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Needed Perk Changes:

elpoh
elpoh Member Posts: 222
edited October 2021 in Feedback and Suggestions

SURVIVOR PERKS:


Adrenaline (Meg Thomas Techeable):

Same -

Nerf: The healing only happens if the survivor is in "Danger" (Chased, Hooked, Downed) when the perk activates, if not in danger, the survivor only gets the Speed Boost.


Iron Will (Jake Park Techeable):

Same +

Added: Overcome the urge to scream by 80/90/100%.


Calm Spirit (Jake Park Techeable):

Reworked: The chances of alerting nearby Crows are reduced by 100%, This effect also applies to all other Survivors within 24 metres of you.

Other's survivors within 24 metres from you have their Grunts of Pain, Breathing, Footsteps and chances to Scream reduced by 50/75/100%.


Saboteour (Jake Park Techeable):

Same +

Buffed: Cooldown reduced to 40/35/30.


Left Behind (Bill Overbeck Techeable):

Same +

Added: If you are the last Survivor remaining in the Trial your Action speeds in Repairing, Opening, and Unlocking are increased by 100%


Lithe (Feng Min Techeable):

Same +

Added: While not Exhausted Rushing a Window will be a 100% fast vault.


Poised (Jane Romero Techeable):

Same +

Added: Finishing a Generator don't make a Notification for the Killer.


Hope (Regular Perk):

Same +

Added: Each time a Generator is completed, your Movement Speed is increased by 2/3/4% for the next 6/8/10 seconds.


No One Left Behind (Regular Perk):

Reworked: Each time a Generator is completed Gain a stack-able 6/8/10% in your Unhooking speed.

Once at least one Exit Gate has been opened The Auras of all other Survivors are revealed to you.

No One Left Behind grants 50/75/100% bonus Bloodpoints for actions in the Altruism Category.


Lightweight (Regular Perk):

Same +

Added: Your footsteps noises are reduced by 50/75/100%.





KILLER PERKS


Predator (Wraith Techeable):

Same +

Added: Survivor's footsteps noises are increased by 25/50/50%


Stridor (Nurse Techeable):

Reworked: Survivors within your Terror Radius have their Grunts of Pain and regular breathing 25/50/50% louder and their chances to Overcome the urge to scream are reduced by 0/25/50%

Reversed: to how it interacts with Iron Will before Patch 5.1.0, by working only inside the Terror Ratius there not should be a problem with Spirits, and not should be useless vs Iron Will.


Overwhelming Presence (Doctor Techeable):

Same +

Added: Survivors inside your Terror Ratius recover 20/25/30% slower from the Blindness, Broken, Exhaustion, Exposed, Haemorrhage, Hindered, and Oblivious.


Overcharge (Doctor Techeable):

Same +

Fixed: Leaving the Generator now is considered as failing the Skillcheck.


Knock Out (Leatherface Techeable):

Same +

Added: Working with Special attacks too.


Franklin's Demise (Leatheface Techeable):

Same +

Added: Working with Special attacks too.


Hangman's Trick (Pig Techeable):

Same +

Added: Hooks destroyed by sabotage or sacrifices repair automatically after 30/20/10 seconds.


Coulrophobia (Clown Techeable):

Same +

Added: Now also affect Dying State Recovery and Crawl speeds.


Thrilling Tremors (Ghostface Techeable):

When picking up a Survivor, all Generators not currently being repaired are blocked by The Entity for 12/14/16 seconds. The Auras of blocked Generators are highlighted to you in white.

Nerf: Duration at tiers 1&2

Buffed: Cooldown Deleted.


Surge/Jolt (Demogorgon Techeable/Regular Perk):

When you put a Survivor into the Dying State, all Generators within 32 metres of you instantly explode and start regressing. Applies an immediate 8/9/10% Progression penalty.

Added: Working with Special attacks too.

Buffed: Cooldown Deleted


Cruel Limits/Claustrophobia (Demogorgon Techeable/Regular Perk):

Same +

Added: Now also blocks Pallets, Totems & Exit Doors.


Gearhead (Deathslinger Techeable):

Reworked: Hitting a Survivor activates the perk on him for 20/25/30 seconds, if the survivor start working on a Generator the Generator will be revealed by a yellow Aura for as long as it continues being repaired.


Forced Penance (Pyramidhead Techeable):

Same +

Added: The Survivors who take a Protection Hit also suffers from the Incapacitated status effect.


