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What Are Some Perks You’d Like To See Buffed?
Give some ideas on what perks you would want buffed and how he would go about buffing them.
Iron Will:
Now works if you’re exhausted.
Stake Out:
reduced the amount of time required to stay hidden within the killer’s terror radius to gain a token from 15 to 13 seconds.
**Territoral Imperative:
No Longer has a cooldown and the survivor’s aura remains active while in the basement.
Gain the undetected status effect for 5/7/9 seconds when a Survivor enters the basement.
Comments
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Hex: Crowd Control, it simply doesn't do enough to be warranted with it's Hex status. It's main problem is unlike Bamboozle the killer is on the wrong side of the vault when it activates with the addition of several vault heavy map's making it redundant even without it's totem being broken. The only time this perk seem's like it's Hex status come's into play is if you catch more than one survivor in the few rare spot's such as the Vat drop down in gideon's. It's not really woth being a Hex, that nothing would really change if they took the Hex condition away. Instead of that let's keep it a Hex and try some thing's.
There's no guarntee any of the number suggestion's will be decent on either side of the scale, Hex perk's are tricky to balance, but that's what ptb's are for.
It could provide a 5% haste effect as long as an entity blocker is up (maybe stackable to a point with each entity blocker active, possibly too much doing that), since it doesn't change much how a structure is played or provide any opportunities to work with killer power's outside of Blght or Nurse. But a haste effect would allow killer's to move around the structure's and reduce the chase time slightly while it's up.
An alternative alteration would be increasing vaulting speed drasticly by 100% for exmple, doesn't block the window's unless survivors take them in chase, but provide's something more towards it being a Hex while tying into the window vault aspect. issue is that make's it just Bamboozle Hex edition which isn't a great idea in any aspect.
It shouldn't pre-block window vault's until broken, that would be rather ridiculous yet dull at the same time. If it did have to, it would work better based on proximity in a active chase. For example once the survivor pass's 20m's all vault's within the terror radius become blocked until the vault's no longer in the terror radius or the chase ends. Or alternativly, when a survivor take's a vault in chase all vault's within a ceratin distance become pre-blocked as well.
Adding this post thought, but the killer perk's that activate only when a generator is completed (aside from Deadlock and Bitter murmur), Claustrophobia, Coup De Grace and maybe Fire Up need something. These perk's are heavily limited, i don't know how to improve Claustrophobia outside of a complete re-work, but perk's that can only be activated a total of 5 time's need to do something that warrant's that limit.
Coup for instance can currently only be used for 2 and half chases total spread out over an entire match, for what it does it's pretty bad, it either need's to provide more stack's or lunge distance for the restriction it has, or be changed to earn token's a different way.
Fire Up, could maybe have a 80% (if not, 50%) speed increase in pick-up/drop action's across all 3 tiers, this way the perk ran by itself provides something for the entire match, instead of just being ran with other action speed increase perk's.
Post edited by Turretcube on0 -
No mither.
Should silence pain grunts and provide a BP bonus
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Cool ideas. Except the iron will suggestion.
No pain grunts after a successful dead hard is insane.
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Insidious
- When the killer is standing still, their TR will begin to decrease to 0m. The killer will become fully undetectable after 2 seconds
- The status effect lingers for 2/4/6 seconds after moving, performing an action, or using a killer's power, and the TR will reappear afterwards
Furtive Chase
- Whenever the obsession is hooked, a token is gained up to a maximum of 4/5/6 tokens
- Each token reduces the TR by 4m when not in chase. The red stain is normal when not in chase
- Each token reduces the red stain length by 12% when in chase. The TR is normal when in chase
- When a survivor unhooks the obsession, the rescuer becomes the new obsession
Beast of Prey
- After breaking a wall or pallet, gain the undetectable status effect for 10/15/20 seconds
Shadowborn
- Begin the trial with the undetectable status effect
- Effect lasts for 60/90/120 seconds (maybe the effect would immediately end when a survivor is downed too - maybe not)
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Solidarity : prevents you from being hemorraged
The thing that breaks boons permanently that I currently cannot remember the name of because it's 5am and my brain only supplys the name Devour Hope : Breaks dull totems too, to be able to completely counter boons. You gain a deviousness score bloodpoints for breaking dull totems, because you're anticipating the survivors actions, and that way it's not entirely useless if survivors didn't bring boons.
