http://dbd.game/killswitch
Perk buff ideas (very, very long)
If I would be dev and in charge of buffing perks, that would be the result. I tried to change the perks in a way that I would want to start using them.
Killer
Alien instinct
- All other survivors become oblivious for 30 seconds after hooking someone. (New)
Batteries included
- The haste you get is based on how much progress the generator has. [Completed gens=5% haste; 10% progress=0,5% haste]
Bitter murmur
- Survivors become exposed when this perk shows their aura. (New)
- Increased aura reading duration to 8 (was 5) seconds and 16 (was 10) seconds for the last generator.
Blood echo
- Remove injured requirement.
- Increased duration to 35 (was 30) seconds.
Bloodhound
- You see the aura of pools of blood through walls and grass in a 12m range. The aura of new pools of blood appears delayed by 1 second. (new)
- Healthy survivors drop pools of blood in chase. (new)
Bloodwarden
- Whenever a survivor is T-Bagging in the exit gate, it blocks for that survivor for 10 seconds. The more they T-Bag the longer it blocks.(New)
Call of brine
- Generators on which Call of Brine is active, start regressing again when survivors leave them [like ruin]. (New)
- Can be active on multiple generators.
Darkness revealed
- Spawns 2-4 extra lockers at free chest locations. (new)
- Dredge being in a locker counts as searching a locker and therefore activates this perk. (new)
- Increased range to 10 (was 8) meters.
Dead man’s switch
- Gain two tokens after hooking a survivor up to 6. (activated after hooking)
- Decrease the block duration to 30 (was 50) seconds.
I want my synergy with Sadako’s VCR addon back.
Deathbound
- Both the healer and the healed survivor are affected by oblivious. (Was only the healer)
Deerstalker
- Downing a survivor grants undetectable for 8 seconds. (new)
- All survivors within 8-12 meters of a dying survivor become oblivious. (new)
Dissolution
- Removed activation time of 3 seconds.
- Also works on survivors in your lullaby radius and survivors in chase.
Distressing
- Whenever a generator gets completed, survivors hear a close terror radius map wide. (new)
- The longer survivors stay in the terror radius, the closer the terror radius sounds. (new)
- Also increase the lullaby radius.
- Increases the radius by a flat 12 meters (was 30%).
Dying light
- The obsession also gets affected by the negative effects of the perk.
Forced penance
- Survivors taking a protection hit are affected by 20-30% hindered for the duration of their speed boost. (New, Unddedjester)
Forever entwined
- Add cooldown recovery from downing a survivor to its effects.
Game afoot
- Removed obsession requirement to gain the haste effect.
Genetik Limits
- Affects all survivors after hitting a survivor.
- Grants Blindness after hitting a survivor. (New)
(Scourge hook:) Hangman’s trick
- While carrying a Survivor, see the aura of any survivor within 9 (was 0)meters of a normal hook and within 14 meters of a scrounge hook. This effect persists for 8 seconds after hooking a survivor (new).
- When a survivor starts to sabotage any hook, they scream and become exposed for 20 seconds. This has a cooldown of X seconds. (New)
Now it has the benefits of its old and current version and counters sabotages.
Haywire
- Gain one token for each survivor still alive. Each token increases the exit gate regression speed from 0 by 0.25 charges per second and the exit gates can regress 25% further from 100%. [1survivor=0,25cs/regress to 75% - 2=0,5cs/50% - 3=0,75cs/25% - 4=1cs/0%]
- The exit gate only opens up far enough that one survivor and the killer fit through at the same time. (New)
Hexes
- Hexes look like dull totems for the first 30 seconds in the trial. (New)
- Hex totems are dull until their effects are triggered by survivors. (New)
Hex Haunted ground
- (Haunted ground becomes visable after 30 seconds instead of looking like a dull totem)
- The second hex totem doesn‘t disappear after the first got cleansed.
- Cleansing any hex totem causes the exposed effect.
Hex Nothing but misery
- Remove the activation requirement and make it spawn at the start of the trial.
Hex Pentimento
- Remove, reduce or make the aura reading more conditional.
- Return the slower exit gate opening speed.
Hex Retribution
- Applies oblivious in a 7 meter radius around any totem (was while cleansing or blessing).
Hex: Ruin
- Return the effect of great skill checks not granting any bonus progression.
- Increased regression speed to 150 (was 100)%.
