All Survivors Perks I Would Change
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We all know that the balance team isn't doing a great jog so far, so here are my ideas on how to buff/change some perks and hopefully make some of this more balanced. I play this game for a long time and I know what people complain about this perks, I'll also explain why did I change the perk that way and I'll give more details below each perk. This are my ideas to change this perks. If you don't agree, think that the perk would become to weak or to strong or have a different suggestion you can tell on the comments.
So let's start.
Alert - When a Killer breaks a Pallet or a Breakable Wall, or a Generator, their aura is reveal to you for 5/6/7 seconds.
- Alert is already a great perk, so I would just increase the numbers to make it more attractive.
Any Means Necessary - Press and hold the Active Ability button for 3 seconds while standing beside a dropped Pallet to reset it to its upright position. After that goes on a 80/70/60 seconds cool-down.
- Any Means Necessary was awesome on the PTB when it only took 3 seconds to lift a pallet, now it's just very situational and cannot be used in chase unless you get downed just to revive a pallet. Also the current cool-down it's painfully long at tier 1, so I change it.
Autodidact - For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens. Each Token grants you a +15 % bonus progression for a successful Skill Check while healing Survivors. Great Skill Checks cannot be performed while using Autodidact. Autodidact is not active when using a Med-Kit to heal. Increase the chance of getting a Skill Check while healing by 30%.
- The main problem with Autodidact is that it is RNG-based, so the increased chance of getting a skill check will help with this. The -25% progression penalty is pretty dumb.
Babysitter - When you unhook a Survivor, the rescued Survivor will leave neither Scratch Marks nor Pools of Blood for the next 15 seconds and will start sprinting at 150% of your normal running speed for 3 seconds. Both you and the Killer will see each others auras for 4/6/8 seconds.
- Make Babysitter a real anti-tunneling/anti-camping perk.
Boil Over - Your Struggle Effects on the Killer are increased by 75 %. Increase your wiggle speed by 5/9/12%. While being carried you obscure the Hook's auras that are within a 20/24/28 meters of the Killer
- Increased the wiggle speed so you have a better chance of escaping from the killer and increased the distance which you obscure the hook's aura.
Borrowed Time - After unhooking a Survivor within 28 meters of the Killer, 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.
- Since Borrowed Time can only trigger in the Killer's Terror Radius it can be completely denied by a camping Wraith/Freddy/Pig/Bubba with Insidious, this problem gets resolved if the perks gets triggered by distance, I also decreased the Endurance timer from 15 to 10 seconds to prevent some body blocking exploits.
Breakdown - Any time you are unhooked or unhook yourself, the Hook breaks and the Killer's aura is shown to you for 4/6/8 seconds. A Hook broken by Breakdown takes 300 seconds to respawn.
- Now it takes 5 minutes to respawn, this way it can really hurt the Killer.
Buckle Up - The recovery progress of dying Survivors can be determined by the intensity of their auras up to 64 meters. Other survivors heal you from the dying state 50% quicker. Once per game, a survivors can fully recover from the dying state if within 8/12/16 meters of you. When a survivor goes from the dying state to the injured state within 8/12/16 meters of you by any means, both you and the survivor see the Killer's aura for 8 seconds.
- This way Buckle Up will be an actual reliable anti-slugging perk, now some specific situations that might occur. If a survivor is in the dying state and within 8/12/16m of another survivor that has Buckle Up they will get a little "buff icon" (similar to Leader) that will let them know that he can pick himself up, this icon will disappear once Buckle Up if you are no longer in the dying state or if you are no longer within the perk range or if the perk already has been used to pick someone up. If the downed survivors pick himself up with Unbreakable while in the 8/12/16m range, both Unbreakable and Buckle Up will be used. If the downed survivor has No Mither or Soul Guard (Activated by the Cursed Status Effect) and pick himself up with one of this perks while in the 8/12/16m range, Buckle Up will NOT be used but will still reveal the Killer's aura.
Calm Spirit - Reduces chances of alerting Crows by 80/90/100%. Calm Spirit overcome your urge to scream. When someone disturbs a Crow 24 meters away you see the aura of the Killer or survivors who disturbs it for 2 seconds. Calm Spirit has a 40/30/20 seconds cool-down.
