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Nerfs/Changes to some meta Survivor perks.
I want to start by saying I actually don't mind MMR that much, the only thing that bothers me about MMR is the constant usage of survivor meta perks. Alone they're fine, but when you have to deal with 4 of the same strong perks, I think it leads to matches feeling more unfair and unfun to killers.
I'm going to suggest a few changes to some survivor perks I think will make them more fair to go against, not all will be nerfs but the majority will be, and if this gains enough traction I can gladly do one for killer as well. I know this is not 100% original but I believe if we make enough noise about problems the devs can actually fix we might at least get responses to these concerns. It may not seem like it sometimes but they do listen to the community, like when they nerfed Decisive Strike, Undying, and boons (the latter not enough to be honest).
Without further ado...
Dead Hard:
This is by far my least favorite perk to go against, and I am not alone. I've seen a lot of suggestions to nerf this by removing it's distance or removing the I-frames, but here is my take:
After Dead Harding, there should be a new status effect that makes the survivor unable to vault or drop pallets for a set number of time, maybe 2 seconds or so. This will still make Dead Hard effective in dodging hits, and it wouldn't completely kill using it for distance, but I think this will make it more skillful to use and not just a "press E for safety" type of perk. I would say Incapacitated should be buffed to do this effect, but that would make the Twins way too strong. It would be a nice buff to Eruption though.
Decisive Strike:
Personally I think DS is fine as it is, it only needs a few minor changes to make it better.
I don't think self healing should disable DS until you fully finish healing, as I don't think healing yourself progresses the game that much. In my eyes it just enables the survivor to have a fair chase later in the match.
But please make it be disabled if you're blessing a totem and if you're opening an exit gate, the fact it doesn't makes no sense to me.
Borrowed Time
This is probably the least important change in this list, but I still want to include this.
BT is perfectly fine in my opinion, but what I hate the most about it is when teammates body block with it. I think the deep wound effect should be removed and instead make the survivor completely invulnerable and intangible for 12 seconds. By this, I mean the killer cannot damage them at all and both the survivor and killer can go though each other. I don't know if people will like this change, but I think it would be healthy to guarantee a safe unhook but the unhooker is still not completely safe either. Still, if they don't ever change this perk I would be fine with that.
Iron Will:
This is a completely balanced perk in my opinion, the only change everyone wants is to make survivors have breathing noises when they're injured, and I agree. Iron Will is a perfect risk/reward perk that is still situational, and while breathing is too important in most matches that tiny nerf would still be nice.
Unbreakable/Renewal:
This is going to be my hottest take, so I'm prepared for no one to agree with this, but I do not like the fact the survivors get Unbreakable for free. I know it's a very situational perk, but I still feel they should earn such a strong effect anyway.
With that being said, I think Renewal and Unbreakable should swap requirements. Yes, I think Renewal should always activate and Unbreakable should require you to heal someone to get the effect. I don't think it should be a full heal, however, maybe just 75% or even 50% would be fine.
Again, I don't expect a lot of people to be on board with this change, but I think it'll be better for the game if an anti tunnel perk was more consistent with the others, and an anti slugging perk wasn't mindless to use. Soul Guard and Boon: Exponential are far more balanced against slugging in my opinion.
Exhaustion Perks:
I think every exhaustion perk (besides Dead Hard) is fine as it is, but I would not be against nerfing exhaustion as a whole. A longer cool down, maybe less speed or less speed time would all be fine nerfs, assuming they don't nerf them too much. Still, if they don't nerf them, all of them are ok to me.
Boon: Circle of Healing:
I don't really like boons, but if they never change how all boons work I think at least COH should be nerfed. Either remove self healing or just have a speed cap for self healing in general, either one would be fine with me. Still, I know a lot of people don't find this perk overpowered or anything, I just hate going out of my way to remove something strong that'll be back up in 16 seconds.
Obviously there are more perks that need a change or rework, but these are the perks I feel need to be changed first for the health of this game. As I said before, the devs make it seem like they don't care about the community's concerns at all, but I think they will if we make enough noise about certain problems, they're willing at least listen to them. I would like it if everyone gave their opinion about these changes, or even add their own if they want. I want to create a discussion that can spread some awareness about what everyone wants for the game.
If you made it this far thank you for taking to time to read this, this is my first post and I hope we can change something about this game for the better.