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My Perk Overhaul Part 2- Survivor Perks

ViperTheCharon
ViperTheCharon Member Posts: 110
edited March 2023 in Feedback and Suggestions

So, Dbd has 228 perks in total at the moment of posting this discussion and the first half of them are pretty busted and annoying, on the other hand they are absolute weak. The order of the list will be sected from the first to recently released. Hope you have fun or dread reading over my ideas. (There won't be few characters in this list due to their perks being fine at the moment).

DWIGHT FAIRFIELD:

Prove Thyself: Increases your Repair speed by 9/12/15 % for each other Survivor within 4 metres of your location.

Prove Thyself does not stack with other instances or itself.

"Show me what you can do!" — Dwight Fairfield

Leader: You are able to organise a team to cooperate more efficiently.

  • Increases the Action speeds of other Survivors in Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking by 15/20/25 % while they are within 12 metres of your location.
  • Decreases the Trigger odds of Skill Checks by 10 % for other Survivors.
  • This effect lingers for 15 seconds when leaving Leader's range.

Leader does not stack with other instances of itself.

"Listen to me if you don't wanna end up being caught." — Dwight Fairfield

MEG THOMAS:

Adrenaline: You are fuelled by unexpecting energy when on the verge of escape.

Once the Exit Gates are powered, instantly heal one Health State and sprint at 150 % of your normal Running Movement speed for 3 seconds.

Adrenaline is on hold if you are disabled at the moment it triggers and will instead activate upon being freed.

Adrenaline cannot ignore an existing Exhaustion.

Adrenaline causes the Exhausted Status Effect for 60/50/40 seconds.

"I've never missed a race, I always reach the finish line!" — Meg Thomas

CLAUDETTE MOREL:

Botany Knowledge: You transform plants found around The Campfire into tinctures that slow down bleeding.

  • Equipping this perk causes to spawn multiple plants that are scattered around the map.
  • Harvest the plants to obtain a "Plant Nectar".
  • Enter a Locker with "Plant Nectar" and press the Ability button to craft a "Nectar Vial".
  • Consuming "Nectar Vial" grants you Invigorated Status Effect for 40/50/60 seconds.

INVIGORATED: Grants the immunity to Deep Wound, Hemmorhage and Mangled Status Effects.

"Basic Botany Knowledge could save your life someday" — Claudette Morel

Self-Care: Unlocks the ability to heal yourself without a Med-Kit at 50 % of the normal Healing speed.

Increases the efficiency of Med-Kit self-heal by 10/15/20 %.

"I'm not dying here in this hellhole!" — Claudette Morel

JAKE PARK:

Iron Will: You are able to concentrate and enter a meditative-like state to numb some pain.

While Injured and standing still, press the Active Ability button 2 to Reduce the sounds of Grunts of Pain by 100 % for 20 seconds.

Iron Will causes the Exhausted Status Effect for 60/50/40 seconds.

"This is nothing!" — Jake Park

Calm Spirit: Animals seem to trust you as they often stay calm in your presence.

  • Prevents Crows from being alerted by your proximity and flying off, unless they are being stepped on.
  • Suppresses the urge to scream from any cause at all times.
  • Suppresses all noises related to unlocking Chests, and cleansing or blessing Totems.
  • Reduces their Interaction speed by 10/5/0 %.

"Come here little friend, I won't hurt you." — Jake Park

Saboteur: Unlocks potential in your Aura-reading ability:

For the duration of the Killer carrying another Survivor, you see the Aura of every Hook within 56 metres of the pick-up location:

  • The Auras of regular Hooks are revealed to you in white.
  • The Auras of Scourge Hooks are revealed to you in yellow.
  • Unlocks the ability to sabotage Hooks without needing a Toolbox:
  • Sabotaging a Hook without a Toolbox takes 2.5 seconds.

If Sabotage action was successful, Saboteur goes on cool-down of 80/70/60 seconds.

"Hopefully this'll buy me some time." — Jake Park

NEA KARLSSON:

Urban Evasion: Years of evading the cops taught you a thing or two about stealth.

Increases your Crouching Movement speed by 100 %.

Reduces the Breathing and Grunts of Pain sounds by additional 30/40/50 %.

"The paint is still fresh but I am long gone." — Nea Karlsson

Streetwise: Long nights out taught you to do a lot with what you have got.

Increases the Efficiency of your Items by 15/20/25 %.

Streetwise extends its effect to all other Survivors within 12 metres of your location and lingers for 15 seconds.

Streetwise does not stack with other instances or itself.

"You are doing it wrong! Let me show you how it's done." — Nea Karlsson

LAURIE STRODE:

Object of Obsession: A supernatural bond links you to the Killer.

Whenever the Killer reads your Aura and for the same duration as they do so, Object of Obsession activates:

  • The Killer's Aura is revealed to you.
  • Increases your Action speeds in Repairing, Healing, and Cleansing by 9/12/15 %.
  • If you are the Obsession, your Aura is automatically revealed to the Killer for 3 seconds every 30 seconds.

