Survivor Perks QOL/Adjustments/ Minor Buffs/ Reworks

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EvalionVelmore
EvalionVelmore Member Posts: 18
edited November 2023 in Feedback and Suggestions

Wiretap: Can see Survivor aura’s within the radius, buff radius from 14 to 24 meters. 


Wake Up: Increase opening exit gates to 50% (Slight buff so that it's as good as sole survivor in that area but remove the ability to stack it with sole survivor.) Also Survivor’s are alerted to you having the perk when standing near an exit gate near them. (this one is a QOL change so survivors can get off the gate to let you open it.)


Visionary: Now shows you the aura of a random Generator and gives you a 3%/6%/9% repair speed bonus to repairing it by yourself. The Generator’s Aura and your Aura are hidden from the Killer while you are repairing it. The effects of this perk transfer to another random Generator whenever you stop working on the Generator by any means or if another Survivor joins you on the Generator. (Slight rework to make the perk more interesting.) Survivors will be notified of your perk with a perk icon when they are near you. 


Up The Ante: 2 additional chest spawns on the map. Luck also increases the chances of something good happening and the chances of finding something of higher quality from opened or rummaged chests. 


Dramaturgy: Chances of good effects are increased based on Luck. 


Scene Partner: Chances of screaming and revealing the Killer again are increased based on Luck.


This Is Not Happening: Whenever you are within the Killers terror radius, increase the chances of triggering a skill check by 6% and the success zone of Great Skill Checks while repairing without a toolbox and healing without a medkit by 15%/25%/35%


Technician: In addition to its current effects, While repairing a Generator sparks will fly from the Generator as if it is regressing.


Teamwork: Power of Two: Remove the stay healthy condition. The condition of needing to stay within 12 meters of one another is already limiting enough. 


Teamwork: Collective Stealth: Remove the stay healthy condition. Hide pools of blood and Aura from the killer as well. 


Spine Chill: While healthy and in chase your vault speed is increased by 3%/6%/9%, and whenever the Killer is looking at you regardless of line of sight the perk lights up. So it's the same as old Spine Chill but only while healthy and in chase and only the vaulting aspect of the action bonus. (This perk will have value for higher skilled players as you can use the info it provides to help you ascertain if the killer is mind gaming you or not, but is also usable as a crutch perk for new players that don't look behind them often in chase. Also the action speed part doesn't stack with Resilience anymore since as soon as you become injured you lose the effect


Solidarity: The effects are given to your ally if they heal you and vica versa. So it doesn't matter who heals who first. 


Small Game: Gives you an auditory warning when looking in the direction of a Totem within 12 meters, however now it stays at a base 35 degree cone. The new effect is that whenever you cleanse a totem, gain a Token up to a maximum of 5. Any time you enter chase with the Killer a token is consumed and the Killer’s aura is revealed to you for 2/4/6 seconds. Only 1 token can be consumed per chase. 


Self Preservation: Activation range increased to 32 meters (now it's in line with reactive healing and inner focus.) Gain a 7% haste status effect for the duration of its current other effects. 


Self-Care: You are immune to the effects of mangled in addition to its current effects. 


Second Wind: Time to heal reduced to 24/20/16 seconds. Will heal the deep wound effect in addition to healing you to full. 


Scene Partner: Screams from scene Partner will no longer interrupt actions. 


Saboteur: No longer goes on cooldown unless sabotage action is completed. 


Resurgence: In addition to its current effects, you are immune to the hemorrhaged status effect for 15 seconds after being unhooked or unhooking yourself. 


Residual Manifest: Gain a basic Flashlight if you don't have one already at the start of the trial, no longer can rummage for a Flashlight. 


Repressed Alliance: In addition to its current effects, while standing next to a blocked Generator press the active ability button to unblock the Generator (This includes Killer perks that block Generators). Unblocking a Generator this way puts this perk on a 45 second cooldown. Unblocking can only be done after the perk has been charged on a Generator.


