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Cool survivor perks that need some love
There are some survivor perks that have amazing theme and general idea behind them is either fun, cool or simply very fitting into the game's theme and lore.
Red Herring: Distraction's younger, useless brother. Idea to stealth and deceive instead of brainlessly loop for one millionth time or abuse ds+unbreakable is cool. The perk is too limiting though. The main issue with it is the fact that repairing new generator will deactivate the perk from other generator... so you either need to use it immediately or just waste time not doing your only objective - gens.
Just randomly popping loud noise notifications is worse than useless. Just like with Pebble, it's better to use it once per trial when it will matter instead of using it whenever possible (Killer with brain will fall for it only once). My proposition for a buff:
After repairing generator for three seconds you can now mark it with active ability button (just like Blast Mine or Repressed Alliance). This generator stays marked until you use Red Herring (enter locker) or this generator is finished. This way survivor might mark generator somewhere and if forced away they can focus on pressuring other objective or gen and then enter locker to use the perk when it actually matters without wasting time of not doing gen.
Every perk that promotes smart plays instead of bruteforcing with endurance, looping or exhaustion should be promoted. This change is really simple to implement, because coding is already there! I don't think it would be overpowered, but if you are afraid of only buffing perks a nerf could be added. Longer cooldown could be a thing or a mechanic that makes it impossible to mark another generator without popping or using up previous instance of marking a generator.
Resurgence: I already made separate topic about this one. Perk is cool, but there is no reason to use it over We'll make it. Just buff to i 55% so it's barely faster than We'll make it and it's gucci.
Sole Survivor and Self-Preservation: These two perks are really cool, because they fill unique nische of 'selfish perks' and despite what people say, going selfish or simply not stupidly altruistic is usually the better option, both in game and real-life and it is a shame that perks meant to reflect this are simply... not usefull at all.
Self-Preservation should simply have a bigger radius of activation, while Sole Survivor should... do something stronger. Perk that only activates and gets stronger when other survivors are dead should be meaningful and SS is not at the moment. Blocking of aura reading is cool in theory, but very, very rarely does anything in practice. It's not even this good combined with OoO after the nerf due to nature of OoO being uncontrolable now. I would add 0,5%/1%/1,5% bonus movement speed per survivor dead or sacrificed.
Fast Track: Another 'selfish perk' which has too small of an impact to occupy the perk slot and... promotes 'toxic' playstyle. While I agree that survivor equivalents of killers perks (Pop goes the Weasel) should be way weaker, because it's 4 vs 1 ratio, Fast Track is too weak at the moment. What annoys me the most is fact that it punishes killers who play nice, going for 12 hooks. Perk only gets token when survivor is hooked... but when they are camped on the hook it does nothing. In my opinion it should get it's tokens WHENEVER ANY OTHER SURVIVOR REACHES NEXT STAGE OF SACRIFICE BY ANY MEANS. There is already very small number of killers who even try to go for 12 chases (and for good reasons, hit validation being just one of many) and survivor perks punishing this 'desired' playstyle while lowkey rewarding the 'toxic' ones (camping) is in my opinion very bad design. Not only it doesn't speed up generator speed against campers, it occupies perk slot which could be used for BT or other broken nonsense. If anything, please buff this one.
Edit: Even decription of the perks says that sometimes it's necessary to sacrifice others to get ahead... maybe when other survivor is killer, make this perk give 5 tokens compared to it's 1/2/3 on non lethal sacrifice progress. Even with this, the max value a survivor could milk out of it is 33%, which still is less than fourth of what Pop Goes the Weasel is worth through out the trial. I don't think it would be op, but I might be wrong.
Clairvoyance: I really don't see any valid reason why it's only useable when empty handed. It should work like Self-Care does with medkit in hand. LMB self-care, RMB medkit. Near something like generators? LMB repair RMB medkit. The coding for this is already in game and I don't really see why there should be limitation to be empty handed. LMB Clairvoyance, RMB Item.
This is not happening: While it really does help hitting great skillchecks than it would seem from just reading the description... This effect is is simply too small for perk that only works when injured. Compared to Resilience it's literally useless. We do not need counter to old Ruin as it no longer exists and we have Stake Out for better skiilchecks already. (I really liked old ruin, because it really distinguished good survivors from the rest, even in something as basic as repairing generators)
Let's increased odds of skillchecks, just like Spine Chill has. 10% increased odds at all times and 30% bigger 'great' succes zones when injured. I don't think it's super strong, because great skillchecks were nerfed anyway, but this would be interesting perk to run on it's own or with Spine Chill and Autodidact
Lightweight: God damn this perk has some potential and sounds amazing on paper, but if you actually go and see videos camparing it being on or off... gosh, it is worse than useless, because effect it has is almost non existant, but it makes survivors sprint more, because they think they are safe. Please, buff it in some way...
