http://dbd.game/killswitch
Buff One of the Weak Perks
Mods please don't move this post to feedback, i just wanna see how people would buff weak perks.
If i may start:
Bite the Bullet = Now perk will hide survivor auras too if they are in healing action.
Comments
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I was thinking about this perk. There are 2 ways to buff Bite the bullet
- +Hide aura of perk user, and the survivor being healed (if there is the 3rd survivor join to healing, the perk doesnt hide their aura)
- Mute everyone that join the healing (either healing or being healed, even for the 3rd survivor join the healing)
The 1st one is stronger, so I think there should be a downside
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I remember having this same buff suggestion for BtB a couple years ago. It would be the ultimate nurse’s calling counter.
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Currently it only mute you and the healed teammate, not vice versa, if the perk hides aura. Nurse's calling still able to see the other teammate healing you, which is fair.
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Deception - Increased the time scratch marks are hidden to 5 seconds.
Fast Track - Rather than automatically activating upon hitting a great skill check, can be activated on demand by pressing the Active Ability button within 3 seconds of hitting a great skill check.
Kinship - Can now be activated on stage 1 and stage 2.
Pharmacy - Using a medkit obtained by this perk will grant a 50% healing speed bonus.
Potential Energy - Now has a 1.2% to 1% conversion rate, instead of 1.5% to 1%. Being hit by the Killer will result in half of the tokens being lost instead of all of them.
Premonition - Reworked: Activates after safely unhooking a Survivor. Once active, the next time you are chased by the Killer, for the next 8/9/10 seconds you gain 5% Haste and you can see the Killer’s aura. Premonition then deactivates.
Self-Preservation - Increased the activation range to 24 meters.
Visionary - The auras of generators within range now show their repair progress by the intensity of their auras. Changed the range to 32/34/36 meters; no longer has a cooldown when a generator is completed.
Awakened Awareness - Now that Nurse is nerfed, this perk gets its 2 second linger back.
Blood Echo - Is now Scourge Hook: Blood Echo. When hooking a Survivor on a scourge hook, all other Survivors suffer from Hemorrhage and Exhausted for 35/40/45 seconds. Hemorrhage now causes healthy survivors to bleed for its duration, the perk now works on all other survivors instead of just injured survivors, and the cooldown has been removed.
Distressing - In addition to its current effect, now gains 1 token each time a generator is completed. While you have at least 1 token, press an active ability button (might have to be a new button) to consume 1 token and expand your terror radius map-wide for 12/16/20 seconds. During this time, all Survivors will perceive this terror radius as if you were directly behind them.
Fire Up - Increased the action speed bonus to 4/4.5/5% per token.
Hex: Ruin - Increased the regression speed to 115/120/125%.
Mad Grit - In addition to current effects, attacks while carrying Survivors now inflict Deep Wound, making it more thematic as a Legion perk. (Note: Injured Survivors will still be downed.)
Merciless Storm - In addition to its current effect, failing the skill checks now inflicts Oblivious on that Survivor for 60 seconds.
Oppression - Reduced the cooldown to 80/70/60 seconds.
Predator - Removed its current effect as it’s often detrimental to the Killer. Now causes scratch marks to be animated, showing which direction the Survivor was running. Scratch marks also last 2/3/4 seconds longer than normal.
Remember Me - The Obsession is no longer immune to the effect of this perk.
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just add the 8 meters range/lingers for 15 seconds to it
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These are some buffs that I made a while ago
Premonition
Buff: It shows a bubble displaying the killer's general location and you don't leave scratch marks and pools of blood for 3 seconds every time it activates.
Bite The Bullet
Buff: All survivors within 8 meters from you are affected by the perk and it lingers for 15 seconds when not in range anymore.
Blast Mine
Buff: Survivors can place multiple traps in the same generator.
We're Gonna Live Forever
Buff: Receives the aura reading from picking a survivor up from (old) Buckle Up.
Buckle Up
Rework: For every teammate in the dying state, increase your self healing action by 20%. You can see the killer's aura when they are within 8 meters range from a dying teammate. The aura activates 3 seconds after the teammate is downed. (This buff was made before the new Buckle Up)
Left Behind:
Buff: Receives the gen/exit gate +50% speed bonus from Sole Survivor
Sole Survivor
Rework: Gain a temporary token for every survivor on the hook. Survivors within 8 meters from you have their aura blocked as well but the effect doesn't linger.