Red Herring: The perk is now a locker perk. After hiding in a Locker for 3 seconds this perk activates. The locker becomes highlighted in Yellow. While healthy, crouched and motionless press the Active ability button 2 to create a loud noise notification and locker animation at the highlighted lockers location. If the Killer opens the locker within 10 seconds their Aura will be revealed to you and your team for 2/4/6 seconds. Red Herring has a cooldown of 40 seconds. (Reworked the perk to have more practical uses.)


Reassurance: Increase the activation range to 14 meters. 


Reactive Healing: In addition to its current effect, become immune to the Hemorrhaged status effect for 20 seconds after a Survivor loses a health state within 32 meters of you. 


Quick Gambet: In addition to its current effects, while the Killer is in chase with you, the sounds of Generators within 24 meters of your location are muted for the Killer and Survivors can see your Aura while working on Generators within 24 meters of you. 


Power Struggle: Full rework. After being in chase with the Killer for 60 seconds this perk activates. The next time you stun the Killer by any means the duration of the stun is doubled and this perk is deactivated for the remainder of the trial. 


Potential Energy: Instead of it converting 1.5% of progress into token it should convert 1% of progress. Simple change to make it not take more time to do Generators. 


Poised: In addition to its current effects, your grunts of pain and pools of blood are also hidden and its duration is now 5/10/15 seconds.  


Overcome: Now activates off endurance hits. 


Open-Handed: In addition to its current effects it also extends the duration of Aura reading abilities against the Killer by 2 seconds. 


Light Footed: Works while injured. 


Left Behind: Unlocks the ability to open the Hatch over 25/20/15 seconds. No longer reveals the hatches location. 


Inner Focus: Aura reading duration increased to 4/7/10 seconds. 


Hyper Focus: No longer works with Toolboxes or Stake Out or This Is Not Happening. Now Hyper Focus triggers its own unique skill checks minigame to differentiate it and prevent its synergy with other perks. Because of this its skill cap has been increased, thus its potential can be increased too. 

Max token potential increased to 10. Bonus progression increased to 50/60/70% Skill-check trigger odds 5% and Rotation Speed 5%.


Hope: Every time a generator is completed, gain a 3% haste status effect for 10 seconds. When the exit gates are powered gain a permanent 1%/2%/3% haste status effect. Haste effects no longer stack with Hope. (Slight rework)


Head On: The locker you are in is highlighted in White to your team once Head On is active. 


Friendly Competition: The Repair bonus remains indefinitely until injured. 


For The People: Survivors that are injured near you are alerted to you having this perk with an indicator icon. 


Fast Track: For every Survivor sacrificed or Killed gain a 15% repair speed bonus. (Slight rework to make it a decent solo queue perk that helps as your ######### teammates start dying. Now only gets value when your allies actually die tho not when they are just hooked.)


Empathic Connection: Healing value increased to 15%. 


Diversion: Now just a 40/35/30 second flat cooldown instead of a terror radius perk. 


Distortion: Now start the trial with only 1 token with a maximum potential of 3. Works the same just less to start off with for free. This is to make Survivors have to like to go and actually build up their perk rather than just getting 3 for free at the start. (This perk is actually good despite what people say as it can now be refilled so I think a lil nerf to make Killer Aura reading perks more viable is fair and still counters Lethal Pursuer.) 


Desperate Measures: Action speed bonus is now 5/10/15% (So a very tiny buff.)


Deliverance: Works the same except now works during the second stage of the hook sacrifice as well. Once this perk is used it is permanently deactivated for the remainder of the trial. (So can still only be used once.)


Decisive Strike: In addition to current effect, Gain a 10% haste status effect for 8 seconds after escaping the Killers grasp with this perk. (Instead of buffing the stun duration which fully removes the killer's agency we just make the Survivor a bit faster after escaping the grasp of the Killer so they can reach something and prevent situations where the Killer just instantly downs you 5 seconds later. 


Deception: Suppress pools of blood, grunts of pain and footstep sounds for the full 3 second duration. So you can actually use the perk to try and create a deception instead of the killer just hearing you running after you do it and so it can still be used while injured. Perk will still prob be a meme but at least this gives it more potential. 


