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What are your suggestions for the upcoming large perk rework?

anarchy753
anarchy753 Member Posts: 4,212
edited June 2022 in Feedback and Suggestions

What we've heard so far about the upcoming 40+ perk reworks are:

  • The perk changes will focus on nerfing/reworking overused perks on either side, notably second chance perks and slowdown perks
  • The goal is to shift the meta
  • They are considering why a perk is run so much, more than just the fact that it is run a lot

So here are the rules:

  • Nerf a survivor perk
  • Nerf a killer perk
  • Buff a survivor perk
  • Buff a killer perk
  • For (at most) one survivor and one killer perk changed above, suggest a (minor) change to the game which accompanies your change
  • For one of the above, you instead suggest a significant rework of the perk, but aim to maintain the original intention and feel of the perk.
  • You may justify your changes

My suggestions:


Nerf a survivor perk:

Iron Will values changed to reduce injured noises by 25/50/75%.

Justification: Unlike most perks, Iron Will doesn't provide an advantage as much as it simply removes an entire element from the game, one which can be integral to the killer's ability to track. Lowering injured sounds by 75% (up to 87.5% while crouched or in a locker) is still a large advantage, but no longer has the huge power spike at tier 3 where you are simply silent, and able to hide from a killer meters from you while injured. Ideally this would also fix bugs based on other sounds being muted while injured.


Nerf a killer perk:

Pop Goes the Weasel changed from 25% to 15%.

Accompanying base game change:

The default break action for killers will now apply an instant regression of 5%.

Justification: Pop largely feels too mandatory in too many situations. It is one of the few regression perks which gives the killer a significant moment of setting back the survivors, and so is popular for its instantaneous effect, feedback and impact on the match. However, without Pop, the default break interaction on gens is a 2 second interaction which starts an incredibly slow regression. In many cases, it is simply not worth your time to stop and kick a gen, especially if a survivor can instantly stop the regression, including during a chase. 5% regression by default improves the overall killer experience, while net 5% less value from Pop means that the perk is a much smaller step up from the base effect and is less likely to be seen on basically every killer.


Buff a survivor perk:

Aftercare's effects are no longer lost when you are hooked.

Justification: Aftercare provides a team aura-reading alternative to more standard perks like Bond and Empathy. Bond is limited in distance, Empathy is limited to injured teammates. Aftercare is already limited by requiring 3 separate opportunities to unhook, be unhooked, or heal. It is unnecessary for a perk that requires this much buildup to be completely purged of its value up to twice per match, especially since team aura reading is already largely only a concern for solo players.


Buff Rework a killer perk:

Hex: No One Escapes Death:

After each survivor has been hooked at least once, Hex: No One Escapes Death becomes active. When NOED is active and all generators have been completed, all remaining dull totems and boon totems will become hex totems. For each remaining hex totem, the killer gains 1 token, 1 token is lost when any hex totem is destroyed. While in possession of at least one token, all survivor are permanently exposed. Each time a healthy survivor is put into the dying state by the exposed status, one totem will be destroyed.

Justification: The biggest complaints about NOED are that it rewards undeserving killers with kills. This is addressed by only activating if each survivor has been caught and hooked once. However, the most important part of NOED is that the threat of it is what gives value to cleansing dull totems. Without NOED, there is no reason to get off a gen to cleanse a totem unless the survivor is running a perk to get added benefits. This version of NOED scales in strength based on how unwilling survivors are to do anything except sit on gens. Another concern of NOED is the difficulty to find all 5 totems, or know if your teammates have done them. While there are countless options for survivors to account for this, this change to NOED means that if you go to the effort to cleanse 4 totems but can't find that last one, the killer will only gain 1 exposed hit, as opposed to the current infinite hits.

Post edited by Rizzo on

Comments

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    Nerf exhaustion perks.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    Killer buff perk :basement hooks count as scourge hooks, reasoning is :sometimes your scourge hooks are badly placed as killers so having a bit more room to use them would feel better plus it makes avoiding basement even more important

    Rework for killer perk: remove monstrous shrine from perks and make it basekit. it's such a meme perk it's not even funny😂barely removes 10 secs from a full sacrifice

    Killer perk nerf:Dead man's switch will only activate if survivors actually leave the Gen themselves, like stop repairing, the braindead combo DMS + pain resonance is legit autopilot for killers

    Survivor buff perk:Dance with me now has same cool down as quick and quite since they go so well together, from 40 to 20 secs

