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Various perk buffs/nerfs/reworks

In this post I want to give some ideas on changing various killer/survivor perks that I think are either op/slightly stronger than needed/over-nerfed/super annoying, etc…

Killer perks:

1 - Knockout

After downing a survivor for the next 20 seconds:

- Reduces their field of view and causes them to be deafened

- Reduces the crawling speed by 70%

- Reduces the recovery speed by 70%

- No longer hides the survivors aura

2 - Scourge Hook: Hangman’s Trick

In addition to seeing survivor auras 12 meters away from scourge hooks, while carrying a survivor, see survivor auras 4 meters away from normal hooks as well.

3 – Pentimento

No longer a hex perk. Now when a survivor is unhooked they gain a 20% debuff to all action speeds (gen repair, healing speed, etc…) for the next 60 seconds. Any survivors that are within 8 meters distance of the affected survivor also suffer the same debuffs. The debuff will linger for 5 seconds after leaving the area around the effected survivor. Activates maximum of 1 time for each unhooked survivor.

4 – Insidious

Standing still for 2 seconds activates undetectable. For every second you remain standing up to a maximum of 10 seconds retain the undetectable status effect when you start moving again.

5 - Shattered Hope

Ability to break totems without seeing any auras is basekit. The perk adds the aura read to totem breaking.

6 – Franklin’s Demise

Hitting the survivors with a basic attack makes them unable to use any items (toolbox, medkit, flashlight, map, key) for the next 20 seconds. (this is to prevent a survivor to swapping their item for another in that time) and lose 35 percent of its charges. Items affected by the perk can’t be recharged by perks like Built To Last, etc…

3 hits will drain an item completely, while still allowing the survivor to keep their item (the purple offering wouldn’t keep your item if lost due to Franklin’s Demise)

Survivor perks:

1 - Calm Spirit

Cleanse/open chests silently at normal speed.

2 – Background Player

Movement speed is reverted to 6 m/s for 5 seconds, gaining you 30 meters of distance instead of 40.

3 – For The people/Buckle Up

No longer activates endurance effect from Buckle Up if For the People is used at any point of healing. Individually the perks keep their same effect.

4 - Plot Twist

No longer have your aura revealed to other survivors by default, unless a killer picks you up. Pressing the ability button 1 gives you the option to reveal your aura if you want to.

5 – Resilience

No longer gives 9% repair speed bonus while injured.

6 – Botany Knowledge

Medkit efficiency debuff is removed, standard healing time for medkits applies now.

7 – Wicked

Disables the 100% chance to unhook yourself if put in the basement during the endgame.

Comments

  • vBlossom_
    vBlossom_ Member Posts: 557

    Kinda seems like nerfs for survivors and buffs for the killer for me 🙃

    Why Resilience need nerf, this perk already puts you in bad situation - you have to be injured to have buff.
    Also, why +9% on Resilience needs nerfs, but -20% debuff from Pentimento with lingering effect is okay?

    Also idk why Bothany shouldn't stack with medkits as medkits and healing in general were already nerfed.

  • Archol123
    Archol123 Member Posts: 4,634

    I think Hangmans Trick will still be underwhelming... Maybe if the range was increased to 6 8 or 10 m it would be good, but otherwise it just seems still too bad to use. An improvement for sure, but it won't become relevant because of that.

    Pentimento: I like this idea, because it basically rewards the killer for not going for that same person as this guy will have a debuff for the time being anyway, therefore it incentives you not to tunnel the guy.

    Shattered Hope should have been a basekit thing to begin with...

    Plot twist should just have an icon in the UI so other people know you used it and don't pick you up, I think the aura hiding is too much effort when it goes easier.

    I don't think Resilience needs a nerf.

    The rest is okayish I guess.

  • UndeddJester
    UndeddJester Member Posts: 3,862

    Killer: -

    • Knockout - Nerf
    • Scourge Hook: Hangman'sTrick - Buff
    • Pentimento - Rework/Nerf
    • Insidious - Buff
    • Shattered Hope- Buff
    • Franklin's Demise - Nerf

    Survivor: -

    • Calm Spirit - Buff
    • Background Player - Nerf
    • FTP/Buckle up - Nerf
    • Plot Twist - Rework/Buff
    • Reilience - Nerf
    • Botany Knowledge - Rework/Equal
    • Wicked - Nerf

    Not sure how you came to that conclusion of nerfs for survivor and buffs for killer. Seems to target the most problematic/weakest perks on both sides. Not convinced Resilience or Wicked needs a nerf myself. Botany Knowledge rework is OK, though personally I kinda like the "troublesome with medkits" version we have now.