Probably tons of others but some have already been mentionned
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Hex ruin- remove deactivation when a survivor dies and increase regression speed
Counterforce- can also apply to disarming killer belongings
Hope-similar % increase also given to crawling speed when gates are powered
Smash hit-the killer is also stunned for longer than normal
I'll add more killer perks later
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I think dissolution is p underrated and actually well designed, I just want it to not have a cooldown (it's duration is its cooldown) and for the TR condition to be replaced w something else, just qol stuff
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Not really well designed when it tells the survivor it's about to happen, makes end fury way way better.
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Solidarity and resurgence. They get countered by hemorrhage making them dead perks slots
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haha furtive chase would been my choice as well.
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Many people usually try to buff perks that are quite okay in its niche, but I prefer buffing perks that have very minor effects (like This Is Not Happening or Poised).
This Is Not Happening
- Now increases the size of both good and great skill checks (while being injured).
- Increases skill check trigger odds by 4% (while being injured).
- Note: This perk would still remain niche, but thanks to the small buffs it might be good or at least decent for skill check builds.
Poised
- Duration increased to 16/18/20 seconds.
- Now surpresses both scratch marks and footstep audio (for its duration).
- Grants a 2% Haste status effect (for its duration).
- Note: This perk would make travelling to the next generator saver (and faster), reducing the risk of getting caught by a fair amount. It would remain a niche perk because of its activation condition, but it would be at least decent now.
Boon: Dark Theory
- Now also reduces footstep audio within range by 50%.
- Both effects linger after leaving the booned area for 2/3/4 seconds.
- Note: I really would like to implement a new aspect of the game that reduces footstep audio. It would function similar to grunts of pain (values being multiplicative) and would be available on both sides.
Dance With Me
- Now reduces footstep audio by 25% for its duration.
- Cooldown reduced to 30/25/20 seconds.
Predator
- Now always grants the closest scratch mark spawn on each tier.
- Increases the footstep audio by 50/75/100%.
- Note: Footstep audio doesn't increase the distance at which sounds can be heard, instead, it increases only the audio volume of footsteps.
Deception
- Now also reduces footstep audio by 75% (for its duration).
I know that some of these perks were okay in its niche, I just wanted to make them more appealing.
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Hex: Face the Darkness - Reduce scream cooldown from 25 seconds to 15 seconds, increase aura reveal to 3 seconds from 2 seconds.
Grim Embrace - After hooking 4 unique survivors, The 3 furthest gens are blocked for 2 minutes. A reverse old Corrupt.
Darkness Revealed - Slightly increase aura duration and speed on opening lockers on top of its normal effect.
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What perk? Ah. You haven't seen patch notes yet.
Coup could be changed in a way, that it does not loose token until you get value - meaning you loose token only if you lounge for distance that is longer than base distance + you actually get hit. That sounds reasonable (also with 5 token thing).
Your furtive chase would be straight-up OP for some killers - specifically slinger and some killers like Bubba. But it would be super good perk on every single killer (red stain is huge, no TR is conditionally on killer even bigger thing).
But I like your Insidious change.
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I have seen the patch notes and I know about the DH changes.
Regardless dh when activated will still be extremely strong, and killer takes a huge L if a surv DHs then manages to escape chase as well. Admittedly it will be less prolific.
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We will see how many people will use it. I presume it will be used about as much as headon. So it's really a no-issue (if I am correct)
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If I wanted to go through every perk I'd like to see buffed, we'd probably be here all day. There's a lot of bad perks and it's honestly quite a shame.
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Killer side has a lot more since a ton of the killer perks are just bad while survivors have fewer trash perks.
Awakened awareness-larger range
BBQ- bring BP bonus back
Bloodhound- gain bloodlust slightly faster
Brutal strength- add a slight bonus to damage kicking gens (such as an extra 3-5%)
Deerstalker-faster pick up animation bonus
Fire up- add a slight increase to movement speed per token (such as 0.5% increase)
Hangmans trick- sabotaging survivor is inflicted with a negative status effect as well (mangled? Blind? Oblivious?)
Hex crowd control- remove hex and make a generic cooldown perk
Hex undying- add an additional hex to be cleansed
Madgrit- successful attacks while carrying a survivor extends the wiggle timer
Nemesis- any stuns or the survivor escapes your grasp triggers nemesis as well.
Play with your food-tokens are only consumed on successful attacks
Pain resonance- how it was before most recent patch notes
Scourge hooks in general- add 2 more hooks and scourge hooks aren't lost from a sacrifice. Survivors are also given a better idea which hooks are scourge hooks
Starstruck-3 second delay for exposed effect to be shown to survivors
Territorial imperative- add 1-2 meter distance from a hook to also reveal a survivor
Tinkerer- can trigger multiple times.