- This way Calm Spirit will also give a nice information to the player on top of everything else.
Camaraderie - While you are on the Hook in the Struggle Phase, Camaraderie activates. If the Killer stays within 16 meters of your Hook for 5 seconds while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds.
- This way survivors don't have to stop doing gens to activate Camaraderie if there is a camping Killer (the Killer won't activate it unless they are camping since the 5 seconds timer only starts after the entity spawning animation/the survivor can rotate their camera), also it will show a little "buff icon" to all other survivors when it's active (like Open-Handed for example).
Dark Sense - When a Generator is completed, the Killer's aura is revealed to you for 7/10/15 seconds. When the last Generator is powered, the Killer's and other survivors auras are revealed to you for 15/17/20 seconds.
- This perk can only be used 5 times and most of the time you don't control when it is used, so at least make it last a long time.
Decisive Strike - Rework. There are a lot of rework ideas out there, just pick one of them.
- Or simply makes so it deactivates after entering a locker or touching a generator.
Déjà Vu - The aura of 3 Generators in closest proximity to each other are revealed to you and their repair progress can be determined by the intensity of their auras for 45/50/60 seconds, at the start of the Trial and each time a Generator is completed. While Déjà Vu is activated grants 1/2/3% increased repair speed on the highlighted Generators.
- Let the player have more information and give him a reason to repair the highlighted generators.
Distortion - You start the Trial with 3 Tokens. Whenever the Killer reads your aura, Distortion activates and a Token is consumed. For the next 6/8/10 seconds while Distortion is activated, your aura will not be shown to the Killer and you will not leave any Scratch Marks or Pools of Blood. Every time you perform a Safe Hook Rescue you gain a Token. Distortion does not activate while in the dying state or hooked state, or affected by Bear Traps.
- The problem with Distortion is that it only has 3 uses, this way you have a way of obtaining more tokens.
Diversion - Standing in the Killer's Terror Radius while not in a Chase for 30 seconds activates Diversion. Once Diversion is activated, press the Active Ability button while crouched and motionless to throw a pebble, which creates a distraction for the Killer at a distance of 20/25/30 meters.
- Some buffs to make it more reliable.
Flip Flop - While in the dying state you see the Killer's aura and 60/80/100% of your Recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 50% total wiggle progression.
- Increased the conversion rate.
Iron Will - You're able to concentrate and enter a meditative-like state to numb some pain. Grunts of Pain caused by injuries are reduced by 70/85/100%.
- Made the tier 1 and 2 version better.
Leader - Increases the other Survivors' Healing, Sabotage, Unhooking, Cleansing and Chest Unlocking speeds by 50% when they are within a range of 8/12/16 meters from you. Survivors can only be affected by one Leader effect at a time. This effect persists on other Survivors for 15 seconds after leaving Leader's range.
- Leader have a nice effect but it's restricted to a 8m range, so I increased the range and the bonus speed.
Left Behind - When you are the last Survivor remaining in the Trial, the aura of the Hatch is revealed to you within a range of 32/48/64 meters.
- Since this is the most situational perk in the game, increasing the range will not hurt anyone.
Lightweight - Scratch Marks stay visible 3/4/5 seconds fewer than normal and they are slightly (?) less visible. Your Scratch Marks spawn in a 50% wider radius while in the Killer's Terror Radius
- This way Lightweight can be a viable stealth perk.
Lucky Break - Lucky Break activates any time you are injured. While Lucky Break is active, you will not leave any Pools of Blood for a total of 240/270/300 seconds. Your regular breathing becomes 25% quieter.
- Increased the total duration of the perk from 2/2,5/3 minutes to 4/4,5/5 minutes and made it reduce the breathing to improve stealth.
Mettle of Man - After taking 4 Protection Hits or Safe Hook Rescue score events, Mettle of Man activates. Once activated, the next occasion that would put you into the dying state from the injured state is ignored. The next time you heal back to full health, your aura will be revealed to the Killer when you are farther than 12/18/24 meters from the Killer. Mettle of Man will permanently deactivate the next time you are put into the dying state. Increases the odds of being the Obsession.
