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Thought's On Every Survivor Perk (Fixing Weak Perks/Adjustments) [Killer's perks coming next]

Ace In The Hole: Perk fills its niche, but it’s toooo niche. I would also have it give you a 7% haste bonus after opening a chest for a few seconds, just to make it a bit more interesting. 


Adrenaline: Perfectly fine perk, doesn’t need any changes. 


Aftercare: Interesting perk, but it is lacking. I think one change would be to make it so you also can gain the effect from doing Generator’s with allies. :) Simple change and doesn’t really invalidate the other aura reading perks. Each fills their niche. 


Alert: Perfectly fine perk, underrated as hell. I would add cleansing Boon totems as killer to it as well. 


Any Means Necessary: Interesting perk, but I think it could be changed to be better without the double pallet stun issue it had on PTB. Simple make it so you can instantly reset a pallet in chaise but that pallet is blocked by the entity for 20 or so seconds so it can’t immediately be dropped to double stun. Return its higher cooldown. 


Appraisal: This perk is a decent perk that fits its intended niche. I would however increase the rummage speed by double. At the moment it basically just helps the Killer by slowing the game down. Also I would make it so you can see the Aura of items you have rummaged for and are on the ground, but only for items you rummaged so it doesn’t overlap too much with Plunderers.


Autodidact: A perk that is awesome in theory but not good in practice. I would remove the penalty and have it immediately start stacking in power by 10% per stack but lose stacks every time you lose a health state (Injured, downed). Would also give it a bonus chance to trigger skill checks based on Perk Tier


Balanced Landing:  This perk struggles to keep up with other exhaustion perks since its nerf. My suggestion is having it reduce stagger duration by 100% and increasing its speed boost to 4 seconds from 3. This just makes it a bigger moment considering how situational it is compared to the other options. 


Bite The Bullet: Underrated perk, but still lacking in potential. I think this perk should be the direct counter to Nurse’s Calling, your Aura should also be hidden from the killer when healing yourself and or when healing others both Aura’s are hidden. 


Blast Mine: Cool perk-ish. Kinda pointless. It should be the counter to Pop, but really isn’t. My suggestion is to make the Stun set all the Killer’s perks with cooldowns on cooldown, but also reduce the stun duration to 3 seconds from 4 and remove the blind. This way it directly counters Pop and other perks with cooldowns and gives Blast Mine its own niche as a crowd control option to potentially hinder a Killer and make them think twice about kicking gens once they know it's in a match.  


Blood Pact: I think you should always see each other's Aura’s regardless of being injured and have increased action speed when doing things together as well as a haste boost when within 16 meters of each other. This effect should just always be active from the start of the match, however you both should share a healthpool. If one of you gets injured, so does the other. So you get this powerful effect with a huge drawback as well. This could also open up slug perks even more as if one of you gets downed so will the other and you can potentially use some other slug perks with this perk. 


Boil Over: Should literally obscure the Killer's Aura reading abilities entirely, with infinite range while carrying a Survivor and for 4,5,6 seconds after. Would be a counter to BBQ and Chili while also making the killer need to literally twirl around a bit to check for a hook before picking up. Would make the perk just much more interesting and strong. 


Bond: Perfectly fine perk.


Boon: Circle of Healing: Doesn’t need anything. 


Boon: Shadow-Step: I think it’s fine.


Borrowed Time: Perk is supposed to counter tunneling. It really doesn’t. The timer for the endurance should be shortened to 10 seconds but pause while the Killer is chasing you. This gives you 10 seconds to lose the Killer and if they tunnel you down with it, it will pause. 


Botany Knowledge: Fine Perk. Maybe add reduced bleeding frequency to have it be a counter to Sloppy Butcher. 


Breakdown: Interesting perk. Simple change to make it fit its niche more and be more useful and be seen more. Just make it work when you unhook others as well as for yourself but remove the Aura reading aspect so it doesn’t overlap with Guardian.


Breakout: A fine perk that fits the niche it is intended for. If anything, maybe let the Haste effect remain for 2-3 seconds after leaving the radius. 