Hex Shadowborn (rework)
- Everything becomes darker for survivors and the fog is closer for them. The killer sees everything like normal.
Hex Thrill of the Hunt
- For each stack survivors vault 2% slower. (New)
Hex Two can play
- Increased the blinding duration of survivors to 3 (was 1,5) seconds.
- Now activates every stun/blind without any requirements.
Hex Undying
- Spawns two undying totems with its effects.
- These totems look like dull totems until a different hex perk got transferred to them.
- Change the aura reading to start after entering its radius to a 6 second duration around any totem.
Hoarder
- Reduces the charges of items from chests by X%. (New)
Insidious
- Activates after standing still for 0,5 (was 2) seconds.
- Undetectable status effects linger for 4 seconds (new)
- Suppresses the sound of the chase music for 4 seconds on both sides after entering a chase (new)
Mad grit
- Allows to lunge while carrying a survivor. This has a cooldown of X seconds. (new)
Merciless storm
- Merciless storm can trigger on the same generator after 50 seconds again.
- When survivors hit a great skill check, the generator blockes. (New)
- Extends the duration of generator blocks by 3-5 seconds. (New)
Monitor & Abuse
- Hooking each survivor for the first time grants you 1 stack up to 4. Each stack increases/decreases your terror/lullaby radius in/outside of chase by 1 meter. (New)
- Increases/decreases the lullaby radius as well. (New)
Nemesis
- The obsession becomes permanently (was 60 seconds) oblivious. When the obsession switches this effect lingers for 30 seconds.
Non are free/ cruel limits
- Add the effect of non are free to cruel limits and rework non are free.
They are too similar and cruel limits is superior in every way.
Overcharge
- Increase the regression speed to 150 (was 130%).
Overwhelming presence
- Your terror radius becomes map wide for the first 30 seconds of the trial. (new)
- The aura of survivor’s gets shown to the killer when they consume charges from their items, this effect lingers for 7 seconds. (New)
- Works in the lullaby radius.
Predator
- You see the aura of scratch marks through walls and grass in a 6-12 meter range. (New)
Save the best for last
- Doesn’t lose tokens by special attacks.
Scourge hook: Floods of rage
- Double or triple the aura reading duration for survivors that didn‘t unhook or weren‘t on hook prior to the activation.
Scourge hook: Gift of pain
- Mangled and hemorrhage apply permanent until healed.
Septic touch
- Remove terror radius requirement.
- Increased the lingering to 30 (was 10) seconds.
Shattered hope (Rework)
- You can kick/distroy dull/boon totems that you find, which shows you the aura of all survivors for 6 seconds.
- Shows the aura of boon totems in a 18 meters radius. (new)
- For each broken Totem gain one stack, for each stack performing the damage generator action reduces the progress of the generator by an additional 1.5 % of its total progress. (New)
Stridor
- Survivors make more breathing sounds. (New)
- Make breathing and grunts of pain louder. [The chase or other music is often louder]
- You hear survivors more consistent through walls. (New)
Surveillance
- Range increase to 12 (was 8) meters.
- You also hear generator noises in its range.
Terminus
- 30-60 seconds after all generators were completed the endgame collapse starts automatically if it didn’t already start earlier. (New)
Territorial imperative
- Remove the cooldown.
- Remove the requirement to be away from the basement
- Survivors in the basement show their aura to the killer and become oblivious (new). This effect lingers for 3 seconds after leaving the basement (new).
Thanatophobia
- For each injured, dying or hooked Survivor, all survivors receive a penalty of 4% to repair, sabotage and totem-cleansing speed. [so it can be used on other killers than legion and plague]
Thrilling tremors
- While carrying (was after picking up) a survivor any Generator not being worked on gets blocked. This effect lingers for 16 seconds.
- Reduce the cooldown to 25 (was 30) seconds. [After a chase I often have to wait for like 5 seconds for the cooldown to end]
Tinkerer
- Can trigger on the same generator after 50 seconds again.
- Removes the antennas from generators at the start of the trial. (New) [Generators are harder to find without them]
Trail of Torment
- Survivors who stop generators from regressing suffer from oblivious for 20 seconds. (new)
Ultimate weapon
- Any Screams cause survivors to suffer from the Blindness Status Effect for 30 seconds.
- Reduce the cooldown to 40 (was 60) seconds.
- Dredge being in a locker counts as searching a locker and therefore activates this perk. (new)
Undone
- Remove the cooldown.