Increases the odds of becoming the Killer's initial Obsession by +100 %.

The Killer can only be obsessed with one Survivor at a time.

"He was watching me!" — Laurie Strode

Decisive Strike: Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape.

You Start the trial with 5 Tokens.

After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:

  • When being grabbed or picked up by the Killer, succeed a Skill Check to automatically escape their grasp, stunning them for 2.5 seconds.
  • Each Token in Your Possession increases the Stun Duration by 0.5 seconds.
  • Whenever the generator gets completed, Decisive Strike loses 1 Token.
  • Successfuly stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the Obsession.
  • While Decisive Strike is active, performing Conspicuous Actions will deactivate it for the remainder of the Trial.
  • Decisive Strike deactivates once the Exit Gates are powered.

Increases the odds of becoming the Killer's initial Obsession by +100 %.

The Killer can only be obsessed with one Survivor at a time.

"There is nothing to be scared of." — Laurie Strode

ACE VISCONTI:

Ace in the Hole: Lady Luck always seems to be throwing something good your way.

When retrieving an Item from a Chest, there is a chance an Add-on will be attached to it.

100 % chance for an Add-on of Very Rare Rarity or lower.

25/50/75 % chance for a second Add-on of Uncommon Rarity or lower.

Whenever you are the only Survivor in the Trial currently not in the Dying State, hooked, or already dead, you have 100 % guarantee of retrieving a dull key from the chest.

"Everything that glitters isn't gold. But gold isn't worth a damn in this place, so this should come in handy." — Ace Visconti

FENG MIN:

Technician: You are apt at handling machinery with the greatest care and precision.

When repairing a generator, Technician activates:

  • Failed Generator Skill Checks do not trigger a Loud Noise Notification and only apply a Regression penalty of 3/2/1 %.
  • Technician reduces the audible range of your Generator-repairing noises by 8 metres.

"I am gonna stealth this one." — Feng Min

DAVID KING:

We're Gonna Live Forever: Your few friends deserve the best protection.

Increases your Healing speed by 100 % when healing a dying Survivor.

When healing another Survivor from the Dying State to the Injured State, they are granted the Endurance Status Effect for 6/8/10 seconds.

"Come on then, let's ave' it! I don't give a ######### pal." — David King

No Mither: Go on out, kid, it is just a scratch.

Your thick blood coagulates practically instantly.

When you lose a Health State, you suffer from the Broken Status Effect for remainder of Trial, but benefit from the following effects:

  • Pools of Blood are suppressed.
  • When injured or dying, Grunts of Pain are reduced by 25/50/75 %.
  • Your Recovery speed is increased by 50 %.
  • You can recover fully from the Dying State.
  • Killer cannot see, that you suffer from the Broken Status Effect.

"I lost it. Just lamped him one. They went and banned me didn't they. Went t'pub afterwards, had a few pints and moved on to the next chapter. I couldn't be mithered with it all anyway, you know what I mean? Can't be arsed." — David King

QUENTIN SMITH:

Wake Up!: Unlocks potential in your Aura-reading ability.

Once all Generators are completed, Wake Up! activates:

  • The Auras of the Exit Gate Switches are revealed to you within 128 metres.
  • Your Aura is revealed to all other Survivors within 128 metres.
  • You open Exit Gates 15/20/25 % faster.

"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith

Pharmacy: You have a knack for finding medicine.

Increases the Unlocking speed of Chests by 40/60/80 %.

Reduces the Hearing range of noises related to Unlocking by 8 metres.

Guarantees an Emergency Med-Kit when unlocking a Chest whenever you are in the Injured State.

"Adrenaline, it is going to keep us awake. I stole it from one of the Nurse's carts." — Quentin Smith

Vigil: You look over your friends even in dire situations.

Increases your Recovery rate from the Blindness, Broken, Exhaustion, Exposed, Haemorrhage, Hindered, and Oblivious Status Effects by 20/25/30 %.

This effect also applies to all other Survivors within 12 metres of your location and lingers for 15 seconds.

"I am gonna be here when you wake up. You are gonna make it." — Quentin Smith

KATE DENSON:

Dance With Me: When performing a rushed action to vault a Window, Pallet, or leave a Locker, you will not leave any Scratch Marks for the next 3 seconds.

Dance With Me has a cool-down of 40/35/30 seconds.

"Another show's off and runnin', Dance with me, cuz there's a storm a commin'. Follow my boots, try to keep up, Dance with me, until sun up." — Kate Denson's "Dance with Me"

Windows of Opportunity: Unlocks potential in your Aura-reading ability.

The Auras of Breakable Walls, Pallets, and Windows are revealed to you within 16/20/24 metres.

Windows of Opportunity has a cool-down of 20 seconds when vaulting or dropping a Pallet during a Chase.

