What are some perks you think need buffs and how would you buff them?
I feel like there's currently so many perks in this game that aren't good. I see, from both killer and survivor players, the same few perks in 90% of my games.
For survivors, it's typically:
Decisive Strike, Borrowed Time, Adrenaline, Unbreakable, Dead Hard or Sprint Burst. Honourable mentions to Spine Chill, Prove Thyself, Resilience and Self-Care.
For killers, something like:
Corrupt Intervention, BBQ & Chilli, Pop Goes The Weasel, NOED, Ruin. Honourable mentions to Infectious Fright, Nurse's Calling, Enduring, Thanatophobia and Sloppy Butcher.
I personally would LOVE to see some variety in the meta and to see people utilise some different perks. I am always someone who loves weird/off-meta things so I do try out a lot of different perks, but they just don't get the same value or have the same strength as meta perks.
These are some of the perks I can think of I would like some changes for:
Hex - Huntress Lullaby: I think it would be good to keep the stacks after the totem has been cleansed. Just make it so you can't gain stacks after it's gone. Currently, it's slow to stack and is usually cleansed pretty quickly (in my experience).
Dying Light: The same issue as HL, takes too long to stack up and the Obsession is not affected by anything at all. I generally see the Obsession when I use this be extremely altruistic and make use of their additional speed. Perhaps add an extra 0.5% penalty speed for the other survivors? I am not too sure about this perk though because I find very strong on Plague especially. The Obsession not benefiting from the healing speed feels really good, and used in conjunction with Corrupt and/or Ruin, sometimes gens never get completed. But for the larger part I would like this perk to be useful on many killers.
Fixated: This perk should really just work when you're injured. That would make it pretty good.
No One Left Behind: Maybe trigger when all gens are completed and not when at least one exit gate is opened?
We're Gonna Live Forever: Needs some effect whatsoever so it isn't a wasted perk slot for more BP. I always liked the idea of combining it with Aftercare and giving Jeff a new replacement perk.
Mindbreaker: I would like to see the 50% repair cap removed and a small increase to the exhaustion time. Getting 50% of a gen done takes basically no time at all and a few seconds of exhaustion does practically nothing.
What are some perks you really like but think need buffs?
Comments
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I like your suggestions.
I think small game should have a totem counter so you know how many are left on the map.
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Small Game - 5/10/15% Totem Cleansing Speed Increase.
Territorial Imperative - Survivors exiting the Basement will now show the killer their Aura for 5/10/15 seconds. The perk has a 60/50/40 second cooldown.
Overcharge - The skillcheck will no longer be able to complete telepathically.
Hangman's Trick - Aura Reading Increased by 5%.
Furtive Chase - For every unhook, the killer gains the Undetectable status for 5 seconds and increasing by 5 seconds after every unhook. Maximum 10 stacks.
Pop Goes the Weasel - Can now be paired with Surge.
I have more but I need time.
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Oh boi, that would make Surge and Pop the new meta.
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I would just make it so DS would deactivate if you start repairing a generator. Honestly, you're not being tunneled if you're repairing a generator.
BT is fine, DH is fine (unpopular opinion), SB is fine, cause you know when it's coming, self care is in a good spot (has a huge upside while also having a huge downside), Spine Chill should stay where it is, resilience is great where it's at.
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Yeah, we need to shake the meta.
I'm trying to think of perks to replace the need for Corrupt, or BBQ, or Nurse's Calling.
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Yes are you indeed tunneled if you start repairing a generator.
How many times have you downed next to an almost completed generator, hooked next to it, then as soon as you get unhooked you try to finish it and the killer immediately comes back for you and no one else.
Happens to me all the damn time.
Back to topic:
Self Care: 20/15/10 second heal time but at 3 charge tokens only. Even tapping yourself to fully heal costs 1 charge out of 3.
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If you are able to take time to start repairing a generator, you can not possibly be getting tunneled. Just like if I hook you, and go hook someone else, you are not being tunneled. DS needs to be conditional, just like many killer perks are conditional. If the generator is that close to being finished when you get unhooked, do you know the killer wants you specifically? Or to come and stop you from doing the very thing they are supposed to stop you from doing?
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I'm not going to turn this thread into a Pro-DS thread.
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Furtive Chase: The effect of Furtive Chase now lasts for 15 seconds after a chase ends. Furtive Chase is no longer disabled if the obsession is sacrificed.
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Yeah reading your thread actually got me thinking about perks, which was the reason I decided to post this haha. I do agree Furtive Chase needs changing. Right now, to me, reducing your terror radius during a chase I don't think benefits the killer at all except for really niche situations.
