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Perk Changes I Would Like To See

First off, I went through all of the perks in the game up to the Tools of Torment chapter and if you don't see a perk listed here, it's because I think it's good where it's at and doesn't need changes. Now onto the longest post in the world.


Killer Perks

A Nurse's Calling - Aura reading lingers for 2s

Awakened Awareness - Aura lingers for 2s

Bamboozle - Increase vault speed by 25%

Beast of Prey - The aura of the survivor that has been chased the least is revealed for 4s every 15s

Blood Echo - Healthy survivors become Exhausted for 20s

Blood Hound - Injured survivors have their aura revealed for 2s every 30s

Brutal Strength - Damage speed increased to 40%

Coulrophobia - Replace current effect with Merciless Storm skill checks when healing within the terror radius

Coup de Grace - Tokens are gained from hooks

Claustrophobia - Range increased to 48m

Dark Devotion - Triggers on all survivors, has a 45s cooldown

Deathbound - The survivor who completes the heal screams and is exposed for 30s

Deerstalker - Crouching survivors are also revealed

Dissolution - Becomes active after hit, breaks one pallet that is fast vaulted anywhere, then goes on cooldown

Dying Light - Tokens give 5% penalty, max tokens 7, hooking Obsession loses 1 stack

Fire Up - Gain tokens from hooks

Forced Penance - Survivor taking the protection hit is broken until a survivor enters the dying state

Furtive Chase - Tokens increase vault speed 5%, max tokens 6

Gearhead - Great skill checks reveal survivors for 3s

Grim Embrace - After hooking 3 unique survivors, the most progressed generator is blocked for 60s

Hangman's Trick - Your Terror Radius stays on the hooked survivor for 20s after they are hooked

Hex: Crowd Control - Dropped pallets are broken after 30s

Hex: Face the Darkness - All survivors scream every 30s

Hex: Haunted Grounds - All Totems are lit, for every totem cleansed or blessed, survivors are exposed for 40/35/30/25/20s

Hex: Huntress Lullaby - Gain a token every 30s

1 token - Shorter time between audio warning and skill check

2 tokens - More frequent skill checks

3 tokens - Silent skill checks

4 tokens - Faster skill checks

5 tokens - Random audio warnings

Hex: Ruin - 150% progression

Hex: Third Seal - Tokens gained from basic attacks

1 token - Survivors are Hindered by 5%

2 tokens - Survivors are Blinded

3 tokens - Survivors are Oblivious

Hoarder - Survivors carrying items have their auras revealed for 2s every 30s

Hysteria - Affects all survivors

I'm All Ears - Remove cooldown

Insidious - Remain Undetectable for 5s after gaining it

Iron Grasp - Wiggling has no effect on the killer's movement. Remove wiggle reduction

Leverage - Remove duration, lose 2 tokens when a survivor dies

Make Your Choice - 24m range

Nemesis - Obsession becomes Hindered by 5%

Oppression - Remove cooldown

Play With Your Food - Tokens gained from hitting Obsession, tokens lost hitting other survivors

Pop Goes the Weasel - 15% reduction, remove active timer. Has to be used before it can be triggered again

Predator - Scratch marks are replaced with a direct trail

Scourge Hook: Floods of Rage - Survivors auras are revealed until survivor is unhooked

Septic Touch - When a survivor is healed, the survivor that heals becomes Exhausted for 303s

Shadowborn - All auras further than 36m are hidden, all auras within 36m are permanently revealed, blind durations are doubled

Shattered Hope - Aura reveal radius is increased to 128m

Spies From the Shadows - Survivors that startle crows have their auras revealed for 2s

Stridor - Footstep volume also increased

Surveillance - When a generator has been repaired for ten seconds, its aura becomes white until it is no longer being repaired. This can happen 3 times per generator.

Territorial Imperative - Survivors within 24m of a completed generator are hindered by 5% for 20s

Thrilling Tremors - Remove cooldown

THWACK! - Triggers after hitting a survivor

Trail of Torment - Remove aura reveal, 30s cooldown

Whispers - Whispers are directional, survivors within 32m of you for 15s scream

Zanshin Tactics - Survivors who vault in chase are Hindered by 5% for 5s


Survivor Perks

Adrenaline - Remove Exhaustion

Aftercare - Remove reset of perk

Alert - Aura revealed when injuring survivors

Appraisal - Items from chests will always be green or higher rarity

Autodidact - Increase skill check frequency

Background Player - Gain 5% Haste when another survivor is in chase

Blood Pact - When the Obsession is in chase, you heal at 100% increased speed, this applies to the Obsession when you are in chase