Dance With Me: Suppress pools of blood, grunts of pain and footsteps sounds for the full 3 second duration. Similar to Deception just making the perk be more usable by itself and just in general. 


Cut Loose: Once Cut Loose is activated (so after the initial vault) your vault speed is increased by 10% for the duration. 


Counterforce: Aura of the furthest totem remains permanently. (Minor adjustment.)


Corrective Action: You can now use your own tokens to get the effect it gives. 


Camaraderie: Now alerts your entire team to you having the perk with an icon on their screen while you are on the hook regardless of where they are on the map. Your aura will also be highlighted in white to your team when the perk is activated by someone near you. 


Calm Spirit: Remove the action speed penalty and silent chest opening and silent cleansing aspects of the perk. You still no longer alert crows but now, Whenever you would Scream; do to an effect, the Scream is suppressed and you instead suppress all your auditory sounds (footsteps/breathing/grunts of pain) for 6/8/10 seconds. (Slight rework and more honing in on the perks main theme.)


Breakdown: In addition to its current effect when the broken hook respawns it becomes weakened for the remainder of the trial and is highlighted in white to your team, the next time you or an ally are hooked on it gain the ability to unhook oneself with 100% success in either the first or second hook stage. (Just making the perk more interesting, this aspect of the perk is much more situational as the chances of you getting hooked back on the same hook are very low especially with the hook being out of commission for 180 seconds.)


Botany Knowledge: In addition to its current effect, healing in tall grass increases the bonus by an additional 25% (something fun to spice up this perk)


Boil Over: No longer has the increased wiggle meter aspect when falling from great heights, instead obscure the Killers ability to see Hook Auras entirely and gives the Survivor the ability to choose the direction that the Killer is tugged in from struggling effects. While carried during the struggle phase Hitting the left skill check zone tugs the killer left and hitting the right skillcheck zone tugs the killer right. Struggle effects are increased by 60/70/80% (Struggle effects are basically the same but the Survivor has control over which direction the Killer is tugged rather than it being random, and it becomes a literal battle of movement control between Survivor and Killer. Killer tries to hold on to the opposite direction that the Survivor is tugging towards.) 


Blood Rush: Should become active off of every hook, but only be able to be used once per trial. 


Blood Pact: Should completely prevent you from being the Obsession at the start of the trial. 


Bite The Bullet: Should hide Aura reading as well for both yourself and anyone you heal or when healing yourself. 


Better Than New: Actions speed is now 3/6/9% but now only increases Healing Speed, Vaulting Speed, Pallet Dropping Speed, Unhooking Speed and Locker Entry speed. Does not stack with similar effects.  (This makes it fit more with the perks goal which is making the healed Survivor more physically fit and able to take on the trials and less about doing mundane things like opening chests and doing totems. It won't stack with Resilience or the reworked Spine Chill.) 


Better Together: While you are working on a Generator, when a Survivor is put into the dying state you see the Aura of all other Survivors until they are picked up and for 3/5/7 seconds after they are picked up. (Slight rework.)


Balanced Landing: Like Smash Hit getting to use this perk is so situational, not as situational as Smash Hit but still very situational thus its exhaustion duration should come down but not to the same levels as Smash Hit. Become Exhausted for 50/40/30 seconds. (So very slight buff to bring it up to equal levels as Sprint Burst, Smash Hit etc.)


Background Player: Survivors are alerted to you having this perk with an icon indicator. (Reason for this is they will then know to go down in open areas for flashlight saves. Communication that SWF would easily have.So this just bridges the gap between Solo and SWF and only buffs solo Queue.)


Babysitter: In addition to its current effects suppresses grunts of pain as well for the unhooked Survivor. 


Appraisal: Shows you the aura of the nearest chest at the start of the trial and each time you finish opening a chest. 


Any Means Necessary: Resetting a pallet shows the Aura of the Pallet to your allies until it is dropped again. 

Comments

  • Archol123
    Archol123 Member Posts: 4,242
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    Some are OK others not so much...

