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An Effort to Balance All Perks More Closely

Blazelski
Blazelski Member Posts: 351
edited September 2020 in Feedback and Suggestions

This is gonna be a long one. You're gonna wanna open the Perks page of the Official Dead by Daylight Wiki for this. Some perks are just going to have to be somewhat better than other perks by their nature. I'm open to suggestions, so if you think I miscalculated on a perk, voice that opinion below!


SURVIVORS

Ace in the Hole - As is, but you get to keep the last item you held if you dropped it during the match, as long as you escape.

Adrenaline - As is, but you are permanently Exhausted once it takes effect.

Aftercare - Fine as is.

Alert - Maybe fine as is, maybe also for checking lockers.

By Any Means Necessary - As is, but when a pallet is thrown, see its aura for 6 seconds.

Autodidact - As is, but one skill check is guaranteed when you start healing someone, cancelling the healing process resets stacks to what they were before, and you are limited to two skill checks per heal.

Babysitter - As is, but the rescued survivor also makes no breathing or grunting sounds for the duration.

Balanced Landing - Fine as is.

Better Together - Increase aura revealing range to 40 meters, and when the killer downs another survivor while you're on a generator, every survivor can also see your aura for the duration.

Blood Pact - As is, with the following benefits: You and the Obsession heal each other with an extra 33% healing speed. When one of you rescues the other from the hook, the unhooked survivor gains Endurance for 20 seconds, and the rescuer is Exposed for 20 seconds.

Boil Over - Your struggle effects on the killer are increased by 75/100/125%. You obscure the killer's ability to read the auras of hooks.

Bond - Fine as is.

Borrowed Time - Fine as is.

Botany Knowledge - As is, but with the following benefit: Anyone you've partially healed bleeds 50% less frequently until healed or downed.

Breakdown - As is, with the following benefit: Any broken hooks stay broken 10% longer.

Breakout - As is, with the following benefit: Getting hit by the killer gives the carried survivor an automatic 10% wiggle progression.

Buckle Up - As is, with the following changes: decrease the duration of the killer's aura to 1/2/3 seconds, and both survivors are given 5/6/7 seconds of endurance.

Built to Last - As is, but with the following buffs: As long as they are in your hands, the first item you use each trial will have it's consumption rate reduced by 20% until depleted, the consumption rate of maps is reduced by 20% and they have their range increased by 8 meters, and broken keys have their charges doubled.

Calm Spirit - As is, with the following benefits: You are unaffected by killer perks based on fear (Coulrophobia, Dark Devotion, Huntress Lullaby, Mindbreaker, Overwhelming Presence, Thanatophobia, and Unnerving Presence.) Your skill checks always offer more time to react.

Camaraderie - While you are on the hook, if another survivor comes within 8 meters of your hook and you aren't unhooked in the following 6 seconds, Camaraderie is activated and the hook timer is paused for 26/30/34 seconds. Camaraderie can only activate once. If you are on the hook, the other survivors are told you have this perk if it hasn't activated yet.

Dance With Me - When performing a fast vault, leaving a locker in a sprint, or landing from a fall, you leave no Scratch Marks for 4 seconds. Dance With Me has a cool-down of 60/50/40 seconds.

Dark Sense - As is, with the following benefit - If you are the last survivor left alive after all the generators have been powered, you get an audio notification when looking in the killer's direction, and this notification has a 20 second cool down.

Dead Hard - "Activate-able perk. You can take a hit if you know it's coming. When injured and running, tap into your natural toughness to give yourself 1 second of Endurance. Causes the Exhausted status effect for 60/50/40 seconds. Dead Hard cannot be used while Exhausted. You do not recover from Exhausted while running."

Decisive Strike - As is, but nerfed to be active for 20/30/40 seconds instead of 40/50/60.

Deja Vu - As is, but the revealing happens for all survivors instead of just you.

Deliverance - As is, with the following slight buff: If you are the first person hooked, entity progress is slowed by 10% in the first hook stage.

Desperate Measures - Fine as is.