Boon: Dark Theory - Haste increased to 7%

Botany Knowledge - Increased Healing speed to 65%

Buckle Up - Survivors healed from the dying state gain a 150% speed boost for 6s, they become Exhausted

Calm Spirit - Interaction speed penalty removed

Clairvoyance - Add collision with Killer while active

Dance With Me - Increase duration to 4s

Deja Vu - You repair the highlighted generators by 10% faster until 1 of them is repaired

Diversion - Creates two loud sounds

Empathic Connection - Increase healing speed by 20%

Fast Track - Tokens are gained when survivors lose health states. Lose all tokens when you lose a health state

Guardian - Duration increased to 20%, Haste increased to 14%

Head On - Remove Exhaustion, cooldown of 120s

Kinship - Activation range 24m

Left Behind - 48m

Low Profile - No timer, only active when in chase

Mettle of Man - When you are healed from the dying state, you become fully healed. This perk can only trigger once per trial. This perk deactivates when the gates are powered

Poised - Increase duration to 20s

Premonition - Reduce cooldown to 10s

Reactive Healing - Can store 1 use if activated while healthy

Red Herring - When the Killer is within 24m of you, a notification is triggered at the furthest locker from you. 45s cooldown

Renewal - Being downed does not deactivate the perk

Resilience - Remove vault speed bonus

Resurgence - Increase to 75%

Self-Care - Decrease speed penalty to 50%

Self-Preservation - Silences all your sounds for 15s, including repairs

Slippery Meat - Slows Entity progress by 50%, you are unhooked 50% faster

Small Game - Crouching reveals the auras of totems and chests within 24m of you

Smash Hit - Activated by all stuns

Sole Survivor - When you are the last survivor, gain 10% for 120s

Solidarity - Increased up to 75%

Spine Chill - Increase Terror Radius detection by 8m

Stake Out - Decrease requirement to 10s, can hold 5

Teamwork: Power of Two - Increase Haste to 10%

Technician - Remove penalty

This is Not Happening - Increase great skill check bonus by 2% per injured survivor

Unbreakable - When you have been hooked twice, you no longer make grunts of pain and you leave no pools of blood (This would be the change when Unbreakable becomes basekit)

Up the Ante - When you are in chase with the killer for 5s, you become Exposed. All stuns to the killer while in chase are increased by 1s and you gain 7% Haste while in chase

Visionary - Remove deactivation timer

Wake Up - When a generator is repaired, gain a 150% speed boost for 6s, you become Exhausted for 40s

Comments

  • Pulsar
    Pulsar Member Posts: 23,147


    Oh boy. Okay. Well, if I don't mention a perk it's because I think it's okay or that it's so meaningless that it won't affect things.


    Bamboozle: This perk is fine as is.

    Brutal Strength: This perk is fine as is. DO NOT put this to 40% faster break.

    Bloodhound: This is pretty bad, not a great effect.

    Dissolution: Don't make it activate directly after hit. Maybe make it 2 seconds.

    Grim Embrace: This is just as bad as the current one.

    Haunted Grounds: This is, well, bad. It punishes Survivors for getting rid of totems.

    Third Seal: It should NOT hinder Survivors.

    Floods of Rage: Honestly, what is this. This is so overpowered I don't have words.

    Shadowborn: Pretty not great design here. Maybe if it were like, 4 meters.

    Trail of Torment: It needs to keep the aura reveal on the gen. Unless the 30 second cooldown is when the effect goes away.

    Autodidact: It should guarantee 1+ skill check per heal.

    Dark Theory: No. No. No. Absolutely not.

    Up the Ante: 7% Haste is WAY too much.

  • Phasmamain
    Phasmamain Member Posts: 11,543

    So brutal at 40% and fire up at up to 12 stacks (48%) That ridiculous

  • miniwengsel
    miniwengsel Member Posts: 414

    I copied your list and write comments behind them.

    Killer Perks

    A Nurse's Calling - Aura reading lingers for 2s //It would be to mutch Nurses is a great perk.

    Awakened Awareness - Aura lingers for 2s //This was the origial perk desgin, but it was too op on Nurse

    Bamboozle - Increase vault speed by 25% //Doesnt need a change

    Beast of Prey - The aura of the survivor that has been chased the least is revealed for 4s every 15s

    //would still be a underwhelming Perk

    Blood Echo - Healthy survivors become Exhausted for 20s //would ne to strong I guess.

    Blood Hound - Injured survivors have their aura revealed for 2s every 30s // way to strong on Killers with movment

    Brutal Strength - Damage speed increased to 40% //to much

    Coulrophobia - Replace current effect with Merciless Storm skill checks when healing within the terror radius

    //way to annoying and strong against beginers

    Coup de Grace - Tokens are gained from hooks //sounds good

    Claustrophobia - Range increased to 48m //I would maybe change that the 32m are arount the killer not the gen that would help in chase.

