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Various perk buffs

zarr
zarr Member Posts: 996
edited February 22 in Feedback and Suggestions

Some easy perk adjustments that are realistically feasible to implement.

Ace In The Hole could allow you to loot Ultra Rare and below add-ons, not just Very Rare. Looting is unoptimal gameplay as it is, why not buff perks that make it more attractive?

Aftercare shouldn't deactivate when being hooked. It is outclassed by Bond, with this change it would be a true contender.

Alert could last 10 seconds. Would make it really rather interesting.

Any Means Necessary could only take 2.5 seconds. Allows one to potentially reset pallets mid-chase, but still at a real risk.

Appraisal could also increase the chance to get a higher-rarity item on rummaging. Now we're not only looting but double-looting, so at least make it worth our while.

Autodidact could give a flat extra progression of 10% per token. In its current state, Autodidact can be a detriment to bring. I understand that the regression is there to increase the odds of getting more skill checks during the first heal interactions... but how about instead simply making it so Autodidact increases the healing skill check triggering chances?

Balanced Landing should reduce stagger by 100%. 75% was introduced as a balance measure back when the stagger reduction still applied constantly. Now that it only procs once, there is no reason at all for it not to be 100% again, especially considering that the remaining 25% of stagger take a chunk out of the 3-second sprint, making it objectively worse than Sprint Burst or Lithe.

Better Together could also reveal the auras of generators other survivors are working on to you, and provide a 50% repair speed increase for the 10 seconds after a down if you are on a gen with someone else.

Better Than New could also apply to vaulting speeds. That would make it actually worth considering.

Bite The Bullet could also apply if another survivor is healing you.

Blast Mine could also cause the generator to regress after exploding, preventing the killer from being able to kick it.

Blood Pact could stay active even if you leave its radius - it would activate again whenever you re-enter the radius, only deactivating once the Obsession loses a health state.

Blood Rush could be available after being hooked, so up to two times. You need to heal after being unhooked to have access to this perk at all, rendering it useless when being tunnelled. And its effect isn't reliably impactful either.

Boil Over could increase wiggle intensity a lot more, at least 100%. It's still way too easy to counteract. Remove the extra wiggle effect on dropping down, this only encourages abusing specific areas.

Circle Of Healing could enable self-healing again, albeit at 32 seconds a piece. Would be a perfect place for the perk, in my opinion. Currently it's just not worth using.

Dark Theory could grant 3% extra movement speed, and linger for 15 seconds outside its range. Would make it more reliably useful.

Exponential in addition to its current effect could cause any survivor within its range to recover from the dying state automatically if snuffed. Haunted Ground-esque effects for Boons are fun.

Illumination could also increase generator repair speed by 10% within its range.

Botany Knowledge could increase healing speed by 75%.

Breakdown could give you 60 seconds of aura reveal on the killer, but only whenever they are within 24m of your position. Would make it a neat new anti-tunnel perk, giving you wallhacks for a portion of a potential ensuing chase, or the ability to effectively hide from the killer.

Breakout could apply when within 10m of a carried survivor. Niche perk, would be more reliable with this.

Calm Spirit could do without the action speed penalty.

Camaraderie could give survivors a global notification that the person on hook has it (even before it is triggered). Could be able to trigger in either hook phase.

Champion Of Light could grant enough Haste to remain at normal running speed while using a flashlight.

Clairvoyance could also show totem auras, as well as the killer's aura. And isn't it possible to have this perk be usable while holding an item?

Corrective Action could also apply to your own failed skill checks.

Chemical Trap could be invisible to the killer. You know, an actual trap.

Counterforce could reveal the aura of the totem closest to you, not farthest.

Cut Loose could increase vaulting speed on consecutive vaults it is active for by 10%.

Dance With Me could last 5 seconds and/or have a 20-second cooldown.

Dark Sense could have tokens, so that you actually get 5 activations out of it.

Deadline could do without the injured state stipulation.

Deception could suppress scratch marks and pools of blood as well as cries of pain for 10 seconds.

Decisive Strike could activate after any unhook prior to the endgame, so up to two times.