- Gain 6 tokens for missed skill checks,1 when they hit a good skill check and 2 when they hit a great skill check). [Better against good players while not super punishing for bad players]
Unnerving presence
- Removes great skill check success zones. (New)
- Increases the chance of getting more skill checks by 20-30 (was 10)%.
- Skill checks move faster. (New)
- Also activates in the lullaby radius.
Whispers
- After 15-20 seconds of the survivors being within its range, the whispering becomes directional, leading you to the survivors and the survivors start to hear the entity’s whispering. (New)
Survivor
Adrenaline
- Can activate after getting unhooked again.
Aftercare
- Whenever a survivor heals or unhooks another survivor, it causes these survivors to see each others aura until one of them got hooked.
Any means necessary
- Shows the aura of remains of broken pallets. (new).
- Reduced time to lift up pallets to 2 (was 4) seconds.
- You can create party pallets from the anniversary at locations of an already broken pallet, which takes 3 seconds. It would need some type of requirement like gen progress or chase time.
Appraisal
- Rummaging can be performed 2 (was 1) times per chest.
- Remove Tokens.
Autodidact
- Increase the chances of getting skill checks while healing by 10%. (new)
Balance landing
- Reduces the duration of the Stagger upon landing by -20 % when Exhausted. (new)
Better than new
- Using your Medkit for altruistic healing increases your Medkit healing efficiency by 25/50/75%. (new, @UnddedJester )
- Increases the altruistic healing speed of a medkit by 30% (new)
- Increased the speed of its effects to 35 (was 16) %.
Better Together
- Shows the aura of all other survivors while you repair a Generator. (was only for a limited time)
- While repairing a generator together with another survivor, you and all survivors repairing with you see the aura of the killer within 18 meters of your location. (new)
Bite the bullet
- Hides other survivors' grunts of pain and healing related noises within 8 meters of your location. (New)
- Suppresses your own healing related noises and grunts of pain when healing yourself, others or being healed by others.
Breakout
- Increase the range to 6 (was 5) meters.
Blood rush
- Removed conspicuous actions and timer.
Boons
- Increase the radius to 32 (was 24) meters.
- Please reduced the boon noises to be a lot quieter.
- Killers see a status effect appear to show when a boon is active like for a survivors with hexes. It is grey when outside the boon totems radius and turns blue inside the boon‘s radius. Looking in the boon‘s direction turns the icon red outside of the boon‘s radius and yellow inside the boon‘s radius.
- You bless totems faster depending on how many boon perks you have equipped. [1=8s,2=10s,3=12s,4=14s]
- After the second time the killer kicks a boon totem, it gets distroyed. (Shattered hope)
- Boon perks unlock the ability to rebuild broken totems, which takes 14 seconds. This can only be done once per totem. [I often get teammates that take out all totems on the map for no reason]
Boon: Circle of healing
- Unlocks self care at 45% of the normal healing speed. [35,5 seconds + the time walking to it and blessing it would benefit the killer far more than survivors and would be a healthy slowdown that makes the game more enjoyable for both sides]
- QOL: Survivors inside the boons radius see the aura of other survivors inside the boons radius. (New)
Boon: Dark theory
- Increases 5% vaulting speed increase. (New)
- When you and the killer are in the boon’s radius, you see the killers aura every 5 seconds for 1 second. (New)
Boon: exponential
- Shows the aura of all hooks to all downed survivors (new)
- Downed survivors crawl 50% faster. (New)
Boon: illumination
- Works map wide. [Maybe create two types of boons. One works map wide and the other only in a 32 meter radius, but both can be blessed on the same totem. This would open up the possibility for so many new more interesting boon perks.]
- Shows exit gates and totems as well.
- Increases Blessing and Cleansing speed by 50 (was 10)%
Boon: Shadow Step
- Muffles footstep sounds. (New)
Borrow time/babysitter
- Work whenever any survivor unhooks anyone.
Calm spirit
- Removed downside of opening chests and cleansing/ blessing totems slower.
- Suppresses screaming sounds when falling.
- Unlocks the revealed status effect (new, from 2v8)
Camaraderie (mini rework)
- 10 seconds after you are hooked (was only in the struggle phase), camaraderie activates. If the killer (was another survivor) is within 16-24 meters of you while Camaraderie is activated, the hook timer is paused for 34 seconds.
- Grants the escapist status effect (new)
Corrective action
- Works for yourself as well.
