General Discussions

General Discussions

buff 1 perk you use in every build/killer/survivor

Member Posts: 238
edited January 2022 in General Discussions

tell me the perk you use in every single build and what buff you'd give it, even if it's already powerful (if it is)


mine is Scourge hooks: pain resonance

Any survivor touching the gen within 5 seconds of blowing up have their aura revealed for 5 seconds.

Post edited by cutiekiller on

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  • Member Posts: 5,047

    I always thought that would be a nice change, pause the EGC timer when it's active, but make it activatable.

  • Member Posts: 5,212
    edited January 2022

    But I don't want the EGC to pause 😥

    I want to show that stupid 4 Man SWF Bully Squad that they should have left when they could have instead of wasting my time sitting at the Exit Gates to T-Bag me and jumping through the windows constantly so I get that super loud annoying noise notification every half a damn second 😈

    It is quite literally the reason I still run BW even though it's tactically a bad decision. It doesn't happen often but when you catch one of those cocky bastards who got just a LITTLE too cocky...

  • Member Posts: 5,212

    Ooooh, that's also acceptable!

    Let's see you Sprint Burst your way out of this you meddling teens!!!!

  • Member Posts: 1,078

    BBQ can get up to 8 stacks for triple the BPs gain.

  • Member Posts: 3,660

    surge no works when you down someone with an m2. Blastmine now gets faster activation when working on a gen with a teammate

  • Member Posts: 320

    Bond: Friendly survivors now have a symbol telling them they’re within Bond range. Not only could this let people know you’re close to help out, they’ll also know I can now see the stupid ######### they’re doing.

  • Member Posts: 8,077
    edited January 2022

    I'll do my favorite two 'dumb perks that I love anyway'.

    • Surge: Now works on grabs and killer power based downs (frankly, this should be the case already).
    • Save The Best For Last: Now only loses one charge on hitting the Obsession.

    Bond: Now gives survivors a tuxedo, a silenced pistol and a grappling hook.

  • Member Posts: 3,216

    Thrilling tremors buff it to be block gens for 20-24 seconds.

  • Member Posts: 238

    the first one would be okay second it's pretty much starstruck

  • Member Posts: 5,047

    But you don't need to be holding someone.

    But yes, it would just become a better starstruck.

  • Member Posts: 238

    yes I don't understand it myself either, also just remove the cooldown? if you down 2-3 survivors in 15 seconds it'S their fault and 3 downs is worse than 24% regression.

    YES PLEASE we hate to lose our precious stacks


    they run faster than us, but we can kill them

  • Member Posts: 238

    agreed, I ahte the perk personally but if it would do way more it would be fine, and if it would activate while carrying when the timer reset like startstruck

  • Member Posts: 238

    that would be way too powerful tbh, but I think you'd get value once and you'd never get value again unless the survivors are dumb

  • Member Posts: 5,047
  • Member Posts: 2,089
    edited January 2022

    Eruption:

    After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.

    • When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
    • Applies an immediate 6 % Progression penalty.
    • Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 12/14/16 seconds.

    Eruption has a cool-down of 30 seconds. <-Removed


    The Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk so something that can synergize better with others for slowing gens. For that reason, I also removed the cooldown time of Eruption, it only seems fair since while this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of... 6% damage... to all of the affected gens on your next down... sigh, why did this have a cooldown in the first place again?


    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness.

    This isn't a perk I necessarily USE in all my Builds or on Every killer, but come on... Poor Spies has been needing this level of a QoL Rework for a VERY long time.

  • Member Posts: 5,352

    this with BBQ and we going to live forever.

    fact we need a perk for more BP sucks tho.

  • Member Posts: 238

    eruption needs no cooldown, the buff you mentionned tho looks great, but no cooldown, 6% is nothing, no need to have a cooldown

    I kinda like the overhaul of spies, good idea

  • Member Posts: 636

    Same, but we'd need to add ways to get WGLF stacks. Getting 8 hooks is super easy, but WGLF stacks can be tough to get 4. Give us stacks for breaking totems, finishing gens, unhooking, picking up, taking protection hits.

  • Member Posts: 2,089

    You have a point, even as it is right now, It's not like a killer is gonna spend 30 seconds kicking every gen they come across after downing/hooking a survivor to set it up for the next wave of minimal damage, so why does it even have a cooldown to begin with? Also, Oppression doesn't even add anymore damage to the kick or any of the gens it starts regression on, so why does it deserve a freaking 80 second cooldown? The devs decisions just don't make sense. I'll remove that part of the suggestion. Thanx 😋

  • Member Posts: 5,451

    Spine Chill: In addition to it's current function, Spine Chill now allows you to sprout leaves and turn into a bush when you crouch for at least 5 seconds.

    Monstrous Shrine: After the killer hooks everyone at least once, the basement hooks grow legs and starts chasing survivors off of generators.

  • Member Posts: 5,352

    picking up should be on there but sure breaking totems, finishing gens wouldn't be tho.

  • Member Posts: 238

    they are too afraid to make something "strong/decent" with the artist chapter they released pentimento and pain resonance, if survivors break totems instead of blessing this hex is great, and pain resonance you apply gen pressure while getting hooks states, and 15% isn't bad one bit, 2 strong perks that don't break the game, so why does all these perks have cooldowns? surge???? eruption??? oppression I can understand to not spam it but still 80 seconds??? 20 would be more than enough, could be good with impossible skill checks builds, barely see those at all since the huntress lullaby nerf, all these perks are weak because they are afraid, look at dead man's switch, that buff makes the perk nearly S tier or very close to it now, no need to be afraid, it can be strong while not being broken

  • Member Posts: 6,080

    What i dont like about the second part is that alot of times taking a "protection hit" is not up to you. you just have to be healthy an an injured survivor nearby and it counts as a protection hit sometimes

  • Member Posts: 942

    DS, everytime the killer picks me up, i get to use it and stun the killer gg ez baby killer /j

    but nah, for real i'm not sure, i'm not good with these ideas

  • Member Posts: 174

    Surge - Remove cooldown and make it activate with special attacks.

