What are some perks that you think are good in theory, but need a little help?
So, I had asked this question in ask the community, but someone suggested I actually put it in general discussion, and I thought that was a pretty good idea!
What are some perks that you think are good in concept, but need a little change or alteration to be worthwhile? In addition, what do you think that change should be?
For me, We're Gonna Live forever is the first thing that comes to mind. I like the idea of rewarding altruism plays and helping people get up from the downed state, however because of how strongly killers are incentivized to pick up immediately- the healing speed bonus isn't worthwhile. Instead of a healing bonus, I think you should be able to spend a token while healing a downed survivor to instantly pick them up with endurance. This would mean you still need to take protection hits and safely unhook survivors in order to use the perk, but now you will actually be able to get value from doing so.
Comments
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Autodidact
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Residual Manifest. The blindness duration is just too short to really counter most aura reading perks.
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Grim Embrace.
I don't understand why it has an Obsession mechanic- if it just showed all survivor auras, it'd be much more usable, since you'd be able to flush out at least one of the stealthing survivors trying to wait out the block duration. It's a good idea for a perk in theory, but that one limitation really holds it back.
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Calm Spirit, Dance With Me, Decisive Strike, Déjà Vu, Head On, Kinship, Overcome, Pharmacy, Potential Energy, Resurgence;
A Nurse's Calling, Awakened Awareness, Barbecue & Chilli, Dead Man's Switch, Hex: Retribution, I'm All Ears, Oppression, Thrilling Tremors.
The majority of these I would say are decent perks that just need some slight duration buffs, cooldown reductions, or some QoL effects.
For example, Kinship could just activate automatically when you're on your second hook stage and give your team a timed buff icon notification to let them know you have it and when it will run out, and I'm All Ears, Oppression, and Thrilling Tremors could all stand to have their cooldowns decreased (especially Oppression).
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Gearhead... Sounded really good in it's original state
Oppression... looks good on paper except for the cooldown... would be better if BHVR actually buffed base Gen regression
DMS... was an obsession perk and had synergy with the other obsession perks (Furtive Chase being the best and Nemesis being the next)
Retribution... a Hex perk that once cleansed it would show everyone for 10 seconds... now we have more Aura Reading perks... also had synergy with Hunted Grounds, TOTH and Undying
Hot Take... Eruption... if BHVR just made skillcheck actions a no go (Healing and Gen repair) it would've helped a little bit
Hex: Ruin... the 200% regression rate increase made this perk worth bringing into most matches... and it gives Survivors the choice to either repair the Gen as far as they can get it (Completed for the most part) or to find the Hex Totem (which is what usually happens)
Hex: Huntress Lullaby... worked better when all skillchecks were affected (If I remember right)
Hex: TOTH... was so much better when the notification was a thing
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I'd like it if Hoarder was spiced up some. Say it gives you an Aura reading gof how many charges are left on am item (white if full, red if empty) and had a 15% chance that whenever an item is found in a chest, it has reduced charges.
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Deerstalker and Shatter Hope. They need to either be redone completely or made basekit for the killer.
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i always wanted to use oppression but it's just not very good. it has a 80 second cooldown and it has a chance to hit gens with no progress (idk if it hits completed gens even)
and on survivor side repressed and blast mine can use some minor buffs
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There was a thread a while ago where someone asked for suggestions for a bunch of underused perks: https://forums.bhvr.com/dead-by-daylight/discussion/363344/how-would-you-buff-these-perks
Sat down and shook some ideas out, off the cuff. They're not perfect, but IMO, the highlights are:
Mettle of Man
Complete rework: Every protection hit you take grants you a token. If you have at least one token, you gain a 3% haste benefit. If you have at least 2 tokens, you gain a 25% increase to Great skillcheck zones. At 3 tokens, gain endurance. Taking a hit at 3 tokens will consume all tokens. This gives the perk some additional, more achievable value, instead of being a full on all-or-nothing perk.
Boon: Dark Theory
Radius increased from 24 meters to 32 meters. If multiple boons are equipped, all boons will operate on the worst parameters. This perk's effect is hard to bolster without going overboard, but a radius increase makes it easier to apply.
Corrective Action
Completing a cooperative action with 3 or more tokens remaining grants you and your cooperator 10% haste for 10 seconds, and consumes two tokens. This one's tricky to buff because its function is so niche, but if you're to be babysitting another survivor and they're doing well, some encouragement might put some pep in their step. This also gives it more value under pressure.
Claustrophobia
Reduce radius to 26 meters, but every generator completed increases the radius by 6 meters. Upon the third and fifth generator, this perk also blocks pallets.
Distressing
Increases Lullaby radius as well, and causes the Lullaby to count as Terror Radius for the purpose of other perks. Distressing by itself might seem weak, but its increased terror radius makes it harder for survivors to read the killer's position, giving it some stealth potential. Its other aspect is that it is a synergy perk for things like Coulrophobia and Dissolution, but that doesn't work on killers with a Lullaby. This fixes that.