Detective's Hunch: As is, with the following slight buff: Totems and unopened chests within 12 meters of the completed generator stay revealed.

Distortion: As is, with the following buffs: You start the trial with 2 tokens. You also gain a token for each generator you complete and each survivor you safely unhook.

Diversion: As is, with the following changes: It is activate-able at the start of the game, and it only takes 30 seconds of being within the killer's terror radius to activate. When thrown, a loud noise indicator is created near the point of impact at the nearest possible point for a loud noise indicator to be created (window, generator, chest, or locker).

Empathy - Fine as is.

Fixated - As is, but now also works while injured.

Flip-Flop - As is, with the following buff: The killer hitting anyone while you are being carried gives you an automatic 10% wiggle progression.

For The People - Not experienced enough with it, but it seems fine to me.

Head On - As is, but stuns for 4 or 5 seconds instead of 3.

Hope - Combine this with No One Left Behind, and eliminate the Haste effect once a gate has been opened.

Inner Strength - As is, but takes 12/11/10 seconds to heal instead.

Iron Will - Fine as is.

Kindred - Fine... as... is??? If it isn't, I'm too attached to try balancing objectively.

Leader - "You're able to organize a team to cooperate more efficiently. When another survivor is within 8 meters of you for 10 seconds, Leader activates for them. The next time they are healing, sabotaging, cleansing, opening an exit gate, or searching a chest, the speed of the action is increased by 25%. The unhooking action of a survivor affected by Leader is instant. Leader deactivates once the action is completed or abandoned. Survivors can only be affected by one Leader effect at a time."

Left Behind - As is, but with the following change: "If the hatch is closed and you are the last survivor left alive, you can attempt to pick the lock on the hatch open. This process is audible in a small radius and takes 15 seconds, during which you have to deal with considerably difficult skill checks. If you fail even one skill check, the perk deactivates and the killer receives a loud noise notification."

Lightweight - As is, but buffed to 2/3/4 seconds.

Lithe - Fine as is.

Lucky Break - As is, with the following changes: "Decrease time without bleeding to 60/90/120 seconds, but it resets after each time you are unhooked or escape from the hook. After being unhooked from the struggle state, if you have stayed in the injured state for 120 seconds, you instantly heal to the healthy state."

Mettle of Man - As is, but decrease the number of protection hits required to 2, and the perk can only be activated twice.

No Mither - As is, but you are only affected by the Broken status effect after you have recovered from the Dying State on your own once.

No One Left Behind - See the "Hope" perk suggestion.

Object of Obsession - As is, but with the following change: "Can be used to reveal the killer's aura for a total duration of 20 seconds if you're the Obsession, or 15 seconds if you're not, after which the perk deactivates. The perk reactivates after you are unhooked or escape from the hook."

Off the Record - Again, no experience with this so far, so it might be fine. I'd suggest the following buff since people don't seem to be using it: Scratch Marks are also moderately less discernible while it is active.

Open-Handed - As is, but also shows you the perks of anyone you are healing or working on a generator with.

Pharmacy - As is, but adds Gel Dressings and a Sponge to the Emergency Med-Kit.

Plunderer's Instinct - Maybe fine as is, but maybe move the faster search speeds from Pharmacy to this perk.

Poised - As is, but also triggers when you, in particular, unhook survivors.

Premonition - As is, but changed to a 15 degree cone and given a cool-down of 40/30/20 seconds.

Prove Thyself - Fine as is.

Quick & Quiet - Fine as is.

Red Herring - Not experienced with it, but it seems under-powered, so here's my suggested change: "Activate-able ability. After repairing a generator or being inside a locker for at least 3 seconds and leaving the generator or locker, it will be highlighted to you with a red aura. The object stays highlighted until you leave a different generator or locker. While on a generator or in a locker, press the active ability button to trigger a loud noise indicator at the highlighted object. Red Herring can only be triggered every 80/60/40 seconds."