Deliverance could give players a global perk notification if a hooked survivor has it active.

Desperate Measures could be 20% per injured survivor.

Detective's Hunch could also reveal killer and survivor auras.

Diversion could have up to three tokens.

Empathic Connection could have tokens; you gain a token every time you fully heal someone else; your healing speed is increased by 20% per token (max. 5).

Empathy could also reveal the aura of carried survivors. Every aura perk arguably could.

Fast Track could keep its tokens until you fail to hit a great skill check. Reduce tokens to 1 per hook.

Fogwise could at the very least apply on healing skill checks as well.

Friendly Competition could instead increase movement speed by 5%.

Babysitter could last for 30 seconds.

Head On's stun could last 4 seconds. It could also be on a flat cooldown of 30 seconds, rather than an Exhaustion perk.

Inner Focus could allow you to see the aura of scratchmarks, map-wide.

Iron Will could be back to 100%. The Exhaustion stipulation does enough to balance the perk.

Kindred could tell you if the survivor on hook has it while you also do. Quality of life improvement.

Leader could also apply to vault speed.

Left Behind could also activate if you are the last person standing (everyone else being in the dying or hooked state), then enabling you to heal and unhook twice as fast.

Light-Footed doesn't need a cooldown.

Low Profile doesn't need a timer.

Lucky Star could suppress injured noises indefinitely, while inside the locker, and for 10 seconds after exiting it. Could also reveal killer aura upon exiting.

Made For This could grant 5% Haste. With it being limited to Deep Wound, it will only very rarely be active, and if the killer notices it is in play (which will also be easier at 5%), they can simply stop chasing you, forcing you to mend, losing your perk.

No Mither could increase recovery speed by 100%.

Mettle Of Man could also gain tokens from pallet and flashlight saves.

No One Left Behind could increase unhooking and healing speeds by 100%, and also grant healed survivors the Haste effect until they lose a health state.

Object Of Obsession's 6% could also apply to vaulting speed.

Open-Handed could also share all auras that you see with any survivor within 16m of you.

Overcome could proc on any health state change (e. g. injured to deep wound).

Overzealous could also apply to vaulting speed.

Pharmacy could increase charge efficiency on med-kits by 100%.

Poised could be an Exhaustion perk that grants you a 5-second, 150% sprint every time a gen is completed. Causes Exhaustion every time it procs but is not itself affected by Exhaustion.

Potential Energy could be able to get up to 30 tokens, and losing health states should not lead to you losing them.

Premonition could give you an (unintrusive) auditory warning if you're looking in the killer's direction, for as long as you are looking at them. Since it's a 45° cone, it won't be very accurate anyway.

Prove Thyself doesn't need the restriction anymore that survivors can only be affected by one instance of it at a time.

Quick & Quiet should also suppress the vocal noises survivors make upon vaulting.

Quick Gambit could increase repairing speed by 20% if you're within 15 meter of a gen, 10% within 30m. Taking chases to gens is a bad, highly risky play that doesn't have any inherent reward.

Reactive Healing could grant a flat 50% heal progression, not just a percentage of the remainder. Decrease range to 16 meters.

Reassurance should be able to be used once per hook stage, if a survivor transitions stages on hook.

Red Herring could also show you the killer's aura for 10 seconds after it activates (you obviously have to leave the locker to make use of this).

Repressed Alliance could do without requiring you to have worked on gens for some time to be able to activate it.

Residual Manifest could increase flashlight charge efficiency by 100%.

Resurgence could grant 90% of healing progress.

Rookie Spirit once active could stop the regression on all other regressing gens when you start working on one that is currently regressing, but only for as long as you're repairing.

Saboteur could have its cooldown removed. Or at the very least not go on cooldown unless you actually complete the sabotage action, rather than only starting it.

Scavenger could also increase the charge efficiency of toolboxes by 100%.

Scene Partner could give you 5% Haste for its 5-7 seconds of being active. 30 seconds cooldown.

Second Wind could do without requiring you to have healed anyone else to activate. Increase time-to-heal to 30 seconds.