There are a lot more perks that could be adjusted but these would make the perks worth running more without being must have perks
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A big killer streamer recently said. About 50% of killer perks are just bad. About 70% of survivor perks are just bad. I agree to that
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I think I'd trade the percentages. For me several killer perks you'd just never use while survivor perks are by themselves bad but you can make at least a playable build with some of them. Some killer perks I just don't see the point of even existing lol
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Making Jolt work on M2 downs would be nice.
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Decisive Strike. It’s useless right now. Since they nerfed it, in ALL my games I think I’ve seen it used twice against me and I immediately downed them afterwards. It’s a perk that gives you 5 extra seconds of chase, once per trial, but only if you get tunneled.
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I think Vigil should completely get rid of all status effects except exhaustion and cursed, within the 8 meters anyway. if there's a continuous effect in play (NOED, Plaything) once you leave the zone the effect is re-applied.
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Hangman's Trick- Make Sabo take longer
Surveillance- Takes the information from Call Of Brine
Hex: Ruin- either increase the regression rate or take away the deactivation condition
Huntress Lullaby- Effects all skillchecks
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I actually like that part of the perk a lot from both ends, it creates interesting situations where the survivor has to try and run out the clock but is still good when vaulting a pallet is the only option
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Thank you for the feedback!
I'm sure the Furtive Chase values could be changed a bit, whether that be less tokens or the percentages themselves. I wanted to keep the obsession aspect of the perk since I think it fits the theme of the perk.
As an Insidious enjoyer, I do hope it gets buffed with my listed change. I feel like that change would increase its usability, such as around loops, and truly "unlock the stealth ability" as its description states.
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Here's my list of Worse Survivor Perks; and my quick rework/buffs to make them viable and useful. (I will post worse killer perks Reworks in the next comment!)
*Buckle Up: (Rework) Now a team support perk like Leader and Streetwise. It activates when you run near downed Teammates, and gives them increased recovery speed by 10% and allows them to fully recover on their own without picking them up yourself; of cours the perk doesnt work on the user when they are downed. (Or) If you pick them up yourself, you can remove any lingering debuffs like Exhaustion or Mangled, so you are prepared to get away or heal normal and get back into surviving.
*Red Herring: (Slight Rework) Now, after repair the generator for abit, you can used the actions button, similar to Reppresed alliance; and make the a complete different generator, preferably not active generator (ones with no survivors on it) and gives a false sense of information to the killer, tricking them into thinking a Survivor is there when they are actually not. No longer required survivors to enter lockers to activate it.
*Resurgence and Solidarity: (Buff) Hemorrhage should not effect these perks, as a quality of life improvement .
*No Mither: (Buff) It doesn't immediately started you off Broken, until you get hit for the first time. It gives killers immediately information at the start, "that you are the weak link" and focus on tunneling you, to get a advantage. That and maybe bonus BP for playing hardcore DBD survivors edition.
*Autodidact: (Buff) Increases the amount of Skill checks to appear more likely, as sometimes, the skill checks never appear during the healing process, or at least it so that a Survivor successful heal by you gives you a token or two. That and make it visible for your teammates, so they can let you heal you for the perk benefits. (Solo Que buffs)
*Diversion and Stake Out: Decrease the time it requires from 15 to possible 12 seconds in the terror radius. And also, gives Survivors additional methods to gaining tokens if they are dealing with killers without terror Radius. It can be something like spotting the killer from a distance with your camera angle for a certain period of time.
*Premonition (Rework): When a Killer is under the affects of Undetectable status effect and looking in your direction within 32 meters, even without line of sight; this perk activates and pings you with a noise notification. And goes on 30 seconds cooldown. It also gives you a small 2nd Benfit of hiding your aura for 6/8/10 seconds, to allow the Survivors to make a clean get away, but has a 30 seconds cooldown everytime the perk activates. Great detection perks agaisnt stealth killers, with the additional benefit to lose your tracks.
*This is not Happening: (Buff) Now Increases All Skill Checks zone up to 75%, instead of 30% while injured.
*Corrective Action: (Buff) Now, Also rewards Survivors whom get good skill checks and convert it into great skillchecks, and everytime they land a great skillchecks, it rewards you a free token.
*Self-Care: (Buff) Revert the Healing Speed without a medkit, back to up to 60%, from 68 seconds to 40 seconds. No Medkit bonus, no item benefits as Botany Knowledge exists.
*Teamwork: Collective Stealth: (Buff) Now Increases the ranged from 12 to 24 meters of no scratch marks.