Proposition: Twice as strong when healthy, current value when injured. It makes sense, because it's harder to try and be stealthy or caucious with life threatening injure.
Buckle up: This perk is so bad it's became a meme. In all honestly I think WGLFE 100% healing speed when healing dying survivors should be on Buckle up instead (I don't think survivor farming perk should give any benefit during the trial. You want points? Cool, but it's still 16 perks vs 4...).
Hope: It's not very bad, but other perks are just way, way better at what it's trying to achieve. I would make it, that it slowly decays over the course of 120 seconds after powering up the gates, but it cannot go below half of it's initial value - so even after the 120 seconds the survivor still keeps the 3,5% movement speed (the game is ending anyway). Maybe buff it's initial value to 8% too, since it's gradually decaying anyway? The most annyoing aspect of this perk is that it goes away and that's it... This would fix this 'issue'.
Devs did a great job buffing a lot of useless perks some time ago and I believe they can do it again <3.
Comments
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Yes, it's at least something that will revive
All the perks that you have listed at the moment are in the trash can
Lightweight: you need to make it so that if you are 15 meters from the killer, then you do not leave traces (there are moans, blood, crows, so this is balanced, for example, when I am chasing a survivor, then traces are not needed)
Clairvoyance: I am also worried about this question, but to be honest (the developers do not know how to do this and apparently give us an invisible object in our hand (a crutch, so to speak))
Buckle up: Well this is a meme guys perk just rubbish it needs to be redone to the edge
Hope: This perk should be at the level of the assassin imbalance perk (NOED) which can change the outcome of the game, but what we have at the moment = trash perk
Your changes will not make him very attractive, most likely he should give a guarantee that you will not fall from 1 hit, so to speak, counter to the same Noed
With the rest, I agree, you need to start at least something to change so that the game does not get bored and stand in the same meta for 5 years
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I definitely like your ideas here.
Red Herring's buff sounds great, could actually make it somewhat useful, but it would definitely not enter the meta or anything.
Resurgence should be buffed to 70 or 75 % to be honest. It shouldn't be something like 99% or so, because killers gain some time when survivors heal. But 50% just isn't enough when considering that WGLF exists, and I don't think buffing it to 55% would be enough to make more people use that perk.
I 100% agree with the buff to Self-Preservation, but I think Sole Survivor just needs a complete rework. Increasing survivors movement speed is always a dangerous thing for balancing, because it can make or break a pallet loop. In fact, the game still has too many pallet loops that can't be mindgamed by M1 killers, plus increasing survivors movement speed also just further buffs the hold w meta, even if only a bit. And a perk that relies on survivors dying is not healthy for the game in my opinion.
I am not sure about the buff to This is not Happening either. It doesn't even sound particularly strong, but the problem is simply that gen times are already a problem in DBD, so anything that doubles down on that, no matter how small, can be pretty unhealthy for the game. But not sure. The two buffs to Fast Track however I definitely agree on, because they pretty much just help this perk against a camping killer, and when a survivor dies, which is the point where a killer gains much more momentum anyways. So a bit of extra gen progress wouldn't be a problem in those situations.
I'm guessing with Lightweight you are suggesting that scratchmarks only stay for half as long as they do now with this perk? If so I guess that could work. Could be a bit too annoying to go against though, but not sure about that.
Buckle Up I feel like could be turned into the Borrowed Time for slugged survivors. So in addition to the existing effects, picking a survivor up from the ground grants them the endurance status effect for like 12 seconds. Or survivors that you pick up gain a sprint burst of 150 movement speed for like 3 seconds, which doesn't cause exhaustion and is unaffected by it.
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That buff to Lightweight could become troublesome. Survivors running away early and holding w is already one of the most unfun aspects of DBD, and this could just buff this quite a bit, making it very hard for a killer to not lose the survivor. Not sure though, but I could see that being problematic.
Scratchmarks are the main element of tracking for killers in the end, there was a reason why Lucky Break was too good with 90 seconds of effect duration. And Survivors definitely gain more distance than 15 meters after getting hit by a killer as well.
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@ad19970 Great suggestions. The Buckle up ideas seem the most interesting, especially that Guardian (Babysitter) now does something like this, just for the hooks, being alternative to BT. I can see it working on Buckle Up.
While I agree with the movement speed making or breaking the loops, Sole Survivor activates when game is already finished anyway, and almost 5% is not that big of a deal in this scenario. If survivor tries to loop, killer would just bloodlust to keep them theere and not run for the hatch.
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Lucky Break is actually 60 seconds and even so few people use it
Lightweight, on my suggestion, only works near the killer, that is, if the killer is blind and cannot track his victim, then he will obviously lose the survivor
Therefore, in the Whisper perk there will be a meaning for such blind killers.