Repressed Alliance: As is, with the following changes: Other survivors can end the blocking effect early by getting on the generator. If another survivor gets on the generator early, you regain charge on Repressed Alliance for the seconds it was not blocked when it otherwise would have been.

Resilience: Combine this perk with This is not Happening.

Saboteur: I don't think there's a way to make sabotaging a viable focus in this game without making it extremely obnoxious. That said, I would perhaps suggest this small buff: The sabotage action has a cool-down of 60/50/40 seconds.

Second Wind: As is, with the following changes: "While Second Wind is activated, the next time you are unhooked or unhook yourself, you move at 150% movement speed for 4/5/6 seconds as well as being affected by the Broken status effect." It also needs to heal you if applicable once Deliverance's Broken state ends.

Self-Care: Fine as is.

Slippery Meat - Probably just delete it.

Small Game - As is, but with a 30 degree cone and a counter for how many totems are not cleansed.

Sole Survivor - As is, but with the following buff: "For each dead survivor, all your non-repairing action speeds are increased by 5% and your movement speed is increased by 2%."

Solidarity: "While injured, healing a survivor also heals you at a 40/45/50% conversion rate. This conversion rate can also apply to a second healing survivor, if they are also injured. If you are Broken but would have been 50% healed or more at the end your healing action, you are no longer Broken, but still injured with no progress."

Soul Guard - Fine as is.

Spine Chill - Fine as is.

Sprint Burst - Fine as is.

Stake Out - As is, but buff the tiers to cap at 6/7/8.

Streetwise - I haven't tried it out with the new toolbox changes, but it seems hypothetically like it'd be worse than before. I also think it's very boring. This will be highly controversial, but here's my suggested change: "You know how to use your tools to stick it to the man. When you use a flashlight, it blinds 50% quicker and the blindness duration lasts 50% longer."

This is not Happening - See the "Resilience" perk.

Technician - "You are apt at handling machinery with the greatest care and precision. Any generator you are working on has it's hearing distance reduced by half. On a failed repair skill check, there is a 50/60/70% chance the generator explosion will be prevented.

Tenacity - "Your ferocious tenacity in dire situations allows you to crawl 50/60/70% faster and recover at the same time. You suffer no stagger when being put into the dying state."

Up the Ante - "I mean really, what's the worst that could happen? When you leave a generator at 80% or more progress, when it starts regressing, it regresses at 80/70/60% of the speed it would otherwise regress. 'Sometimes, you just gotta have faith that our gal Fate won't let your hard work be for nothing.' - Ace Visconti"

Unbreakable - Fine as is.

Urban Evasion - Fine as is.

Vigil - "Any other survivors within 16/20/24 meters of you do not suffer the effects of Hemorrhage, Hindered, Mangled, or Blindness as long as they remain in that range of you, though any timers on those status effects will continue to run out. Any other survivors within that range will recover from Exhaustion as though they weren't running. Anyone in that range but not running, including you, will recover 10% faster from Exhaustion."

Visionary - As is, but with the following buff: You can also tell the progress of a generator by the intensity of it's aura within 20 meters. All maps are treated as Rainbow Maps when you use them.

Wake Up! - As is, with the following changes: "Within a range of 48 meters, you can see the progress on exit gates by the intensity of their auras. Until an exit gate is opened, survivors within 20 meters of you see you outlined in a blue aura. When the exit gates are powered, you become the Obsession."

We'll Make It - As is, but with the times nerfed to 20/30/40 seconds.

We're Gonna Live Forever - Bloodpoint perks are tricky to balance agreeably, but here's my attempt: As is, but when you take a protection hit for someone running from the killer or get a safe unhook, the person you saved gets a speed boost as though they had been hit by the killer's main weapon.

Windows of Opportunity - As is, but while the perk is active, you vault 6% faster, and dropped pallets stun for 1 additional second. It becomes inactive after interacting with two windows or pallets.


KILLERS

A Nurse's Calling - As is, but only shows you auras of survivors who are 50% or more healed.

Agitation - As is, with the following buffs: Terror radius increased by 16 meters instead of 12, and hooking speed is increased by 50%.

