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(Long Thread) Nerfs, Buffs, and Reworks Ideas for Survivor Perks

Sorry for the long post but I thought it would be interesting to share my ideas for buffs, reworks, and a couple nerfs. Enjoy!


Ace in the Hole BUFF

When retrieving an item from a chest, there is a 100% chance that an add on of rare or very rare rarity will be attached. There's a 25/50/100% chance to find a second add on of very rare rarity or lower. Ace in the Hole allows you to keep any add-ons your item has upon escaping.


Change: You get better add-ons.



Aftercare BUFF

You see the aura of every survivor that: 

• You rescued from a hook or who rescued you

• You healed someone or who healed you

They also see your aura.

This occurs up to 1/2/3 survivors


Change: It doesn't reset after you get hooked.



Alert BUFF

When the killer performs a break action, their aura is revealed to all survivors for 3/4/5 seconds.


Change: Now everyone can see the killer when they perform a break action.



Any Means Necessary BUFF

Press and hold the active ability button for 2.5 seconds while standing beside a dropped pallet to reset it to it's upright position. 

Any Means Necessary has a cooldown of 120/90/60 seconds.


Change: It's quicker to pick up the pallet and the cooldown is much shorter.



Autodidact BUFF

For every successful skill check completed while healing yourself or another survivor, you receive a token for a maximum of 3/4/5 tokens. 

Each token grants you +15% bonus progression for a successful skill check when healing yourself or other survivors.

Autodidact makes you 10% more likely to get healing skill checks.

Great skill checks cannot be performed when using Autodidact.

Autodidact is not active when using a Medkit to heal.


Change: This would be insane! You can now use Autodidact on yourself and can gain tokens from yourself. On top of that, you don't start off with a penalty. Not to mention you're more likely to get healing skill checks!



Babysitter BUFF

When you unhook a survivor, the unhooked survivor makes no grunts of pain, and leaves no scratch marks or blood trail for 8/12/16 seconds.

You see the killers aura for 4 seconds.


Change: On top of leaving no blood or scratch marks, the unhooked survivor also makes no grunts of pain. The effect lasts longer. Also, the killer can no longer see your aura.



Balanced Landing BUFF

Cat like reflexes reduce your stagger duration from falls by 100% and muffle your grunts from falling by 100%.

Upon landing, start sprinting at 150% of your normal running speed for a maximum of 4 seconds if not exhausted.

Causes the exhausted status effect for 60/50/40 seconds.

Balanced Landing cannot be used when exhausted.

You do not recover from exhaustion while running.


Change: When landing, you don't stagger at all and you run a 150% for an extra second.



Better Together BUFF

The aura of the generator you are currently repairing is revealed to all other survivors within 16/32/48 meters. 


Change: It's been simplified. No more weird aura reading and at tier 3, generators are revealed an extra 16 meters.



Boil Over BUFF


Killer has no indication you have Boil Over.

Your struggle effects on the killer are increased by 50/75/100%

Increases wiggle speed by 5/10/15%.

You obscure the killer's ability to see the aura of hooks 10/12/14 meters.


Change: The killer no longer knows you have Boil Over. Your struggle effects are increased to 100% at tier 3. As well as, you now have increased wiggle speed.



Borrowed Time NERF

You are fuelled with an unexpected energy when saving an ally from a hook within the killer's terror radius.

After unhooking a survivor within the killer's terror radius, for 10 seconds, any damage taken that would put the unhooked survivor into the dying state will instead apply the deep wound status effect. The survivor has 10/15/20 seconds to mend themselves.

If the unhooked survivor takes any damage while affected by deep wound or if its timer ends, the unhooked survivor is immediately put into the dying state.


Change: They only have Borrowed Time for 10 seconds.



Breakdown BUFF

Any time you are unhooked or unhook yourself, the hook breaks and the killer's aura is shown to you for 8/10/12 seconds.

A hook broken by Breakdown takes 240 seconds to respawn.


Change: The killer's aura is revealed for longer and the hook is broken for an extra minute.



Buckle Up REWORK-ish (BUFF)

The recovery process of dying survivors can be determined by the intensity of their auras at a distance of up to 16/32/64 meters.

When you heal a survivor from dying state to injured, for 6 seconds, any damage taken that would put the injured survivor into dying state will instead apply the deep wound status effect.

The survivor has 15 seconds to mend themself.

If the injured survivor takes any damage while affected by deep wound or the timer ends, the survivor immediately goes in dying state.

This perk is not affected by Knock Out.


Change: That's a lot to take in! Easy one first, the aura range is extended to 64 meters at tier 3. As for the other things, it's now pretty much a weaker Borrowed Time for getting healed out of dying state. The third ability is that this now completely counters Knock Out. This could be quite meta.



Dark Sense BUFF

Each time a generator is completed, the killer's aura is revealed to you for 6 seconds.

When the last generator is powered, the killer's aura is revealed to all survivors for 6/8/11 seconds.


Change: Just some small buffs. It lasts 1 second longer and everyone can see the killer at the end.