I actually wanted buffs to weak and non-meta perks. Things you want to have fun using but just can't. I don't really want to turn yet another thread into a pro or anti-DS war.
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Zanshin tactics: Reduced cooldown from 40/35/30 to 30/25/20 (I really wished this was a perk for all killers it could help newer killers)
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I like most of the changes but keeping lullaby after cleansing would make it broken strong. Hiding it until atleast one stack is gained and maxing it at three would probably be good enough.
Hrx:Third Seal, spawns two hex totems, both need to be cleansed to remove the effect. Bam suddenly weaker hex totems have more usability without needing to be god perks. Bring enough totems to have more than 5? Just start cutting the double totems down to one each starting with the first slotted until 5 is reached.
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Aftercare: Instead of losing all aura reading when hooked it either:
- Keeps all Aura reading obtained but is disabled for a minute after being unhooked.
- removes the Aura reading for the Survivor who's Aura has been revealed the longest (whoever you got Aura reading for first) every time you're hooked.
Boil Over: Remove the Hook aura obscuring, replace with slowing the Killers carry speed by 4-6%.
Buckle Up: Remove the Aura intensity part, replace with Dying Survivors within 8 meters can recover at 50% speed while being healed.
Fixated: Works while injured.
Cruel Limits: Blocks all Vault Spots and Dropped Pallets within 32 meters of the completed generator for 30/35/40 seconds for Survivors, any Pallets dropped within 32 meters of the most recent completed generator while the perk is still active will be blocked for the remaining amount of time.
Fire Up: Also gives 1% Movement Speed for every 2 Tokens.
Franklin's Demise: Remove the Item is dropped part, replace with Survivors hit will have their carried item disabled for 30/40/50 seconds. Items that become disabled lose 5% of their maximum charges.
Furtive Chase: remove reduced Terror Radius in a chase part, replace with your Terror Radius is reduced by 4 meters per token towards the Obsession.
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Why the nerf for Franklins?
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Fixated: works when injured.
Thanatophobia: 4/4.5/5 for each injured survivor.
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Bbq is MOSTLY about points. If they increased bp earnings id run it a lot less
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...alright i hate to be that guy but if youre getting unhooked and immediately start working on a gen you cant call the killer a tunneler, youre basically mad cause he stopped you from completing a gen (you know, his job).
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How is it a nerf?
Remember to say why you think so or I can't exactly explain.
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For Killers:
Hex Lullalby is no longer a hex. The hook build up is enough or simply have it at max and remain a hex with no hook build up.
Hex Third seal simply applies blindness to whatever number of survivors as long as it stays up.
Thrill of thr hunt is no longer a hex. A minor bloodpoint gain and a sound notificationi s not OP enough to justify its hex status.
Hex Haunted Grounds shows its active totems as a different color to the killer so we know which ones to protect.
Dying Light: Fixed from a win harder perk to a slow down perk. It starts off max strength and gets weaker with every hook so it actually does something but dosen't seal the survivors fate if things start going down hill for them.
Unnerving Presence has its chance to increase skill check by 10% since it's the only passive perk that induces skill checks that don't require gens to be kicked.
Monstrous Shrines gets a much faster sacrefice rate and a blood points bonus for all basements sacrefices. It would still be a meme perk but it would have some application at last.
Fire Up: Grants a small haste effect each time a gen is finished for a short while-like 10 seconds- this haste effect increases from 3% to 5% to 7% and so on each time a new gen is finished. It's powerful but it gives fire up an actual use besides a minor increase in specific actions and grants the ability to punish gens completitions done too close to the killer.
Surge activates on special hit downs.
Remember me also benefits from hits besides from basic. Remember Me grants you a noise ping when someone starts opening the gate-but dosen't indicate which one is being activated-
Blood Warden just...activates. It solves the issue of trapping survivors when the EGC starts because it last for only a minute or so and solves it basically being metaed out by 99%.
For Survivors:
DS is turned into an item and is consumed when used. It reverts back to old DS. The better the quality the longer the stun and easier the skill check is. The skill check is always somewhat hard. DS skill checks are effected by unnerving,lullaby and madness skill check effects.
We're Gonna Make It: Buffs the unhooked person ability to self heal also by 100% for its second charges.
Small Game: indicates if there are totems still on the map. You get bonus points for cleansing all totems.
Slippery Meat has a bigger increase to chance to self unhook.
No One Left behind grants way more points for late unhooks and grants the unhooked person a free hit in exchange for a health state from the unhooker.