"Rise and shine, work hard, carve out your name. Take aim, pull the trigger, hit the bulls eye for fame. Know the value of faith, an' family, and don't you complain. Open wide, your windows of opportunity." — Kate Denson's "Windows of Opportunity"

ADAM FRANCIS:

Diversion: After being within the Killer's Terror Radius for 30/25/20 seconds, Diversion activates:

  • Press the Active Ability button 1 while crouched and motionless to throw a pebble, creating a distraction for the Killer at a distance of 20 metres from your location.
  • The distraction consists of the following:
  • Triggers a Loud Noise Notification.
  • Creates fake Scratch Marks.
  • Diversion deactivates after use and resets its timer.

"There's what is easy and then there's what is right. If you confuse the two, there's no telling what you become." — Adam Francis

Autodidact: While healing another survivor without a Med-kit, Autodidact activates:

  • Increases the Trigger odds of Healing Skill Checks by 10 %.
  • Succeeding a Good Skill Check while healing another Survivor grants 1 Token, up to a maximum of 3/4/5 Tokens.
  • Each Token grants a stack-able Progression bonus of 10 % for succeeding a Good Skill Check while healing another Survivor.
  • Suppresses Great Skill Checks while healing another Survivor.

"There's no limit to what you can achieve, as long as you back with hard work." — Adam Francis

JEFFREY "JEFF" JOHANSEN:

Aftercare: Unlocks potential in your Aura-reading ability.

You see the Aura of the last 1/2/3 Survivor(s):

  • You have rescued from a Hook, or who have rescued you from a Hook.
  • You have completed a Healing action on, or who have completed a Healing action on you.
  • You have took a Protection hit on, or who have took a Protection Hit on you.
  • They also see your Aura.

All effects of Aftercare stay for remainder of the trial.

"A Mercy that Rips the Storm. Oil work to honour my best buddies who happen to be the best musicians I know. Their first album is still my favourite. It got me through a dark time in my life." — Jeff, oil on canvas, 16x16

JANE ROMERO:

Solidarity: Sharing painful experiences has the power to heal.

When injured, healing or being healed by another Survivor without using a Med-Kit also heals you or that survivor with a Conversion rate of 40/45/50 %.

"Showing up when things get rough, listening to people's problems, and supporting those in need; that's how you become stronger, that's how you grow." — Jane Romero

Poised: Achieving goals boosts your confidence.

After a Generator is completed, your Aura, Grunts of Pain, Pools of Blood and Scratchmarks are suppressed for the next 8/9/10 seconds.

"Ok, stay calm. Don't overthink it and just keep moving forward: you got this." — Jane Romero

ASHLEY JOANNA "ASH" WILLIAMS:

Flip-Flop: You have an uncanny ability to escape the inevitable.

When the chase starts or ends, your Scratchmarks and Grunts of Pain are suppressed for 3/4/5 seconds.

"Catch ya on the flip-flop." — Ash Williams

Mettle of Man: Evil has a way of always finding you.

After triggering your second Protection Hit, Mettle of Man activates:

While injured, Mettle of Man shields you from going down the next time you take damage.

Healing back to full health will reveal your Aura to the Killer whenever you are farther than 12/14/16 metres from them.

Mettle of Man deactivates the next time you are put into the Dying State.

Increases the odds of becoming the Killer's initial Obsession by 100 %.

The Killer can only be obsessed with one Survivor at a time.

"Evil has a bullseye on my back the size of Tiger Stadium." — Ash Williams

NANCY WHEELER:

Better Together (Situational Awareness): You seek justice and uncover the truth no matter what obstacle stands in your way.

While repairing a Generator, its Aura is revealed in yellow to all other Survivors located within 32/40/48 metres.

If the Killer hits a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for 10 seconds.

"Let's burn that lab to the ground." — Nancy Wheeler

Inner Strength (Inner Healing): You look inwards and trust your instincts when you feel lost and alone.

Each time you cleanse a Totem, gain 1 Token, up to maximum of 5 Tokens:

  • You are automatically healed 1 Health State when hiding inside a Locker for 10/9/8 seconds while injured or suffering from the Deep Wound Status Effect.
  • This causes to consume 1 Token.

"All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler

STEVE HARRINGTON:

Babysitter (Guardian): While you have a reputation for being self-centred, you risk it all to help those in need.

When you unhook a Survivor, the rescued Survivor will have those effects for the next 10 seconds:

  • Grunts of Pain, Scratchmarks and Pools of Blood are suppressed.
  • Additional 7 % Haste Status Effect, boosting their Movement speed.

Babysitter reveals the Killer's Aura to you for 8/9/10 seconds.

"I promised to keep you shitheads safe, and that's exactly what I plan on doing." — Steve Harrington

Camaraderie (Kinship): Life has taught you the importance of friendship which has given you strength.

While you are on the Hook, Camaraderie activates:

  • If the killer is within 8 metres of your Hook for more than 3 seconds, the timer goes 30/40/50 % slower.
  • This effect persists for 3 seconds when the killer leaves the range.

"So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington

Second Wind (Renewal): You have learnt to avoid awkward situations with parents.

Part of you still thinks your best option is to run away and hope things will take care of themselves.

