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Survivor Perk Reworks (Others can copy and make their own)

VortexasA
VortexasA Member Posts: 40
edited January 2020 in Creations

Dwight:

  • Leader - Good As Is
  • Bond - Good As Is
  • Prove Thyself - Good As Is

Meg:

  • Sprint Burst - Good As Is
  • Adrenaline - When the final generator is complete: For 30 seconds, all actions are 20% faster.
  • Quick & Quiet - Good As Is

Claudette:

  • Botany Knowledge - Good As Is
  • Self-Care - While Self-caring, grunts are 40% quieter
  • Empathy - Detect injured AND carried survivors

Jake:

  • Saboteur - If using a toolbox, their efficacy is increased by 20%
  • Calm Spirit - Fine As Is
  • Iron Will - Bloodpools are 3%/6%/9% less visible

Nea:

  • Urban Evasion - Fine As Is
  • Street Wise - Fine As Is
  • Balanced Landing - After using Balanced landing, the staggering when you fall is reduced to 15% while you are exhausted.

Ace:

  • Up The Ante - Your luck is increased by 5% passively, as others within your 6m of you will gain 90 seconds of +3% luck (%3x4=%12+3%=15%)
  • Ace In The Hole - Brown items are removed from equation (Brown medkits and toolboxes)
  • Open-Handed - For every other survivor within a 8m radius, the Aura readings are increased 4m

Bill:

  • Borrowed Time - Killer Radius based instead of Terror Radius
  • Left Behind - When the EGC starts, gain an audio cue where the volume indicates how far away you are from the hatch (You hear the audio cue at full volume = Near, no audio cue = Far far away)
  • Unbreakable - Fine As Is

Feng:

  • Technician - Fine As Is
  • Alert - Vaults, breaks an interactive, or hooks someone, see the killer's aura
  • Lithe - Fine As Is (barrel roll animation)

David:

  • No Mither - 125% More BP towards all categories. And make the grunts go from 25%/50%/75%
  • We're gonna live forever - Fine As Is
  • Dead Hard - Push the killer 3m away while stunning them for 0.4 seconds if Dead Hard is used against them. Pushing killer slows you down for 0.2 seconds

Tapp:

  • Tenacity - While within killer's terror radius, recovery rate is increased by 10%
  • Stake-Out - For every token you have, the killer's TR to you are increased by 2m per token. If no tokens are available, killer's TR to you is -2m than normal
  • Detective's Hunch - All objects you seen during the perk has activated are also applied to maps, instead of the map sensing the gens you seen

Kate:

  • Boil Over - Increase the Obscure radiuses by 4m OR Allow wiggling effect forwards/backwards of the killer (though front/back wiggling is maximum of 25% wiggling effect)
  • Dance With Me - Fine As Is
  • Window of Opportunity - When the final generator is completed, you see all vaults, pallets, and exit gates for 24 seconds.

Yui:

  • Lucky Break - Only takes affect if within 32m of the killer
  • Breakout - Your own wiggling speed is increased by 2% unless if someone else has breakout near you
  • Any Means Necessary - Blocked windows caused by you have their timer decreased by 10%/20%/30%

Steve:

  • Babysitter - The unhooked survivor gains a 2%/4%/6% speed boost for 3 seconds.
  • Camaraderie - Fine As Is
  • Second Wind - I feel like this should be balanced somehow, just don't know how

Nancy:

  • Better Together - Fine As Is
  • Fixated - See other survivors scratchmarks as well!
  • Inner Strength - Fine As Is

Ash:

  • Flip-Flop - Dropping you gives +25% wiggle bar instead of +20%
  • Buckle Up - After getting the survivor up, will leave no blood pools for 40 seconds
  • Mettle of Man - Fine As Is

Jane:

  • Solidarity - Remove the "without the medkit" effect
  • Poised - When the chase is lost, Poised also takes effect but this part of poised has a cooldown of 120/90/60 seconds. Gen poised ignores cooldown
  • Head On - Increase side radius where killer can be stunned

Jeff:

  • Distortion - Gain a token when you repair a total of 1 generator
  • Breakdown - Hook is broken for 25% longer
  • After-Care - Fine As Is

Adam:

  • Diversion - Diversion's scratchmarks and notification last 10% longer
  • Deliverance - You get to stay on the hook 10%/15%/20% longer than normal
  • Autodidact - Healing skillchecks appear 10% more often

Quentin:

  • Wake Up! - See the killer if they're within 12m of the exit
  • Pharmacy - Gain the emergency medkit if someone is injured.
  • Vigil - Fine As Is

Laurie:

  • Sole Survivor - Fine As Is
  • Object of Obsession - Fine As Is
  • Decisive Strike - Going to get hated: Can only be used when you are on your last life, but removes the "anti-tunneling" timer

Miscs/Unlocked

  • This Is Not Happening - Fine As Is
  • Resilience - Fine As Is
  • Small Game - Show the Aura of the item if the item is within 12 degree view while the audio cue is played
  • Hope - Fine As Is
  • Slippery Meat - Gives luck towards RBT as well
  • Premonition -See the killer's aura for 3 seconds but reduce the premonition activation to 48m and within a 12.5 degree radius
  • Spine Chill - Fine As Is
  • Dark Sense - See all the killer's belongings for 3 seconds
  • Deja Vu - Detect the 3 nearest hooks as well (Nearest proximity to each other)
  • Kindred - Fine As Is
  • We'll Make It - Fine As Is
  • Plunderer's Instinct - Please, give as an icon like Leader/Prove Thyself/Streetwise. This icon will show to all players within 8m radius to let them know you have Plunderers and can give you a Engineer toolbox instead of a worn out one
  • No One Left Behind - When someone is hooked during endgame, increase speed by 2% for 20 seconds
  • Lightweight - Fine As Is


Post edited by VortexasA on

Comments

  • VortexasA
    VortexasA Member Posts: 40

    Thomasthetrain: (Quoting them from another post because I made this in the wrong place)

    Ok, let me share my thoughts on this 😄

    I don't think Adrenaline and Iron Will need to be buffed; they are already really strong perks.

    I like your suggestion for Self Care;but I don't think it's needed. Self Care is already used a lot.

    I agree with the Empathy and saboteur change.

    Balanced Landing also doesn't need to be buffed,Imo. It's better than other exhaustion perks in some situations.

    I agree with the perk changes for Ace .

    I love that left behind Idea! But I don't think unbreakable needs to be changed; it's already the best perk to counter slugging.

    Alert is already pretty powerful and underrated;doesn't need buffs.

    Technician needs something tho; would it really hurt if the noise from a missed skillcheck had a 100% chance of being prevented? I don't think so.

    I agree with No Mither suggestion.

    Heavily disagree on a dead hard buff.

    I'll tell you my opinion for the rest later 😊 (kinda busy right now xD)

  • VortexasA
    VortexasA Member Posts: 40

    Hey, thanks for actually going through all of these, actually surprised all that happened. Your criticism is great and appreciated. And your suggestions you made (such as Tenacity) is a really good idea. I would relist things to say to you but I'm lazy at the moment

  • prismalorg
    prismalorg Member Posts: 55

    I have been thinking about this for a while, and I think that deliverance should have that good passive ability that you listed, and, a more controversial one, that you should be able to overcome the entity's grasp, and escape during struggle phase. this is because getting downed and hooked first while using deliverance makes it a complete dud perk practically instantly and it sucks.