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Removes pretty much the entire killer synergies with it like laying traps on items that Hag, Fred, and Trap can use. Removes the bait as people never have to go back for their items. You even reduced the charge reduction so it kills the item slower. Given its probably one of hags best perks, especially with flashlights killing traps you did all that to what? Slow down medkits heals for less time, prevent less flashlighting, and prevent people from losing keys? Won't even auto disable full healing with brown medkits if they hit a great.
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I like a lot of these but I have two questions/arguments to consider:
Why would the killer want to protect Haunted Ground? It grants them instadown abilities and are essentially decoy totems to punish survivors for trying to cleanse a stronger hex. If HG never gets cleansed, it's a wasted perk slot. I do like the idea if applied to Devour Hope, however! I find that's usually the other hex HG is being used with.
For We'll Make It, giving a healing buff to the unhooked will practically nullify the perk in solo play. I love this perk and run it a lot, but people sometimes won't let me heal them; if I've now given them speedy heal power too, I'm cheating myself out of Altruism points. Maybe the alternative could be that there's like a 50% speed buff to self-healing for the person running the perk (not the person taken off the hook), or both healer and healed would leave no scratch marks for 3 seconds, or even that there's temporary Iron Will just during the healing process.
To main topic:
I would add something else to We're Gonna Live Forever. I use it for the stacks if I can get them, but if I go a game where I don't really get the chance, it becomes a useless perk because it offers nothing other than BP. Some sort of aura-reading could be useful (it's basically opposite BBQ so...), but I'm not sure how to implement it without it becoming like broken Kindred.
I would also buff This Is Not Happening. Resilience is the better injured perk to use, and I don't think I've EVER seen someone use TINH. Maybe granting BP bonuses or changing it such that the entire zone is a great skill check (so instead of 10/20/30% bigger, it becomes like 50/75/100% of the zone).
For Iron Maiden, I've always wanted the Exposed status to last a little longer. I love the random screaming in the match, but it's useless if the person's on the other side and I can't benefit from the perk. Not too much longer, maybe having it go 10/20/30 seconds instead of staying at 15. Would still require planning and such, but at least the stronger part of the perk gets a little buff.
Lastly - Unnerving Presence. Against good survivors that consistently hit skill checks, this helps more than hinders. I would add in that it also nullifies the great skill check progression bonus. If someone's hitting a lot of greats while this is active, they're going to finish whatever it is MUCH faster, so taking away that bonus is a good way to bring more worth to the perk.
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this is quite long but you can skim through the bold for a quick read.
• Aftercare - Honestly this perk is amazing. It’s map-wide Bond but you have to earn it and you can lose it. Maybe add a 10-15% (maybe stackable) healing speed bonus for each survivor affected by your aftercare. So if your aftercare is active on all 3 survivors then healing speed bonuses would be 30-45% faster. Or the bonus could be applied to only you for a more practical version of autodidact. Allow stacking with Botany, Resilience etc
If someone asked for a quick on the spot change to Aftercare then I would say change it so your aura is still shown to survivors that you interacted with prior to being hooked but your aura reading ability resets.
I actually misread Furtive Chase when I first started out using it. I thought it sounded amazing.. Then I eventually looked at the description properly and was super bummed. I 100% agree that each token should reduce your TR in general.
Boil Over I used to love but I swear hooks get closer and closer every day and the aura distribution was almost always completely useless.
• Boil Over - I’d like to see something like all hook auras are hidden and your wiggle wobbling potential cranked up to at least 120% from the 75. You’re bucking for your life let’s see some more tree and doorway struggles lol
Buckle Up I actually used this perk today and picked my friend up from dying to injured then I got smacked down by the Doctor. I must have misread this perk as well because the last two times I ran that perk I was expecting us to see the Killers Aura for 6 seconds similar to Breakdown and Babysitter. First time was a Billy and today was Doc. No perks or addons to prevent aura reading the killers
• Buckle Up - It think would be interesting to give the person that is now in the injured state a 5 second active ability window where they can sprint at 150% for 3 seconds and leave no scratch marks. If the sprint isn’t used within the 5 second window then the active ability option is removed
• Fixated - 100% on board with it working while injured. To balance things out maybe cause scratch mark to last 3 seconds longer across all tiers
• For the People - I legitimately think this perk should be useable while in the injured state. Putting yourself into the dying state to try and save someone else sounds like a beautiful sacrifice. It would also have great synergy with my fake version of Buckle Up. To Balance things out maybe have your aura revealed to the killer while in the dying state.