Bamboozle - Maybe fine as is, if not: "Your vault speed is 10/15/20% faster. Performing a vault action calls upon the Entity to block that vault location for 12/16/20 seconds. Only two vault locations can be be blocked in this way at any given time."

Barbecue & Chili - Another bloodpoint perk... I would only suggest that it not show the aura of downed survivors, but maybe it's fine as is.

Beast of Prey - As is, but you gain Bloodlust tiers 30/40/50% faster, and you gain 50/75/100% more bloodpoints for actions in the Hunter category

Bitter Murmur - "When a generator is fully repaired, any survivors who finished the repairs will have their auras revealed to you for 5 seconds."

Blood Echo - "When hooking a survivor, all other healthy survivors suffer slightly from the Hemorrhage status effect for 30 seconds, and other injured survivors suffer from it considerably for 45 seconds. Healthy survivors are Exhausted for 30 seconds, and other injured survivors are Exhausted for 45 seconds."

Blood Warden - As is, but increase the blocking duration to 40/60/80 seconds.

Bloodhound - Not great when you aren't geared for it, but great when you are. Not sure it needs changes.

Brutal Strength - "Destroy walls and dropped pallets 10/15/20% faster. Additionally, damage generators 25/30/35% faster.

Corrupt Intervention - The amount of times I've seen this run recently tells me it doesn't need changing.

Coulrophobia - "Healing slows down for survivors in your terror radius. The rate of slowing increases over 5 seconds, until it stops and it is no longer possible to gain a health state in your terror radius until they leave it." (even with Inner Strength)

Cruel Limits: As is, except the blocking effect occurs across the map.

Dark Devotion - As is, but with these changes: Get rid of the 'basic' attack requirement and increase the tiers of time to 20/30/40 seconds. It just might be somewhat effective then. Alternatively, make these changes but also get rid of the Obsession requirement and make it so the perk can only activate every two minutes.

Dead Man's Switch - As is, but blocked generators can still regress, and you can kick blocked generators.

Deerstalker - As is, with the following buffs: You can see how recovered they are (like a killer's Buckle Up.) You also see their aura for one second when they recover to the injured state, no matter their distance.

Deathbound - As is, but the survivor is also Blind to all auras except for the aura of the survivor they healed.

Discordance - I run it quite often, and it does it's job for me. Other than reversing the tier order, I want to keep it the same. A blue aura would be nice to differentiate between Discordance and Surveillance more easily.

Distressing - Fine as is.

Dragon Grip - As is, but reduce the cooldown to 100/80/60 seconds.

Dying Light - And now we're at perks that are either almost totally overwhelming or utterly useless depending on the killer. I don't know if this perk is broken, so I definitely wouldn't know how to fix it.

Enduring - Pretty beautiful right now. I'd make it work with locker stuns too to counter my buffed Head On.

Fire Up - As is, but 4/4.5/5% instead of 3/3.5/4%.

Forced Penance - "Survivors who take a Protection Hit are inflicted with the Broken, Exhausted, and Blind Status Effects for 40/50/60 seconds. If the exit gates are powered, they are also inflicted with the Hindered Condition for 5 seconds."

Franklin's Demise - As is, but buff the tiers to 0/10/20%.

Furtive Chase - As is, with the following buffs: Each token reduces your terror radius in a chase by 6 meters instead of 4, and each token also reduces your terror radius out of chase by 2 meters.

Gearhead - As is, but with the following changes: The aura is now bright green instead of yellow (no overlap with Discordance or Surveillance), the perk is activated for 30/35/40 seconds, it can be triggered by any attack instead of only basic attacks, and it has a cooldown of 20 seconds before you can gain tokens again after being activated.

Hangman's Trick - As is, but sabotaging a hook now takes 6 seconds, and hooks respawn after 20 seconds.

Hex: Blood Favour - "A Hex that gains the favour of The Entity when blood is spilt. When a Survivor is hit with a Basic Attack, after 3 seconds all Pallets within a radius of 16 metres of the survivor are held in place by The Entity for 15 seconds and cannot be pulled down by Survivors."