    Survivor perk nerf :Decisive strike deactivates if you open gates,, you still get to avoid the tunneling which is why Ds was meant for, but you can't use it as immunity shield for doin your main objective as survivor which is escaping after you're done with gens of course

    Rework for survivor perk:Prove thyself can now only stack up to two, this is more like a nerf but Gen speeds are arguably tight and perks making them faster should be toned down

  • anarchy753
    anarchy753 Member Posts: 4,212

    I agree that Dead Man's Switch has some issues. I would also include it not blocking new gens after the survivor is unhooked.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    DMS has many issues,, some killers like Freddy with class photo addon, huge Terror radius doctor, or just artist with her power can get many people off gens in seconds with no effort

  • Akumakaji
    Akumakaji Member Posts: 5,453

    I will leave this video here. This guy had some incredible good ideas and lot of though go into this, and I honestly would love to see some, if not a lot, of this changes.


  • Zozzy
    Zozzy Member Posts: 4,759

    Fix maps. That is my suggestion.

  • anarchy753
    anarchy753 Member Posts: 4,212

    I did see that, but I wasn't really enthused that his approach wasn't so much "take a perk that's overused and make it less overwhelmingly better than every other perk in the game" and more "here's a bunch of random new perks but they use the icons of current meta perks."

  • CaulDrohn
    CaulDrohn Member Posts: 1,596

    Overall, I really like your suggestions, good job!

    About the changes one by one:

    Even though the suggestion for Iron Will is highly justified, I feel reducing it to 75% would nerf it too hard, and it would be thrown out by the majority of current IW players. The players just love their 100% noise reduction too much. So I would suggest, besides your base reduction of 75%, whenever a survivor stays still, the 100% is applied, but when they move again, it goes down to 75% again. This would allow to use IW for hiding, but you wouldn't be able to use it while looping anymore, at least not as good as before.

    For getting a base regression on a kick, I would happily shave off some percentages on Pop ^^. Maybe 15% is too low, bc it will only add up to 20%. But since we want to overall give the perk a nerf, I guess thats fine. Also, with every kick applying 5% regression, that might actually build up to more regression that now. Maybe the 5% base regression is even to high. The best thing about abase regression for me, it would put an end to the stupid "I 99 the gen and wait for the killer to hit me, so I can pop the gen and fly away with my adre" play.

    About Aftercare, my first thought was wether that would be too strong. But otherwise, we have swfs with comms. Being able to keep the auras after hook would be a heavy buff and allow some great coordination between randoms. And since we want the lesser used perks to be competing with the current meta, I guess such a massive buff to Aftercare is justified.

    About Noed, thats a really marvelous solution for me! As you pointed out, it covers all the usual complaints, while keeping it's core lethality intact (at least as long there are totems left). If you get somewhat gen rushed but manage to hook all four, you will have multiple exposed hits at your disposal, at a time where you might really need that. If it's a long match, you likely won't get any exposed hits, but you likely did good enough so you won't need it. It has built-in anti-synergy with other hexes (esp. ruin) (another thing that gets complained, stacking gen regression with noed). And I really like the duality of the totem destruction, so you can either cleanse a totem you found or it gets destroyed when used. Also the condition that only healthy survivors being put into dying state destroys a totem is really important, so no token is wasted. A really, really elegant solution, probs :).

  • Witchubtet
    Witchubtet Member Posts: 640

    Oooo… I like this.


    Killer Perk Buff: Iron Grasp, Increase the wiggle amount by 20%

    Justification: No one uses this and it could help slow killers get hooks faster.

    2nd Killer Perk Buff: Iron Maiden, Make it a flat 50% and make it so you’re immune to locker stuns.

    Justification: Another forgotten perk that gets overshadowed


    Killer Perk Nerf: BBQ and Chili, I would increase the range from 40 to 50.

    Justification: Giving Survivors a little more breathing room and not giving them away if the SQ got downed

    Killer Perk Change: Territorial, have it effect all hooks but only if you’re 45 meters away

    Survivor Perk Buff: (Personally I got nothing but my brother gave me a idea) Deliverance gives you the BT effect for 10 seconds.

    Justification: Allowing you to flee if the killer is face camping you, but make it so if the gate it open the perk is deactivated.


    Survivor Perk Nerf: Dead Hard, can’t be used while injured.

    Justification: It’s not used at attended anyway so they should nerf how it’s used now.


    Survivor Perk Change: Divisive Strike, can’t be used when gens are done.

    Justification: It’s a free stun for loosing the chase and isn’t fair when you basically get a free win.