Buckle-Up: Barely ever picked. It’s too niche to ever see much use. I think the Aura reading should have infinite range. You should also give a 7% haste Status effect when picking up a Survivor that is in the downed state. 


Built To Last: Just got a recent buff, I still think it sucks. I think it should also let you keep your item even if you die in a trial, but not its addons, Ace in The Hole already fills that niche. 


Calm Spirit: It’s too niche, it should also mute sounds while in the dying state and the sounds your character makes from breathing and falling from heights. Simple changes that make the perk much more useful. 


Clairvoyance: It’s ok. But for cleansing a totem I think it would also be fair if it showed allies Aura’s while channeling it as well. 


Counterforce: Increase the duration by like 2 seconds because it’s really hard to see the Aura of the furthest totem from you. Also have it reveal the furthest totem from you at the start of the match too. 


Dance With Me: I think the cooldown could come down to like 25 seconds maybe lower, that or the duration needs to be increased. 


Dark Sense: Dark sense is so incredibly niche and the requirement for it to activate is so big that I think it would be fair if this perk pierced undetectable status, lowering the duration to 3 seconds and the last gen aspect to 5. Would make the perk much better. But it really sucks when you proc the perk and the killer is undetectable. It’s just so often useless which is why barely anyone takes the perk. If it was reliable the few times it proceeded in a match then sure it would be taken a bit more. It would also make this perk unique as it will be the only Aura perk that pierces undetectable, which is kinda fitting for the name of the perk too. 


Dead Hard: Ah yes the perk that is so good but also so bad at the same time. The issue with this perk is the invulnerability is usually unreliable or buggy, especially based on ping. I think there is an easy solution for both sides. Is removing the invulnerability, but increasing the dash distance and speed of the dash by a tiny bit and allowing steering during the dash. Fully commit to it being used to get to pallets or windows a bit more in time but remove the ability to dodge hits with it which often annoys killers anyways. 


Deception:  Increase the duration to 5 seconds. Simple change that just gives you a bit more time to actually use the stealth aspect of it. I think the cooldown could also come down to something like 25 seconds.


Decisive Strike: Make healing yourself not turn off DS, it’s ######### that it does. Also make it not a skill check anymore. Not strong anymore to warrant it being a skill check. 


Deliverance: Deliverance should be an active ability that can be used in both first and second stages of the hook, but still have all the requirements to activate the perk. This just allows  you to potentially get it for your second hook, and not get ######### if you get found at the start of the match. 


Desperate Measures: This perk is fine as is. 


Detectives Hunch: Great perk already really strong and underrated. 


Distortion: Perk should be fully reworked to instead hide your Aura and grunts of pain after remaining stationary for 3 seconds and not performing an action of any kind. Similar to insidious. For 3 seconds after you move your Scratch Marks should be hidden. 


Diversion: Already a really cool perk. My only suggestion is having it so you can see an indicator of where the perk will be thrown similar to the nurse blink addon and having it so you can charge up the perk to increase the throw range by holding the active ability button. This way you can aim your Diversion at different things, like lockers and windows etc. 


Deja Vu: Should be reworked to reveal the Aura of 3 gens closest to the killer but also protect those 3 gens from being regressed or kicked for the 120 seconds they are revealed. So it would counter kicking those generators and Ruin from regressing them. Corrupt Intervention would not target those generators since they are near the killer. This perk would deactivate after the 60 seconds. This perk would serve many purposes of 1. Showing you the general location of the killer at the start. 2. Giving you some generators that you can work on despite ruin, (so a counter to ruin) and 3. Protecting those generators from being kicked. This perk would be an early game perk that would leave survivors without a perk so there are downsides. Also if multiple survivors are running this perk it would still share the same Generator’s for the effect, and they would just all get the Aura reading aspect. 


Empathy: Should show you the progress of healing based on the aura color. Similar to buckle up but for injured survivors not dying. 


Fast Track: I would make this perk also work for healing a survivor, so you can use your tokens for a really fast heal too. :) 


Flashbang: Already a fine perk with a lot of uses. 