- Once the best perk in the game, now a meme. With this buff it will still be much easier to actvate it, but would still require some work on the survivor part and still can be difficult to get it activated in some cases.
No Mither - You are affected by the Broken Status Effect for the entire Trial. Your injured state is hidden from the Killer and you move as if you are uninjured. Grunts of Pain caused by injures are reduced by 100%. You don't leave any Pools of Blood. Grants the ability to recover from the dying state. Increases the Hook Timer by 5/7/10 seconds. Increases the odds of being the Obsession. Gain 50/75/100% more Bloodpoints in the Survival category.
- No Mither is supposed to be a Hard Mode perk and not a Tunnel Me perk, this way the Killer will think the survivor is healthy and try to use it's insta-down ability's when the survivor is injured, also if the Killer isn't paying much attention you can use the ability to recover yourself indefinitely (If the survivor is using Dead Hard he will still do the normal dash animation and the Killer will be able to know that he is using No Mither).
No One Left Behind - Once the Exit Gates are powered, gain 50/75/100% more Bloodpoints in the Altruism category and perform them 40/45/50% quicker. The auras of all other survivors are revealed to you. After completing a heal the Killer's aura is revealed to you for 4/5/6 seconds.
- Currently No One Left Behind only works when the EGC is active, with this change it will activate when the last gen is completed and will make it more reliable.
Object of Obsession - Any time the Killer would able to see your aura, his aura is revealed to you and stay visible for an additional 2/3/4 seconds. Increases the odds of being the Obsession.
- OoO needs to change, and one of the best suggestions I saw was this where it only shows the Killer's aura when he can see your, so if the killer is using Barbecue and Chili he will see your aura for 4 seconds and you will see his aura for 6/7/8 seconds. If you are in a locker the perk will activate but you won't be able to see his aura unless you exit the locker before the timer runs out. You can combine this with Distortion and he will not see your aura but you will see his aura.
Off the Record - Once you get off a Hook, Off the Record activates for 60/75/90 seconds. While Off the Record is active, your aura will not be show to the Killer, Grunts of Pain caused by injuries are reduced by 100%, sound made by entering lockers are reduced by 100% and you gain a 5/6/7% Haste Status Effect.
- Right now Off the Record is just a budget Iron Will, this way it can help being stealthy and escaping from chases after being unhooked.
Open-Handed - Increases your and your teams aura-reading ranges by 8/12/16 meters.
- It increases even more the range.
Poised - Each time you complete a Generator, the notification bubble of that Generator will not appear to the Killer. After a Generator is completed, you will not leave any Scratch Marks for 9/12/15 seconds.
- I would love to see this new effect implemented, it would do a lot of cool stuff and would help in scenarios where there are 2 or 3 survivors alive and they are afraid to finish gens because the Killer would come and get them.
Saboteur - Cool-down only activates after completing a sabotage action.
- That's annoying, you don't even complete the sabotage action and you can't do it anymore for 60 seconds, just remove that.
Second Wind - After you are unhooked or unhook yourself, you are affected by the Broken Status Effect. After a total duration of 24/20/16 seconds, Second Wind automatically heals you from the injured state to the healthy state. Second Wind deactivates if you are put into the dying state before Second Wind activates. You will lose the Broken Status Effect once Second Wind activates or deactivates. If you are already afflicted by the Broken Status Effect, Second Wind will only activate after the effect expires.
- Second Wind can only be potentially used 2 times in a match, and since you have to fully heal someone to activate it sometimes it can't be used because the only teammate that you healed had already a 1% heal progress with someone else and the perk can be completely denied when combined with Deliverance or if the Killer is using something that inflicts the broken status effect or can completely deny some other perk that could heal you faster (like We'll Make It or Inner Strength), also the 30 seconds timer is unnecessarily long.
Self-Care - Unlocks the ability to heal yourself without a Med-Kit at 75% the normal healing speed. Decreases the consumption rate of a Med-Kit while using it to self-heal by 10/15/20%.
- Self-Care is no longer used mid-chase, so make the Claudette that you get as a random teammate only waste 24 seconds instead of 32 seconds healing in a corner.
