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Buff/fix suggestion for the worst killer and survivor perks in the game thread.
Let's be honest here, some perks in the game are straight up garbage and have no use it all. Surely there are those perks, who are too situational, but might still come to use in some clutch moments. And then, there are those who are a complete waste of a perk slot. Which I honestly believe it is a shame, as I'm getting tired of playing with the same 10ish perks all the time. I will go for the 3 worst killer and survivor perks for now, you can talk about others in the comments as well. Here's my suggestion for improvement of the most underperforming perks in the game, tell me if you agree/disagree with anything, I'm open to discussion and suggestions.
Let's start with killer perks:
Predator 👢 - At it's current state, this perk may hurt you more than it can actually help you.
Suggestion: Survivor scratch marks are brighter than usual and last for 2 seconds longer.
Insidious 👤: Literally only useful for basement camping Bubbas in it's current state, or campers in general. I don't think there should beb a perk in the game that exist only to reward bad, toxic gameplay.
Suggestion: After standing still for 3 seconds, reveal aura of survivors within a 24 meter range for 1 second. Successfully activating this perk places it on a 60 second cooldown.
Monsterous shrine 🎷: The effect is just to weak, rewards bad gameplay (basement camping) and is absolutely unusable except you're going specifically for a edgy basement camping game. I think it should be the other way around, work not only in the basement, and reward killers who do NOT camp.
Suggestion: After hooking a survivor, getting 16 meters away from them activates the effect. Getting inside the 16 meter range deactivates it. Entity progress is increased by 8%, less successful escape attempts and escape fail punishment. Basically the old effect, but that props on ALL hooks and only if the killer does not camp.
Survivor perks:
Slippery Meat 🐷- If anything, this perk makes it worse for survivors. Gives you a false hope you can unhook yourself (with the chance still being very slim) and increasing the progress if you fail, which most certainly will be the case. Especially when you have deliverance in the game, this perk just looks laughable.
Suggestion: You do not exacerbate the hook progress in your first 2 unhook attempts. Maximum unhook attempts still remain 3. Your first two unhook attempts have 6% increased chance to succeed. Successful unhook deactivates this perk.
Autodidact 📃- Same problem as slippery meat. It can actually hurt your teammates more than it helps them. Here's the issue. Because of this perk alone, you may screw up your teammate and not get a healing done, which would otherwise be on time. The fact that this perk makes you gamble with your teammates lives is just crazy. And even if you do get the tokens still, there's no guarantee you'll get a skill check next time you heal somebody, which makes the situation even worse.
Suggestion: Guarantees a skill check while healing other survivors without a med kit. The first skill check grands no progress, and gives you a token. You get a token each time you hit a skill check while healing others. up to a maximum of 3. Each token gives you +6% progress bonus when hitting a skill check. Autodidact guarantees the skill check will pop at a time where the progress bonus can be delivered.
This is not happening 🤷♀️- It literally does nothing if you already are experienced in hitting great skill checks, and the fact that you need to be injured for it to take effect makes it even worse. Would anybody actually stay injured so their great skill check zones are slightly larger? Doesn't seem to outweight the risk at all. I think I have a good idea of a fix that would make it also a great BBQ counter and a very viable perk.
Suggestion - When you are injured, your aura cannot be read while working on a generator. Hitting a good skill check grants you 1% extra progress bonus. Hitting a great skill check grants 3% extra progress bonus.
Thoughts, comments, your own ideas on the perks I listed or different perks, suggestions, anything. Make this thread noticable, so we may one day not be forced to play with the same perks over and over again.
Comments
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Scratch Mark should be more brighter, it shouldn't be on a perk.
with that said my idea for changing predator is
Walking now give of smaller and spread out scratch marks for 3 second and increase the duration of normal scratch Mark by 2
Insidious and this is not happening should be change but keep their core idea like:
Insidious: when standing still you gain the undetectable status affect for 5 seconds
This is not happening: increase bonus when hitting a skillcheck while injure by 1
The two are just example and can be changed into something different if it fit the perk description or name like insidious can keep it requirement but have a different affect (which you did but i don't think having it be an aura reading perk would be a good idea) like having no red stain, gain a burst of speed when beginning to walk and haste or you could change the requirement and keep the affect like hooking a survivor, downing a survivor and something else.
Autodidact is a good change but I would keep regression for balancing and for synergy.
Monstrous shrine is a complicated perk to change (and this is too long as it is) so I will have to think about that one but I do think the change you propose isn't good except for the requirement distance for it the activate which I like.
And slippery meat exchange's is fine to me.
Thank you for reading
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