Flip-Flop: I would change the perk entirely to recover you 100% faster but you cannot pick yourself up with perks like Unbreakable, Soul Guard or No Mither. Also 100% of your recovery progress is converting into wiggle progress up to 30%. This makes the perk good standalone and alternative option to unbreakable, soul guard and no mither slug perks and removes the whole potentially to abusively stack them. You pick Unbreakable for the 1 time self recovery, No mither for the infinite self recovery and other effects, soul guard for the endurance + potential self recovery, or Flip-Flop for the fastest recovery speed and potential wiggle if killer slugs you too long. 


For The People: It got buffed but is still #########. Just remove the broken status aspect entirely. Losing a health condition is plenty of punishment for the effect. Even if you go off and heal yourself after you’re still wasting time healing. I think it would be fine to reduce your self healing speed by 20% as a punishment instead. Also when the survivor you healed with it gets hit it should count as a protection hit.


Guardian: It got buffed and it's actually really strong now, I don't think it needs any changes. 

Head-On: To bridge the gap between exhaustion perks and make the perk just generally decent. Literally just have the aura of the locker you are in to be lit for allies so they know that you are in it and can utilize your support. 


Hope: I would have it give you a 7% haste status effect for 5 seconds every time you complete a generator yourself. Paired with its current effect. This just helps you run a bit to the next generator or even potentially commit to a greedy generator play. It also stays true to the perk because you get a bit of hope every time you complete a generator, but you get the most when you complete the last. 


Inner Healing: Perfectly fine perk as is. 


Iron Will: Perfectly fine. 


Kindred: Also fine. 


Kinship: Should work when you stand near hooks for allies you should be able to pause their timer. So basically flip the perk. It would still have its drawback of having 1 survivor doing nothing the entire time but it could be a potential counter to face camping. 


Leader: In addition your Aura should be revealed to all other Allies. Since you are the Leader. :)


Left Behind: Fine perk as is. I would add a 7% haste status effect as well when within 16 meters of the hatch. Just to really tackle down on the perks intended purpose.


Lightweight: In addition to its current effect which should be increased to 4 seconds, after falling from great heights your scratch marks should disappear for 6 seconds and your stagger duration from the fall should be reduced by 25%. 


Lithe: Already a fine perk. :) 


Lucky Break: Already really good and underrated. Only change would be while healing yourself or being healing the timer should pause. 


Mettle of Man: I would reduce protection hits needed to 2 conjuring it is now protection hits that are needed to activate it plus a lot of healing which is also time wasted off generators. 


No Mither: It got buffed but still sucks. LOL. The grunts  should be reduced by 100% my freaking god. LOL. IDK why they are being so careful with it. You literally are perma injured, just ######### go all out. 


No One Left Behind: A decent perk already. I think that the healing boost could be increased a bit more even for how limited the perk is. 


Object of Obsession: The perk shouldn’t activate vs undetectable Killers. Meaning you shouldn’t be exposed to them if you can’t see them as well. Or it should trump killer stealth. One or the other. 

Off The Record: Make it so you can perform fast actions without alerting the killer in addition to its current effects. 


Open-Handed: Already a really strong perk. 


Pharmacy: It’s ok, but they should really just fully dive into the niche and make it always give you medkits from chests. 


Plunderer’s Instinct: Should also cause you to spawn extra chests like 2 max. 


Poised: Should also hide pools of blood and injury sounds for the 10 second duration. And give you a 1% bonus to generator speed when repairing alone for every Generator your team completes stacking max to 5% 


Power Struggle: Should reduce the requirement to 10% wiggle progression. Basically the perk should just always work if the killer walks mindlessly through a pallet but only not work when you die under a pallet. That way you can’t abuse it and just always die under a pallet. That 10% wiggle progress would be just enough. Now the perk is just a pinch more reliable and makes the killer have to respect pallets in their path. 


Premonition: Lower the cooldown to 15 seconds and reduce the cone width to like 30. Also have a premonition light up like spine chill when you are staring directly in the direction of another survivor within 36 meters. This gives it its own space vs spine chill, with a separate form of additional utility in the ally tracking aspect. Like spine chill has its action speed.