    Visionary is not a good choice, would be super annoying in indoor maps and you always need to keep in mind which gens were done and which gens you just cannot see, also if you remember the positions it let's you know where you are working on the Gen...

    Technician is problematic because checking the sparks I what you usually do, you don't go close enough for the sound, with this change you cannot trust that anymore and need to check more close up, wasting a lot of time running around.

    I would like to keep the token counter for small game to know how many are still up and if your teammates did a Gen, but we could have that as a general UI thing, I guess in that case it would not be too bad, still not much of a fan.

    Repressed alliance is busted and completely counters DMS and Deadlock, making them both practically worthless...

    Left behind is kind of problematic in the sense that you cannot protect 3 spots and cannot know if the perk is in game, so it gives you a fairly easy escape if it comes that far, especially in combination with a hatch offering.

    Hope seems like a nerf, despite all the perk needs is to not stack, so I don't know why... Nobody used it before MFT anyway...

    Breakdown is really busted, sometimes you can only hook on a specific hook, so if somebody decides to go down in that spot he can automatically unhook himself and lift all pressure the hook generates by itself, horrible idea.

    Boil over is a perk that is either worthless or super annoying, the steering is alright but not seeing hook auras... Great so you need to look for them first and waste time and what not, it is probably not even that strong, just annoying to go against.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 950
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    I'd also like to see boons radius' increased now they are so highly situational atm, to the original ptb amount would be nice

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 742
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    Your deliverance change makes it pretty busted

    it’s meant to be a high risk/high reward perk

    thats what makes it a balanced perk

  • Rareware0192
    Rareware0192 Member Posts: 360
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    Part of me likes the idea of having Dramaturgy and Scene Partner also affected by Luck. You know the Luck mechanic is so incredibly outdated when the devs didn’t even think of applying it to those perks. Tbh I think Luck should go through a major overhaul or be removed entirely if all we get from it is just unhook chance.

  • Devil_hit11
    Devil_hit11 Member Posts: 6,911
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    lots of controversial changes in my opinion. decisive strike gaining haste is weird because entire reason why they nerfed DS to 3 seconds was to not make a must-pick perk in first place. Unlikely there would be an additional effect added over increasing stun duration.

    Deliverance and Breakdown are strange changes that promote instant unhooking in the end game.

    Power struggle is odd design because.... their design is to be a perk that punishes the killer for attempting to hook survivors that were slugged. I do not think your change supports dev vision of that perk.

    Fast Track: The fast-track perk is another weird perk. From survivor point of view, it is comeback perk for when killer does well in chases. you get rewarded for hook progression. From killer point of view, The killer is getting punished for killing survivors early. Killer is buffing survivors for successfully winning the game? Really weird design.

    Hyperfocus & This is not happening changes are weird because I am very certain that these smart perk synergy are intended to work together. This is not happening could use better numbers.

    Hope is end game perk.... it was always designed to be an end-game perk that does nothing throughout entire trial but gives a absurd advantage in end game. I remember otz saying that Hope is terrible perk 1 year ago when he made a video on it and now it gets buffed to infinity duration and suddenly it is a problem? very confusing.

    Self-care being immune to mangled is weird. Reactive healing and Reassurance being immune to hemorrhage is also weird. All these perk are healing perks and those effect are anti-healing effects. why even making anti-healing effective if they don't do anything? /shrug

    Spine chill, Better than New and Cut loose all have window vaulting speed. I highly doubt it would be possible for these to not stack. window vaulting speed perks are weird for survivor because survivor already fast vault in 0.5 seconds. this is already extremely fast so I don't think 30% is doing anything with 0.5 second. where window vaulting speed is super strong for survivor is at medium vaulting. this is because medium vaulting is 1.1 seconds so being able reduce medium vaults by 30% is substantial because it reverts that old change from 5-6 years ago where survivor could fast vault from any direction and any distance. the current fast vault becomes same as "buffed" 30% medium vault. In other words, you can camp windows... and that is super strong for long-wall window tile set loops like shack, jungle gyms etc.

