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My ideas for perk changes

Gaminboi2864
Gaminboi2864 Member Posts: 16
edited April 8 in Feedback and Suggestions

This is just something I've been working on for fun. This is essentially how I would change some perks, and most of which is typically buffs for the least used and weak perks in the game. I thought about all these changes critically, so hope that these will make them more fun and usable, but I want to make sure these changes are balanced. Are these changes fair and balanced, or are any changes I think of could be problematic? Note: Some buffs are literally just bonus Bloodpoints simply because I want more Bloodpoints :)

Survivor Perks

Autodidact:

Buff: Increases the Odds of triggering Skill Checks by 10% while healing another Survivor (I don't think Autodidact is powerful because you start with a huge penalty, and you have to rely on the RNG of receiving Skill Checks for it to be good, this buff should make it more usable on its own).

Boon: Dark Theory:

Buff: Grants a 2/3/4% Haste Status Effect (considering the Survivor has to find a Totem, bless it for 14 seconds, be chased by the Killer in this 24 meter radius, and the Killer can snuff the Totem out, this is balanced).

Calm Spirit:

Buff: No longer reduces the Interaction speed of Chests and Totems (Calm Spirit isn't good enough to deserve such a hefty reduction in speed for Chests and Totems).

Corrective Action:

Buff: Each time another Survivor cooperating with you fails a Skill Check, Corrective Action consumes -1 Token, transforming their Failed Skill Check into a Great Skill Check instead (originally transformed into a Good Skill Check).

Buff: Increases the Progression Bonus of Great Skill Checks for other Survivors cooperating with you by 3%.

Cut Loose:

Buff: After performing a Rush Vault action in a Chase, Cut Loose activates for the next 10/15/20 seconds (was originally 4/5/6 seconds; Cut Loose's ability needs a lot more time in order to reach the next Pallet or Window).

Deadline:

Buff: Increases the Progression Bonus of Great Skill Checks by 5% while active (if you can hit a Great Skill Check with the randomized locations, you deserve a Progression Bonus).

Empathic Connection:

Buff: You heal other Survivors 25% faster (was originally 10%, in other words, 1.6 seconds; 25% is 3.2 seconds saved).

Friendly Competition:

Buff: Increases your Repair speed, and that of the other Survivor(s) who completed the repairs with you, by 5% for the next 90/120/150 seconds (was originally 45/60/75 seconds).

Inner Focus:

Buff: Whenever another Survivor loses a Health State within 64 meters of you, the Killer's Aura is revealed to you for 3/4/5 seconds (was originally 32 meters).

Iron Will:

Buff: Can be used while suffering from the Exhausted Status Effect (considering it's no longer 100% reduced grunt of pain, it may as well work while Exhausted since you can still be heard).

Leader:

Buff: Now increases other Survivors Blessing speeds.

Buff: Grants 100% bonus Bloodpoints for co-operative actions.

Made for This:

Buff: Gain the Endurance Status Effect for 16/18/20 seconds after completing a Healing action on another Survivor while in the Injured State (was originally 6/8/10 seconds).

No Mither:

Buff: Grants 100% bonus Bloodpoints for actions in the Boldness Category.

Parental Guidance:

Buff: After stunning the Killer by any means, Parental Guidance suppresses your Scratch Marks, Pools of Blood, and Grunts of Pain for the next 8/9/10 seconds (was originally 5/6/7 seconds).

Premonition:

Buff: After Premonition activates, you leave no Scratch Marks, Pools of Blood, and suppress Loud Noise Notifications, and suppress the sound effects triggered by rushing to enter Lockers for 5 seconds.

Prove Thyself:

Buff: Grants 50% bonus Bloodpoints for co-operative actions.

Self-Care:

Buff: Unlocks the Self-Care ability, allowing you to self-heal without needing a Med-Kit at 30/40/50% of the normal Healing speed.

Self-Preservation:

Buff: Your Scratch Marks, Grunts of Pain when injured, Pools of Blood, Aura, and Loud Noise Notifications are suppressed for the next 10/12/14 seconds (was originally 6/8/10 seconds, and now includes Auras and Loud Noise Notifications for improved stealth).