Prove Thyself: Already a fine perk. 


Quick & Quiet: A really decent perk already. I would even consider lowering its cooldown by 5 seconds even.


Red Herring: Cooldown should be lowered to like 30 seconds also once it’s placed on a generator it should stay on said generator even if you work on another. The only way to deactivate it should be to go into a locker to activate the perk, or to fail a skill check on any other gen. 


Renewal: Renewal should be able to be built up in advance for both unhooks. So 2 heals for 2 charges of the perk. 


Repressed Alliance: Already a really strong and underrated perk to counter ruin and coordinate generators. I do think the charge time could be reduced even further to 30 seconds. 


Resilience: Already super good. 


Resurgence: A really decent perk, underrated as hell.


Rookie Spirit: I think it should just be active regardless of hitting skill checks. Regression usually only matters early on especially vs ruin and #########. It can sometimes take too long to get any value out of this perk. I think it should just be active from the start.


Saboteur: Perk should not go on cooldown if you cancel it or are hit during it. 


Self-Aware: ALREADY really good.


Self-Care: Really good perk despite what people say. If used correctly its super strong.


Self-Preservation: In addition to its current activation requirement, it should also activate if you are hit first and an alley is near you within 8 meters. 16 for if they are hit near you and 8 if you are hit near them.


Situational Awareness: In addition to the current effect any time a Survivor loses a health state the Aura reveal should happen for 2 seconds as long as you are working on a generator. And when a survivor gets downed it's still 10 seconds. Also anyone working on the generator with you during any of this time should also gain the Aura effect as long as they are actively working on the generator alongside you during the hit or down. 


Slippery Meat: Should be removed along with the ability to coby outside of deliverance. It’s a ######### mechanic that is just a way to DC. As a Survivor it’s annoying to see other Survivor’s try and pull themselves off and as Killer its ######### annoying when they get that random 4% chance and get off, its not fair in either situation. Remove it and the baseline ability to try and pull yourself off. Deliverance is fine since it's now an active ability with a condition. 


Small Game: Fine Perk. :) 


Smash Hit: Really strong and underrated perk. It does a lot for how situational it is. It’s a guaranteed escape essentially if you land it with the 1 extra second of speed plus the stun and if the killer kicks the pallet then even longer. 


Sole Survivor: ######### perk. Rework it to give you a single Endurance state once you become the last survivor. 


Solidarity: Every person healing the target should get healed at 50% conversion rate as long as you are one of the people healing. So it’s like a group healing moment. It should not stack with itself either. 


Soul Guard: Already a really strong perk.


Spine Chill: It’s good, trust.


Sprint Burst: A fine perk. Nothing to say.


Stake Out: Super strong perk and underrated. 


Streetwise: Should also prevent your item from being consumed when using addons that consume items, instead the addons should disappear and your item remains. 

 

Technician: Should completely remove your repair noises and hide your aura while working on a generator that is at least 50% complete. 


Tenacity: Great perk already along with all the slug perks just need a hook saboing to be stronger to make slugging a bit more meta which would make this perk a bit better. Although it still needs a bit of a buff. Your movement speed on the ground should increase by an additional 25% up to 75% when the Killer is not within 16 meters of you. But remain the same if they are within 16 meters of you. 


This Is Not Happening: While injured and working on Generator within the Killer’s terror radius your Aura is revealed to the killer but you gain 4% bonus progress towards great skill checks. <Simple high risk high reward perk. Could be really fun to use. 


Unbreakable: Already strong.


Up The Ante: Have it increase your chance to trigger skill checks by like 3% per survivor alive instead of its current effect. And increase the chance to spawn the hatch in the main building. 


Urban Evasion: Still strong, never wasn't strong it’s just used badly. 


Vigil: It just got buffed. Also have it reduce incapacitate status effect as well. 