Hex: Undying (Blight Techeable):

Same +

Added: If Undying itself is destroyed before Protecting other Hex perk, it's transfered to a Dull Totem.


Oppression (Twins Techeable):

Reworked: After hooking a Survivor, Oppression activates for the next 35/40/45 seconds:

While Oppression is active damaging a Generator causes all Generators also begin regressing. Triggers a difficult Skill Check if the Generators are currently being repaired.


Eruption (Nemesis Techeable):

Same +

Buffed: Cooldown Deleted.


Sloppy Butcher (Regular Perk):

Same +

Added: Working with Special attacks too.


Insidius (Regular Perk):

Same +

Added: Increases any other Indetectable Status duration by 20/25/30%.


Noed (Regular Perk):

Reworked: When the Hatch spawn i'ts aura is revealed to you and your Movement speed is increased by 2/3/4%, after closing it the last Survivor suffer from a permanent Exposed status effect.

Buff: No more an Hex.

Post edited by elpoh on

Comments

  • Bran
    Bran Member Posts: 2,096

    The survivor ones, not going into detail, would be very controversial. Especially the ones that decreased noises.

    Adrenaline is a cool changer, but shouldnt give the heal if hooked, trapped, picked up.

    The killer ones arent entirely good, but not entirely bad either. I don't have any thoughts on them

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 437

    My thoughts on these changes

    Survivor Perks.

    Adrenaline - doesn't really need a nerf but it does encourage survivors to have a more active role in distracting the killer in order to get the benefit of healing.

    Iron Will - Absolutely doesn't need a buff, it is one of the strongest survivor perks and giving it scream removal would make it over tuned as hell. Especially with your Lightweight buff. 

    Calm Spirit - It's fine as it is and this would make this perk overpowered. Imagine SWF where 1 person has Calm Spirit and suddenly the rest of their team can run different perks and still get a stronger Iron Will.

    Saboteour - Doesn't really need a buff, but a shorter cooldown wouldn't hurt.

    Left Behind - Could be an alright change, it is a semi revert to how it was before it's rework.

    Lithe - Again a perk that needs no changes, especially not that can remove a survivor's positioning mistake but giving them a fast vault from any angle.

    Poised - Absolutely not.

    Hope - Could be good, but it should be every generator that they are working on. Imagine you're the killer and out of nowhere the survivor you're chasing gets a 20 second speed boost when 2 gens pop during the chase.

    No One Left Behind - Could make it decent and a good anti-camping perk as it prompts survivors to not waste time, do gens, then go and save their friend.

    Lightweight - No, imagine playing or any killer against this and Iron Will. The survivor making 0 noise and leaving next to no scratch marks.

    Killer Perks - 

    Predator - Could be a decent perk with this change.

    Stridor - This would nearly change nothing for Stridor, and the reason Iron Will is so strong against Stridor is because injured survivors don't have 'heavy breathing' so once the grunts of pain are gone, there is no noise. 

    Overwhelming Presence - Could be a very strong change, but not in a good way, imagine a 39 second Starstruck or a 78 second Haunted Grounds. But could also be good, it would work as a counter to buffed Vigil and be a decent change for the perk.

    Overcharge - This is a good change.

    Knock Out - Good

    Franklin's Demise - Maybe

    Hangman's Trick - Could be really strong.

    Coulrophobia - Would make the perk good for slugging and counter Unbreakable, which wouldn't be ok. 

    Thrilling Tremors - While I would love to see there be no cooldown on this perk, it definelty needs one, it can give so much information and by not having a cooldown, you could get either information or slow down every time you pick up a survivor. Which would be really damn strong.

    Surge - Adding Special Attacks would be a nice buff, but it should still have some sort of cooldown, maybe per gen.

    Cruel Limits - This would make it a stronger and more consistent Hex: Blood Favor. And it should definetly not block Exit Doors, imagine this paired with Remember Me and No Way Out.

    Gearhead - Not too different from how it works now, but still wouldn't be that useful.

    Forced Penance - Could be a very interesting buff, provided that it is just one survivor and no all survivors who take protection hits.

    Hex: Undying - Does not need the change.

    Oppression - Could make it a strong slow down perk, but could be a stupidly strong at the same time.

    Eruption - Yes

    Sloppy Butcher - No

    Insidious - Would be a decent change, makes it have actual synergy with out perks and addons

    Noed - Could be a healthy change for the perk.