Sole Survivor:

Change: For each Token, increase your Repair speed by 25%. No longer increases your Repair speed by 75% when you are the last Survivor remaining anymore (this made sense back with how the old Hatch mechanic worked, but now if you are the last Survivor alive, you are going to look for Hatch, and if the Killer finds it first the Exit Gates become powered anyway).

Buff: Unlocks the ability to open Hatch without a Key. Unlocking Hatch without a Key takes 10 seconds, and opening Hatch this way is not affected by the increased Hatch Opening speed this perk provides (a Survivor is likely going to run a key with this perk anyway, so this serves as a last resort if the Killer brings Franklin's Demise).

Teamwork: Collective Stealth:

Buff: Suppresses your Scratch Marks, Loud Noise Notifications, and Auras for as long as you stay within 12 meters of one another or one of you loses a Health State (was originally only Scratch Marks).

This Is Not Happening:

Buff: Increases the Success zone of Great Skill Checks while repairing and healing by 20/40/60% when in the Injured State (was originally 10/20/30% to make the size bonus more impactful).

Buff: For 60 seconds after being unhooked and while suffering from the Deep Wounds Status Effect, gain a 5% Haste Status Effect. This effect ends prematurely when performing a Conspicuous Action (to help prevent tunneling as a secondary effect).

We're Gonna Live Forever:

Buff: Grants 100% bonus Bloodpoints for actions in the Altruism Category.

Killer Perks

Barbecue & Chili:

Buff: Each time a Survivor is hooked for the first time, gain a 15/20/25% stack-able bonus to Bloodpoint gains in the Sacrifice Category (I want more Bloodpoints).

Beast of Prey:

Buff: Reduces the time required in chase to gain the Bloodlust Status Effect across all tiers by 10/20/30% (this is the only perk correlated to bloodlust, so make bloodlust easier to get with it).

Blood Echo:

Buff: When hooking a Survivor, all other Survivors who are injured suffer from the Haemorrhage and Exhausted Status Effects for 60 seconds (was originally 45 seconds).

Bloodhound:

Buff: Grants the Undetectable Status Effect while on Pools of Blood. This effect lingers for 1 second after leaving Pools of Blood.

Brutal Strength:

Buff: Performing a Damage Generator Action regresses the damaged Generator by an additional 1/2/3% (there needs to be more free slowdown perks).

Call of Brine:

Buff: The damaged Generator regresses at 130/140/150 % of the normal Regression speed for 60 seconds (was originally 115/120/125%; now that 3-genning has been nerfed, I don't see why this perk doesn't get a small buff).

Deathbound:

Buff: For the next 60 seconds, the Survivor suffers from the Oblivious Status Effect, Exposed Status Effect, and have their Aura revealed to you whenever they are farther than 16/12/8 meters from the healed Survivor (this way it encourages Survivors to stick together, or get punished for splitting).

Deerstalker:

Buff: The Auras of all Survivors in the Dying State are revealed to you.

Buff: Deerstalker grants 50/75/100% bonus Bloodpoints for actions in the Hunter Category.

Dying Light:

Buff: Now negatively impacts Survivors’ Action speed towards cleansing, blessing, opening, and unlocking (if the Obsession gets a 33% speed bonus to healing and unhooking, this perk needs to be worth it).

Genetic Limits:

Buff: Whenever a Survivor finishes a Healing action, they suffer from the Exhausted Status Effect for 30/45/60 seconds (was originally 24/28/32).

Hex: Huntress Lullaby:

Buff: Survivors failing a Healing/Repair Skill Check instantly regress the Generator by 6/8/10% of its maximum possible Progression in addition to the default Progression penalty (was originally 2/4/6).

Hex: No One Escapes Death:

Nerf: Hex: No One Escapes Death now lights up three Dull Totems, and if any one is cleansed, Hex: No One Escapes Death is deactivated.