Visionary: Should be reworked to reveal the furthest generator from you when you spawn and increase the speed at which you do that generator alone by 2%. Every time you complete a generator the furthest Generator from you is revealed and the bonus is increased by 2% up to 10% max. This effect only works if you are on the generator alone. It deactivates if another survivor is working on a generator with you. 


Wake Up!: An ok perk that is underrated. The aura revealed to allies should be infinite. And the gate speed should be buffed to 20%. Also while standing within 4 meters of an exit gate switch all other Survivor aura’s should be revealed to you this will give it some minor uses throughout the match. You could run to the gate switch if you were near it to try and find an ally. 


We’ll Make It: A strong perk as is. 


We’re Going To Live Forever: A great perk for farming and just generally good too. After taking a protection hit you should gain a 7% haste bonus for a few seconds as well. 

Windows Of Opportunity: It got buffed. It’s really strong now. :)

Comments

  • Nayru
    Nayru Member Posts: 567

    hi, i will now comment on some of your perk comments

    Ace In The Hole: Perk fills its niche, but it’s toooo niche. I would also have it give you a 7% haste bonus after opening a chest for a few seconds, just to make it a bit more interesting. rather it be able to find red addons, reduce the rarity overall if so desired but make it able to find any rarity of addon in either first or second try (as it stands you only ever get up to purple/yellow which could be stand to be more fun, particularly with more item nerfs)

    Appraisal: This perk is a decent perk that fits its intended niche. I would however increase the rummage speed by double. At the moment it basically just helps the Killer by slowing the game down. Also I would make it so you can see the Aura of items you have rummaged for and are on the ground, but only for items you rummaged so it doesn’t overlap too much with Plunderers. appraisal should show the aura of opened chests that you haven't rummaged a la plunderer's, this is a seriously lacking feature given the wannabe lootfiends that exist without any chest perks in matches

    Balanced Landing: This perk struggles to keep up with other exhaustion perks since its nerf. My suggestion is having it reduce stagger duration by 100% and increasing its speed boost to 4 seconds from 3. This just makes it a bigger moment considering how situational it is compared to the other options. this would probably make it see far less use since there's already drops you can proc it on that hardly stagger you at all (and they're far more optimal as the chance to take a hit off of that is substantially lower)

    Borrowed Time: Perk is supposed to counter tunneling. It really doesn’t. The timer for the endurance should be shortened to 10 seconds but pause while the Killer is chasing you. This gives you 10 seconds to lose the Killer and if they tunnel you down with it, it will pause. this still won't fix your issue because if i seriously wanted you dead i'll just proxy chase you for an even shorter timeframe while counting out 10 in my head (my seconds are a bit slower than real ones) just to be sure, apologies

    Botany Knowledge: Fine Perk. Maybe add reduced bleeding frequency to have it be a counter to Sloppy Butcher. eh, getting rapidly and massively overshadowed by stuff like we'll make it/desperate measures/circle of healing these days, it could probably stand to have an actual secondary effect added to it though i'm unsure what would work well without then dunking desperate measures

    Breakdown: Interesting perk. Simple change to make it fit its niche more and be more useful and be seen more. Just make it work when you unhook others as well as for yourself but remove the Aura reading aspect so it doesn’t overlap with Guardian. is this perk even fixed yet, i hope it's fixed already where the hooks actually respawn but i feel like this'd just become sabo 2.0 on some maps where hook placement is already ungodly sparse where even a single bodyblock guarantees losing a hook state

    Built To Last: Just got a recent buff, I still think it sucks. I think it should also let you keep your item even if you die in a trial, but not its addons, Ace in The Hole already fills that niche. girl, you are insane, that's all there is to it - refilling almost entire item and then majority of item in an inner strength or so's worth of locker is absurd on high-end items brought into the game (think killer aura red keys/crystal bead maps with detective's hunch/purple medkit with +28 charges)

    Calm Spirit: It’s too niche, it should also mute sounds while in the dying state and the sounds your character makes from breathing and falling from heights. Simple changes that make the perk much more useful. i support this as i'd like to someday make a 'ghost' build

