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Reworks and buffs for all the bad perks in the game

Masterninja
Masterninja Member Posts: 427
edited September 2020 in Creations

SURVIVORS PERKS:

Lightweight: reduces in 100% the noise of the footsteps.

Premonition: reduce the cooldown from 30 seconds to 20 and make that the perk doesn't activates if you are in a persecution.

Combine (Resilience + This is not hapening): because both perks are available for all the survivors and both are very similar, it doesn't matter if we put these perks together.

Hope: change it, so when a generator is completed you will gain a 7% of the Haste status effect during 40 seconds.

Slippery meat: add, that you gain +1 second extra of 150% movement speed bonus when the killer hits you. Also the chain of the deathslinger gun it breaks 20% faster.

Small game: change it, now you can see the auras of totems in a radius of 10 meters, you gain a speed bonus of 5%/10%/15% when you clean totems.

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Autodidact: change it, you starts the trial with a -10% skillcheck penalty progression, when you hit a skillcheck you gain a token up to maximum of 3, every skillcheck grants a +15% bonus progression. (3 tokens = 35%)

Diversion: make that you starts with a pebble and increase the cooldown from 45 seconds to 60, without have to been in the killer terror radius.

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Boil over: increase the wigling effect from 75% to 100% and the radius from 14 meters to 20.

Dance with me: reduce the cooldown from 40 seconds to 30.

Oportunities: make that you gain +20% speed bonus when you (slow vault) windows or pallets.

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Vigil: increase the recovery speed from 20% to 25%, and add that you also recovers from the broken and the exposed status effect.

Pharmacy: change it, that you get a Ranger med-kit (purple), instead of a Emergency med-kit (green) and also reduce in 100% the sound of searching chests.

Wake up: increase the speed bonus opening exit gates from 15% to 30% and you can't suffer the blindness and the oblivius status effect during the whole match.

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Tenacity: add that the sound of grants of pain when you are in the dying state are reduced in a 50%.

Stake out: reduce the time for gain stacks from 15 seconds to 10. And increase the great skillcheck bonus progression from 2% to 4%.

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Distortion: increase the amount of tokens from 3 to 5.

Breakdown: the first two hooks are permanently broken, but when you are sacrificed the two hooks are operational again.

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Flip flop: change it, the 80% of your recovery progression is converted into wiggle progression and increase the amount of progress that you can have from 50% to 60%.

Mettle of man: reduce the protection hits that you have to get to activate the perk from 3 to 2.

Buckle up: add a 50% healing speed bonus in dying teammates. When you completely heal another survivor from the dying state, that survivor gains a +150% movement speed bonus for 2 seconds.

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Leader: increase the radius from 8 meters to 16.

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No mither: increase the reduction of grants of pain in 100% and gain 50% more of bloodpoints in the survival category.

We're gonna live forever: increase the bonus that you gain for altruism actions from 25% to 50%, up to maximum of 150% extra bloodpoints.

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Open handed: increase the radius from 8 meters to 10.

Combine (As in the hole + Plounderer instinct): because this two perks are very similar and also the fact that the second one is available for every survivor, it doesn't matter if we put these perks together.

Up the ante: increase the luck bonus from 3% to 6% for each survivor alive in the trial. ( all alive = +24% of luck)

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Poised: increase the duration from 10 seconds to 20.

Solidarity: increase the progression in your own healing, from 50% to 75% and you gain +50% more of bloodpoints in the altruism category.

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Sole survivor: add +2% of movement speed and +3% of bonus speed in every action, for each dead teammate.

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Technician: reduce in 100% the sound of the repairing action and increase the posibility of nullify the sound of the explosions from 50% to 75%.

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Fixated: the perk still works if you are injured.

Better together: increase the distance from 32 meters to 36, and the duration from 10 seconds to 15.

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For the people: reduce the duration of the broken status effect from 90 seconds to 70.

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Second chance: reduce the time of activation from 30 seconds to 15.

Camaderie: change it, when you are going to be hooked, if there is no teammate in a radius of 50/44/36 meters, the Entity progrees speed is decreased in a 30% until the next phase. The other survivors are notified when you are running this perk. The perk works in the two times phases.

Babysitter: increase the duration from 8 seconds to 12 and the killer is notified 3 seconds after the rescue.

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Any means necesary: reduce the cooldown from 120 seconds to 90 and reduce the time to pick up the pallet from 4 second to 3.

Breakout: increase the distance from 6 meters to 8.

Lucky break: change it so whenever you are in the injured state, the perk always activates permanently and you can't suffer the Mangled status effect.

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Sabotage: reduce the cooldown from 60 seconds to 40 and the hooks are broken 10 seconds longer.

Calm spirit: add a effect that gives you +9% of speed bonus, repairing, healing, cleansing totems, searching on chests and opening exit gates when you are in the killer terror radius.

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Left behind: when you are the last survivor, your scrachmarks are 100% less visible.

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Blood pact: if you are the obsession or there is no obsession, the perk chooses a random teammate to apply the effects. Increase the duration of the Haste from 10 seconds to 16. Also change it so instead of having to completely heal the partner you only need to touch it to activate the Haste.

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Visionary: add that you can know how much progress has a generator through the color of his aura, and nullify the cooldown.

Post edited by Masterninja on

Comments

  • JackFrostMan
    JackFrostMan Member Posts: 205

    I'm mostly going to point out the ones I feel like have some issues to their changes.

    I don't think Pharmacy and Plunder's Instinct need to be merged at all, to be honest.

    Slippery Meat's effect is already a thing in base unless you want Slippery Meat to extend that?

    Technician shouldn't completely make them silent but I would be fine with making them quieter than they are now

    Soul Guard is already pretty good, imo, so at most it should be 10 seconds of endurance. 14 leans too close to just having a Borrowed Time whenever you are picked up.

  • Masterninja
    Masterninja Member Posts: 427

    Thanks for the comment, if the developers buffs all these perks I dont care if they make other changes, the only thing that I just want and I think that is very necessary for some variety, is that they ######### buuuuuuuufs this perks.

  • Masterninja
    Masterninja Member Posts: 427

    Also I'm going to post another discussion with 4 invented perks, I'll be glad if you see it.

  • MottledElm
    MottledElm Member Posts: 85

    You can't make a perk good or viable by just tweaking the numbers, for some perks you've done a complete redisign, which I like, but for most of them it's just "increase the effect from X to X+2seconds"

    To give you an example: Up the Ante. Changing the luck increase from 3% to 6% does NOTHING to make the perk useful. Luck is just useless, if you increase its effect by 3%, it's just gonna be 3% more useless. 0 x any number is still 0

  • Masterninja
    Masterninja Member Posts: 427

    You are wrong, for the perk build (Slippery meat+Up the ante) and the purple offering of luck, the buff is great because grants a lot more of probability to escape from the hook by yourself.

    4%(the based probability) + 24%(Up the ante buffed) + three extra attepts (Slippery meat) + tremendously increase of luck (purple offering of luck) = more than 60% of probability of succes

    And for the other perks I just improved the numbers to make it easier for developers to make the change, you have to think and understand that for them it takes time to apply this type of changes to the game, and also almost all the bad perks just need these little buffs to really be useful.