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Perk updates feedback

Shaddoll_Serpent
Shaddoll_Serpent Member Posts: 176
edited January 8 in 8.5.0 PTB Feedback

I understand that the team can only change so much after PTBs thus I don't expect anything huge to happen, but I thought I'd give my feedback on the perks being changed here, which I hate to say aren't super good and do not address the issues that most of these perks have.

Beast of Prey:

A very nothing burger change. BoP is never ran because it provides stealth at a time where it's not needed. Like, why would I need to be Undetectable during a chase? Best it can do is help mindgame since it removes the red stain, but that's not helpful at all when it's reliant on Bloodlust being achieved, and I could just remove my red stain by moonwalking or mindgaming anyway.

The perk genuinely needs a complete rework to ever be considered a perk slot. The Bloodlust requirement should be dropped completely no matter what the perk does as a perk that requires Bloodlust to activate could only be useful if it did something that actually helped you get the down which survivors would hate as Bloodlust is not a very popular mechanic to face as is.

My suggestion which I feel would keep the perk's intended theme: Make it provide Undetectable after you stop chasing a survivor(s) instead of upon achieving Bloodlust. (Probably would need a cooldown too.)

Still wouldn't be amazing, but would have way more utility as a stealth perk that way, and would match the perk's theme quite nicely as it could provide some horror for the rest of the team knowing that the killer could spring out of nowhere upon any of them before they can react when a fellow teammate stops getting chased.

Fire Up:

Fire Up is also flawed by design. Any perk that requires the opponent to advance their objective in order to work needs to have a way stronger benefit to be worth the cost of survivors getting closer to opening the gates which Fire Up does not provide enough of. (Reminder that Coup, Cruel Limits, and Machine Learning have received buffs to their effects for this reason.) At the very least, it should be 8% per token instead of 6%, or better yet, how about a rework? For 30-60 seconds after a generator's completed, gain a 30-50% speed bonus to picking up, dropping, vaulting, damaging generators, and breaking pallets and breakable walls.

Remember Me:

Remember Me was honestly very decent already and the ability to now have 5 tokens now is definitely very appreciated. However, there is one big issue with this perk which is the fact that the Obsession's unaffected by the perk which makes it somewhat difficult to utilize, as well as encourages (and rewards) tunneling out the Obsession. Simply removing that clause would make the perk much better without making tunneling feel so necessary in order for it to work. (Or alternatively to make it ultimately not a tunneling perk, make it where you get the tokens upon hooking a different survivor with each token increasing the time to get the gates open by 7 seconds each. This would make it kind of a copycat No Way Out though, but it would be the healthiest option for it.)

Wake Up:

This change is fine. Wake Up suffers from being really niche and making it stronger for its niche definitely makes it more worth it, but it would be nice if it had a little more going for it than just being an exit gate perk.

It'd be cool if it was a reverse No One Left Behind where every one of your teammates saw your aura at all times once the exit gates are powered, and maybe show the aura of exit gate switches to teammates that are at 95% progress or more to help stand out more as a solo queue perk.

Vigil:

Vigil was probably the last perk that needed any changes, but this update is fine and welcome. An extra 10% to the recovery speed is not a big deal at all, and I do like that it's now easier for your teammates to benefit from it with the increased range.

I don't think it needs it, but I'd like it if it had either a slightly larger range or survivors benefited from the effect longer maybe in exchange for it no longer stacking.

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