*Inner Focus: (Buff) Now no longer has a ranged limit of 32 meters when the killer hits a Survivor, you can now see the Killer's aura at any range.
*Left Behind: (Buff) Now grants a purple key in any unopened chest, as well as grant one used rummage any open chest, to secure a key.
*Self Preservation: (Buff) Now Grants 50% noise reduction when within 32 meters of the killer, outside of a Chase, and the duration of the Perk increase from 6/8/10 to 16/18/20 seconds, after the killer injured a Survivor by any means and give you maximum bonus like 100% silence, no blood, and scratch marks.
*Boon Exponential: (Buff) Now Increases the ranged of the boon by 40 meter by itself. Doesn't stack with other boon effects, to avoid any exploiting with CoH and other boons.
*Poised: (Buff) Now grants 2% haste speed after a generator is completed, along with the no scratch marks, for 6/8/10 seconds.
*Small game: (Buff/Rework) Now. The cone of detection will straight up reveal that one totem you are looking for 10 seconds. It will take a 30 second cooldown. To compensate for the whole wasting so much time looking for just one totem you sometime cannot find with deduction.
*Calm Spirit: (Doesn't need changes) It is fine, just I wished the Devs bother buffing Crows mechanic and a specific killer perk like Spies from the Shadow to make Survivor more mindful of crows in general and be afraid of Spies in the shower and make Calm Spirit viable. The only real used is the 2nd effect that denies you screaming which can counter infectious fright and doctor's madness, but that is really hit.
*Technician: (Buff) Now it no longer make you loose progress when you fail skillchecks, kinda strange that Bite The Bullet doesn't make you loose any healing Progress everytime you fail it, yet Technician will make you loose extra progress to silence the noise notification?!? That and Increases the audible range reduction from 8, to... 8/10/12 meters.
*Solo Survivor: (Buff & Rework) Now, will reward a permanent Buff to you, everytime your teammates begin to die by any means. The following effects are. 1 survivor dead, Grants self care without a medkit for 24 seconds and unlimted unbreakable after 30 seconds. 2 survivors dead, Grants you complete aura reading immunity by the killer, as well as remove Scratch Marks outside of chase. All 3 survivors are dead, Grants 75% generator speed and 50% exit gate opening speed.
*Mettle of Man: (Buff) Now requires 2 protection hits, instead of 3; and no longer reveals your aura when fully heal.
*Smash Hit: (Buff/Slight Rework) Now everyime you drop the pallet, you can run 2 seconds of 150% movement speed with a 20 second exhaustion cooldown; but if you landed a stun on the killer; it is 4 seconds of 150% movement speed with a 40 second exhaustion cooldown.
*Up the Ante: (Rework?) Luck is a complicated mechanic, that seems to not effect much but your chance to unhook and getting something nice in a chest search. However, this perk by itself, doesn't help at all, unless maybe stack with other perk that effect unhooking. I think it needs to be scratch and do something else entirely different. Up the Ante, sounds like a High Risk, High Reward perk to me; so here's the new description:
Now, for every Survivor you saved on the hook, for every generator you complete, and for every minute you been in a chase; earn a token up to a maximum of 20 tokens. Each token will reward the player per token, 2,000 BP up to a maximum of additional 40,000 BP at the end of the trial. You lose it all, if you die in the trial.
*Quick Gambit: (Buff) Now Increases the within of a generator being repaired by 40 meters.
*Open Handed: (Buff) Besides Increases the ranged of aura reading, it Now also increases the duration of the aura reading by a extra 3 seconds longer then normal, similar to Lethal Pursuer's 2nd effects.
*Dark Sense: (Buff) Just Show me the Killer's Aura, at any range; not when they are within your terror Radius. Just give survivors the ability to see the killer anywhere in the map, for 5/7/10 seconds anytime a generator is done.
*Wake Up: (Buff) Now grants additional benefit, of turning off the Exit Gate Switches Lights off by the Killer's perspective; to help with those sneaky 1v1 Endgame plays.
*Flip Flop: (Buff) When in the Dying State, 50% of your recovery will covert into 75% of your wiggle bar. It takes longer but it more easier to gain.
*Power Struggle: (Buff) When carried by the killer, wiggle progress up to 20/15/10%, instead of 25/20/15% will allow you to activate the perk and stun the killer with a pallet.
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I'd like Pharmacy to be revisited to make sense for us healers who want a medkit to help others, maybe make it rummage instead of opening a chest. Also make the chest opening speed just available at all times. I miss my item build.
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Scourge hooks , boons, and hexes would be great time have buffed in general
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