    Appreciate the clever Pentimento and Shattered Hope rework. I like the fact that Pentimento actively makes tunneling/running back to hook less profitable for the killer compared to finding someone else and chasing them. Actually supports a more split pressure gameplay style, which is very cool.

    I'd go a different route with Hangman's Trick, add 1 or 2 extra Scourge Hooks, this synergises with it's own effect, and it makes it an effective Scourge Hook support perk.

    Insidious is interesting, though I don't think even this would be very good/useful for anything outside of camping…. though admittedly I can't think of a better idea offhand. Maybe something similar to Ultimate Weapon flow, where you open lockers silently and after doing so you gain Undetectable for 15s. Has a 45s cooldown or something.

    But yeah, not a bad list I would say.

  • ChainsLogic
    ChainsLogic Member Posts: 146

    Resilience affects stuff like healing, cleansing, unhooking, etc… but its biggest two effects are the vault and gen repair speed, and I thought the vault speed was fine, but gen repair speed bonus was a bit too much, since with resilience and deja vu you could solo a gen with old prove thyself speed of 15% (it's been nerfed to 10% some patches ago)

    Pentimento would only be able to be activated once per each survivor. After 60 seconds you would no longer suffer any debuff from the perk. The other teammates having the same effect if too close to you is to simply discourage trying to double up on gens to get around the debuff in the meantime. The lingering 5 seconds after leaving the area of affected survivor isn't really anything big, 5 seconds pass by quickly.

    I like to play both roles, any buffs/nerfs are made with both sides in mind.

  • ChainsLogic
    ChainsLogic Member Posts: 146

    I still find my plot twist idea better. By default your aura is hidden, but if you feel like the other survivors should be aware of your location, you can do it with a press of a button.

  • ChainsLogic
    ChainsLogic Member Posts: 146

    I do think increasing the distance to 6 or 8 meters around normal hooks, like the other poster mentioned would be a sufficient buff to scourge hook: hangman's trick.

  • vBlossom_
    vBlossom_ Member Posts: 557

    with resilience and deja vu you could solo a gen with old prove thyself speed of 15% (it's been nerfed to 10% some patches ago)

    That just isn't true.

    When you do gens with someone, you have basekit debuff -15% to gen speeds. Prove just removed that debuff. Prove don't work when you do gens on your own.

    One person - 1 charge per seconds - 1cps total - 90 seconds per gen
    Two people - 0.85 charges per second, not one - 1.7 cps total - ~53 seconds per gen, basekit, with Prove ~45 seconds.

    Prove didn't gave buff, it just mitigated debuff, wasn't broken by any case, literally allowed to save ~8 seconds per gen in best case scenario, which didn't happen quite often.

    So now, without Prove, if 2 people are injured and work on Deja Vu gen IIRC it looks like that:

    0.85 charges per second + 0.076 charges from Resilience + 0.051 charges from Deja Vu → 0.977 cps, two prople 1.954 charges per second → 46 seconds per gen.

    You have to equip 2 perks (1) do specific gen (2) with someone (3) while being injured (4) to save 7 seconds per gen, best case scenario.

    https://deadbydaylight.fandom.com/wiki/Prove_Thyself

  • ChainsLogic
    ChainsLogic Member Posts: 146

    I don't have a problem with prove thyself and deja vu (on the contrary, they're part of my primary build on survivors), I just think with them and toolboxes existing, resilience giving you a 9% repair speed bonus, even if while injured, is a bit too much.

  • vBlossom_
    vBlossom_ Member Posts: 557

    I just think with them and toolboxes existing, resilience giving you a 9% repair speed bonus, even if while injured, is a bit too much.

    Bestie, but then you have to do all prerequesites, have all build dedicated to gen speeds, have toolbox, do gen with someone.

    What is killer doing in meantime, so you can freely use toolbox on deja vu gen with someone while being injured?

  • ChainsLogic
    ChainsLogic Member Posts: 146