When you heal another Survivor for the equivalent of 1 Health State, Second Wind activates:

  • The next time you lose a Health State, you suffer from the Broken Status Effect until Second Wind deactivates.
  • You are automatically healed 1 Health State after 34/32/30 seconds.

While Second Wind is active, the following conditions will deactivate it:

  • Successfully being healed by Second Wind.
  • Being put into the Dying State before the timer elapses.

"Yeah, that's a no." — Steve Harrington

ZARINA KASSIR:

Off the Record: You have learnt that a quiet approach is sometimes best.

After being unhooked or unhooking yourself, Off the Record activates for the next 40/50/60 seconds:

  • Prevents your Aura from being revealed to the Killer, if they attempt to read it.
  • Grants the Endurance Status Effect.

This effect is cancelled prematurely if you perform a Conspicuous Action.

Off the Record deactivates once the Exit Gates are powered.

"Trust me, I investigate thoroughly and discreetly." — Zarina Kassir

Red Herring: You have noticed that people pay attention to whatever makes the loudest noise.

After repairing Generators for a total of 70/60/50 %, Red Herring activates:

  • Enter a Locker while empty-handed and press the Ability button to craft a Pipe Bomb.
  • Drop a Pipe Bomb to arm it, then you are granted with a Remote Control.
  • Interact with a Remote Control to trigger a Pipe Bomb.
  • Pipe Bomb explodes, causing to create a Loud Noise Notification and blind anyone nearby.

The Pipe Bomb and Remote Control is left behind when escaping the Trial.

"The news edit out what is burdensome and complex. which is the truth." — Zarina Kassir

CHERYL MASON:

Soul Guard: You have been through immense hardship and you're stronger for it.

After being healed from or having recovered from the Dying State, Soul Guard grants you the Endurance Status Effect for the next 6/8/10 seconds.

Soul Guard allows you to completely recover from the Dying State when you are affected by the Cursed Status Effect.

Soul Guard has a cool-down of 30 seconds.

Blood Pact: It is as if a latent part of yourself has awakened.

You feel like you can reach out beyond yourself for assistance.

When you or the Obsession are injured, you both see each other's Auras.

After healing the Obsession or being healed by the Obsession, you both gain the Haste Status Effect, moving at an increased speed of 5/6/7 % until you are no longer within 16 metres of each other.

If you are the Obsession, Blood Pact is inactive and the next survivor you heal becomes the Obsession instead.

Lowers the odds of becoming the Killer's initial Obsession by 100 %.

The Killer can only be obsessed with one Survivor at a time.

Repressed Alliance: You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage.

After repairing Generators for a total of 55/50/45 seconds, Repressed Alliance activates:

Press the Active Ability button 2 to call upon The Entity to block the Generator you are currently repairing for 30 seconds, after which Repressed Alliance deactivates.

The Aura of the blocked Generator is revealed to all Survivors in white.

Repressed Alliance can only be triggered when no other Survivors are repairing your Generator.

FELIX RICHTER:

Visionary: You are remarkably focused on your means of escape.

The Auras of Generators are revealed to you within 48/52/64 metres.

Desperate Measures: You refuse to fail, even during your darkest hour.

Increases your Action speeds in Healing and Unhooking by 16/18/20 % for each injured, hooked, or dying Survivor, up to a maximum of 64/72/80 %.

"When they come with a wrecking ball, build stronger walls." — Felix Richter

Built to Last: You know how to get the most out of your tools.

After repairing Generators for a total of 33 %, Built to Last activates:

While carrying a depleted Item and standing still, Press the Active Ability button 2 to recharge your Item by 55/65/75 %, then Bulit to Last deactivates.

Built to Last only works once per item.

"Architecture is the soul of civilisation." — Felix Richter

ÉLODIE RAKOTO:

Deception: Your adventurous lifestyle requires moments of crafty misdirection.

Interacting with a Locker while holding the Sprint button has the following effects:

  • You do not enter the Locker.
  • The Locker's doors swing open and close swiftly, feining a Survivor entering it.
  • Triggers a Loud Noise Notification at the Locker's location, feining a Survivor rushing to enter it.
  • Suppresses the creation of Scratch Marks and Pools of Blood for 3 seconds.

Deception has a cool-down of 30/25/20 seconds.

YUN-JIN LEE:

Fast Track: Sometimes the sacrifice of others is necessary to get ahead.

Whenever another Survivor is hooked, Fast Track gains 1 Token, up to a maximum of 9 Tokens.

You consume all accumulated Tokens after a Great Skill Check on a Generator.

Each Token grants a stack-able 3/4/5 % Progression bonus in addition to the default Progression bonus for succeeding a Great Skill Check.

Fast Track does not trigger when facing a difficult Skill Check.

Fast Track loses all Tokens upon losing a Health State.

"The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face." — Yun-Jin Lee

Smash Hit: When your rival makes a mistake, you seize the opportunity.

After stunning the Killer with a Pallet, break into a sprint at 150 % of your normal Running Movement speed for 5 seconds.

Smash Hit causes the Exhausted Status Effect for 60/50/40 seconds.