Decisive Strike REWORK-ish (NERF)

After being unhooked or unhooking yourself, Decisive Strike will become active for 40/50/60 seconds.

If you are healed back to healthy state or another survivor is hooked, the Decisive Strike timer ends.

When 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 the odds of becoming the obsession.


Change: If you get healed or someone else gets hooked, it ends. 

Take notes BHVR!



Distortion REWORK-ish (BUFF)

You start the trial with 3 tokens.

For every 30 seconds you are standing in the killer's terror radius and are not in a chase, you gain a token up to a maximum of 3/4/5.

Whenever the killer reads your aura, Distortion activates and a token is consumed.

For the the next 8/10/12 seconds while Distortion is activated, your aura and scratch marks will not be shown to the killer.

Distortion does not active when in the dying state or in traps.


Change: The ability lasts a little longer and now there's actually a way to get tokens.



Hope REWORK-ish (NERF)

As soon as the final generator is completed, you gain a 5/6/7% haste for 180 seconds.


Change: It activates when the final generator is completed instead of the exit gates, when it's completely useless. Also, it lasts a minute longer.



Leader BUFF

Increases the other survivor's healing, sabotaging, unhooking, cleansing, and chest searching speeds by 15/20/25% when they are within a range of 8 meters from you.

The effect persists on other survivors for 15 seconds after leaving leader's range.


Change: Now survivors can be affected by multiple leader effects. The only downside is that it no longer effects exit gate opening because that would be a bit OP.



Left Behind BUFF

When you are the last survivor in the trial, the aura of the hatch is revealed to you within a range of 24/32/40 meters, even after the hatch is closed.


Change: It has a larger range and now you can see the closed hatch which is helpful if you have a key.



Lightweight BUFF 

Scratch marks stay visible 2/3/4 seconds less than normal.


Change: Scratch marks fade 1 second quicker.



Lucky Break BUFF

Blood trails caused by injury are reduced by 50/75/100%.


Change: Now it's literally just Iron Will but for bleeding.



Mettle of Man BUFF

After you earn 2 protection hits, Mettle of Man activates.

Once activated, the next occasion that would put you into the dying state from the injured state is ignored.

Increases the odds of being the obsession.


Change: Just get rid of all that garbage and simplify this horrible perk. Now it's 2 protection hits and there's none of that healing aura crap anymore.



No Mither BUFF

Once you are injured by the killer, you are affected by the broken status effect for the duration of the trial. Killer has no indication you have No Mither.

• You do not leave pools of blood.

• Grunts of pain caused by injuries are reduced by 50/75/100%.

• Scratch marks fade 4 seconds quicker.

• Grants the ability to recover from the dying state.


Change: Oh good lord. For one, you start off healthy and once you're hit, the killer won't know you have No Mither. On top of that, it's now as if you have Unbreakable, Iron Will, Lucky Break, and now Lightweight all in one! It's 100% better now.



Poised BUFF

After a generator is completed, you leave no scratch marks for 8/10/12 seconds.


Change: The effect lasts longer.



Premonition BUFF

Get an auditory warning when looking in the direction of the killer in a 20° cone within the range of 30 meters.

Premonition has a cooldown of 45/30/15 seconds each time it activates.

Premonition trumps any of the killer's stealth abilities.


Change: It's more precise and has a shorter cooldown at tier 3.



Second Wind BUFF

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 seconds, Second Wind automatically heals you from injured state 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.


Change: You don't need to heal for this to activate.



Small Game BUFF

Get an auditory warning when looking in the direction of killer traps and totems in a 20° cone within the range of 8/10/12 meters.

Small Game has a cooldown of 10 seconds each time it activates.


Change: It's more precise and the cooldown is already 10 meters at tier 1.



Sole Survivor REWORK (BUFF)

Your gain 2% haste for each killed or sacrificed survivor. 

Increases the odds of becoming the obsession.


Change: Instead of hiding your aura, you move faster.



Solidarity BUFF

While injured, healing a survivor also heals you at a 50/75/100% conversion rate.


Change: If you heal someone when you're injured, now it fully heals you. Wow, a usable perk!



This Is Not Happening BUFF

Great skill check success zones get 10/25/40% bigger when you are injured.


Change: It applies to all great skill checks and it 10% bigger at tier 3.



Up The Ante BUFF

For every survivor still alive, grant a 2/5/8% luck bonus to all remaining survivors.


Change: The perk is luckier.



Unbreakable NERF

Grants the ability to fully recover from the dying state once per trial.

Increases the dying state recovery speed by 20/25/30%.


Change: You recover 5% slower than currently.



Vigil REWORK-ish (BUFF)

You recover from exhaustion, haemorrhage, mangled, hindered and blindness status effects 15/20/25% faster.

Vigil allows you to recover from exhaustion status effect while running.


Change: You recover 5% faster and now you can recover from exhaustion while running. The only downside is it doesn't apply to your allies anymore.



Windows Of Opportunity BUFF

Auras of pallets, breakable walls, and vaults are revealed to you when within range of 20 meters.


Change: No more dumb cooldown