    Clairvoyance: It’s ok. But for cleansing a totem I think it would also be fair if it showed allies Aura’s while channeling it as well. there's too much anti-synergy with mikaela in this perk and it severely hurts its potential, it should proc off of bless as well (even if only once per individual totem in the match) and share your aura read with other survivors in your immediate vicinity

    Counterforce: Increase the duration by like 2 seconds because it’s really hard to see the Aura of the furthest totem from you. Also have it reveal the furthest totem from you at the start of the match too. egh, think this one's getting clapped by boonpocalypse to be honest, if it's going to show a totem aura at the start of the match it should be the closest one to you i feel

    Dead Hard: Ah yes the perk that is so good but also so bad at the same time. The issue with this perk is the invulnerability is usually unreliable or buggy, especially based on ping. I think there is an easy solution for both sides. Is removing the invulnerability, but increasing the dash distance and speed of the dash by a tiny bit and allowing steering during the dash. Fully commit to it being used to get to pallets or windows a bit more in time but remove the ability to dodge hits with it which often annoys killers anyways. the lunge to completely reset a chase is the actual problem with it in higher-end play, i'd never support this and generally what i posit for dead hard is removing the iframes/lunge and making it absorb a hit into a deep wound hit without giving the associated speedup, or perhaps being a total protection hit when you're on death hook as a total rework

    Decisive Strike: Make healing yourself not turn off DS, it’s [BAD WORD] that it does. Also make it not a skill check anymore. Not strong anymore to warrant it being a skill check. concur with self-healing (as the first thing i want to do if i somehow get away from a tunneling killer that then turns out to have NURSE'S CALLING is heal, and other people healing you doesn't turn it off, so..) but not lack of skillcheck, to me i think messing with totems/self-healing should not turn it off (unless it's a hex obviously) due to inner strength/circle of healing however i think ds should disable in the endgame because free escape syndrome (especially with deliverance) always feels quite cheap, both as and against

    Deliverance: Deliverance should be an active ability that can be used in both first and second stages of the hook, but still have all the requirements to activate the perk. This just allows you to potentially get it for your second hook, and not get [BAD WORD] if you get found at the start of the match. ONLY if deliverance/ds is dealt with by ds being disabled at the end

    Distortion: Perk should be fully reworked to instead hide your Aura and grunts of pain after remaining stationary for 3 seconds and not performing an action of any kind. Similar to insidious. For 3 seconds after you move your Scratch Marks should be hidden. gain a token (and proc its effect to boot) every time you drop chase with killer on a cooldown and this perk becomes a lot more involved/impactful

    Iron Will: Perfectly fine. you wish, ever since its effect was made absolute it should be reduced to 50% strength at best and given possibly multiple side-effects to compensate - it has no business existing as it stands where due to how the game's coded it renders your character audio loop completely and utterly dead silent when injured, advantaging you to be such as opposed to uninjured

    No Mither: It got buffed but still sucks. LOL. The grunts should be reduced by 100% my freaking god. LOL. IDK why they are being so careful with it. You literally are perma injured, just [BAD WORD] go all out. would go very nicely with iron will not making you completely silent yes

    Open-Handed: Already a really strong perk. i've had positing elsewhere that if people really wanted this to do something as a one-off the perk could show your aura to other survivors at all times if it wouldn't otherwise be obscured, so there's that, but i'd only support that if its aura range numbers were left alone

    Saboteur: Perk should not go on cooldown if you cancel it or are hit during it. i found this out the hard way when doing sabo challenge with lv1 jake why is this even a thing

    and that's about the time i've got bye for now wah

  • snek
    snek Member Posts: 180
    edited October 2021

    interesting ideas, but blood pact shouldn't make you share health pool since the other survivor never signed up for this; make it so it applies only when entering injured state, not dying, or make the positive effects even stronger, then it would be justifiable for this perk to exist

  • Flowerling
    Flowerling Member Posts: 11

    I didn't even think about this. Thanks for the comment. I forgot that the other survivor wouldnt Sign up for it. Hmm maybe only the person that has blood pact gets the effects but loses a health state whenever the obsession gets hurt.