• Franklin’s Demise - this perk is brilliant and I bloody hate it. I hate saying it but this perk so far doesn’t need any changes. If you have ever taken that first hit and uttered something along the lines of “F^^k they have F^^^^^g Franklin’s”, then you know why it’s brilliant. The only true counter is not caring about any item you ever have or hope to survive with. It can alter how some people play and even cause them spend time looking for an item that is lost somewhere in the swamp instead of doing other objectives. If I use Franklin’s then I’d have to be in a pretty bitter mood and misery loves company.. It’s a me thing but I have honestly felt horrible for even using Franklin’s halfway through matches because now after playing for years it’s a minor annoyance “ah eff you Mr. Killer” when I’m the survivor but I’ve definitely had those bummed, depressed, miserable, bitter moments in the past coming across FD.. so I tend to use Lightborn and a Mori instead lol;p
• Hex: The Third Seal - just imagine how strong this perk could potentially be if the hex blinded you from skill checks until the totem is cleansed..
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About Haunted Grounds, they meant it's a different colour for the killer so they know to not protect it. Instead, they'll know which one is Haunted Grounds and which one is Ruin and be able to protect Ruin. But I 100% agree about We're Gonna Live Forever. Some games I don't get above 1 stack, whether it be because I died early or the killer barely hooked anyone, it just feels so wasted.
A few more perks I've thought about as well:
Cruel Limits: I think some sort of warning that a gen is about to pop (like Tinkerer) would do this perk good. Like being notified that a gen is 85% done but you don't get the Undetectable status (it just seems like a huge waste of perk slots to use half of them for Cruel Limits and Tinkerer). Or, increase the range and blocking dropped pallets as well.
Second Wind: I honestly believe removing the requirement to heal someone else would make this perk really good. At most it's 2 free heals, which isn't a lot but it's so much better than what the perk is currently and would perform much more up to par with Inner Strength.
No Mither: Always loved the idea that many people have said that you start the trial healthy, but as soon as you're injured/downed for whatever reason, you stay broken for the rest of the trial. Also, just give this perk a built in Iron Will.
Lucky Break: Halve the timer and let it activate each time you're injured or something. Most of the time if you get hit, the killer is chasing you anyway and hiding blood trails won't do very much.
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mind breaker: should give you exhaustion no matter how far along the gen is or make the exhaustion last for 5 seconds
surge: make it's affect regress gens by 10% and when you down a survivor with your power or basic attack. (doesn't even make sense on demo when you down someone with shred most of the time)
Cruel limits: Make it so any survivor who completes a gen cant preform the vault action for 45 seconds or at least 30 seconds. would solve its range issue.
Hex the third seal: applies the oblivious status effect to a survivors you hit with a basic attack for 30 seconds on top of what it already does.
Fire up: increases your movement speed by 1% and vault speed, breaking speed, and pickup speed by 4% for each gen completed.
play with your food: LANDING a basic or special attack consumes 1 token
territorial imperative: healthy survivors who leave the basement or the shack have their aura revealed to you for 10 seconds
Furtive chase: change the TR effect to; when starting a chase with your obsession you gain 1% movement speed for each token for 5 seconds. (really anything can work this perk sucks, it needs a rework.)
Forced Penance: increase the time a survivor is broken to 35/40/45 seconds, a max of 30 seconds is nothing.
trail of torment: Again increase the time to 20 or 25 seconds. 15 seconds is too short to gain much of an advantage especially when the survivors know where you are coming from.
monstrous shrine: this perk just needs a rework, here's mine. for each survivor hooked in the basement all survivors get -25% to repairs, cleansing, opening the exit gates, and healing. This effect does not apply unless you are 24 meters away from the basement (to stop camping)
overwhelming presence: item consumption rate increases by 80%/90%/100% and injured survivors in your terror radius repair -8%/-9%/-10% slower.
gear head: increase the timer to 45 seconds OR make it so it also effects survivors who hit great skill checks.
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Lightweight - silence your footsteps/make them quieter.
Cruel Limits - make the range mapwide.
Mettle of Man -allow any hit to count towards the perk, but make the required amount of hits much higher. Like 8 instead of 3 for example.
Surge - each time you successfully down a survivor and activate the perk, you get a token; each time you get another token, the generators that surge blows up will be instantly regressed more than the previous surge activation. Like how save the best for last progressively makes your cool down on hits smaller, make the surge hits progressively more influential.
Any Means Necessary - decrease the pallet reset time by 1 or 2 seconds, and decrease the cooldown by 50 %.
Hex: Devour Hope - if the totem gets destroyed, you can still gain stacks and insta down people, but not mori them or vice versa.
Deja Vu - give it the same effect as the fuming mix tape legion add-on: when you finish a generator and the other ones are highlighted, you can determine which generators have been worked on/are close to being done and vice versa.
Hangman's Trick - increase the aura range.
I could add more probably but 8 seems good.
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