Hex: Devour Hope - I'd only change the 2 tokens effect: Gain a 3% haste status effect, 5 seconds after hooking a survivor, for a duration of 16/18/20 seconds.

Hex: Huntress Lullaby - Nothing inherently wrong with the idea I think, but since survivors can ignore and adapt to this hex unlike others, especially at high ranks, I would suggest making the hex totem unlit to disguise it as a dull totem, so it is casually destroyed less often.

Hex: No One Escapes Death - This one is very divisive, but I don't have much of a problem with it. Survivors need a potential secondary objective anyway.

Hex: Retribution: Fine as is.

Hex: Ruin - Yes, gen rushing is real, especially for killers with low mobility or who take time to set up. That needs to be addressed, but I don't think it's new Ruin's fault for not being old Ruin. This perk seems to be in a good place. Ruin is still a very prevalent perk pick.

Hex: The Third Seal - Somewhat undervalued, but not the strongest perk. I'm not sure this one needs to be limited to basic attacks either, though maybe. It might be nice if it only lit up after at least one person was under its effect.

Hex: Thrill of the Hunt - Does it's job. No change.

Hex: Undying - Fine as is.

I'm All Ears - Don't own this perk, so I'm going with my gut again: Reduce aura reading range to 24, but buff the cool-down tiers to 40/30/20.

Infectious Fright - Does it's job well. Useless on some killers and very strong on others. If it needs a buff at all, I'd simply add; "each survivor who screams due to Infectious Fright increases your terror radius by 4 meters for 20 seconds."

Insidious - Good for basement Bubba and less mean memes. I wouldn't actually want this perk to be good if it still served the same purpose. I'm going to re-purpose it into a crutch perk for new killers that can still be used for memes: "If you haven't injured, downed, or hooked a survivor in 120/105/90 seconds, this perk activates. While Insidious is active, you have no terror radius. This perk deactivates when you injure, down, or hook a survivor."

Iron Grasp - Does it's job, I think. I'd suggest a buff of 50% increase to the speed of the picking up action.

Iron Maiden - Decent, but the Exposed status effect very rarely lasts long enough to matter. I'd change the length of the Exposed status effect to 25 seconds.

Knock Out - Niche. I think that's fine in this case, but it needs to fill that niche better. Changes: As is, but the crawling and recovery speed of dying survivors is reduced by 50%.

Lightborn - "You are immune to the effects of flashlights. Whenever a generator is fully repaired, gain a 5% haste buff for 4 seconds."

Mad Grit - As is, with the following buffs: Hitting a survivor will never cause automatic progression (see Flip-Flop and Breakout suggestions). Having a pallet dropped on you while you are carrying a survivor does not cause you to drop the survivor. Also, fold Unrelenting into this perk.

Make Your Choice - Fine as is.

Mindbreaker - As is, minus the "less than 50% repair progression" part, and change the tiers to 2/4/6 seconds instead of 1/2/3 seconds.

Monitor & Abuse - As is, but with the following nerfs: Terror radius increase and decrease is reduced to 6 meters instead of 8, and it offers no FOV increase.

Monstrous Shrine - Should probably just be deleted, but here's an alternative: "When you are further than 32 meters from a hooked survivor, entity progression speed is increased by 25%." Thank you to @Animator for the idea.

Nemesis - As is, but the effects are triggered only once/if they aren't in your terror radius.

Overcharge - As is, but with the following changes: Any survivor interacting with the generator for the first time since the last time it was overcharged is faced with the skill check. Failing the skill check also causes the generator to go on the fritz, preventing interaction for 5 seconds.

Overwhelming Presence - Like Streetwise, not sure if this is better or worse now, but I suspect it isn't good enough either way. Rework: "Your presence alone causes your victims to make stupid mistakes due to fear. After being in your terror radius for 15 consecutive seconds, a survivor's next quiet action - slow vaulting, walking into or out of a locker, using Quick and Quiet - will create a loud noise indicator instead."