Self-Care could be increased to 40%.

Self-Preservation could also grant a 10% Haste effect for its duration.

Small Game could also increase your movement speed by 1% for every totem you cleansed.

Sole Survivor's gen repair and gate opening speed increase could also be on the token system: 50% for 1 token, 75% for 2, 100% for 3.

Solidarity could convert 100% of heal progress to yourself.

Soul Guard could also work if you're within Boon range.

Spine Chill could also apply to vaulting speed again.

Streetwise could be 50%.

Teamwork: Collective Stealth could also activate if you heal someone else. Increase the range to 24 meters. You see each other's auras for as long as you stay within range. No cooldown.

Teamwork: Power Of Two could also activate if someone else heals you. Increase the range to 24 meters. You see each other's auras for as long as you stay within range. No cooldown.

Technician could prevent the generator from losing progress on missed skill checks. The 3-second progress freeze still applies. Repair noises could also be suppressed completely.

Tenacity could increase crawling speed by 100%.

This Is Not Happening could also increase bonuses granted on great skill checks by 30% while injured.

Vigil could be 40%.

Visionary could also indicate progress on the revealed generators' auras.

Wake Up! could also reveal other survivors' auras to you when they are opening a gate.

Wiretap could benefit from Open-Handed.


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A Nurse's Calling's aura reveal could linger for 5 seconds after the healing interaction ends.

Agitation could be 20%, and decrease your terror radius instead, which is more beneficial.

Alien Instinct's aura reaveal could last for 10 seconds. Maybe even 20. The survivor knows they can be seen, an increased aura reveal duration is necessary to get value out of said reveal. Remove the injured requirement, just make it apply to the survivor furthest from the hook.

Awakened Awareness could afflict the revealed survivors with a 10% Hindered effect for as long as you are carrying.

Barbecue & Chilli could gain tokens for every fresh hook again, increasing the killer's movement speed by 1.25% for every token. Loses a token whenever a survivor is hooked for the second time.

Batteries Included could be increased to 16m.

Beast Of Prey could also make it so that getting stunned by a pallet does not drain Bloodlust.

Bitter Murmur could simply reveal all survivor auras for 10 seconds, no matter where they are.

Blood Echo could apply to any survivor that has been injured at any point in the match, even if they aren't currently. Reduce Exhaustion timer to 30 seconds, remove cooldown.

Blood Warden could also block the gates on consecutive hooks in the endgame, albeit only for half the time (60 seconds on first hook, 30 on second hook, 15 on third, etc.).

Bloodhound could show the auras of pools of blood within a 16-meter radius of the killer.

Call Of Brine could cause the gen to regress at 200% again. Eruption was the issue in the gen kick meta, Brine was fine and if anything just about good enough to make kicking gens worth it at all. 200% over 60 seconds are still only 30 seconds the gen can lose at most, and that's only if nobody touches it during that time.

Coulrophobia could apply to survivors outside of your terror radius, but in turn increase the healing speed within your terror radius.

Coup De Grâce could be more interesting if instead of lunge duration it increased lunge speed.

Cruel Limits could last for 60 seconds.

Dark Devotion could reveal the aura of any survivor within your Obsession's terror radius when it is active. And last for 60 seconds.

Darkness Revealed could do without a cooldown.

Deathbound could also cause Exposed on top of Oblivious.

Deerstalker could also increase the killer's movement speed by 5% when within its aura reading range of a survivor in the dying state.

Discordance could also cause the highlighted gen to explode and lose 10% progress if any of the survivors on it let go of the repair interaction with the killer within a 24m range of it.

Distressing could be 30% and also make it so survivors in your terror radius experience random location skill checks.

Dragon's Grip could do with a cooldown reduction. Maybe 30 seconds.

Dying Light could be 4% per token.

Enduring should also apply to the stun from pallet saves.

Eruption instead of regressing the affected gens by 10% could instead block them for 10 seconds, or incur a 50% repair speed debuff on them for 20 seconds. This as an adjustment to account for the new gen kick system.

Fire Up could also apply to successful and missed hit cooldowns.