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Oh you mean within 15 meters of the killer, that should work. A killer doesn't have to be blind to lose a survivor though.
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Yes, though I would have it be more 150% movement speed sprint burst, and not just some 7% haste status effect like Guardian, which I feel is still outshined by Borrowed Time by a lot.
Perhaps you are right on sole survivor. But I still don't like the idea of a perk that buffs you when another survivor dies. I fear especially when the change would release, some people might actually let people die on puprose to get to use those haste values. But I might be worried too much on that. It would be kind of a very small counter to tunneling. The faster a killer tunnels a survivor out of the game, the earlier you get a movement speed bonus, even if it's just 1,5%.
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@ad19970 Job of a survivor is to survive, not to make the whole team survive. I really don't see a reason to stygmatise players who have different approach. This game is not to be taken this seriously anyway, there is just to much rng to sweat in it.
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I get that, but in general it's not fun to be left on the hook until you die. I personally simply don't think it would be healthy for the game. Just like I would never want a perk that promotes camping or tunneling.
Not to mention that many people wouldn't really agree. Many people play survivor to have as many survivors escape at the end as possible. People generally consider it a win when 3 survivors escape, even if they don't at the end. Meanwhile, escaping alone while the other 3 survivors all were sacrificed isn't really a win to many, or at least some people.
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I like your buff for Red Herring.
Resurgence I agree could be increased a little bit. I'd go 60%.
For self-preservation I would increase the trigger range to 28 meters.
My idea for sole survivor was this:
Every time a fellow survivor is killed or sacrificed, gain a token. For each token, your repair, healing, sabotage, cleansing, blessing, and unlocking speeds are increased by 5%.
If you are the last survivor in the trial, you can heal yourself without a medkit at 200% of the regular healing speed (8 seconds to heal yourself). This does not stack with a medkit.
Fast track just needs a complete rework. It rewards you for survivors being hooked which seems extremely counterintuitive, and does nothing if your teammates play well/avoid being hooked. One idea I had was this (although this would need to be tested, it might be too good):
Gain 2 tokens when performing any of the following interactions, up to a maximum of 6/8/10 at a time:
-Performing a safe hook rescue
-Healing another survivor for the equivalent of 1 health state
-Rescuing a survivor from the killer’s grasp
-Taking a protection hit
All tokens are consumed upon a great skill check on a generator. Each consumed token grants a 1% bonus towards the generator in addition to the normal great skill check bonus.
Your change to clairvoyance would be fine, yeah.
Your suggestion for this is not happening would help it a bit but it still probably wouldn't be that good.
Lightweight already is better while healthy since you're not leaving blood pools. If the killer is right on top of you, it doesn't do anything. If the killer is super far away, it also doesn't do anything - it only helps in those perfect "in-between" scenarios. My idea for lightweight is the following:
Your scratchmarks stay visible for 4 seconds shorter than normal.
The sounds of your footsteps are 35% quieter at all times.
Your idea for buckle up could work. I also had another idea:
When another survivor is in the dying state, you can determine their recovery progress by the intensity of their aura (no range limit, currently is limited to 48m).
When you heal another survivor from the dying state, they gain a 7% Haste status effect for 8 seconds.
When you are in the dying state, all other survivors can determine your recovery progress by the intensity of your aura. If you are healed from the dying state or fully recover from the dying state, you receive a 7% Haste status effect for 8 seconds.
For Hope I would simply make the timer pause while disabled (anything that would cause adrenaline to go on hold, such as being on hook) or while in the dying state, so you get to actually use the entire 2 minutes.
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Yes, I agree that the perks that make you play vile in the fact that someone would die for your benefit are not very good and are more toxic
Let them work better as an aura for the whole team, then this will be of use
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@sizzlingmario4 While I do feel like Sole Survivor and Object of Obsession should still synergize, your idea seems pretty cool too - fast self healing is actually what is always missing when being the last survivor (unless you have Iron WIll) and the action speed is helpful too. Would it apply to exit gates and vaulting too?
I don't really like your idea for Fast Track though as it completely changes to perk theme: gaining benefits from leaving people to their fate turned into benefits from altrusitic play. Cool idea for perk, but this Fast Track specifically is meant to be selfish, just like Self-Preservation,
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@Hunter_Main_322 Why aren't they good idea? Your job as a survivor is to survive, not rescue others. Sure you can, but it's just an extra... and we already have majority of perks being altruistic ones and the selfish ones... there are just a few of those and are trash (except DS, which is very easily countered too).
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The game has enough toxicity of one camping with tunneling is already up to its throat
More team perks and auras needed
At the moment, apart from the totem, the game has nothing more to offer
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@Hunter_Main_322 If you think that camping or tunneling is toxic, then I don't think we need to talk about the topic anymore.
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I agree with this because it kills the game and makes it more irritating.
Also, if more perks are introduced, designed if someone dies
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