    Autodidact - Remove the negative affect.

  • Member Posts: 2,089
    edited January 2022

    I think the temporary negative effect of Autodidact is fine, what isn't fine is how RNG dependent it is. The LEAST they could do to make it decent or even OP, is simply to have it increase your chances of triggering skillchecks while healing by 10%, that way it pairs even better with Spine Chill, and the Medikit add-ons (Needle and Thread or Surgical Suture) and if you had all 3 equipped you'd have a base maximum chance of triggering skillchecks up to 25% when healing away from the killer, and 35% when the killer looks in your direction, easily making Autodidact Much more useful as a quick healing option.

  • Member Posts: 2,446

    Coup De Grace: Add 2 features.

    1. Lunges that do not go past the maximum lunge range do not consume a token.
    2. Gain a token for every 6/5/4 pallets broken.

    I also use Agitation quite a bit but I don't think it necessarily needs a buff.

  • Member Posts: 281
  • Member Posts: 981

    For survivors:

    "Boon: Exponential" now covers 32m instead of 24...I love this Boon...


    For Killers:

    Grim Embrace now looses it stacks once it activates. It can activate once more while all survivors are alive.

  • Member Posts: 252

    As Survivor, wouldn't be caught dead without Detective's Hunch. I'd make it so Hex totems glow yellow so you know which totem is the one to go for.


    For Killer, I've come to really love Haunted Grounds. I'd buff it so that each trapped totem has to be popped for the perk to be permanently gone (i.e. it has to be triggered twice normally to be totally gone, 3 with Undying)


    It would make for some extremely scary Hex totem mindgames.

  • Member Posts: 1,333

    COH basekit

  • Member Posts: 2,025
    edited January 2022

    For Survivor:

    Balanced Landing, I would make it reduce the stagger even when you're exhausted


    For Killer:

    BBQ, I want those ✨12 stacks

  • Member Posts: 177

    Forced penance: I love how tr1nity did it so i will skip this one (even tho i love this perk)


    Trail of torment: whenever a gen regress, you are undetectable until the gen(s) start to progress again. A gen that is regressing will glow in a yellow aura for all survivors until it start being worked on


    Deathbound: when a survivor heal another survivor outside of the killer terror radius, they become inflicted with the exhausted status effect for 30s after the heal. If the two survivors separates (more than 16 meters), they will both scream and be afflicted with the exposed status effect for 45s


    Shadowborn: (this one is badly designed but i don't care, i love it)

    When the killer is unseen by survivors, he gains 10% bonus speed and the undetectable status effect.

    Whenever the killer is seen, he will be alerted (perk notifications) and loses the bonuses granted by this perk until he steps back into the shadows again

    i am addict to the shadowborn fov and i think it should be basekit but that is just me i know (it s so cool to see the game normaly)


    Brutal strength:

    Increases the destruction speed by 40%, you can hit a destructible object with an m1 to apply the effect of a kick on hit (the destruction bonus does not apply to this)


    Monstrous shrine:

    Hooking a survivor in the basement grant the killer a stack. Press a button (config it i guess) to consume a stack and gains 10% speed for 15s, the activation of this perk will make the killer "growl" when he/she speeds up


    Iron grasp: reduces by 90% the effect of wiggling, the time a survivor takes to wiggle of the killer's grasp is 50% longer, if a survivors stuns the killer by any means, the killer does not loses it's prey directly, instead the survivor wiggle bar progress instantly by 35%


    Yeah, i guess i would destroy the game if i ever worked with behaviour but i think some more crazy perks could help having more builds and fun. This is all killer perk bc im a pyramid otp, so i have no idea for survivors.

  • Member Posts: 5,564

    Flashbang is the perk I'd buff. Here's what I'd do:

    1. Only takes 25% to unlock the Flashbang.
    2. Flashbangs stack (similar to Stake Out).
    3. Can craft Flashbangs anywhere.

    Is this balanced? I don't care. I just want more Flashbangs.

  • Member Posts: 3,108

    Lethal pursuer: now lasts until you start a chase

  • Member Posts: 7,976

    Play with your food now only loses stacks if you actually hit someone

  • Member Posts: 455

    Shadowborn: cranks the FOV up to 100/110/120

  • Member Posts: 5,347

    I don't have any perk I always use, but here are some:

    Blood Pact: When either you or the obsession are injured, you see each others auras. When fully healing or being healed by the obsession, both gain a 7% haste buff for 6/8/10 seconds. When not injured, you and the obsession will see each others auras whenever either of you interract with generators/totems/survivors/chest for 3/4/5 seconds.

    Poised: When a gen is completed, you leave no scratch marks or blood stains for 6/8/10 seconds, and your aura cannot be revealed for the next 20 seconds.

    No One Left Behind: Once the final generator is completed, No One Left Behind activates. Any survivor you have fully healed 1 state during the trial will now have their aura permanently revealed to you, and you gain a 30/40/50% to all altruistic actions, with a 50/75/100% BP bonus to all altruistic actions.

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