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Survivor perk changes (Doomed Course -> Tools of Torment)

SoGo
SoGo Member Posts: 1,530
edited December 12 in Feedback and Suggestions

As the title says, this is a collection of buffs/changes/reworks for newer survivor perks. Feedback is welcome.

Invocation: Treacherous Crows
• Remove the terror radius condition.
• Replace Broken with Oblivious.
• Now, joining the ritual for at least 15 seconds increases the duration of the aura read by 0,5 seconds instead of speeding it up.

Clean Break:
• Reduce the time it takes to heal you to 60/50/40 seconds.

Eyes of Belmont:
• Adjust the perk's effect: Now, instead of extending the duration of an aura read, it will cause it to linger. The numbers stay the same.

Note: The change is that it now synergizes with perks like Kindred, Wiretap, Object of Obsession, etc.

Moment of Glory:
• Reduce the time it takes to heal you to 60/50/40 seconds.
• Change the requirement needed to charge it from opening 2 chests to one of/mix of the following:
- Sucessfully stunning the killer 2 times.
- Taking 2 protection hits.
- Healing 2 survivors from the dying state.
- Safely unhooking 3 survivors.
- Being in chase for 70 seconds.

Exultation:
• Remove the cooldown.
• Make it so the item continues to recharge even after it reached the highest rarity.
• Additional effect: Every time you stun a killer, there is a 40/50/60% chance of your item recieving a random add-on, unless you already have 2 add-ons equipped.

Hardened:
• Additional effect: Repeating the process needed to activate the perk will cause every instance of an aura read on you to be transfered into a location reveal.

Specialist:
• Increased the bonus charges per token to 4/5/6.

Still Sight:
• Decrease the time needed to activate it to 4/3/2 seconds.

Mirrored Illusion:
• Increase the illusion's duration to 60/70/80 seconds.

Invocation: Weaving Spiders:
• Replace the Broken with Exposed.
• The charge reduction is now postponed in a case of a blocked generator.
• Now, joining the ritual for at least 10 seconds increases the charge reduction by 3 instead of speeding it up.

Deadline:
• Now, the skill check chances are increased by 6/8/10% when healthy.
• While injured, the skill check chances increase by 12/16/20% (was 6/8/10%).

Boon: Illumination
• Make it so that it also shows the auras of totems, pallets and windows.
• Replace the cleansing/blessing speed bonus with a 4/5/6 second lingering effect.
• Make it so this perk ignores the Blindness status effect while inside the boon's radius.

Lucky Star:
• Make it so it blocks blood pools while in a locker again.

Plot Twist:
• Now, your aura is hidden from other survivors while you are using this perk.

Scene Partner:
• Make it so vaulting/dropping pallets takes priority over the screams.

Teamwork: Collective Stealth/Teamwork: Power of Two:
• Now they work both when you are healed or you heal someone.

Cut Loose:
• Decrease the cooldown to 30 seconds.
• Increase the activation window to 6/8/10 seconds.
• Additional effect: Each time you vault a unique window while the perk is active, your vaulting speed is increased by 3%, up to 15%. The initial vault doesn't count towards this effect.

Friendly Competition:
• Increase the activation window to 50/70/90 seconds.
• Additional effect: Once one of the survivors affected by this perk will complete a generator, they will get a 10% boost to repair speed for 45 seconds, removing the bonus from everyone else if they are still affected by it.

Related discussion:

Post edited by SoGo on

Comments

  • Langweilg
    Langweilg Member Posts: 1,458
    edited December 6

    Not so sure about Treacherous crows revealing the killers aura outside of his terror radius. It would give survivors permanent wall hacks. Oblivious would be a much better downside/trade.

    Clean break should just heal 2% of healing progress per second until finished.

    Eyes of Belmont: Agree with the linger change and I would make that looking at the killer reveals his aura to you.

    Mirrored illusion: There should be no limit on the number of illusions and they stay until the killer hits them/walks through them. There is no need for a time limit.

    Agree with the rest overall. 👍

  • SoGo
    SoGo Member Posts: 1,530

    Edit: Added QOL fixes for Plot Twist and Scene Partner.

  • Oloy294
    Oloy294 Member Posts: 13

    I disagree with the change to Eyes of Belmont. It may not be the best perk, but it has its niche. Giving it a linger effect will make keys last way too long in chase (You activate the key for half a second and get 2 seconds of aura reveal). Skeleton key would be able to reveal killer auras for minutes if used correctly with just Eyes of Belmont alone, which I don't think would be enjoyable for killer.

    That's the only big problem I have with the changes, everything else seems fine, although it would probably need to be tested.

  • buggybug
    buggybug Member Posts: 485

    I wish harden was just either 2 chest and 2 totems instead of needing one of each, some maps have horrid chest or totem spawns, ill find one yet cant find the other wasting gen time, so most time I end up using garbage calm spirit unless am in 4 man swf.

