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DBD's meta should be more diverse-Part 1 (Survivor perks)
DBD's meta is has been very stale and boring for both sides so i decided to try and see how many perks i could buff/rework/nerf so they become more in line with more avarage/good perks. Both parts are only focused about the meta on both sides, since i think everybody knows that map design, rng, quite a decent number of cheaters and lack of second objective in the game for survivors are also big problem.
The second part will be released after it since i don't want this post to be any longer.
NOTE: I added two new status effects, they will be explained with Buckle Up changes. Also both parts won't include add ons/items since otz covered them in his own video and i agree with his opinions. Not all of these changes are my own ideas, it just list of perks and changes that i think are the best way to go for them.
Nerf to Boons-totem breaks after boon is snuffed out.
Nerfed perks:
- Boon: Shadow Step-it doesn't hide the aura of survivors from killer anymore;
- Spine Chill-undetectable killers don't trigger Spine Chill;
- SB-the duration of 150% sprint is reduced from 3 to 2 sec while exhaustion is decreased to 30 sec;
- BT-endurance status effect is reduced from 12 to 8 sec.
Buffed perks:
- Buckle up-survivor in dying state who got picked up by you, has removed mangled, hemorrhage, exhausted, oblivious, blindness, doomed (survivors can't use windows, locker or pallets) and terrorized (you heal other survivors 20% slower) status effects;
- Deception-after triggering it your scratch marks are hidden for 6 sec and you get 7% haste status effect for 3 sec;
- Poised-every time a generator is completed any survivor that is in 18m radius of this generator will have their pools of blood and scratch marks hidden for 20 sec as well as gain 7% haste status effect for 4 sec;
- Dance With Me-scratch marks and trails of blood are hidden for 8 sec. Cooldown is reduced to 25 sec;
- Balanced Landing-If you fall from great high while being exhausted, the stagger from falling is reduced by 20%. Your grunts and noises while falling are also reduced by 90%;
- Sole Survivor-for each dead or escaped teammate you gain a token up to 3 tokens: first token grants you 20% faster recovery and healing speed, second token grants you 12% repair, opening gates and sabotage speed increase, third token reduces your noises made by your grunts of pain while injured by 95%;
- Mettle Of Men-reduced required protection hits from 3 to 2. Removed the aura reading part of this perk;
- Solidarity-after healing survivor without med kit you gain 80% conversion rate. Whenever injured survivor is within 10m of your location the icon of Solidarity is shown to them;
- Head on-stun time is increased to 4.5 sec and the exhaustion is decreased to 30 sec;
- Bond and Leader-both of these perks have their range increased by 4m;
- Vigil (men i love this perk with SB)-recovery from stauts effects is increased to 40%;
- Botany Knowledge-healing speed is increased to 40%, healing item efficiency stays the same;
- Visionary-cooldown is removed;
- Dark Sense-whenever a generator is completed killer's aura is revealed to you and your teammates for 8 sec. When exit gates are powered killer's aura is revealed for 12 sec. If the killer is undetectable when generator is completed all survivors see each others aura for 6 sec;
- Guardian-after unhooking survivor, you and unhooked survivor: don't leave scratch marks or pools of blood, see each other aura and gain 7% haste status effect for 10 sec, gain 25% healing speed boost for 30 sec and see the killer's aura for 5 sec;
- No One Left Behind-it activates after exit gates are powered;
- Flashbang-the required percentage of completed gen to craft flashbang is reduced to 30%;
- Any means necessary-cooldown is reduced to 25 sec and aura of dropped pallets are always seen by you in 30m radius;
- Autodidact-Autodidact increases chances for triggering a skill check by 15%.
Reworked perks:
- Dead Hard (yes the big bad wolf himself)-after successful dodge of basic or special attack you gain 150% speed boost for 4 sec. If you fail at dodging attack you suffer from Doomed status effect for 15 sec and you are exhausted for 30 sec (basicly making dh actually about dodging attacks not making up for your mistakes);
- Renewal-after you heal injured survivor this perk is ready to be activated. Once you are injured press and hold the active ability button for 6 sec, then you become broken and after 20 sec you are healed automaticly. If you are in deep wound the timer freezes until you mend yourself out of this effect. This process will automaticly happen after being unhooked;
- Blood Pact-(idk why but i love the idea of having blood pact with another survivor) you and obssesion see each others aura all the time. Whenever obssesion is within the 25m of your location, you and obssesion: heal 20% faster, repair 5% faster, unhook/open gates/cleanse 12% faster and vault 4% faster. This perk decreases your chances to be obssesion, if you are obssesion the first survivor entering within 10m of you becomes obssesion, if there is 4 blood pacts users in trial this perk deactivates. The effects of Blood Pact can't stack;
- KIndred-(the old kindred becomes base kit for survivors) while the killer is within 15m of hooked survivor for longer than 16 sec you see auras of: generators, your teammates and exit gates. You also receive 15% speed boost to repair speed.
Thx for reading this long ass post, do you have any other ideas for balance changes for survivor perks?