No Mither
Buff: 100% no grunts of pain and you mend 100% faster.
Desperate Measures
Buff: 16% speed on healing/unhooking and also the bonus speed is applied to mending and recovering from dying state.
Object of Obsession
Buff: Increase your action speeds from 6% to 9%. Add vault speed when the perk is activated
Rookie Spirit
Buff: Shows aura intensity depending on the progress of each generator. Gain a 5% repair speed boost for 15 seconds if you stop regressing any gen. (60 seconds cooldown)
Poised:
Buff: You don't leave scratch marks and your aura is hidden for 30 seconds after a gen is completed and for 60 seconds when the exit gates are powered up.
This Is Not Happening
Buff: When injured, hitting a great skill check will heal 10% of your health
Dance With Me
Buff: Decrease cooldown to 20 seconds (Giving a much better synergy with Quick And Quiet)
Boon: Dark Theory
Rework: Along with the 2% speed bonus, all survivors see teammates auras if they are inside the radius. If the killer snuffs the boon, their aura is revealed to all survivors for 5 seconds.
Solidarity
Buff: Increases self-healing action speed by 10% and for every teammate within 16 meters range from you another 10% is added to a maximum of 40%
Resurgence
Buff: Increases to 75% when unhooked in the struggle phase and automatically 50% of health when recovered from dying state at any time.
Red Herring
Buff: All survivors see the "explosion" upon activating the perk and see the gen aura in a different colour until a survivor touches it or the killer kicks it. If the gen has progression and the killer kicks it, their aura is revealed to all survivors for 5 seconds.
Fast Track
Buff: Gain a token for every teammate put into injury and dying state. Can carry a maximum of 32 tokens at once.
Visionary
Buff: Cooldown is removed and always shows the aura of completed gens to you. When you complete a gen, its aura is shown to teammates for 30 seconds and the same gen aura is shown every time you complete a new gen. A "Visionary" icon appears at the bottom right corner to your teammates.
Self-Preservation
Buff: Increased the duration of the perk to 30 seconds, and the injured teammate can see your aura for that duration.
Up The Ante
Buff: When a teammate is on the hook, their token has an increased value from 3% to 6%
Inner Focus
Buff: Increase the killer's aura reveal time from 5 to 10 seconds and you don't leave scratch marks for the duration. Scratch marks from teammates last 2 seconds less if they are within 32 metres of you upon activating the perk.
Technician
Buff: Decreases the penalty to 3/2/1% on missed normal skill checks. The removal of gen explosion works with Overcharge, Oppression and killer add-ons that force a difficult skill check.
Corrective Action
Buff: Affect teammates within 8 meters range from you and it lingers for 15 seconds when not in range anymore.
Situational Awareness
Rework: Whilst repairing a generator, all teammates will see the generator aura. If a teammate is downed, you see all teammate's auras and the killer's for 10 seconds. Any teammate repairing the same gen with you will also see the auras.
Kinship:
Buff: Now it lasts for 60 seconds. The perk triggers if a survivor is within 16 metres of your hook at any phase. Once you are rescued, the timer stops and continues when you are put on the hook for the second time.
Guardian
Buff: Increase the effects time to 20 seconds. Rescued teammate leaves no scratch marks, pools of blood, grunts of pain and has the 7% Haste effect. If you are injured you also have the same effects. Killer's aura is revealed to you and the teammate for the same duration.
Small Game
Buff: For every totem you cleanse, increase your action speeds in healing, unlocking and blessing for 20% until put on a hook. Speed bonus stacks.
(alternate buff: When you cleanse a totem, you reveal the aura of the killer to all survivors for 10 seconds. 20 seconds if the totem was a hex)
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Territorial Imperative
Buff: Now it always shows the aura of survivors when they are inside the basement and you are at least (nerf) 45 metres away. Cooldown is removed. Perk deactivates if a survivor in on the basement hook. (made before the actual newest buff)
Hangman's Trick
Buff: Survivors who attempt a sabotage action at any time scream and are affected by the exposed effect for 60 seconds. (made before the actual newest buff)
Overwhelming Presence
Buff: When a survivor starts using an item in your terror radius it automatically loses 10% of its charge.