  • Oloy294
    Oloy294 Member Posts: 13

    Maybe it could be 2 interactions total, and either chests and totems count. That way you could still mix it, or get 2 of the same item if you can't find totems/chests

  • buggybug
    buggybug Member Posts: 485

    Yes exactly what I mean, am surprise blessing aint part of it too, if you get this perk vs doc its just chef kiss. If fail your skill checks on madness 3 you have a perm scene partner on him lmao.

    Sucks its only for him though but its still nice on any killer too. If your hit by m2 or m1 it procs their aura. Use this with iron will and lucky break and maybe even quick and quiet killer easy to lose on some maps. So glad this perk is not meta its really good but its requirement atm wastes tons of gen time.

  • bjorksnas
    bjorksnas Member Posts: 5,700

    Crows : buff is fine I don't think anyone will bat an eye at that

    Clean break : maybe doesn't need a buff because on a technical level it effectively makes your heals have 100% increased heal speed in terms of time saved but as a downside its applied over time, maybe down to 50s to start

    Eyes of Belmont : shouldn't be a linger with no conditions for a simple reason, keys, if its a linger tapping a key for 0.1s, is now effectively a 2.1s aura reveal on the killer. seeing as how a red key + addons can read the killers aura for ~22.5s, even just tapping it would be upwards of 450s of constant aura reading because the linger time would last until you finish mind channeling again. Now if you made it linger if you saw the killers aura for at least X seconds, probably minimum 2, that would work.

    Moment of glory : I don't think moment of glory should have a proc off chase time, but I wouldn't mind if you could proc it / feed into it in multiple ways and then heal faster than it currently does.

    Exaltation: Good

    Hardened: Bit too much of a kitchen sink at that point, if a perks main goal is block all screams and reveal the killers aura it shouldn't also have a secondary effect to then drastically weaken aura reading effects on you, bit too broad of effects at that point and just power creeps over the other stealth perks, why run distortion + calm spirit where you can run a perk that does both for a bit of investment. Time lost doesn't constitute a perk slot saved when they are so precious.

    Specialist: Good

    Still sight : Make gens / chests take 2s and killer take 4s, still sight at 2s for killer aura reading could kill some mindgames in a chase which it just isn't meant to do.

    Mirrored illusion : Good

    Weaving spiders : Exposed is a bit too varied of an effect compared to broken, some killers its pointless against while other killers its basically the same thing as broken at that point. Theres probably a middleground somewhere for it but in terms of permanent status effect idk if exposed or broken really fits it.

    Deadline: its just too synergistic with cheaters at that point, most real players won't be slamming constant great skillchecks with deadline, but giving a subtle cheater the equivalent of, ~9% gen speed on a perk while healthy and ~18% while injured that pairs perfectly with hyperfocus to ramp up that to 52% chance of a skillcheck per second, is just uh, no. At that point you are getting more progress from hyperfocus skillchecks that just flat out normal repair speed (100/52 average seconds per skillcheck)+-2.52 bonus progress from hitting a great)/(100/52 average seconds per skillcheck), thats about 230% gen speed (130% bonus gen speed) and it ramps up to that in about 16 seconds while injured (100/28)+100/32)+100/36)+100/40)+100/44)+100/48) This is mostly a problem because of hyperfocus and subtle cheaters but its just too much synergy at that point.

    Illumination : Good (ive always wanted dark theory to also have a windows of opportunity effect but this one already reads auras so its probably fine to tack on)

    Lucky Star: Good

    Plot twist : Screen icon on top of that

    Teamwork Perks : Sure

    Cut Loose: Sure

    Friendly competition : Maybe, gen speed perk numbers are often tricky to find a good sweet spot with but if deja vu can be 6% the whole game probably good enough

  • SoGo
    SoGo Member Posts: 1,530

    Thanks for the feedback.

    You made a good point about Eyes of Belmont. I didn't think about Keys a lot when creating it, so it slipped through. Your idea of making it trigger only after 2 seconds would be good.

    Hardened is very bad rn, so a buff is needed. Calm Spirit should also get the drawback removed, though. I don't really think it overshadows Distortion, as it wouldn't completely remove the tracking, only lessen it. If anything, it's a sidegrade.

    As for Still Sight, I could live with that change.

    With Deadline, you made another good point. It would be probably enough to just remove the injured condition.

  • bjorksnas
    bjorksnas Member Posts: 5,700

    Another problem with the hardened buff, don't want a teammate running around at the start of the match for 2 totems and 2 chests, it would 100% happen if there was a reason to and I would see matches thrown with my solo teammates doing it. Maybe have 1 effect activate after you complete 100% progress on a gen (akin to flashbang or chemical trap) or 1 totem and chest, and then have the secondary effect activate once you do the other so they are forced to touch generators. Then it would probably be fine to have a buff like that.

    Calm spirit shouldn't have a downside, its silly it should have been removed as soon as it was implemented