- Add a bloodpoint score event when the perk helps one of your teammates which gives you 500 bloodpoints each time. (New)
Counterforce
- The percentage also increases blessing speed.
- Shows the two (was one) furthest totems.
Dark sense
- Whenever you see the killer with a clear line of sight, their aura is revealed to you and any survivor within 18 meters of your location. (New, similar to the scout in 2vs8)
Deception
- Press the first ability button to activate, which now allows you to fast vault into a locker. [Deception is very easy to predict because it is very obvious that you won‘t be in the locker]
- Add an bloodpoint score event that tells you, you successfully tricked the killer into opening the locker and grants 1500 bloodpoints. (New)
Desperate Measures
- Dead survivors count for stack. [anti tunneling]
- Added sabotaging speed to its effects.
Distortion
- Unlocks the revealed status effect (new, from 2v8)
Diversion
- Two stacks.
- Creates a fake scratch mark path from where it lands. (New)
Empathy/ Bond
- Shows the aura of survivors being carried by the killer in their range.
Empathic connection
- Shows your aura to healthy survivors as well.
Finesse
- Remove healthy requirement.
Fixated
- Also increases entering locker, slow vault and pallet drop speed by 20%. (New)
Fog wise
- Also works when hitting great healing skill checks.
Hardened
- Unlocks the revealed status effect (new, from 2v8)
- Suppresses screaming sounds when falling.
- Remove activation conditions.
Head on
- Whenever head on is activated, it shows your teammates your lockers aura in a 24 meter radius. (New)
Invocations
- Survivors can activate all their invocations after one ritual, instead of doing them one after another, but each additional invocation increases the highest required time by 20 seconds.
- Invocations need to have downsides that are fair/fiitting to their effect and maybe some won‘t even need a downside.
Invocation: treacherous crows
- Decreases activation time to 30 (was 60) seconds.
- You become oblivious (was broken) for the rest of the trial after completing it.
Invocation: weaving spiders
- Decrease the activation time to 50 (was 60) seconds.
- You lose a hook stage like with shoulder the burden (was become broken) after completing it.
Leader
- Increase percentage to 35-50 (was 25)%
Left behind
- Massively increases the chance of getting a purple or iri key from a chest. (New)
Light footed
- Remove healthy requirement.
Light weight
- Footstep sounds are reduced by 30%. (new)
- Grants its effect to other survivors in a 8 meter radius, which lingers for 5 seconds. (new)
Low profile
- Also activates when you and one another survivor are the only survivors not hooked, downed, carried or dead.
Lucky break
- To activate it requires you to run and be injured (was only injured). [Currently it runs out when you don‘t need it and when you heal someone]
- Healing 4% of healing progress increases Lucky break’s duration by 1 second (was 1s for 1s). [It can now be paired with healing perks without having a negative synergy with them]
Made for this
- Now activates when not exhausted (was when in deep wounds).
- Decrease haste to 2 (was 3) %.
Mirrored illusion
- 2 Tokens.
- You can place decoy survivors that run around and do stuff with the survivor bot AI.
- Remove the timer.
- Multiple illusions can be active.
No mither
- Reduces your grunts of pain by 100 (is 75)%.
- Increased healing speed while on the ground to 50% (is 25%)
- Killers don´t see that you are broken. (New)
- You start the trial healthy.
Noone‘s Left behind
- Works for the whole team.
- Unlocks self care at Xspeed in endgame. (New)
Open handed
- Works with Wiretap.
Parental Guidance
- Increase the duration to 14 (was 7) seconds.
- Added hiding footstep sounds.
- Also activates after blinding the killer.
Potential energy
- Remove the requirement to repair a gen for 8 seconds first.
- It only loses half of its tokens by losing a health state instead of all.
Poised
- Hides your scratch marks and auras whenever you are in a 7 meter radius to a completed generator. (New)
Red herring
- Activating it instantly causes an explosion at the generator that can blind the killer.
- Can be activated by pressing the second ability button instead of entering a locker.
Reassurance
- Increased range to 18 (was 6) meters.
- Can be triggered multiple times on the same survivor.
- Applies the escapist status effect. (New)
Repressed alliance
- Repair requirement lowered to 40% (was 45 seconds), which grants up to 2 tokens (new).