Forced Hesitation could apply within the killer's terror radius, but in turn not apply to survivors that have just been unhooked.

Friends 'Til The End's Exposed status could last for 40 seconds.

Furtive Chase could last for 30 seconds. Alternatively, make it so that it actives whenever you hook anyone but your Obsession.

Game Afoot could grant a 10% Haste effect.

Gearhead should also cause a noise notification for the killer on the respective gen when it reveals someone. This guarantees you notice it happening.

Genetic Limits could also cause Exposed for its duration.

Grim Embrace could block gens for 5 seconds for every generator left standing at the time of the respective fresh hook happening (so for 35 at 7 gens left, 30 at 6, and so on). This would encourage the killer to try and get their fresh hook on everyone as quickly as possible. To compensate, on the final fresh hook it should also only block gens for 5 seconds for every gen remaining (so at most 15 seconds, if the last 3 are left).

Face The Darkness could also cause survivors that scream to become Exposed for 15 seconds. Cleansing its Hex shouldn't disable the perk for the remainder of the match.

Haunted Ground's secondary totem could remain lit upon the other being cleansed, granting another 60 seconds of Exposed should it be cleansed.

Huntress Lullaby could incur a gen regression of 1% for every token on good skill checks. It could also only light up a totem once it is actually active.

Retribution could reveal survivor auras for 45 seconds.

Ruin could cause gens to regress at 150% of the normal regression rate.

The Third Seal's effect could linger for 60 seconds after it is cleansed.

Thrill Of The Hunt could also increase pallet-breaking speed and reduce pallet stun duration by 5% for every token.

Two Can Play could activate after any 1 instance of a blind or stun. It could last for 3 seconds.

Hoarder could also apply to special items again, as well as increase your movement speed by 10% for the 4 seconds whenever it activates.

Hysteria doesn't need a cooldown, and it could also apply Blindness and cause injured survivor to randomly scream during its active period, revealing their auras for a couple of seconds.

I'm All Ears could do with a 10-second duration and 30-second cooldown.

Insidious could also reveal the auras of survivors within a 16-meter radius of you.

Iron Grasp could also afflict survivors escaping your grasp by any means with a 30% Hindered effect for the duration you're stunned.

Iron Maiden could last for 60 seconds.

Knock Out could also apply on special attacks.

Leverage could exist without a timer.

Machine Learning could be a Hex perk, and grant its effects on any gen you have previously kicked being completed, for as long as it is standing. It could also only light up as Hex the first time a gen you had kicked is completed.

Mad Grit could allow the killer to lunge while carrying.

Make Your Choice could do without a cooldown.

Merciless Storm could also give the killer a noise notification whenever it activates, giving them an opportunity to interrupt the survivors on it. Additionally or alternatively, the rotation direction of its skill checks should be randomized.

Mindbreaker could cause 10 seconds of Blindness and Exhaustion.

Monitor & Abuse could also reveal to you the auras of survivors outside of your terror radius for 3 seconds whenever you lose chase state.

Nemesis' aura reveal could also last for 60 seconds, but only apply whenever chase state is active on that survivor.

Oppression could do without a cooldown.

Overcharge's skill check pointer speed could be increased by 20%.

Overwhelming Presence could also afflict survivors with a 20% Hindered effect whenever using an item within your terror radius, which lingers for 3 seconds after they stop.

Play With Your Food could grant 1% Haste per stack, up to a maximum of 5%, but you gain a token whenever you lose chase state on anyone, not only the Obsession. Only successful hits consume tokens. Disables Bloodlust.

Predator could grant a 2% Haste effect whenever the killer is directly following the trail of scratchmarks.

Rancor could lose the part where it reveals the killer's aura to the Obsession. Much more of a heartsinking moment to only realize in the endgame that it is in play.

Rapid Brutality could do without the Bloodlust removal.

Remember Me could be 10 seconds per stack, up to a maximum of 60 seconds. If only 1 survivor remains in the trial, they automatically become the Obsession.

Save The Best For Last could only lose 1 token on special attacks.

Gift Of Pain's action speed penalty could apply until the survivor is healed.