Nerf: Hex: No One Escapes Death remains inactive if less than three Dull Totems are available.

Nerf: Hex: No One Escapes Death is revealed to Survivors the moment it is activated.

Buff: Increases your Movement speed by 3/4/5% (was originally 2/3/4%).

Buff: Grants a 4/6/8% Cool-down reduction on Missed Basic Attacks.

Buff: The Exit Gates are blocked by the Entity until Hex: No One Escapes Death is cleansed.

Buff: No longer reveals the Aura of the Hex Totem as time passes.

Insidious:

Buff: The Undetectable Status Effect lingers for 5 seconds when you start to move again (now any Killer can be a Stealth Killer).

Leverage:

Buff: For each Token, the Altruistic and Personal Healing speeds of Survivors are reduced by a stack-able 3/4/5% for the next 90 seconds, up to a maximum of 30/40/50% (was originally 30 seconds).

Monitor & Abuse:

Increases the radius of all other Aura-reading abilities emanating from yourself by 8 meters (used to grant an increased FOV, so it should provide extra information).

Predator:

Buff: Scratch Marks left by Survivors are shown brighter and can be tracked for 3/4/5 seconds longer than normal.

Buff: Grants a 2% Haste Status Effect while moving on Scratch Marks.

Save the Best for Last:

Buff: Each Token grants a 5% Cool-down reduction on Successful Basic Attacks, up to a maximum of 40%.

Nerf: Save the Best for Last is disabled while within 4 meters of a Hooked Survivor (The problem with the perk is that it makes hook camping too easy, so being deactivated near a Hooked Survivor fixes that).

Scourge Hook: Hangman's Trick:

Buff: Reduces the Survivors Sabotaging speed by 20/25/30% when sabotaging a Scourge Hook (make it a scourge hoon perk that supports other scourge hook perks, like how Hex: Undying protects hex perks).

Septic Touch:

Change/Buff: Hitting a Survivor with a Basic Attack will inflict the Blindness Status Effect and Exhausted Status Effect for 20/25/30 seconds. If a Survivor was already suffering from Exhausted prior to Septic Touch affecting them, the Status Effect's timer will be set to whichever duration is longer (I mean, it's called Septic “Touch,” so it should relate to basic attacks).

Shadowborn:

Change: While affected by the Undetectable Status Effect, the Auras of Survivors are revealed to you within 8/12/16 meters. No longer grants the Haste Status Effect after being blinded (Enough with the Haste Status Effect, this used to increase your FOV, so it should provide information and work as an Information perk).

Buff: Increases the radius of all other Aura-reading abilities emanating from yourself by 16 meters.

Shattered Hope:

Change: You can destroy Boon Totems, Dull Totems, and Hex Totems.

Buff: Destroying a Dull Totem this way reveals the Auras of all Survivors within your Terror Radius for 6/7/8 seconds.

Buff: Destroying a Hex Totem this way reveals the Auras of all Survivors and inflicts a 10% Hindered Status Effect for 10/20/30 seconds.

Spies from the Shadows:

Buff: You no longer startle Crows.

Thanatophobia:

Buff: Each injured, dying, or hooked Survivor afflicts Survivors with a stack-able 3/4/5% Action Speed penalty to Repairing, Sabotaging, Cleansing, and Blessing up to a maximum of 12/16/20% (was originally 1/1.5/2% and didn't include Blessing Totems).

Nerf: No longer increases the Action Speed penalty by a further 12%, if there are 4 Survivors, who are either injured, dying, or hooked at the same time.

Unnerving Presence:

Buff: Decreases the Success zone of Great Skill Checks by 40/50/60%.

Buff: Causes Skill Checks to appear in random places.

Unrelenting:

Buff: Grants a 2/4/6% Cool-down reduction on Successful Basic Attacks.

Buff: Increases the distance of your Lunge Attacks by 5/10/15%

Whispers:

Buff: After you hear the sporadic whispers of the Entity for 5 seconds, you see a Directional Cue locating all nearby Survivors (it's like a wide white arrow that appears at the edge of the screen).