- Press the ability button 1 near a blocked generator to unblock it. (New)
Residual manifest
- Allows to bypass the blinding immunity of lightborn, but blinding killers with lightborn takes 50% longer. (new)
- Moving killers get blinded 50% faster. (new)
- Any rarity (was yellow) flashlight can be found after rummaging through a chest.
- Applies 45 (was 30) seconds of blindness.
Rockie spirit
- The whole team can see regressing generators. (New)
- Removed activation requirement.
- Stop or repair regressing generators X% faster. (New, Unddedjester)
Saboteur
- Reduce saboteur’s sabotage time to 2 (was 2,3) seconds.
- The cooldown only starts after successfully sabotaging a hook.
- You see the aura of hooks when someone is slugged or carried by the killer.
- The aura of sabotaged hooks remains shown to the killer for 15 seconds, after they got sabotaged. They would also see if the hook is broken or not. (new)
Second wind
- Activates after completing a heal on another survivor or healing a survivor for 45%.
Self care
- Increased self healing speed to 45 (was 35)%. [45%=35,5s - 35%=45,7s]
Self preservation
- Works mapwide. (Activated in 24m radius)
- Increase duration to 30 (was 10) seconds.
- Hides footstep sounds as well.
Slippery meat
- Increase chance for self unhooks to 6 (was 4)%.
- Grants the escapist status effect. (New)
Small game
- When you are in the killer’s terror radius and small game activates, reveal the killer’s aura for 6 seconds. (New)
Solidarity
- Increase the percentage to 100 (was 70)%.
- Works when healing others with a medkit.
Spine chill
- Added vaulting speed to its effects.
- Unlocks the revealed status effect (new, from 2v8)
- Also activates when your aura is revealed.
Strength in the shadows
- Increased self healing speed in the basement to 90 (was 70)%.
Technician
- Makes generator and your repairing noises silent, when you are working on it (reduced generator noises by 8m).
Tenacity
- Reduce your grunts of pain by 100 (was 75)% while in the dying state.
- Your pools of blood disappear faster. (New)
Teamwork: Collective stealth
- Remove the healing requirement
- Works for any survivor in its range, but requires you and at least one other survivor to activate.
This is not happening
- Also works when healthy.
- The great skill check success zone is moved to the middle of the skill check. (New)
Urban evasion
- Decreases your grunts of pain by 50% when crouching. (New)
Visionary
- Removed deactivation condition.
- The generators that are revealed to you by this perk are also shown to your teammates. (New)
Wake up
Increase the percentage to 25 (was 12,5)%
Wicked
- Allows 3 self-unhook attempts on death hook and removes the struggle skill checks. (new)
- Grants the escapist status effect (new)
Wiretap
- Reduced repair percentage to 33 (was 40) %.
- Now has tokens up to two. (New)
- Stays active until the killer kicks or damages the generator via perks without deactivating after 120 seconds automatically.
Status effects:
- Mangled / Hemorrhage: Both stay active until you got healed, but hemorrhage also disappears after it regressed 50% healing progress.
- Hemorrhage: Instead of leaving pools of blood more often, affected survivors leave trails of blood.
- Smell effect (new): Affected survivors leave a trail of clouds behind, which become smaller over time until they disappear.
- Escapist status effect (new): Increases the anti camp radius by 12m and increases your luck by 1% for each 4% of the anti camp bar.
- Revealed status effect (from 2v8): Shows you when your aura is revealed and for how long.
- Silence status effect (new): Makes you deaf and the visual heart beat sensor deactivates. Basically an upgrade to oblivious.
- Fog status effect (new): A wall of fog blocks your view outside of a 24 meter range and you don’t see auras through it.
- The percentage of luck is shown with a number like haste/hindered when it is higher than 4%. [To give soloq a chance to understand what my build is and whether or not they should try to unhook themself]
Can you please share this list with the team. I think most of these changes are fair.
Thanks for reading!📖
What are some of your thoughts?💭 (I know it is difficult to go over all of them)
If you want post additional perk buffs you want to see.
Comments
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Killer perks are fine, only surv perks should be buffed because 90% of them useless
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I'm gonna talk about some of your ideas for the Killer Perks that stick out to me:
Alien Instinct: I kinda like the idea of it being able to apply Oblivious to other Survivors too, but I don't like it being an unconditional application to the whole team.
Batteries Included: This would be overcomplicated, players on either side can't make plays around 2.31% Haste or etc. It's much healthier to have a flat amount with an on/off condition than progressive amounts like that.