Hangman's Trick could reveal the auras of survivors within 10 meters of a scourge hook regardless of whether you are carrying a survivor or not.

Monstrous Shrine could also grant Haste of 5% whenever further than 24 meters from a survivor on a Scourge hook.

Septic Touch could also cause the survivor to suffer from a 5% Hindered effect for its 10-second duration.

Shadowborn could also increase the game's brightness by some %. Filters for console players.

Shattered Hope could also grant a 10-second, 10% Haste effect after snuffing a Boon. Additionally, once in the endgame, if no Boon had been active during the match, it could negate all survivor Haste effects. Shattered Hope indeed, as well as Shattered Adrenaline.

Spies From The Shadows could be map-wide.

Stridor could also increase breathing volume by 50%.

Superior Anatomy could do without a cooldown.

Surge could also activate on special attacks.

Thwack! could do without the requirement of having hooked someone. Instead make it activate after having hit someone with a basic or special attack. Or alternatively, put it on a flat cooldown.

Terminus could do with 60 seconds until survivors can heal.

Territorial Imperative could apply around any hook, not just the basement, activating whenever a survivor gets within 16m of the hook, albeit on non-basement hooks only if another survivor is actually hooked on it.

Thanatophobia could also apply to vaulting speed.

Thrilling Tremors could block gens for 30 seconds.

Tinkerer could be able to proc up to two times on any generator. And its duration could be increased to 20 seconds.

Unnerving Presence could also increase the skill check rotation speed by 10%.

Unrelenting could be 50%.

Whispers could ignore hooked and slugged survivors.

Zanshin Tactics could increase your pallet-breaking speed by 5% for every pallet you kick, up to a maximum of 50%.

Post edited by zarr on

Comments

  • MechWarrior3
    MechWarrior3 Member Posts: 2,507

    I pretty much agreed with all of this for the most part except for circle of healing. We really don’t need that again. I still get tons of a value out of it.

    Spies would be to strong if it was mapwide but a range increase could be nice.


    Overall good post, appreciate the effort you put into it.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,905

    The Agitation change is a nerf because it removes the synergy with Starstruck.

    Diversion with 3 tokens sounds funny, I'm all for it.

  • zarr
    zarr Member Posts: 996


    Cheers for going through them.

    Obviously some of these suggestions will be controversial, and while I did actually try to make sure to think about synergies and builds that may arise from these changes, there are bound to be oversights or things I haven't thought through too much. I made this thread mostly on the basis that I want to demonstrate how easy it would be for BHVR to buff most subpar perks at least to a "seriously useful" level, without even having to change too much at all or code too many entirely new interactions. Why they have never done this beats me. I mean, I can come up with a few speculations, but still, players can only use 4 perks, there are more than 4 S-tier perks in the game, so given that players can already run a build consisting entirely of S-tier perks, the existence of more such perks should not be all too upsetting to the balance of the game. And of course, only few of the changes proposed here would actually lift a perk into S-tier strength.

    For Circle specifically, I really do think it enabling survivors to heal themselves at 50% the regular healing speed would be perfectly fine. That is still twice as long as an altruistic heal, it requires someone spending time finding a totem and setting up the Boon, it requires people to spend time traversing the map to get there, they can also only heal there which is significant in multiple respects (Self-Care and Med-Kits are/were so good because they allow you to heal at any place and any point, and positional play is crucial in so many scenarios, plus it also allows the killer to know where survivors might be when they are resetting), the killer can snuff the Boon, Mangled still makes it a 40-second heal, and if multiple people bring Circle it can be a bit of a wasted perk slot. In general Boons are just pretty dead in the water, and part of the reason for that is that Circle (which definitely was too strong in the its original iteration) was the only one really worth investing the perk slot and blessing time for, any other Boon only ever being brought alongside it in a sense of "if I'm gonna be blessing anyway, might as well bring this too". To lift Boons back into viability without having to buff all of them a lot (the other Boon effects really don't lend themselves as well to buffs as Circle, they could quickly become busted), a viable Circle is integral I think. I would also argue that survivors spending time looking for totems, blessing them, traversing the map to the Boon area and healing is something that would benefit the gameplay flow from a killer perspective too, making people sit on gens less, especially while injured. Games would likely get less snowbally, but they would also get more drawn-out. I suspect it would actually balance itself out. To also note: This and the 100% altruistic healing speed buff is the only effect Circle would have, it wouldn't reveal auras anymore.

