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If you could change a perk what would you change and why?
Just thought this would be fun to see what people would change. For me its not a big change id make no mither not drop blood orbs. And before people say "well that shutdowns the oni" calm spirit to doctor slippery meat to trapper urban evasion to hag and iron will to spirit. Infinitely supplying blood orbs to oni is not a good thing especially when you can already be one hit downed. So what changes would you guys make to a perk?
Comments
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No cooldown on Surge
I get it, by the time the cooldown is over you probably haven't downed anybody, let alone by a gen you haven't already hit with your previous Surge.
But
It would still be nice to have the possibility to happen there, especially on a perk that is already limited to a 32 meter radius instead of your Terror Radius.
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Completely change DS. Again. An instant wiggle out is not going to be balanced in any way.
Instead, have it so that once you reach 80% wiggle progress, you can hit a skillcheck and finish progressing the wiggle bar. This would have the perk synergize with stuff like Flip Flop, Boil Over, Breakout (on others), and sabotaging in general. This would promote the use of these other perks and strategies, change the perk from the oppressive mess it's been since release, and provide that "I wiggle out faster" perk that has been suggested multiple times in the past.
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Change ruin into old ruin. This would balance gen speeds.
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That change would easily kill DS and promote tunneling
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Hex: Devour Hope
I'd probably make the +5% movement speed permanent. (Well, permanent until the match is over or the Hex Totem is cleansed, of course.)
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Wouldnt noed need to be reworked then?
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Furtive chase, just a bad perk in general. Perhaps buff it to place oblivious on everyone but the unhooker for 1 mins. Unhooker gets debuffed by exposed for 30 seconds.
Diversion, convert to exhaustion perk, instead of a pebble, a decoy of yourself runs to an area, can vault pallets / windows for 5/6/7 seconds. Think of a bit like mirage from apex. Can not be used while killer has vision of you. I think this would make it more useful, while also being more viable and offer strategic play.
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How so?
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This would kill DS about as much as the Ruin change killed Ruin. It would still be a powerful perk; It would just require more effort to get value out of it. Wiggling out 20% faster is a very valuable advantage to have, especially combined with decent teammates that can help extend the time you have to wiggle.
Plus, killers that tunnel will tunnel through the current DS if they have to, and sometimes they tunnel just to make sure they have one DS exhausted. I don't really see many games becoming a tunnel fest just because DS got changed.
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If dh has the exact same effect but is earned while noed is given
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Only one perk? That's tough. I'm not sure whether I'd make Unnerving or Overcharge useful in high ranks by themselves, stop DS from being an anti-momentum perk, make DCs give tokens for perks like BBQ, or remove the cooldown from Thrilling Tremors.
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Diversion. I would give it a straightforward cooldown instead of that dumb condition of having to stay in the Killer's TR. It's already a gimmicky perk; the TR thing is just overkill.
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Self-Care. I’d decrease the time it takes to heal by 25%. It would make playing solo less frustrating.
Inner Strength. Allow it to stack up to two heals after cleansing two totems.
Monstrous Shrine. Killer gains movement speed for each hooked survivor in the basement.
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Open-Handed. As is, it extends aura-reading range but it feels to me that more auras are on a timer restriction, rather than range restriction. I therefor feel that Open-handed should be range-nerfed but also having a timer extension.
For example, currently it's "Increases Aura-reading ranges by 4/6/8 metres." but I'd make it something like "Increases Aura-reading ranges by 3/5/7 metres. Extend aura-reading duration by 0,5/1/1,5 seconds"
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Cruel Limits effects the entire map, not just around the generator that it was completed on. It would make it so much more useful and it's only useful 5 times every game, and you don't want that to happen.
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Yeah?
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Fixated, let it work when you're injured.
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Bruh that Cruel Limits with Bitter Murmur would be pretty funny to see
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Territorial Imperative: Now reveals the aura of all survivors that enter the basement regardless of distance and no cooldown.
It would finally put an end to all those filthy survivors that keep robbing me! The chest is MINE!
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Decisive Strike: Lasts for 7 seconds, but the timer stops while running and in the dying state. Prevents immunity in lockers as well as slugging to tunnel around the DS.
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I'd change DS - 2 Stacks instead of a 1 time usage. Only if unhooked in the killer's terror radius will it become activated. Killer has to hook another survivor in order for the Perk to disable. Survivor cannot be slugged, perk will remain active if survivor is slugged.