Gearhead
Rework: It becomes a Scourge Hook. When a survivor is saved from the hook they are affected by Gearhead. All their great skill checks will be considered a good skill check for gen progression and for survivor/killer perks' purposes. Missing a skill check adds a 3% progression loss. The effects end if the survivor loses a health state.
Hoarder
Buff: Considerably decreases the chances of Rare and Very Rare items appearing in chests and completely removes the chances of Ultra Rare items.
Grim Embrace
Buff: Now it activates again if all 4 survivors are on death hook. All generators in the map are blocked for 60 seconds. Once the exit gates are powered up, survivors have a -25% speed on opening the gates for 30 seconds (if the perk is triggered for the 2nd time).
Beast of Prey
Buff: Downing a survivor whilst the perk is activated gives a penalty of 30% to the last gen they worked on for 60 seconds.
Bloodhound
Buff: You see the aura of pools of blood when you are at least 56 metres away.
Deathbound
Buff: The oblivion status is applied to all survivors working on the healing action.
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Autodidact:
-Increases the chance of a Skill Check appearing by 10%
Diversion:
-It now works when you're crouching and can throw a pebble without having to stay within the terror radius
-After throw the pebble, perk is disabled for 30/25/20 seconds.
Teamwork perks:
-Decreased cooldown from 180/160/140 seconds to 90/80/70 seconds.
-The aura of the affected survivors is revealed
-Increased range from 12 meters to 14 meters
Teamwork: Collective Stealth
-With his current effect, his aura hides the affected survivors
-Reduces the sound of running steps and the sound of breathing by 65%
Teamwork: Power of Two
-With its current effect, it increases the vaulting speed of windows and pallets by 18%
-Increases the speed of throwing pallets by 20%
Breakdown:
-Increased aura detection from 6 to 16 seconds
-If you are chased by the Killer while your aura is detected, the Killer's aura will remain exposed until the chase ends, 7 seconds after the chase ends.
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Bloodhound: Every 5/4/3 injured states gain aura vision on all survivors for 3/4/5 seconds.
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Overwhelming presence: Now additionally reveals your aura when using an item in the Killers TR
Red Herring: Once you repaired 33% of a gen you will be able to go in a locker and make a loud noise notification on any gens not done yet (Gens which get repaired atm will be revealed as yellow)
Smash Hit: The initial speedboost from the perk occurs after the animation from the pallet throw ended
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I honestly think if they’d just make Bite the Bullet work when you’re being healed as well that it’d be perfect.
Other survivor perks I’d like to see changed:
Blast Mine/Repressed Alliance/Potential Energy/Wiretap/any similar perk: assign a different key to each perk when used in conjunction so that they can actually be used in conjunction.
Potential Energy: either change the conversion rate to be the same or change the loss of tokens from skill checks or part of the loss from being injured.
Wiretap: change it back to 33%
Circle of Healing: reinstate the self-care aspect but at a penalized speed like current Self-Care
Botany Knowledge: remove the medkit efficiency penalty and simply make it so the speed boost is inactive when using a medkit
Calm Spirit: remove the interaction speed penalty for chests and totems
Clairvoyance: remove hook auras
Corrective Action: gain a 1/2/3% speed boost when at maximum token capacity
Decisive Strike: either remove the conspicuous actions penalty and just put it on a timer or remove the deactivation from exit gate activation
Empathy: gain a 1/2/3% healing speed bonus on injured or dying survivors
No Mither: start the trial normally and become broken upon taking damage
Pharmacy: because medkits were nerfed so was this perk so either add a 100% chance for green or higher add-on and a 50/75/100% chance for an additional add-on of green or lower OR provide a medkit efficiency and speed bonus of 40/50/60% when injured
Poised: also grants a 15% haste for the same duration
Quick Gambit: allow the effects to linger for an additional 15 seconds once out of range
Red Herring: gain a 5% repair speed bonus for the duration of the cooldown
Residual Manifest: make it override blind immunity
Rookie Spirit: gain a token for every regressing generator you completely repair up to a max of 5. Each token grants your exit gate opening speed by 3%
Saboteur: don’t trigger the cooldown until a hook has been successfully sabotaged
Self-Care: revert the speed penalties to 35/40/45%
Spine Chill: remove the clear line of sight bonus and replace it with a 3/4/5% to the same actions when within a terror radius but not in a chase
Technician: remove the additional regression
Visionary: change the overall cooldown to just 20 seconds and grant a 5% speed bonus in repairing only during the cooldown
WGLF: grant endurance to yourself as well but for half the amount of time
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I know you said one, but here's a few - these get quite addictive to do!