Insidious
Increases gen regression speed of gens within 20 meters by 50% while active. Does not work when within 20 meters of a hooked survivor. This gives it potential to use a generator as bait, rather than a hooked survivor.
Blood Echo
Hitting a survivor marks them with Blood Echo. When hooking a survivor, all marked survivors become Exhausted for 45 seconds. If they are injured, they are also afflicted with Haemorrhage and Mangled. Current issue is just that it's hard to get a hook in while survivors are injured, so it needs to work differently. This makes it much easier to get its value to actually proc.
Unnerving Presence
Reduces the size of great skillcheck zones by 100%. Gives it more definitive, consistent value across skill ranks.
Predator
While within 6 meters of a survivor's scratch marks, this perk charges up. Once it is fully charged, it reveals the aura of the tracked survivor for 6 seconds. This improves its tracking potential and might make it useful in chase.
Bloodhound
While within 6 meters of any bloodpool, this perk charges up. Once fully charged, gain a 5% haste bonus for 10 seconds. This improves its functionality when chasing a wounded survivor.
Shadowborn
Reduces terror radius by 25%. While there are no survivors in your terror radius, you gain 10% haste. This effect persists for 3 seconds after a survivor enters your terror radius. Shadowborn is disabled while under the effect of Undetectable. The FoV thing seems like it should be basekit, which means Shadowborn needs a new purpose. I decided to make it a sneakier perk, while also giving it some map traversal potential.
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Buckle Up.
I think this perk should either...
A) Prevent the Killer from being able to immediately pick a survivor up
B) Work like Breakout, but it slows the Killer's carrying speed
Either iteration would synergize well with one of Ash's other perks, and the main theme across the board is saving your mates. If people were concerned about this being busted in SWF, it could have conditional use exclusive to survivors on death hook.
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Dragon's Grip. A cool concept for a powerful perk that is completely ruined by the fact that it's super long cooldown triggers whether or not the perk actually exposes someone.
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New pain resonance- on paper it sounds nice but in application it's going to be weaker since you will eat a token and get no value out of it when no gens have significant progress
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I think Vigil could use a rework, I wrote a discussion about what I think they should do to it
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Pop, Ruin, PR and Eruption come to mind.
Make Pop great again: 20% of the total progress.
PR: make it 15% progress and show the survivor that scream
Eruption: make the generator regress 10% and be untouchable to survivors for 35 seconds.
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Killer:
Claustrophobia should activate based on the killer's location, not the location of the completed generator.
Coup De Grace - 2 tokens granted for each completed generator.
Dark Devotion - make it 45 seconds of undetectable
Tinkerer - Make it 30 seconds of undetectable
Stridor - make it increase the sound of survivor footsteps instead
Fire Up - also gain a 1% Haste effect for each token.
Mad Grit - also suffer no cooldown on successful attacks while carrying a survivor (just for the lulz)
Survivor:
Resurgence - upon being unhooked, removes any Haemorrhage status effect that has been applied (so you can actually use it if the killer has Sloppy Butcher)
Reactive Healing - make it heal a flat 50% progression (eg. 35% goes to 85%) and it make it work while in dying state. Additionally, the granted healing progression rolls over into the next health state (eg. 85% recovered while slugged heals you to injured state with 35% healing progression). Same 32 metre range.
Kinship - make it automatically pause the hook timer whenever the killer is within 16 metres and no survivors are within the same range. Deactivates once a total of 34 seconds of pausing has been used up
Repressed Alliance should allow survivors to unblock a blocked generator as well (if the perk is activated).
Lithe should activate when performing any rushed action, including leaving lockers.
Smash Hit should activate on any stun, not just pallet stuns.
^ either of these would be great paired with Head On
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I'd like to increase the range of Self-Perservation, and maybe add a small Haste buff to it, like 5% - 10% for its duration. I'd add the same Haste bonus to Poised as well.
Grim Embrace should reveal the auras of everyone except the Obsession, and maybe increase its duration to 60 seconds.
Leverage should have its healing debuff applied as soon as the survivor is hooked, and either extend the duration or only start the timer after the survivor is unhooked.
Game Afoot should come with a small speed boost to kicking pallets while in chase.
Fast Track should be changed so that every Good skill check should consume 1 token for the progression bonus, while Great skill checks consume all tokens at once, as it does now. This would make it more consistent to get value out of.
Please for goodness sake, remove the chest/totem speed debuff from Calm Spirit.
Bite the Bullet should apply to you being healed as well.
Small Game should highlight the auras of totems when you get close enough to them. Premonition should highlight the killer's aura for 1 second when it activates.
Corrective Action should work in a small radius around the survivor like Leader and Streetwise do.
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