Small Game - Get an auditory warning when looking in the direction of Totems in a 45° cone within a range of 16 meters and reveal its aura for 3 seconds. Small Game has a cool-down of 15/12/10 seconds each time it activates.
- Give it a small buff to this underrated perk and removed the Trapper specific counter.
Sole Survivor - When 32/28/24 meters away from other survivors you perform Self-Healing, Sabotage, Cleansing, Exit Gate Opening and Chest Unlocking 50% faster, and increase and Generator repair speed by 5%.
- Make Sole Survivor actually do something.
Solidarity - While injured, healing a Survivor without using a Med-Kit also heals you at a 80/90/100% conversion rate.
- Increased the heal conversion rate.
Stake Out - For each 15 seconds you are standing withing the Killer Terror Radius or 16 meters of the Killer and are not in a Chase, you gain a Token up to a maximum of 3/4/5 Tokens. When Stake Out has at least 1 Token, Good Skill Checks are considered Great Skill Checks, consume 1 Token, and grant an additional Progression bonus of 1 %.
- Instead of stealth Killers countering this perk, this perk now counters stealth Killers.
Streetwise - Reduces Item consumption rate by 15/20/25% for you and your team. Stacks.
- This benefit is now global (like Open-Handed) instead of limited to a 8 meters range.
Technician - The Hearing distance of noises caused by your Repairs is reduced by 8 meters. On a failed Repair Skill Check the Generator Explosion will be prevented and the regression penalty is reduced by 3/4/5%.
- Currently Technician increases the progression penalty instead of decreasing it, why? We will never know.
This Is Not Happening - Increases Good Skill Checks success zones by 20/35/50% and Great Skill Checks success zones by 20/25/30%, Increase Skill Check Trigger Odds by 10%, hitting a Great Skill Check grant an additional Progression bonus of 1 %.
- Removed the "only works while injured" condition and added some other effects.
Vigil - You and your Allies within a range of 8/12/16 meters recover from Exhaustion, Hemorrhage, Mangled, Hindered, Blindness, Broken and Oblivious Status Effect 20/25/30% faster. Once out of range, this effect persists for 30 seconds.
- Increased the numbers to make it more viable, also now it helps recovering from the Broken and Oblivious Status Effect.
Wake Up - Once all Generators are powered, Exit Gates auras revealed to you and their opening progress can be determined by the intensity of their auras. While opening an Exit Gate you see every other survivors' and the Killer's auras, and reveal your aura to other survivors. While Wake Up! is active, you open Exit Gates 20%/35%/50% faster and the Exit Gates Lights don't light up.
- Currently it only shows the aura and reduces the opening time by 2/2,5/3 seconds, with this buff it would really be useful in end-game or last survivor remaining scenarios where you need to open an exit gate to escape.
Windows of Opportunity - Auras of Pallets, Breakable Walls and Vaults are revealed to you when within a range of 20/24/28 meters.
- Removed the unnecessary cool-down.
That's it, I didn't mentioned Slippery Meat and Up The Ante since the entire luck system needs to be reworked and didn't touched Visionary because I don't have any ideas of how to change it.
Again any suggestions, critiques or words that I misspelled you can tell in the comments.
Comments
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Great ideas, a lot of them would be really good.
For my own, I personally want Decisive Strike changed the most, since it's supposedly designed with an anti-tunnel basis behind it, but fails to do this and just gives the survivor a free minute of invulnerability.
Decisive Strike:
-Cooldown decreased to 30 seconds.
-Whilst being chased by the killer, the cooldown of Decisive Strike does NOT go down
-Outside of a chase, the cooldown decreases and the perk expires after 30 seconds.
-If a survivor repairs a generator, heals another survivor, heals themselves, unhooks another survivor or makes any action to progress the game forward, Decisive Strike deactivates.
-If downed with Decisive Strike active, the cool down decreases a normal, giving the survivor 30 seconds to pick themselves up.
There, it's cermented as an anti-tunnel perk and there's no reason to ever complain about it anymore.
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Great Idea, I would also make it deactivate after jumping in a locker and the timer go twice as fast during the EGC.