Smash Hit cannot be used when Exhausted.

"I have dealt with psychopaths in suits. You're just uglier and worse dressed." — Yun-Jin Lee

Self-Preservation: Life is unforgiving.

The more confirmation you get of that, the more prepared you become.

Whenever another Survivor loses a Health State within 32 metres of you, Self-Preservation activates:

Scratch Marks, Grunts of Pain when injured, and Bleeding are suppressed for the next 8/9/10 seconds.

"Something I learnt in the industry: when the axe is swinging, keep your head down." — Yun-Jin Lee

JILL VALENTINE:

Counterforce: You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support.

You cleanse Totems 20 % faster.

Whenever a Totem gets cleansed, gain another, stack-able 20 % Cleansing Speed bonus per cleansed Totem.

After a Totem got cleansed, the Aura of the Totem farthest from you is revealed to you for 3/4/5 seconds.

"I don't mind a little detective work." — Jill Valentine

LEON SCOTT KENNEDY:

Bite the Bullet: Pain hurts you as much as anyone, but you would prefer others do not know that.

When healing or mending yourself or another Survivor, Grunts of Pain and all noises related to the Healing action are suppressed:

  • Failed Healing Skill Checks do not trigger a Loud Noise Notification and only apply a Regression penalty of 3/2/1 %.
  • Your Aura will not be shown to the Killer.

"I can do this." — Leon Scott Kennedy

Rookie Spirit: You keep a careful eye on objectives when they are slipping away.

While repairing Generators, complete 4/3/2 Good or Great Skill Checks to activate Rookie Spirit for the remainder of the Trial:

Once active, the Auras of any regressing Generators are revealed to you.

Regressing Generators reveal their Repair progression by the intensity of the Aura.

"I'll stop this, lieutenant. I promise." — Leon Scott Kennedy

JONAH VASQUEZ:

Corrective Action: You quickly analyse problems and correct a mistake.

You start the Trial with 1/2/3 Token(s) and gain a Token each time you succeed at a Great Skill Check, up to a maximum of 5 Tokens.

Each time you or another Survivor cooperating with you fails a Skill Check, Corrective Action consumes 1 Token, transforming Failed Skill Check into Good Skill Check instead.

Corrective Action only applies to normal Skill Checks.

"Cannot hurt to have another set of eyes on the problem." — Jonah Vasquez

YOICHI ASAKAWA:

Parental Guidance: You have inherited the ability to hear the dead — and now the dead warn you of danger.

After stunning or blinding the Killer by any means, Parental Guidance suppresses your Scratch Marks, Pools of Blood, and Grunts of Pain for the next 8/9/10 seconds.

Empathic Connection: Your presence psychically projects itself to those in danger.

Whenever another Survivor is injured, they can see your Aura when within 64/80/96 metres of your location.

You heal other Survivors 25 % faster.

Boon: Dark Theory: Your obsessive study of the paranormal has given you unprecedented knowledge of other Realms and planes of existence.

Press and hold the Active Ability button 1 near a Dull or Hex Totem to bless it and create a Boon Totem.

Soft chimes ring out within a radius of 24 metres.

Survivors inside the Boon Totem's range benefit from the following effects:

  • 2/3/4 % Haste Status Effect.
  • This effect lingers for 4 seconds after leaving the Boon Totem's range.

You can only bless one Totem at a time.

All equipped Boon Perks are active on the same Boon Totem.

HADDIE KAUR:

Residual Manifest: A lifetime of chasing the darkness has taught you that the best disinfectant is light.

After a successful Killer Blind, the Killer suffers from the Blindness Status Effect for 30/35/40 seconds.

Residual Manifest grants the ability to rummage through an opened Chest once per Trial and will guarantee a basic Flashlight.

"I'll never see what Haddie sees. But so long as I'm with her, I know I'm safe." — Jordan Rois, Ravages of the Abyss Episode 5

Overzealous: Fighting back against the Ravage motivates and inspires you.

After cleansing a Totem, Overzealous activates:

Increases your Repair speed by 8/9/10 % if it was a Dull Totem.

Increases your Repair speed by 16/18/20 % if it was a Hex Totem.

Overzealous deactivates when losing a Health State by any means.

"The Ravage senses us. We need to work fast." — Haddie Kaur, Ravages of the Abyss Episode 9

ADA WONG:

Reactive Healing: The more the situation becomes compromised, the more determined you become to complete the operation.

When another Survivor loses a Health State within 32 metres of your location while you are in the Injured State, you are granted with 30/40/50 % of your Healing Progression.

Low Profile: You work best alone.

When it is just you and your pursuer, you know how to disappear.

Reduces the sound of your Footsteps by 55/65/75 %.

Whenever you are the only Survivor in the Trial currently not in the Dying State, hooked, or already dead, your Pools of Blood, Scratch Marks, and Grunts of Pain are suppressed.

REBECCA CHAMBERS:

Better than New: You are an expert in combat medicine. Patients leave your care reinvigorated.

