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Every single perk from the new chapter needs some sort of buff (Ideas)

Necromonicon
Necromonicon Member Posts: 26
edited June 2022 in Feedback and Suggestions

Inner Focus: Currently, this perk is basically just a worse bond. The only thing it has that bond doesn't is the short period of killer aura reading after someone is hit. The perk provides less accurate information on where your team is at a reduced range. I feel like increasing the range of this perk from 32m to 48m or maybe 64m would make it have at least some reason to be run over bond.

Residual Manifest: Probably the best of the survivor perks. This perk requiring you to rummage after searching a chest or finding an open one for a subpar flashlight seems so much worse than Pharmacy with its quick chest open and quick heal medkit. The blindness effect is interesting but rarely lasts long enough to make a significant difference. I would add a buff to rummage speed of some smaller amount along with making the light rare instead of uncommon. Maybe increase the blindness duration by ~15 seconds as well. These changes should hopefully make getting and using the flashlight more efficient and effective.

Overzealous: 6% extra gen speed takes a ridiculous amount of gen time to make up for the totem you cleansed. I think this perk could be buffed in many ways to make it better. Simple numbers increase to 9% would probably make it fine enough. Making the perk stack would be an interesting change for a high risk/ high reward synergy with counterforce. I think my favorite idea is adding the 6% speed up to all actions (just like spine chill). Might be a bit busted with a full vault build but it might be fine.

Dissolution: The perk doesn't need the terror radius thing. When would people be fast vaulting pallets if they aren't in a chase? It just makes the perk worse on stealth killers for no needed reason. In addition, maybe only reveal the perk when the perk actually breaks a pallet. The situations where it makes chases easier already seem rare enough. Everybody doesn't need to know about it the second you get an injury.

Darkness Revealed: Honestly pretty fine. It has synergy with the locker reload killers and dredge. I guess they don't all need changes.

Septic Touch: This seems like a perk built specifically for stealth killers until you read the terror radius part. I see no reason for any healing to just trigger the perk. Remove the terror radius restriction entirely. It should basically just be Fearmonger for healing. It deserves slightly higher numbers as healing is less frequent and more difficult to interrupt than doing gens. Killers don't always know where people are healing but they do know where they could be doing gens. As previously stated, this change would hopefully make the perk semi-viable on stealth killers or people running undetectable or oblivious perks.

Comments

  • ad19970
    ad19970 Member Posts: 6,430

    I agree that the new survivor perks need buffs, and in general I agree with your suggestions, except maybe the blindness duration on residual manifest. 30 seconds seems long enough to me.

    I'm not sure if the killer perks need buffs. At least not dissolution. Though maybe I do agree with the buff idea to Septic Touch.

    One thing to remember though is, is that the meta perks will all be receiving nerfs in the future, so these perks don't need to live up to those meta perks anyways.

  • Tsukah
    Tsukah Member Posts: 390
    edited June 2022

    Inner Focus: Buffing the range to 64m would be really nice

    Residual Manifest: Rummaging speed should be increased to 80% just like Appraisal and the guaranteed flashlight should be a Sport Flashlight (The green one)

    Post edited by Tsukah on
  • Libervita
    Libervita Member Posts: 248

    I agree.

    But maybe later when a lot of perks are refurbished, these will be of different usefulness.

    I keep a wait-and-see perspective.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    You're right with one exception: the perk that removes aura vision from killers needs two changes.


    The blindness needs to be about 15 seconds and then it needs a 45 second cooldown. You should not be rewarded for chain blinding the killer so that they are unable to defend their objective.