing out of them when open the mist lashes out at you and you lose a health state this can not put you in the dying state when in the chest you are able to grab a item and a fragment when grabbing a item it will give you the item full charge a goes up a rarity when grabbing a fragment the weapon corresponding will go into a locked state for 30 seconds the perks are pretty unique id say
First perk is :finders keepers: when a survivor Opens a chest they will find the a rarity one lever lower the. The item there holding they must pick it up if not and just walk away then both items vanish a will add half a point to the ycollectors pouch
Second perk is :you snooze you lose: if you hit a survivor with a basic attack they will drop there item if that specific survivor tries to pick it up again they will lose one health state this will not happen if another survivor picks up the item
Third perk is :penalty: when a survivor is on the second hook state and on a hook all item within. 5 meter radius of the hook all items will disappear even in others hands but not in chests or the collectors pouch and I think that’s all I have a mori and lore idea for this guy also a survivor to go with it but I don’t know if I should tell