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Interesting ideas!
Just some quick thoughts:
Boil Over - Would be to strong on indoormaps.
Borrowed Time - Again, Problem on indoormaps. Even though the reduced timer is nice.
Leader - 50% on Exitgates is way to much. I'm fine with the 25%, since you can gain extra % with Spine Chill, Wake Up or Resilience.
No Mither - I would even increase the hook timer for each stage for 3/5/10 seconds.
Streetwise - Stackable or not?
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So far those Reworks sound good to me. Some Perks will still not find much usage, like Breakdown will not be used, because Hooks are so close that it does not really matter. Iron Will will also not be that helpful at Tier 1 or 2, but in order to have Perk Tiers, it is the only possible option to increase the values. But it will not change much, sadly.
But I want to give some points:
Boil Over-->I like the change, but it should be kept in mind that Breakout is a thing. Both Perks combined can speed up the wiggling by 32%. So instead of 16 seconds it will take around 11 seconds to fully wiggle. Take a protection hit and it is only around 8 seconds. It would need to be tested, but it should not be too difficult for Killers to get Hooks.
Deja-Vu-->Not sure if Killer players would be happy to see a Repair Speed Increase. But it would be minor, would be around 2 seconds in total.
Distortion-->I would even add more ways to gain Token, like repairing a Gen (sitting on a Gen when it gets finished) and maybe even cleansing Totems. But at the very least, Gens should count so that you dont have to rely on getting Unhooks to gain Tokens.
No Mither-->I doubt that this will make much of a difference, because it would still be easy to see the person who is having No Mither. At least when they go down in one hit or are using Dead Hard while being "healthy". Of course it would be an option to not use Dead Hard, but it is the best Perk for No Mither to use. I like the Grunt Reduction Increase, IMO that is something that No MIther 100% needs so that you dont have to run Iron Will with it. Bonus BPs are also fine, even tho I would put those in Boldness and Altruism.
Overall I am fine with it being a Hard Mode, but thats just my opinion.
Saboteur-->I am all for it, IMO it is a big design flaw that you get set on Cooldown when starting to sabotage, since the game tends to let you sabotage instead of healing a Survivor you just unhooked. Just wanted to mention this, lol.
Sole Survivor-->Not a big fan of the Repair Increase. It would be 4 seconds in total when being solo on a Gen, but it is already the best strategy to split up, Sole Survivor would make this even stronger. I dont think that this would make everybody run this Perk, but IMO splitting up should not be stronger.
Windows of Opportunity-->IMO the biggest flaw of the Perk is the Range. The Cooldown needs to go as well, but the Range sometimes is pretty annoying.
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Boil Over --> Maybe? But I don't think survivors would put a the Game or Lery's offering just because of this perk.
Borrowed Time --> It's already strong in every map.
Leader --> Agree, I'll remove the Exit Gates interaction and leave it only to Spine Chill, Resilience and Wake Up!
No Mither --> Awesome idea, I'll add that. 👍️
Streetwise --> Stackable.
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I think perk tiers should be removed, but BHVR will hardly do that.
Boil Over --> Breakout already stacks with other instances of itself, and you still need 2 perk slots and at least 1 teammate in other to this work
Déjà Vu --> It would reduce 2,4 seconds and it would work more like and incentive to newer players than an actual gameplay modifier.
Distortion --> I thought about your ideas but I think the best way to get tokens would be to perform safe hook rescues.
No Mither --> With this change a lot of killers would be deceived and would try to use their ista-down ability's even though the survivor is injured. Also even if you only have Tier 2 no Mither you would get Maximun Bloodpoints after escaping.
Saboteur --> k.
Sole Survivor --> It would still be better to use Resilience + a Med-kit.
WoO --> Agree.
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All good ideas, because honestly any change in the right direction is good change.
However none of this will ever be implemented because the balancing team don't listen to the community whatsoever.
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I like to think of Visionary as a counter to Discordance so let's put that into effect.
When a survivor is within 8 meters of the generator you are repairing, reveal the auras of all unrepaired generators to you and the survivor.
For every survivor that is at least 16 meters away from you, gain a stackable 1/2/3% buff to repair speed
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