1. Unnerving Presence: When survivors are on a generator within the killer terror radius, the speed of rotation for skill checks increases by 50%. The skill check areas are reduced by 25/35/45%. Great skill checks cannot activate.
2. Predator: Following scratch marks reveals the killer instinct effect intermittently for 2 seconds of the survivor you follow. The effect lasts for a further 1/2/3 seconds upon leaving the scratchmark trail.
3. Bloodhound: Pools of blood are bright red and remain for an extra 2/3/4 seconds. If the killer is in chase, bloodlust activates tier 1 after 13 seconds, tier 2 after 22 seconds and tier 3 after 30 seconds.
4. Overwhelming Presence: When within the terror radius of a killer whilst using an item, the depletion rate increases by 80/90/100%. Skill checks have a 20% increased chance of occuring and the speed of rotation increases by 50%
5. Territorial Imperative: The killer can lay an area of up to 20m/26m/32m circumference anywhere on the map which remains active for 30 seconds and is unseen by survivors. The killer will see the aura of all survivors within the circle and gains a 2% speed boost within it. Once the 30 seconds is up, the perk cannot be used for another 60 seconds.
6. Beast of Prey: The killer cannot go beyond Bloodlust tier 1. Upon reaching bloodlust, the killer becomes undetectable and the red blood stain is transfered to where the survivor faces. Once out of chase, the undetectable effect lasts for a further 5/10/15 seconds.
7. Scourge Hook, Hangman's trick: 4 Scourge hooks appear. Whilst a survivor is being carried the killer sees the auras of all survivors which are 6/7/8 metres from any hook. Scourge Hooks cannot be sabotaged. Killers can move a scourge hook by activating a scourge hook, then going to a normal hook and activating it, at which point the scourge hook moves. This action has a cooldown of 20/25/30 seconds.
8. Scourge Hook, Blood Echo: 4 Scourge Hooks appear on the map. Whenever a survivor is hooked on a Scourge, all survivors suffer from the exhausted effect for 30/35/40 seconds and all injured survivors suffer from haemorrage for 40 seconds.
9. Scourge Hook, Deathbound: 4 Scourge Hooks appear on the map. Whenever a survivor is rescued and the killer is more than 24 metres away, both the hooked and rescuer suffer from the Oblivious effect permanently until either is caused to lose one health state. The rescue notification is delayed by 4/3/2 seconds.
10. Scourge Hook, Leverage: 4 Scourge Hooks appear on the map. Whenever a survivor is hooked on a Scourge Hook all survivors suffer from the Hindered effect for 30 seconds. Whilst the survivor is hooked, all healing is reduced by 30%/40%/50%. If the survivor is unhooked whilst the killer is more than 24 metres away, the rescuer suffers a permanent, stackable 3% penalty to all their instigated healing actions for the remainder of the trial.
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Fire Up: Increase bonus action speed from 4% per token to 5% per token. Opening lockers, snuffing totems, and hooking a survivor now benefit from the action speed bonus.
Self-Care: Increase healing speed from 35% to 40%. (This would make the perk not bad without making it too good, I did a bunch of math)
Iron Will: Remove the unexhausted requirement.
Poised: Also hides grunts of pain and aura reading during its duration.
If I had to choose one, it would be Fire Up!
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I'm pretty sure Smash Hit lasts for 4 seconds to address the second you spend stunning the killer
It might be iffy to program a fix to this
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Zanshin tactics showing auras of survivors within 1 meter of all revealed pallet would be cool, pallet campers make me mald
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This actually not bad idea tho. But it should have cooldown for this effect if you get hit. Like 30 seconds maybe. Not for main effect ofcourse.