Upon completing a Healing action on another Survivor, their Action speeds in Repairing, Healing, Unlocking, Cleansing, and Blessing is increased by 12/14/16 % for 45 seconds.

Hyperfocus: You throw yourself entirely into your tasks and find ways to be more efficient than anyone else.

Increases the Trigger odds of Generator Skill Checks by 10 %.

After hitting a Great Skill Check while repairing without a toolbox, Hyperfocus gains 1 Token, up to a maximum of 4/5/6 Tokens.

For each Token, the following stack-able effects are applied:

  • Increases the Skill Check Trigger odds by 4 % per Token.
  • Increases the Skill Check Rotation speed by 4 % per Token.
  • Increases the Skill Check Bonus progression by 20/25/30 % of its base value per Token.

Hyperfocus loses all Tokens when succeeding a Good Skill Check, failing a Skill Check, or if the action is interrupted by any means.

VITTORIO TOSCANO:

Quick Gambit: When you have the Killer's attention, you know how to keep it; others can be confident they will not be interrupted any time soon.

Increases the Repair speed of any other Survivor by 10 %, while you are being chased within 24/28/32 metres of the Generator they are currently repairing.

"We need not resort to violence. And I shall prove it." — Vittorio Toscano

THALITA LYRA:

Friendly Competition: You revel in the community spirit of a competition, and inspire others to follow suit.

Whenever you complete a Generator with at least one other Survivor, Friendly Competition activates:

  • Increases your Repair speed, and that of the other Survivor(s) who completed the repairs with you, by 5/6/7 %.
  • When losing a Health State, Friendly Competition deactivates.

"C'mon, let's do this!" — Thalita Lyra

Teamwork: Power of Two: It is hard to keep up with you, but it does not stop people from trying.

Whenever you or another Survivor finishes healing you, Teamwork: Power of Two activates and both you and the healed Survivor benefit from the following effect:

  • Grants a 5 % Haste Status Effect for as long as you stay within 12 metres of one another or one of you loses a Health State.

Teamwork: Power of Two has a cool-down of 110/100/90 seconds.

Survivors can only be affected by one instance of Teamwork: Power of Two at a time.

"You good? Then keep up!" — Thalita Lyra

RENATO LYRA:

Blood Rush: Your mind and body are honed for great feats, allowing you to push through with extra effort when necessary.

After being unhooked or unhooking yourself, Blood Rush activates for 20 seconds.

When the killer hits you during this time, you gain these effects:

  • You are not applied with Deep Wound.
  • Causes to retain the Movement Speed burst for 2 additional seconds.
  • Causes the Broken Status Effect for 28/24/20 seconds, while you are automatically healing 1 Health State.
  • While in the Dying State, the effects are applied 100 % faster.

Blood Rush is disabled for the remainder of the Trial after use.

"Just gotta... push through!" — Renato Lyra

Teamwork: Collective Stealth: When you or someone helps you out, you respond in kind.

Whenever you or another Survivor finishes healing you, Teamwork: Collective Stealth activates and both you and the Survivor who healed you benefit from the following effect:

  • Suppresses your Aura and Scratch Marks for as long as you stay within 12 metres of one another or one of you loses a Health State.

Teamwork: Collective Stealth has a cool-down of 110/100/90 seconds.

Survivors can only be affected by one instance of Teamwork: Collective Stealth at a time.

"I'm good, I'm good... but keep it down." — Renato Lyra

Want to see other parts? Check these out:

Part 1- (Killer Perks): ->CLICK THIS YELLOW TEXT<-

Part 3- (Universal Perks): ->CLICK THIS YELLOW TEXT<-

Post edited by ViperTheCharon on

Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
    edited January 2023

    A lot of these are just minimal number changes. Like, almost pointless ones to where I had to look up the actual difference. You've changed the lower level fixated. Basically pointless. Most of the others are good, common sense number changes.

    Except for a few. You've reverted windows back to it's garbage state. Is it meta? Sure. Is that harmful? Absolutely not. It's not a gen speed or heal perk. It's fine.

    You've made dead hard the best perk in the game. An on demand DS stun is ridiculous. Say goodbye to ever getting to pick up a survivor ever again. Getting stunned for three seconds every single chase.

    Some of your numbers are way overblown. Empathic connection from 10% to 25% for example. You're more than doubling the value. That sort of swing is inherently unhealthy and indicative of power creep, even if it doesn't make the perk busted in of itself.

    Nothing survivors bring should give outright immunity to a status effect. That's 1/4th of a killer's build or half their addons countered by 1/16th of what the survivors bring to the table. It's untenable.

    I don't think circle of healing needs to be removed entirely. Basekit shattered hope would do it. Most of the methods of applying varying status effects are permanent so outside a few cases(ghost face marked) it's pointless to reduce their duration.

    Your fast track is also hard meta. 45% of gen progress instantly? Combine with a BNP and it's just an "I win despite you playing well" button for survivors.