    Dark Devotion - Triggers on all survivors, has a 45s cooldown //way to much

    Deathbound - The survivor who completes the heal screams and is exposed for 30s //yeah maybe

    Deerstalker - Crouching survivors are also revealed //no

    Dissolution - Becomes active after hit, breaks one pallet that is fast vaulted anywhere, then goes on cooldown //too much

    Dying Light - Tokens give 5% penalty, max tokens 7, hooking Obsession loses 1 stack //way too much. We are talking about 35% slower gens combind that with thana and pentimento on legion you would have at max 81% slower genspeed means one gen would take 164 seconds.

    Fire Up - Gain tokens from hooks // yeah with one or two changes to the numbers.

    Forced Penance - Survivor taking the protection hit is broken until a survivor enters the dying state //yeah sounds nice

    Furtive Chase - Tokens increase vault speed 5%, max tokens 6 // I would change the only in chase and decrease the values a little bit

    Gearhead - Great skill checks reveal survivors for 3s //to strong witheout conditions

    Grim Embrace - After hooking 3 unique survivors, the most progressed generator is blocked for 60s // I would stay by the old desgin, but in the 40 seconds the killer can see all survivors, which arent in a 40m redius

    Hangman's Trick - Your Terror Radius stays on the hooked survivor for 20s after they are hooked // sounds interesting

    Hex: Crowd Control - Dropped pallets are broken after 30s // too much

    Hex: Face the Darkness - All survivors scream every 30s //yes

    Hex: Haunted Grounds - All Totems are lit, for every totem cleansed or blessed, survivors are exposed for 40/35/30/25/20s //way too strong by effekt and bad for combos

    Hex: Huntress Lullaby - Gain a token every 30s // I would maybe give stacks for maybe 4 good skill checks from the survivors.

    1 token - Shorter time between audio warning and skill check

    2 tokens - More frequent skill checks

    3 tokens - Silent skill checks

    4 tokens - Faster skill checks

    5 tokens - Random audio warnings

    // way to much

    Hex: Ruin - 150% progression // good

    Hex: Third Seal - Tokens gained from basic attacks

    1 token - Survivors are Hindered by 5%

    2 tokens - Survivors are Blinded

    3 tokens - Survivors are Oblivious

    //I would do maybe first hit blind. After the down hindered by 4% on the downed survivor.

    Hoarder - Survivors carrying items have their auras revealed for 2s every 30s // To strong

    Hysteria - Affects all survivors // I dont know

    I'm All Ears - Remove cooldown // make cooldown 20seconds

    Insidious - Remain Undetectable for 5s after gaining it //yeah maybe

    Iron Grasp - Wiggling has no effect on the killer's movement. Remove wiggle reduction //yes

    Leverage - Remove duration, lose 2 tokens when a survivor dies // would maybe turn the perks so you lose tokens after the cooldown of hooking and decrease the perk by one token.

    Make Your Choice - 24m range // 28m

    Nemesis - Obsession becomes Hindered by 5% //after changing the obsession while cooldown.

    Oppression - Remove cooldown // 20 second cooldown

    Play With Your Food - Tokens gained from hitting Obsession, tokens lost hitting other survivors // no pwyf is great as it is

    Pop Goes the Weasel - 15% reduction, remove active timer. Has to be used before it can be triggered again //20% with timer

    Predator - Scratch marks are replaced with a direct trail // big maybe

    Scourge Hook: Floods of Rage - Survivors auras are revealed until survivor is unhooked // way way too much its a great perk no changes needed

    Septic Touch - When a survivor is healed, the survivor that heals becomes Exhausted for 303s // I guess you ment 30s and yeah agree

    Shadowborn - All auras further than 36m are hidden, all auras within 36m are permanently revealed, blind durations are doubled // way way to strong

    Shattered Hope - Aura reveal radius is increased to 128m // make it basekit

    Spies From the Shadows - Survivors that startle crows have their auras revealed for 2s // 1s

    Stridor - Footstep volume also increased // way to strong on spirit

    Surveillance - When a generator has been repaired for ten seconds, its aura becomes white until it is no longer being repaired. This can happen 3 times per generator. // too much

    Territorial Imperative - Survivors within 24m of a completed generator are hindered by 5% for 20s // yeah why not

    Thrilling Tremors - Remove cooldown // yes

    THWACK! - Triggers after hitting a survivor //

    Trail of Torment - Remove aura reveal, 30s cooldown //

    Whispers - Whispers are directional, survivors within 32m of you for 15s scream //no

    Zanshin Tactics - Survivors who vault in chase are Hindered by 5% for 5s //no


    Survivor Perks

    Adrenaline - Remove Exhaustion // hell no

    Aftercare - Remove reset of perk // no its great as it is

    Alert - Aura revealed when injuring survivors //no great as it is

    Appraisal - Items from chests will always be green or higher rarity //no great as it is

    Autodidact - Increase skill check frequency //10% yes

    Background Player - Gain 5% Haste when another survivor is in chase //wouldnt make any sense.