Blood Warden: Made me laugh (and to be fair, punishing tbagging isn't unprecedented, Oni's blood orbs do it) but I think clamping down on player expression like this, even what is normally used for a toxic sentiment, isn't great. Blood Warden could be buffed in other ways that still punish Survivors for getting cocky at the exit gates.
Call of Brine: I really like this idea, it's a more unique way to buff the perk that's not just a numbers adjustment.
Forced Penance: While this Perk isn't great in average matches, to my understanding it gets significantly stronger against better Survivors who know how to do optimal altruistic plays, so I don't think I'm comfortable with such a huge buff that would make all protection hits an immediate death sentence. I'd prefer something smaller, like a faster Basic Attack cooldown if one of your Basic Attacks was the protection hit
Hex: Ruin: I really don't agree with 0% progress on Great Skill Checks, it's just deleting an element of skill from the Survivors' side.
STBFL: I have some nostalgia for the old effect as well, but let's be honest, it was so strong it was borderline mandatory on the Killers like Demogorgon who could benefit from it, I don't think it should return.
Overwhelming Presence: The idea of a map-wide Terror Radius fits the Perk perfectly and I love it. The aura reveal on item use is overkill though IMO. Survivor uses a toolbox or map at the start of the game, that's basically a Lethal Pursuer, it's a better Nurse's Calling if Survivors are using any medkits, Survivor uses a flashlight and it's I'm All Ears, it's way too much.
Floods of Rage: I think Floods is already a phenomenal Perk. It's like BBQ with no range limit and can act as a decisive, chase ending aura reveal.
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Yo some of those are pretty busted, but I don't really care as it is a must to finally destroy current meta. I defienetly don't agree with some of them but the idea of flat buff to all perks on both sides is what the game needs.
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Agree. We have almost the same perks in the meta for years. I hope this changes one day.
Out of curiosity, what are the perks you consider as too strong?
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Thanks the feedback.
Batteries included: How does it make much of a difference whether you have 0.5-5% haste? The survivors can‘t see it either way. I would probably make that you get 0.5% haste very 10%, so the difference isn‘t too tiny.
How would you buff blood warden in a different way to get cooky survivors?
Forced penance wouldn‘t be „an immediate death sentence“. You get 50% haste after getting hit, so you are still faster than the killer, but it would be riskier. Additionally I only meant for it to last for the speed boost after getting hit, so I will edit that because it Essenz clear.
You can always cleanse ruin, so I think it would be fine.
The aura reading on overwhelming presence was more meant as a psychological buff to see when it works, because one of the issues of passive perks is that it doesn‘t Tell you it does something. About the aura reading in general, they still have to be in your terror radius and additionally they need to have + use their items in there. The perk would massively discourage using items in the killers terror radius so it won‘t do much either way.
I often miss the auras of floods of rage. I‘m either in chase where I don‘t have time to look around or I‘m carrying someone to the hook.
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Hey! I have finally found the time to look over this. I will only comment on those that I have strong opinions on.
Batteries Included seems too unnecessarily complex. Just a slightly bigger numbers could do nicely.
Bloodhound still seems a bit busted to me.
Love the Blood Warden buff. :)
Genetic Limits is fine as is imo. The Blindness is nice, but I don't think it has to affect everyone.
Haywire seems like a nightmare waiting to happen, thanks to killers like Singularity. The door opening less is great tho.
Haunted Grounds shouldn't expose you every time a Hex gets cleansed. The rest is good.
I like the Hex:Retribution and Shadowborn reworks.
Undying is fine as is imo.
Love the Hoarder and Insidious buffs.
Predator, same as Bloodhound. Unlimited wallhacks are a bit much.
STBFL would be better with the numbers buffed instead.
Territorial needs a complete rework, imo.
Undone could be made to only affect good and great skill checks, to further make it not a win-more perk.
Funny how both your Appraisal and Any Means suggestions made it into the game in some way.
i love the idea behind Better Than New. I would be cautious about the numbers tho.
Boon: Dark Theory is the same story as Territorial imo. Reworking it entirely is the best solution.
Borrowed Time and Babysitter are fine as they are.
I like the Corrective Action.
Finesse is fine as is. Lightweigh unfortunately also needs the healthy condition. MfT should not come back. Reassurance is also ok as is. Residual would be a bully squad tool.
And lastly Saboteur changes are good except the one where it shows broken hooks as normal ones.
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