  • ViperTheCharon
    ViperTheCharon Member Posts: 110
    edited January 2023

    So, when I make the discussion that has a big content in it, it doesn't save very fast and there would be a lot of mess and sometimes im very impatient and want to show it right now, I deleted some unnecessary changes but somehow they stayed up still (just like fixated), so they're gonna be removed ASAP.

    Old WoO was like the training wheels for the new players, the current one is not bad as you say, but it can give a good headstart for experienced ones where to go next while being chased and can manage to make disguisting chain loops. (it also shows how maps are badly designed, which is laughable.)

    Changing Dead Hard is always tricky, because when you try to change it, everyone will think at the beginning that "This is garbage." or "Dead Hard is dead.", but then after some time, it would still be a very good perk or just the crutch perk. (I had a fun concept where Clairvoyance was able to push anyone while active, so that's why my version of Dead Hard is here.)

    25% wouldn't make a huge difference to the current 10%. To look at the math, normal heal takes 16 seconds, with current empathic connection's 10%, it only makes the heal 1.6 seconds faster to the total of 14.4 seconds, however with 25% it takes 4 seconds from the normal heal, which would make 12 seconds of heal, but point it out that it only works while you heal other survivors.

    Basekit Shattered Hope would not be a great choice, since only COH is the top and other boons are just mediocre, making Shattered Hope would make only COH viable and throw the other ones to the trash.

    I mentioned in Fast Track description that it doesn't trigger when facing a difficult skill check and BNP skill checks are considered as difficult skill checks, so there would not be any synergy, also it already doesn't work since it doesn't grant Fast Track bonus after hitting BNP skill check and still wastes Fast Track tokens.

  • not_requested49
    not_requested49 Member Posts: 1,981

    Empathatic connection is trash though, why is 25% too much? It only applies to other teammates as well and Botany is still way better, that change is fine as it makes a trash perk actually worth considering in a healing build

    A lot of your other points I agree, but basekit shattered hope is nerfing the other 3 when they are already not great, just no

  • not_requested49
    not_requested49 Member Posts: 1,981

    I honestly like that you put in quotes that didn't have any lol,, definitely agree with a lot of these but not all of them

    Empathatic connection and dark theory are definitely in need of those buffs

  • ViperTheCharon
    ViperTheCharon Member Posts: 110

    So, when I always make discussion like this big, it doesn't save the assets very fast and I'm sometimes impatient, so there could be still some things that I didn't wanted to be in the post, so im gonna remove those unintended this ASAP. (Already done that.)

    Old WoO was like the training wheels for the new players, the current WoO is not that bad as you say, but it can be taken to the advantage by the experienced player by knowing where to go next and potentially make disguisting chain loops that M1 killer probably has zero counter for it. (It also shows how the maps are badly designed, which is laughable.)

    Changing Dead Hard is always tricky, since when it gets changed, on the beginning people will say "This is garbage" or "Dead Hard is dead", but later on it would be still a very good perk or just a crutch perk. (The concept for the rework was when Clairvoyance was able to push any player while it was active.)

    25% wouldn't make much difference to the current 10%. To look at the math, normal heal takes 16 secons total, with 10% increased speed, it would cut off only 1.6 seconds, making it 14.4 seconds total, on the 25% increased speed, it takes 4 seconds, making it 12 seconds, but point it out that it only works while healing other survivors.

    Shattered Hope basekit would not be a great choice, since COH is on the top and other boons are just mediocre, making shattered hope basekit would make only COH viable and put other boons to the trash.

    I mentioned in Fast Track's description that it doesn't trigger when facing a difficult skill check and BNP skill checks are considered as difficult skill checks, so there would not be any synergy with it. (Also BNP already doesn't work with fast track, which only applies BNP bonus and wastes Fast Track Tokens, granting no additional effect.)

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I never said 25% was too much. In fact I explicitly said that it doesn't make the perk busted. My point is that more than doubling any perk value is power creep and you need to be careful around it. I'd put it at 15% and see what the performance is after that instead of increasing it that much.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I like current windows because it actually gives Blindness some use. Outside of slugging builds it does almost nothing and being able to disable a meta perk is very nice. I like running niche/off meta stuff and that makes it a little more rewarding. My opinion is definitely not the majority though.

    Fast track is still 45% of a gen instantly, 3x times a game. You don't have to use it at the same time as BNP to get value out of that. You can use the BNP at the beginning to bang out a fast gen then toward the end to bang out a fast gen. You still have the actual toolbox to increase speeds further.

    I'd rather have shattered hope basekit and make every boon as good as CoH than basically delete boons entirely. It's a cool mechanic with too little counterplay.

  • ViperTheCharon
    ViperTheCharon Member Posts: 110
    edited January 2023

    My problem with shattered hope basekit is that how much time you need to invest destroying totem for the rest of the game. As the killer you need 1-2 seconds to snuff/destroy a totem, as survivor you need to cleanse/bless for whole 14 seconds (or 28 seconds if you're blessing a hex) and totems are not even the main objective of the game. Also it would make Pentimento meta and make boons useless due to their little benefits and range.