    Map-wide Spies is also a spicy one, I admit. Although I'm not too sure it would be too strong. It is still only rudimentary info on "someone is on that rough part of the map right now", and it is also pretty inconsistent and map-dependent. Survivors also have counterplay and counterperks. I think Ultimate Weapon right now is stronger than Spies would be then, frankly. But again, debatable.

    Well, but it could gain synergy with Awakened Awareness, catching survivors you have wallhacks on off-guard with a low terror radius. Hell, one could even argue that it improves the Starstruck synergy in a sense, because when the survivor then gets Exposed it might be too late for them to run or hide from you. Imagine a build of Agi, Starstruck, Awareness and Monitor - you sneak up to a survivor, they become Exposed at the last moment and you down them, lol.

    Thanks for reading and the feedback.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,804

    what is wrong with 32 second of self-care? it already has 14 second bless time to set it up.

    I like his blast mine idea. that is so cute. the gen begins regressing so killer cannot kick it. I think streetwise is very dangerous perk to buff to 50% because of existence of toolboxes.

    that version PWYF might be worse current version. I currently the perk is somewhat underrated for killer because it allows killer to create a weak-link in the team.

  • zarr
    zarr Member Posts: 996
    edited February 22

    I find that idea cute too, and it's so obvious, isn't it? A mine explosion should cause a gen to regress, and it would make the perk much more tactically valuable, posing a counter to perks like Weasel and Nowhere To Hide, lifting it up from its current status as a sort-of meme. And the gen starting to regress would also balance it out enough, since that is obviously not something survivors want.

    For PWYF I actually think the perk in its current form is not only underrated, but a pretty broken design. No perk should ever make someone 15% faster, at that point the concept of "chase" stops existing. I'm not saying it is regularly viable from an overarching "match economics" perspective to spend the time required to get the tokens (although on some killers it definitely can be, such as Plague or Wraith, and in 3-genning scenarios you can often get stacks inadvertently without needing to really invest time), but the effect in and of itself is just a design flaw. And this is particularly true in the case of Tombstone Myers. "My" version of PWYF on the other hand makes it so people will get stacks constantly, but the stacks won't have ridiculous effects. I think it would be a really rather reliably good perk in this form, but it goes without saying that I can't quite gauge how some of these perks would behave in actual matches, one would have to see them in action and fine-tune numbers. Also worth mentioning that a lot of these perks I came up with on-the-spot, really only few of these ideas are stuff I'm really all too invested in or thought too much about, which if anything only supports the point that it would be trivial for BHVR to ship tons of simple buffs and make many perks much more valuable parts of the game that don't see usage rates below 1%. Doesn't take a genius, ha.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 814

    vigil to 40% is gonna be my favorite thing

  • Devil_hit11
    Devil_hit11 Member Posts: 8,804

    your pwyf is something I agree with and deeply understand. The blastmine+wiretap would be really good. wiretap wall-hack would be usable perk. I could accurately predict impact most of the perk if i spend a lot of time analysis them. Unfortunately i do not see much reason to do so given that no changes will occur.

  • zarr
    zarr Member Posts: 996

    I long to see Vigil + Sprint Burst be a more commonly used combo again.

    I had to chuckle at your last sentence, but it's a somewhat sad, jaded chuckle, because of course you are right. I have made posts like this one as far back as 2017. Of course BHVR has buffed perks here and there and released a few really good ones, but not only have only very few of them actually risen in the ranks enough to be metagame-changing (most not being A or even B tier even after their "buffs"), and not only have they also nerfed just as many if not even more perks out of the meta, but it's also still just a fraction of perks they have ever looked at, with 70-80% of all perks in the game still being objectively subpar, swathes of which likely seeing usage rates below 1%.