Fair rework to some perks. Devs, check this out!
Before we begin, I'll have to say, that I play both sides. These suggestions are unbiased as possible. I have over 1.5k hours in dbd. Oh, and also, this is gonna be long post.
Legend:
Old effects of the perk, which still apply written in italic.
Old effects which don't apply striked.
New effects written in bold.
(My comments and reasoning put in brackets)
Survivor perks
Boil Over
You are a battler and do everything to escape a foe's grasp.
Your Struggle Effects on the Killer are increased by 25/50/75 %.
You obscure the Killer's ability to the Auras of Hooks
that are within a range of 10/12/14 18/22/26 metres.
(Default time to wiggle is 16 seconds. Default speed of the killer, carring survivor is 3,68 m/s. This results in 58,88 meters of distance. Even with those effects killer still easy make it to the hook, especially, when hook in his LOS anyway.)
Calm Spirit
Animals seem to trust you as they often stay calm in your presence.
Reduces chances of alerting Crows by 80/90/100 %.
Your calm spirit can overcome the urge to scream.
Your breathing sounds are reduced by 15/20/25%
(This perk could use small buff, making it a bit less situational.)
Decisive Strike
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 50/60/70 seconds.
Decisive strike become innactive if killer hooks another survivor. (It still activates after next time you being unhooked, if you didn't use it before)
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check
to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases your chances of being the Obsession.
(DS is meant to be anti tunnel perk, right? Clearly, it's not a tunneling, if killer made another hook, grabbed you from locker and got DS-ed after 55 secs. Small buff for duration is made to compensate it a bit.)
Diversion
Activate-able Perk.
Standing within the Killer's Terror Radius while not in a Chase for 45 seconds activates gives one stack of Diversion. Diversion can have 2 stacks at max.
Once Diversion is activatedif Diversion have atleast one stack press the Active Ability button while crouched and motionless to aim your pebble. Release button to throw a pebble, which creates a distraction for the Killer at a distance of 10/15/20 metres. Action wastes one stack.
The distraction consists of:
- A Loud Noise Notification
- Scratch Marks
Diversion's timer resets once the ability has been activated. atleast one stack was wasted.
(It takes a significant time to earn stack. But it also take a significant time for opportunity to use it sometimes. Also, sometimes you need to be precise with your pebble. For example, throw it to the vault. By default, your pebble aimed at max distance, so you still can tap your Active Ability button for quick pebble.)
Lightweight
Your running is light and soft, making your tracks harder to follow.
Scratch Marks stay visible 1/2/3 seconds less than normal.
Your footstep sounds are reduced by 15/20/25%
You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.
You do not leave Pools of Blood.
Grunts of Pain caused by injuries are reduced by 0/25/50 % at any time.Grants the ability to fully recover from the Dying State
Stack-based perk. You earn one stack for every minute being in injured state. You lose one stack every time you heal from injured to healthy. Also, you lose one stack after being hooked.
1 stack: Your grunts of pain are reduced by 15/20/25% at any time.
2 stacks: You don't leave pools of blood.
3 stacks: Grants ability to recover from Dying state
4 stacks: Grunts of pain are reduced by additional 15/20/25% (makes it total 30/40/50%).
(This perk still encourages danger playstyle, but actually gives some benefits. I guess, everyone would agree, noone gonna slug old No mitther for obvious reasons. This rework opens up a bit of surprise factor for killer, since surv either could have it, could not have it or might be in need for stacks. From the other hand, killer also may notice that someone prefers not to heal.)
Object of Obsession
A supernatural bond links you to the Killer.
If you are looking in the Killer's direction, your link will reveal your Auras to each other.
This effect applies only if you are outside of the Killer's Terror Radius.
As the Killer's Obsession, this effect applies to a maximum range of 56/64/72 metres. Otherwise, it applies to a maximum range of 44/56/64 metres.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
(Change for this perk is very subtle an simple. If killer have Undetectable status effect, icon of the perk don't light up. It's not really fair to the killer, since survivors still manage pull some value from this perk, even when they shouldn't. This change also meant to raise a bit risk-reward bar, since reward still higher than risk, in my opinion.)
Second wind
You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.
When you have healed other Survivors for the equivalent of one Health State, Second Wind activates.
While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken Status Effect.
After a total duration of 34/32/30 30/28/26 seconds, Second Wind automatically heals you from Injured
to the Healthy State.
Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.
You will lose the Broken Status Effect once Second Wind deactivates.
Second Wind does not activate if you are already afflicted by the Broken Status Effect.
If you already affected by the Broken status effect which is higher than 30/28/26 seconds, you will be healed once you lose Broken effect.