    I do support survivor having increasing perk variety but i think that perk variety for survivor has to be looked at from perk genres and perk types rather then individual perks.

  • EvalionVelmore
    EvalionVelmore Member Posts: 18
    edited November 2023
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    DS is actually useless there a number of videos showing it legit doing absolutely nothing, giving it a bit of haste so u can reach a spot while being tunneled just makes the perk work a bit better at its job since atm it doesnt do its job.

    Deliverance already doesnt work in end game, just fyi and breakdown would be so situational.

    Power Struggle doesnt function at all on its own which is problomatic, you shouldnt need flip flop to make the perk work. Thus it needs a rework.

    Fast Track's entire purpose is to reward being a solo queue player and give you something as your teammates fall, i think this does that job. This perk is perfectly fine and if Killers dont like it then we can also take a look at Coup De Grace and have that perk fully reworked or gutted/nerfed considering it rewards the Killer for losing the game.

    Hyper Focus is a perk that many killers complain about because it works with toolboxes and its synergy with other perks. This is why its been adjusted.

    The Hope change i wasnt really sure of myself, only put it in there cause killer mains are crying about it.

    Self Care already takes 60 seconds to heal self it doesnt need to take any longer that is why it has that immunity on it.

    Resurgence legit does one thing and thats gives you 50% healing off hook, that should absolutely not get immediately removed by sloppy butcher. Sloppy butcher already counters so many forms of healing. All this does is give you a few seconds of immunity before you lose your 50% so you can be healed under hook, if you dont heal under hook then you will lose the 50% so Killers can push you off doing it if they really dont want you getting the 50%.

    Reactive Healing has the same problem as Resurgence, thus this change allows you to within 20 seconds find a spot to use self care or a med kit. These perks are already super situational they should not be countered by sloppy butcher a perk that is already very reliable and already gets value every game. It sholdnt nullify 3 perks from being ever taken.

    Spine Chill and Better Than New will not stack i just didnt put that in thedescription, we need more ways to get this 9% vault speed outside of resiliance to shake up the meta, this does that I think that is a good thing. The effect is already in the game just having different ways in which you can use it is perfectly fine. Both these ones require you to be healthy to use.

    Cut Loose is the only perk that iwll stack wiht those vault speeds since it is a skill based perk that barely ever gets any value and when you do try to use it to mind game the killer u need speed on ur vaults during that 6 seconds. This has a cooldown already and I think it would be fine for that reason.

  • EvalionVelmore
    EvalionVelmore Member Posts: 18
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    I agree fully. Luck needs this rework and there are now many things that it could potentially effect.

  • EvalionVelmore
    EvalionVelmore Member Posts: 18
    edited November 2023
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    I dont think it's really that busted tho. LOL. It's designed for solo queue and already has a number of disadvantages like the broken status effect and the unhook requirement. You absolutely should have more time to to activate deliverance. If you think this perk is broken then Coup De Grace needs to be nerfed as well, why does the killer get a double lunge for losing the game? hmm?

  • EvalionVelmore
    EvalionVelmore Member Posts: 18
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    Visionary: The change would be cool because it rewards you for committing to a generator, which is the whole point of the perk. The perk is all about (being remarkably focused on means of escape.) This gives the perk a bit of interaction and makes it interesting. You would try to commit to a full generator without letting go. This perk would also have counterplay for killers as they could come and push you off the Generator or many scream/interruption killer perks could break your focus and the perks effects would move to another gen. This perk would also have synergy with perks like Rookie Spirit or Repressed Alliance opening up more builds as you could use those perks to protect your generator or find your generator again later after you get off it.

    Technician: ATM this perk is absolutely useless and does absolutely nothing good. The proposed change I think is absolutely fine and making the killer have to check the generator is fine too. That would be the point of the perk is people that are running the perk you have to check harder to make sure they arent quietly working on it. Thats the whole ######### point of the perk and why it needs this change. It's not like the perk will become meta and 4 survivors will be taking it. Besides you will still see survivors working on the generator with BBQ or other aura reading. This perk change rewards being near the killer when they are in chase. Meaning you are constantly updating the gen u are working on. The chances of you getting found increase so its high risk high reward, but also the gens you are working on will get done much slower since you are constantly moving around to stay near the Killer. Killer will already know where survivors are with that are far away.