Play with your Food - As is, but offensive actions that injure or inflict Deep Wounds on the obsession don't spend tokens, though downing them still spends a token. Hooking the Obsession spends all tokens.

Pop Goes the Weasel - Fine as is.

Predator - "Scratch marks left by survivors are moderately more discernable, point in the direction the survivor went, and cannot be eliminated by perks."

Rancor - Fine as is, I think.

Remember Me - "Each time you hit your Obsession, you increase the opening time of the exit gates by 5 seconds, up to a maximum of 20/25/30 additional seconds. The Obsession is not affected by Remember Me. If there is only one survivor remaining, they are now the Obsession."

Save the Best for Last - A decent number of killers are making decent work of this perk. It's close to needing a buff, but I don't think it does.

Shadowborn - As is, but the perk lights up when your aura is revealed to someone.

Sloppy Butcher - Fine as is.

Spies from the Shadows - As is, but you no longer disturb crows.

Spirit Fury - Fine as is.

Surge - Not too far from where it needs to be. Changes: Generators affected by Surge with a survivor repairing them instantly regress by 12% instead of 8%. Surge cannot affect a generator that has not been interacted with since the last time Surge affected it. Surge can only be triggered every 40/30/20 seconds.

Surveillance - Already reworked very well. I'd suggest a slight nerf to the yellow aura reading to 6/10/14 seconds.

Territorial Imperative - As is, but with the following changes: The perk lights up once you are 32 meters away from the basement entrance. Territorial Imperative does not show the auras of injured survivors. Territorial Imperative has no cool-down. Basement chest takes 10% longer to search. When Territorial Imperative highlights an aura, the killer gets a subtle sound notification.

Tinkerer - I don't think it's too bad. I'd suggest a slight buff of 10/12/14 seconds to the times without a terror radius.

Thanatophobia - Fine as is.

Thrilling Tremors - Haven't played with it, and can't really guess at its effectiveness. Seems to be getting moderate use.

Trail of Torment - As is, but with the following change: The generator's Aura is only revealed for 8 seconds.

Unnerving Presence - As is, but with the following buff: While affected by Unnerving Presence, good skill checks reduce your repair speed by 30% for 8 seconds, or until your next skill check. Great skill checks provide no bonus progression.

Unrelenting - Fold into Mad Grit and delete it.

Whispers - Fine as is.

Zanshin Tactics - As is, but with the following changes: Zanshin Tactics becomes inactive when a survivor is downed, rather than damaged, for 60/50/40 seconds. As long as Zanshin Tactics is active, any survivor in a chase with you that stays within 8 meters of the same pallet or window for 6 seconds has their aura revealed until they move further than 8 meters from the pallet or window.



Well, that's it. If you read this at all, thank you. If you have scalding feedback, throw it at me. I did my best with the knowledge and experiences I have. If others have clearly better suggestions, I'll edit this post to replace my ideas with their better ones and maybe we can build a better balanced perk list together.

Post edited by Blazelski on

Comments

  • Ancheri
    Ancheri Member Posts: 157

    Next patch, I guess

  • Blazelski
    Blazelski Member Posts: 351

    Bumping, though I understand why people wouldn't want to read this. Feedback genuinely appreciated, since I'm very fallible. I daydream of an overall community-approved perk overhaul that can be handed to the developers on a silver platter, though I know that's unrealistic due to how vastly opinions differ.

  • GHERBEARRULES
    GHERBEARRULES Member Posts: 265

    Instead of that for the tenacity buff, i would say:

    Tenacity:

    There is nothing stopping you


    Your ferocious tenacity in dire situations allows you to crawl 50/60/70% faster and recover at the same time. You leave no stagger when being put into the dying state.



    You know what i mean by that annoying stagger you have when you get downed? You cant crawl for a second and when you can you get picked up.

  • Blazelski
    Blazelski Member Posts: 351

    9/18/2020 I updated this post with the new perks released to this point, and switched in your Tenacity suggestion.