    I think making Fast Track like Potential Energy that you lose all tokens when losing a health state would fix some issues, but reaching it's full potential, you need your teammates to be hooked 3 times, which is not good if you want to win the game.

    Post edited by ViperTheCharon on
  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    I got a few additions for you

    Aftercare: also activates when you take a protection hit, or have a protection hit taken

    Breakdown: also works when unhooking someone else, but with a reduced duration

  • ViperTheCharon
    ViperTheCharon Member Posts: 110

    Aftercare, I would agree with you on that. Breakdown, not so much. Why? It would make easier for SWFs to exploit Hook spawn logic if one person just ran it. (Especially on Midwich.)

  • Steakdabait
    Steakdabait Member Posts: 1,386

    First change is a prove nerf lmao the perk isn't that good even if it was lets not nerf anti 3gen perks in the most degenerate 3 gen meta the game has ever seen

  • ViperTheCharon
    ViperTheCharon Member Posts: 110

    Take a Look on the calculations how long it needs to do a generator with and without Prove Thyself:

    Reminder: 1 person: 90 seconds

    None: 2 people: ~52.94 seconds, 3 people: ~42.86 seconds, 4 people: ~40.91 seconds

    Prove Thyself: 2 people: ~46.04 seconds, 3 people: ~32.97, 4 people: ~28.21 seconds

    "the perk isn't that good" Prove Thyself is just like 5th survivor in the match if person with it is stealthy.

    Also there are a lot of anti 3gen perks on the game just look at the Potential Energy and regression perks are different topic to talk about.

    In my thoughts it was like 90 seconds, which is a long time and that's why I got little worried.

  • Steakdabait
    Steakdabait Member Posts: 1,386

    wow those are some impressive gen speeds lmao if only you couldn't get those speeds by working on different gens already. prove thyself DOESN'T increase total repair time across all gens other than the last one. If you're letting 2+ survivors sit on a gen in your 3 gen long enough to get meaningful prove thyself it's a pure skill issue.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Jeff has good perks, they just need a bit of a push to make them actually properly viable

    Distortion as it is now is absolutely perfect

    Making breakdown work when you unhook, for 30s (90 would be absolutely terrible for game health, so its understandable why you'd be worried)

    All aftercare needs is to work on protection hits (also remove the dumb thing where you can lose the auras when hooked) and it'll be truly perfect

    Here's an idea i have for a deliverance buff: while its active you unhook other survivors 50% faster

  • ViperTheCharon
    ViperTheCharon Member Posts: 110

    Well, how do you explain that it doesn't increase total repair time across all gens other than the last one? Prove Thyself can really shine, even at the start of the game, when the killer is at the weakest position. when the match just started, there can be 2 gens done already with it and you can't do anything about it as the killer, since the match just started. It would be worse if survivors were just bumping gens and play stealthy instead going for chaser playstyle.

    Yes, Jeff has good perks as you say, some tweaks and they'd be perfect.

    Im still suprised that Distortion is still underrated.

    I'd only take the breaking Hook aspect when you unhook, since it would overshadow Babysitter (Guardian).

    With aftercare i've done what you're saying here, it's a bit dumb that you lose it when you get hooked like, seeing your teammates 24/7 is not that OP.

    With this change for Deliverance, it would overshadow Desperate Measures since it grants the unhooking and healing speed for each survivor that is not healthy.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Deliverance is a dead perk if you get hooked first or if later on in the match, it needs something, and its still lower than desperate measures max value for unhooking

  • not_requested49
    not_requested49 Member Posts: 1,981

    That's practically the same, 20% is enough to actually make a difference and make it worth considering

    You forget old Botany gave 33%, what's it matter if it's a "power creep"? It literally needs to be made useful lol

  • Steakdabait
    Steakdabait Member Posts: 1,386
    edited January 2023

    How do i explain it? because it's true. Prove doesn't increase your repair speed, it only removes the repair penalty for working on a gen with friends. You are far better off trying to split and find your own gen at the start of the match to minimize how many survivors the killer can pressure at once and prevent snowballing.You are in a much better place if 1 gen pops in 30 seconds than if 3 gens have 80% progress on them.

    Prove thyself is an anti 3 gen perk not a gen repair speed perk like hyper focus

  • littlepaw
    littlepaw Member Posts: 67

    i'm going to be honest i legit didn't even know you offered a change to adrenaline at first because what you just listed is just practically what adrenaline is already 😕

  • ViperTheCharon
    ViperTheCharon Member Posts: 110

    Maybe you're right that I misconcepted Prove Thyself as a gen speed perk. It is really true that if survivors are seperated, they are in better position because killer can't spread pressure, just like you're saying.

    Oh well, I forgot to change one more thing in adrenaline. Gonna fix it quickly.

  • ViperTheCharon
    ViperTheCharon Member Posts: 110

    Edit #1: Added Thalita's and Renato's Perks : "Friendly Competition", "Blood Rush" and their "Teamwork" perks, reworked "Botany Knowledge" and adjusted some perks due to current situation in the game.