(I mean, really, this effect should stack with Deliverence. Why not? You hardly see someone uses those perks anyway.)
Self-Care
Unlocks the ability to heal yourself without a Med-Kit at 50 60% of the normal Healing speed.
Increases the efficiency of Med-Kit self-heal by 10/15/20 %.
(Turn down your torches and listen to me a bit. 60% healing speed makes healing approximatelly 27 seconds. It's still high enough, but not completly nerfed to the ground, as it's right now. Anyway, if self-care pick rate rises a bit, then "no healing, rush gens" meta drops down a bit. See my point?)
Small Game
You have the undeniable capability to sense danger.
Get an auditory warning when looking in the direction of Killer Traps and Totems in a 45° cone within a range of 8/10/12 metres.
Small Game has a cool-down of 15/12/10 seconds each time it activates.
Only works on Traps that are set by Killers.
Small game shows how many totems left in the trial.
This Is Not Happening
You perform at your best when you are under extreme stress.
Great Skill Check success zones when repairing, healing and sabotaging get 10/20/30 % bigger when you are Injured.
Arrow speed also get 10/20/30% slower when you are injured.
Wake Up!
Unlocks potential in one's Aura-reading ability.
Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 metres.
While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 metres.
While Wake Up! is active, you open Exit Gates 5/10/15 % faster and can see marks on progress bar, which show when exactly every bulb lights up.
(This simple change could be a key to survival during last stand with killer. Not to mention, this perk could use small buff.)
We're Gonna Live Forever
Your few friends deserve the best protection.
Each time you perform a Safe Hook Rescue or take a Protection Hit for a Survivor, gain a stack-able 25 % Bonus to all Bloodpoint gains up to a maximum of 50/75/100 % and see killer's aura for 4 seconds.
The Bonus Bloodpoints are only awarded post-Trial.
(This perk is often compared to BBQ. From the other hand, BBQ gives some benefits, despite the bloodpoints. This small buff would be useless, if you stun killer, blind him to safe teammate or unhook right in his face anyway.)
Killer perks
Cruel Limits
Your ties to the otherworldly manifest when your prey attempts to get away. Each time a Generator is repaired to 85%, all Windows and vault locations within a radius of 24 32 metres from the completed Generator are blocked for all Survivors for the next 20/25/30 seconds.
(Iam adding a small buff to radius of this perk, since it barely useful right now. I'am also placing activation time at 85% to add some extra synergy with Tinkerer.)
Franklin's Demise
Your vicious Basic Attacks make the Survivors drop their Item on impact.
The lost Item is damaged in the fall, losing 0/5/10 % of its base amount of Charges.
Dropped item's aura highlighted in white. You hear sound notification when someone picks up item. This don't affect items in chests.
(This small change opens up some new tactics for killer and gives some additional info. Ain't it great?)
Gearhead
You've got an ear for well-oiled gears. After hitting a Survivor 2 times with your Basic Attack, Gearhead activates for 20/25/30 30/35/40 seconds. Each time a Survivor completes a Good Skill Check while repairing, the Generator will be revealed by a yellow Aura for as long as it is being repaired.
(As Otzdarva says, this perk is really weak. He made video about this perk, explaining everything. TLDR: This perk is bad, since there are much more reliable perks and effects tied to lots of conditions.
Thrilling tremors is active after 2 hits, BBQ is active after 2 hits. This perk have POTENTIAL to activate IF survivors hit normal skillchecks. If they hit great skillcheck - it's not gonna work. If timer runs out - gen will be highlated in red again, so you don't really know if survs continued repairing or left. Description don't really clarify that. If survs don't have skillcheks - it's not gonna work. If you use Shred, Ambush, Chainsaws or Hatchets - it's not gonna work either. Too many conditions. This perk needs a buff.)
Hex: No One Escapes Death
A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it. While Hex: No One Escapes Death is active, Survivors suffer from the Exposed Status Effect and your Movement speed is increased by 2/3/4 %.
The Hex effects persist as long as the related Hex Totem is standing.
Token-based perk. At the beginning of the trial you recieve amount of tokens, based on the dull totems left in the trial. You lose tokens, if survivors cleanse dull totems (with Haunted ground: you gain one token if it's activated before gates were powered).
When generators are powered, you gain additional 2/3/4 movement speed and ability to down survivors in one hit if you have atleast one token left. Every successful attack consumes one token.
(This is my suggestion to nerf NOED. It's not a HEX perk now. You gain small buff to movement speed, so you always get some value from the perk. This also weakens the perk, since it's value drops when survs cleanse totems. Survs still need to cleanse all dull totems to get rid of it, but every cleansed totem is now really feels like a step towards it. This also opens new interesting synergy with other HEX perks: the more HEXes you have, the less usefull your NOED will be.)