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I actually love basically all of these buff ideas which im surprised about given that a lot of perk ideas/buff ideas are terrible. The only 2 I am a little nervous about is premonition since I feel like we are beginning to reach a critical mass of haste effects and 5% is a lot especially given we know how strong 3% is.
Mad grit I feel like needs a different buff since the deep wound thing calls out to every single survivor you have the perk, even in solo Q which is right now the only way this perk has any chance of working (since swfs call it out anyway). So I feel like this actually might make the perk worse given that no one is going to body block once they see the deep wound.
Other then that I love all of these buffs and would be super happy if they were released in the next midchapter. I think my favourite one is the distressing one, love the idea of being able to almost do a bone clapper addon but with your terror radius.
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I had thought maybe it'd be a little busted or annoying if it was constant too, especially at unsafe pallets, but at the same time 1 meter is a veeery short range, so im not really sure it could be tested in game yk
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Like many have said, please remove the speed decrease on CS. It's so bad I often go to find someone, then lead them to the hex instead of doing myself.
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What's CS?
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Maybe but cooldown would make it balanced.
WoO is popular perk for survivors because knowing loop places are very good information. Zanshin is kinda useless. Another effect can make it useful for killers tho.
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Calm Spirit
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Ah that's right thanks, yeah that was....yeah. Kinda still get second hand embarrasment from that change to this day xd
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where do you even begin?
Vigil: Increases recovery from 20/25/30% ->40/45/50%
Killer:
Deathbound: changed trigger condition from fully healing a complete health-state to fully completing a healing action. trigger radius reduced from 32-> 24 meters. When the perk is activated, both survivors are inflicted by the oblivious status effect for 60 seconds.
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buffing other perks won't change the meta survivors are still gonna use sprint burst life/balanced if you want more perks these need to ethier need to have counter or get nerfed.
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Calm Spirit
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I'm gonna add Counterforce. Seeing the furthest totem for 4 seconds isn't great unless you already know the totem spawns well. I just used it against an AFK Cenobite and I still lost track of where it was.
I feel like I need to pair it with another perk, but that's two perk slots just to find the totems and undo the damage done by Calm Spirit. It feels a bit overkill.
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That’s fair about Mad Grit, that would make it more obvious to survivors. Maybe that’s not the best idea then.
I don’t think the Haste effect on Premonition would be too strong since it’s only for 10 seconds and is quite limited in how many times it can activate in a match. Fwiw, I think the complete removal of Haste stacking is something that the devs should consider now that we have so many ways to increase movement speed and potentially outrun killers which shouldn’t be possible imo except for exhaustion perks.
And yes for Distressing, I used to love the old Iridescent Button addon that gave Legion a map-wide terror radius, I get why they removed that when they buffed Legion but I think if it was part of a perk it would be fine. So that’s where that idea came from!
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Removing haste stacking would guarantee this would be fine. I am just thinking of that with made for this or hope would literally make you uncatchable for 10 seconds. I think this goes to show though that haste is something that should be toyed with less since movement speed is literally one of the core balance aspects.
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Monsterous shrine - If the obsession is hooked in the basement, they lose a health state and skip straight to the struggle phrase. The perk deactivates after one use.
Territorial Imperative - Healing, unlocking and unhooking are 10% slower in the basement.
Brutal strength - First 3 breakable actions are 50% faster.
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Sole Survivor: When all gens are done you can now steal items from survivors with less than 60 seconds gen progression.
Wake Up: When all gens are done you leave no scratch marks within 8 meters of the exit gates.
Premonition: When you are not being chased you see the killers aura for 3 seconds when the killer is vaulting.
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Unnerving Presence: Skill checks inside your terror radious dont have "great skill checks" zones. Skill checks appears 10/15/20% more often.
(Somewhat like closing demogorgons portals)
The thing of this perk its that if survivors hit great skill checks that appear more often, gen goes faster and this perk is detrimental.
With this change, there is not a detriment, skill checks are a little smaller because they have no white part and cant backfire you.
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