NOED - Remove the Hex Perk and gain a stack after 3 hooks. Can only be used during End Game. Stacks will not drop if killer downs an injured survivor.
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Well nerfing ruin was a necessary evil though,because of that the devs changed most of the maps that were really rough for killers.
Furthermore it would be just a meme perk at that point just like Breakout and quite broken if you pair that DS with breakout,sabotageing/bodyblocking hooks with coordinated players.
The difference is if killers want to tunnel,d-strike makes sure to punish them for it,giving that survivor a lot of distance and enables the other survivors to punish the killer for tunneling by doing gens.
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Does the perk stun for 7 seconds OR can the perk only activate within 7 seconds?
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make remember me have no cap. EASY BOIS
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I would absolutely hate that as a survivor.You get hit/downed because your teammates were finally doing what they are supposed to do while you are being chased.
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That would make stealth killers the perfect tunnelers.
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Babysitter - Increase the no scratch marks or blood trail time to 20 seconds.
8 seconds is so extremely short that it is basically impossible to make any sort of value out of it.
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You are absolutely correct, thank you.
Then a 12 or 24 Meter Radius.
I'll make it a 36 Meter Radius, then wait for killers to complain, nerf it to 24 and they'll be forced to be satisfied.
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DS, no longer wears off over time but instantly wears off when you perform any action other than vaults and pallet throws or someone else is hooked. Also inactive when all gens are finished or you are the last survivor.
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It would be powerful, but if the Killer relies on this perk that means they are only ever getting 5 downs at most.
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It only activates within 7 seconds, but that timer stops. The stuntime can stay, its a strong but deserved stun.
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Then the Killer just needs to moonwalk for 7 seconds. Because moonwalking is not a "chase".
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Its not bound to a chase. Its the same as Deep Wounds, where you keep running to pause the timer. Its probably the least cheesable way, since you can't moonwalk or manipulate your terrorradius.
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Ah okay, that's fair. Though it effectively gives downed Survivor immunity to be picked back up again since it pauses if you get downed.
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Unnerving Presence. Disables progression bonuses for Great Skill Checks while affected by it
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Yep, I feel like jumping in lockers for immunity and slugging until DS runs out are not intended mechanics. They just happen to work, but they're pretty lame for both sides and a clean anti-tunneling perk would be better.
Though while writing this, i imagine you can constantly run in front of the killer and force the DS this way, if the timer pauses in dying state.
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This makes sense since good survivors will hit through unnverving anyway.
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Give WGLF's bonus BP to Kindred. Now people will be more likely to run it.
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I'd make Overcharge not give telekinesis.
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? Isnt that the only counter to survivors just tapping a gen to stop regression.
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Huntress lullaby. I love the concept of forcing peoples attention away, but it's such a weak perk even without it being a hex.
So I'd remove the Hex part of the perk, slightly decrease the regression, and make the skillchecks get slightly smaller with each token. I'd also make skillchecks a little less random overall so other skillcheck perks, including Lullaby, actually get value without getting EXTREME value or 0 value.
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Beast of Prey just straight up removes the Red Stain instead of making you Undetectable, get rid of the whole Bloodlust requirement, and buff the 50% bonus Hunting category BP to apply after the game, not during it.
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The skill check can be done while running from any distance. It's the only skill check that does this.
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So would you make them be still to hit it or what?
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Have to stay at the gen long enough to hit it, same as every other skill check in the game where leaving it causes it to fail. Regression would still stop on the tap but they'd still take a short term penalty to tap and run if my knifes on their back when they tap. Would make it a decent pressure tool to prevent taps while present. Gives the perk an actual use and would combo well with surveillance. Right now it's a garbage pop wannabe,inferior in every way.
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Unrelenting.
Love the perk, and it can really throw off good survivors used to the usual cooldown, but it's not enough to justify a perk slot most of the time.
I think it should also add a lunge boost, some thing like
Missed attack cooldown is reduced by 20%.
Start the Trial with 3/4/5 Tokens. Each Token increase the distance of your lunge by 5%. Lose a token each time you hook a survivor.
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NOED: for every totem that is left on the map when the exit gates are powered, you gain a stack. Once NOED is active, all remaining totems will be lit up. Every time you hit someone, you lose a stack and one of the totems automatically snaps. NOED can still be a comeback perk, but it won't be as game changing or oppressive.
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Overcharge should trap you on the gen when you tap it, that way you can't tap gens in a chase without getting hit/grabbed
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Breakout: more radius of action, like 9-12 metres
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No red stain at all? That would be cooked AF.
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