Insidious
Unlocks the stealth ability.
By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 metres and thus become stealthy until you move or act again.
Perk activates every second hook you perform. When active after 5 seconds you lose your terror radius for next 20/25/30 seconds. Effect applies only while you atleast 16 meters away from hooked survivor.
(I remember watching OhTofu trying to use this perk NOT for camping. Guess what? It's almost impossible. This perk is great for camping, useless for anything else. I present you rework, which opens up different interesting mindgames and great synergy with Dark Devotion, and also good for health of the game.)
Monstrous Shrine
Your fervent care of the Hooks found in the Basement has aroused The Entity's interest.
Second basement appears in the trial. There is no chest in second basement.
The Basement Hooks are granted the following bonuses:
- 3/6/9 % faster Entity progression.
- 5/10/15 % increased difficulty on escape attempts.
- 3/6/9 % increased penalty to escape fails
(I don't think that second basement will be too powerful, since firstly, it's not gonna spawn in certain maps with one basement and secondly, it's not like you always gonna make it to the basement. Third, sometimes it's better to hook survivor quickly and move on.)
You become obsessed with one Survivor. Each time a Generator is completed, the Obsession sees your Aura for 5/4/3 seconds. Each time a Generator is completed, all Survivors' locations are revealed to you for 3 seconds. Once all Generators are completed or hatch is closed, the Obsession has the Exposed Status Effect and the Killer can kill the Obsession. You can only be obsessed with one Survivor at a time.
(Simple change. When killer closed the hatch, survivors are kinda screwed anyway.)
Comments
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Just a small thing... OoO here is still not ok. The biggest issue with this perk is that, the swf with voice coms, will have so much intel on you that it is dumb.
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Well, yeah. But how do you change this perk tho? Maybe completely rework it, but I don't really know how.
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What is your problem with OoO. It is awful that it lights up if you are undetectable.
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By the way, it is nice. Please devs here is your key to make the game balanced. (And one gen slowing perk of course)
edit: OoO and DS should really be like that. https://forum.deadbydaylight.com/en/discussion/154416/suggestions#latest
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His problem is that this is still OP perk, even with my suggestion. Too bad, I dunno how to nerf it more. Maybe some numbers...
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Given the very obvious design flaws in most balance proposals, I have to say I was pleasantly surprised to find myself on board with most of these. Namely, Lightweight, Calm Spirit, Diversion, Object of Obsession, This Is Not Happening, Wake Up, Cruel Limits and Gearhead, I think are all great changes that would improve the game overall.
Boil Over, Second Wind, Small Game, We're Gonna Live Forever, NOED, Monstrous Shrine and Rancor, I'm a little suspicious of. They might be okay changes, or they might be too much, but I would have to see how they work in practice to be sure.
Decisive Strike and No Mither, while I understand where you're coming from, I think the changes you're proposing are based on a misunderstanding of the perks' intended functionality. Similarly for Self-Care - you may not see it very much in your games, but it's actually the most overused survivor perk by miles, comparable to old Ruin in terms of usage rate. It definitely doesn't need buffs to encourage people to use it. Plus, as it currently stands, healing yourself with Self-Care is equally as efficient as allowing a teammate to heal you. Any buff would make it more efficient, which would discourage altruism and might even bump it back up to meta level.
Franklin's Demise I think simply doesn't need a buff - it does what it's meant to do, and it does it well already.
Insidious, I really like the idea in theory, but I'm not sure if it's too strong, so perhaps the numbers could use some tweaking. Again, it's the kind of thing you'd need to test in a live environment to be sure.
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DS - many times a survivor is not unhooked until the killer is picking up a second survivor to hook. Because of this timing DS would be deactivated basically the moment the survivor is unhooked, the killer could just go straight back for that survivor knowing they definitely won't have DS after being off the hook for only a few seconds.
NOED is fine the way it is already, doesn't need a change.
Self Care doesn't need a speed buff.
Monstrous Shrine - don't give basement campers two basement options on a map.
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Hm, I didn't think about that...
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I don't think it happens as much in SWF but I see it alot as solo survivor. Even running Kindred I won't be saved until killer has picked up another survivor. It's either that or injured survivor goes for save while being chased without BT, is knocked down during unhook, killer then knocks down recently unhooked, picks up/hooks unhooker first to try and slug DS out of the other survivor. If that survivor has Tenacity/Unbreakable they have decent odds of being popped up before killer tries to hook them. If killer knows they don't have DS they'll just go right back on the hook.
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