    Blood Pact - When the Obsession is in chase, you heal at 100% increased speed, this applies to the Obsession when you are in chase

    //20% at the highest

    Boon: Dark Theory - Haste increased to 7% // no survivors would abuse that and outrun killers easly.

    Botany Knowledge - Increased Healing speed to 65% //hell no BK now is strong enough and it was also strong at 33% so hell fk no

    Buckle Up - Survivors healed from the dying state gain a 150% speed boost for 6s, they become Exhausted // you know 6 seconds are most of the time more than tha half of the map right. So no. Maybe a 7% Haste for 10s

    Calm Spirit - Interaction speed penalty removed //yes

    Clairvoyance - Add collision with Killer while active //if you want to push killers again no

    Dance With Me - Increase duration to 4s //yes

    Deja Vu - You repair the highlighted generators by 10% faster until 1 of them is repaired //The perk is great as it is

    Diversion - Creates two loud sounds //wouldnt make sense. 1. Killer would know its the perk 2. Diversion can be good

    Empathic Connection - Increase healing speed by 20% //10% is good

    Fast Track - Tokens are gained when survivors lose health states. Lose all tokens when you lose a health state //no

    Guardian - Duration increased to 20%, Haste increased to 14% //hell no

    Head On - Remove Exhaustion, cooldown of 120s //no

    Kinship - Activation range 24m //no 16 is enouth

    Left Behind - 48m // no I would decrease the hatch aura range from Clairevoience instead

    Low Profile - No timer, only active when in chase //yes and no

    Mettle of Man - When you are healed from the dying state, you become fully healed. This perk can only trigger once per trial. This perk deactivates when the gates are powered //dont know about that

    Poised - Increase duration to 20s // yes

    Premonition - Reduce cooldown to 10s // 15s

    Reactive Healing - Can store 1 use if activated while healthy // I would Instead heal 33% of the 100%.

    Red Herring - When the Killer is within 24m of you, a notification is triggered at the furthest locker from you. 45s cooldown

    // no I would instead press E while working for at least 3s on a gen to install a "trapp" By pressing the button again you let the trap explode.

    Renewal - Being downed does not deactivate the perk // would rlly heal you much

    Resilience - Remove vault speed bonus //yes

    Resurgence - Increase to 75% //no stay by 50

    Self-Care - Decrease speed penalty to 50% // yes

    Self-Preservation - Silences all your sounds for 15s, including repairs // not including repairs and yes

    Slippery Meat - Slows Entity progress by 50%, you are unhooked 50% faster //fist effect no would be fk op. second yes

    Small Game - Crouching reveals the auras of totems and chests within 24m of you // no SG is good as it is

    Smash Hit - Activated by all stuns //yes

    Sole Survivor - When you are the last survivor, gain 10% for 120s // no

    Solidarity - Increased up to 75% //no 60% maybe

    Spine Chill - Increase Terror Radius detection by 8m //ok

    Stake Out - Decrease requirement to 10s, can hold 5 //hell fk no

    Teamwork: Power of Two - Increase Haste to 10% //no

    Technician - Remove penalty //decrease, but not remove

    This is Not Happening - Increase great skill check bonus by 2% per injured survivor // sounds good

    Unbreakable - When you have been hooked twice, you no longer make grunts of pain and you leave no pools of blood (This would be the change when Unbreakable becomes basekit) // no

    Up the Ante - When you are in chase with the killer for 5s, you become Exposed. All stuns to the killer while in chase are increased by 1s and you gain 7% Haste while in chase //no

    Visionary - Remove deactivation timer //lower it

    Wake Up - When a generator is repaired, gain a 150% speed boost for 6s, you become Exhausted for 40s // no

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,508

    I'd say there's a lot to unpack here and whilst some I agree with and some I don't, I will say I admire your dedication in making this list. It couldn't have been an easy task and this is a fun piece of work to go through, so kudos👍

  • DylanLives
    DylanLives Member Posts: 19

    Appreciate it, I did this all while I was at work to kill some time. I really like coming up with changes for DBD and most of these ideas were intended to go with the basekit unbreakable and some of the changes I came up with in the post I made after this one. Hope there was at least a few ideas in here that sounded cool