The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

A small list for perks that need some QoL changes or additions

BenZ0
BenZ0 Member Posts: 4,125
edited July 2022 in Feedback and Suggestions

I had this gathered already quiete a while and I am hoping that this may come in the future in any form, feel free to add some of your own or suggest a better idea instead.

Keep in mind these are JUST QoL changes for the perks and NO BUFFS OR NERFS to make them better stronger or meta.

Killer perks:

Floods of rage: Add a little ding sound just like when you gain an No way out or BBQ stack or Alert after the unhook. Just as a small extra reminder to check for auras around you. The explosion sound after the unhook is fine but after thousands of hours you are so used to it, you can easily forget about floods of rage in the middle of a chase by adding a unique sound effect with the unhook it can be a helpful reminder.

Pain resonance: Add back the explosion on a gen notification. Why is it now the only anti gen perk that doesnt show you which gen exploded? #########? I am not saying survivors should scream to trigger dead mans switch, simply the visual notification.

Dissolution: Add a ding sound when the duration faded. Not that comfortable to look at the perk timer while in chase.

Bamboozle: Add a red clock timer on the icon of the perk to indicate how long a window is blocked exactly.

Erruption: Remove the cooldown, you already take your time to walk up to that gen, no point for a cooldown tbh cuz you cannot apply erruption on it till its rdy.

Survivor perks:

Flashbang: Let the 50% repair progress stack up to 2 times which means you can now repair a gen to 100% full and can later craft 2 flashbangs. There is no point in having this weird interaction where you cannot get progress for a new flashbang when the perk hits already once 50%.

Inner healing: Same here, let the tokens you gather stack. Wouldnt make this perk broken or the new circle of healing and would just make it much more smoother and better to use.

Repressed Alliance: You should be able to activate that perk while another survivor is working with you on it. I know this is probably in to counter potential "trolling" where you just go to a gen of someone and block it but come on, like there arent other perks with troll potential? Reason for this suggestion is when I play solo q I cant block that gen when the killer comes with pop or ruin active cuz the random lets go too late, I dont wanna take a free hit for no reason tbh.

Not saying these are top priority things, its just a list of some small things I would like to be added to these perks to make them better and easier for use.

Post edited by Rizzo on

Comments

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Except PR, i agree with all of them.


    PR is already giving you good regression, so it should not give you free info. 2 good effects on one perk is so much. If you need information, you should bring one of the information perks.

  • BenZ0
    BenZ0 Member Posts: 4,125

    So what about Surge, Erruption or even dead mans switch? They all give you next to their regression which are also arguably pretty good even information on top of that.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Surge limited with small area. So you will most likely check these generators even without exploit.

    For Erruption, you need to kick gens. So it is fair to give you info + regression. You are wasting your time with kicking generators.

    For DMS, generator is not losing progression, it is just blocking for a while. And for value, you need to pressure on survivor to make them leave generators.


    PR is just does not take any effort like these perks. It is rng and if you are lucky enough (or you have build around it), you will get regression and information. This was so much for one perk.

  • BenZ0
    BenZ0 Member Posts: 4,125
    edited July 2022

    You got a point but you missed 1 thing. On PR you still have to down and hook someone which is basicly the same requirement as Pop. But since it is a scourched hook you EVEN need to be lucky on top of that that you have one around you or take a much longer and riskier path to that hook to get value. Not to mention it can get sabo'd.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Aftercare: either make it trigger on protection hits or remove the bit where you lose the auras when hooked

  • BenZ0
    BenZ0 Member Posts: 4,125

    I would remove that silly "you lose" part of that perk, idk why does a perk even has a downside to begin with.

  • AGM
    AGM Member Posts: 806

    The only ones I agree with are Bamboozle and Flashbang.

    But the one I'm most against is Inner Healing. Being able to heal multiple times very quickly would be problematic, and it also encourages someone to potentially screw over any teammates running boons.

  • BenZ0
    BenZ0 Member Posts: 4,125

    A cooldown could be added to that perk but I wouldnt see a big issue with that. You can do that exact thing with circle of healing but without even having a limitation. Also you still need to run back to a locker and sit there 8 sec so its not really "that quick".

    About the last argument well tbh every single totem perk now screws over boon perk players? I mean what about counterforce for example.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    PR + DMS was way too good. I understand why it got the nerf hammer

  • BenZ0
    BenZ0 Member Posts: 4,125

    It really wasnt, you had a very simple counter to it... just let go off the gen before the hook, you even see the aura of the hooked survivor before the hook animation is done. And it is still there? It still works just the same only the killer now has to pressure you off the gen which isnt a big deal with Blight, Nurse, Artist, Oni etc

    Besides that, taking away the most basic information out of that perk is kinda weird since literally any other anti gen perk does the exact same so ye.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    In theory? Sure. In practice, the average skill level of survivors isnt good enough to not mindlessly hold m1 and it was overwhelming for vast majority of survivors. I agree that you can still probably make it work but as killers we have so many good options now that i dont think i can even spare the perk slot for both of those.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    Basically aftercare is a perk only for people that aren't prone to die 15 seconds into chase

  • egg_
    egg_ Member Posts: 1,933

    Disagree with eurption. It's already been buffed beyond necessity - yes, you have to kick the gen, but it's basically old PR + DMS with no actual counter, as you can't just "let go of the gen" when the survivor goes down.

    I also disagree with PR giving the notification back for the same reason given by @MikaelaWantsYourBoon

    I don't mind any other suggestions, they're nice QoL additions. I especially like Inner healing, maybe giving it a maximum number of tokens to 2, and aftercare's buff (never understood why you lose the auras to begin with, Bond is still arguably better).

    Here's my additions:

    Coulrophobia lingers for x seconds after you leave the terror radius (the buff I was actually hoping for)

    Iron Will goes back to 100% but inflicts permanent exhaustion - it's either IW or an exhaustion perk basically

  • MineralWater
    MineralWater Member Posts: 13

    Well, OTR now also gives you IW for 80 seconds and doesn't inflict exhaustion, so IW is totally outclassed now. I am not a fan of the survivors noise being multiplicative, not additive, thus possibly totally countering Stridor.

    But a change, that I think would be definitely welcomed, would be to increase the duration of the undetectable status effect that you get from Dark Devotion, maybe to 40 seconds. You would no longer be punished for hooking your obsession instead of leaving them slugged on the ground.

  • BubbleBuster
    BubbleBuster Member Posts: 387

    I agree with all of these except PR.

    the info that perk gave literally carried round.

    knowing what gen is the most progressed gives you the following info:

    • if no gen regressed, that means nobody is working on gens so camping is good right now since people might be nearby
    • if a gen regressed but it is not the gen you saw survivors working on before, you know that gen got abandoned
    • knowing which gen has the most progress basically tells you were 1 survivor is; it is a better bbq&chilli
    • a gen that recently had no progress exploded? that means there are 2 survivors there or nobody is doing gens


    just knowing which gen has the most progress + regressing it is extremely beneficial if you apply context

    surge explosion is just all gens with progress around you. not much info to gather from that

    eruption explosions are all gens you kicked. not much info to gather from that

    dead man's switch? it gives you info, sure but only if a survivor actually lets go of the gen so the survivor can decide to give that info to you or pop the gen