    Repressed Alliance: Would be fine because you have to charge the perk first on a generator which is 50% of the gen, and then when you use the block the perk goes on a 45 second cooldown. thats essentially 90 seconds of time to activate its effect. It somewhat counters those perks but it doesnt fully counter them. Very unlikely to use it more then twice a match, those perks you mention value much more often. ATM this perk does legit nothing useful.

    Left Behind: You should have to patrol 3 spots rather then just sitting in between 2 gates staring at both of them. This actually gives the last survivor a chance which is the point of Left Behind. This is an endgame perk meaning survivors is playing with 3 perks before this activates. I think its fine having this effect, the other effect was pointless as Clairvoyance already does what it did better. Also pairing it with more end game perks to make it better is fine too as then that survivor is playing with even less perks and relying on their teammates dying to get value.

    Hope: Yes it is a Nerf as killers are complaining about it constantly.

    Breakdown: Super situational this effect tho.

    Boil Over: Nothing is changing about this perk its a nerfed version of its current live effect for the most part. Also not seeking hooks doesnt matter when there are hooks everywhere. The effect is only really powerful when paired with the current live falling from great heights effect which causes the perk to be broken on certain maps. The new wiggling effect thing isnt anything new, its still the same amount of wiggling except now the survivor controls which direction the tugs are pulling the killer. So again the perk is just function for the most part in a nerfed state compared to live which is broken on certain maps. This perk however would be more fun even if its nerfed.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 742
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    Deliverance isn’t designed as a soloQ perk and no the broken status effect isn’t much of a disadvantage

    the whole purpose of the perk is to award you for unhooking your teammates without being on first hook and that’s why its considered a balanced perk

    and also you’re comparing a high risk/high reward perk to an m1 killer perk? Like I do think coup was kinda of over buffed but it isn’t really in any problematic spot atleast not at the current moment

  • Archol123
    Archol123 Member Posts: 4,242
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    The problem with technician is you don't see them on the aura because of they are clever they hide behind the generators aura... And creating a perk that wastes killers time by walking more is just not healthy.

    Repressed Alliance is not fine... Imagine everyone running it... 3 gens are being worked on the first one pops, Deadlock is activated, everyone has this perk ready, first one activates it on deadlocked Gen, it pops, second one gets deadlocked, perk gets used gets unblocked, in theory ever single Gen blocked by deadlock can get unlocked, sure not necessarily for DMS as well but the big majority of its effect would get negated...

    People are complaining about hope because it stacks with MFT... Making it almost impossible to catch up in endgame...

    I don't think it is super situational, just always run to the same corner to die there to get it's effect... It has big potential to be abused in that way.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,678
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    Deliverance is one of the best perks in the game. It doesn’t need any buffs.

    Spine Chill had the line of sight requirement added because it stealth killers too weak. They really don’t need to bring that back, it was nerfed for a reason. I also don’t think vault speed should be modifiable with perks outside of Resilience.

    Breakdown is too strong. You did nothing but get downed and now the killer is punished. You can easily force the killer to use that same hook or against a team of people with Breakdown it would be miserable to play against and just encourage the killer to tunnel to avoid it triggering 4 times before getting a kill.

    Visionary is also too strong. 9% is a lot, especially if you stack it with a toolbox, Deja Vu, or Resilience. And then the killer can’t even track you and loses track of the gen. It does too much for too little effort.

    Hyperfocus is fine as it is. No need to change it.

    Calm Spirit, I agree with the removal of the penalty but I feel making you completely silent would only hurt Doctor who is already not in a great spot right now. I say just remove the penalty but keep the silent cleansing/booning so now it’s a pretty decent counter to Hexes and works better with Boons and Inner Strength.

    I like the Red Herring change. Probably still wouldn’t be good but would be really fun.