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Perk Buff Thread!

AntiJelly
AntiJelly Member Posts: 1,155
edited February 2019 in General Discussions

What perks still need some buffs? How would you buff them?

Perk Changes In the Thread So Far

Deja Vu - In addition to revealing the 3 closest generators, give an X amount of progression bonus to them.
OR
Deja Vu - Reveal all generator auras, generators above 0% progression are shown in yellow.

Monstrous Shrine - Survivors in the basement skip all of phase one, however the survivor will not lose health on the hook if the killer is inside of the shack/structure above the basement.

Thanataphobia - The debuffs stick around for each dead person as well.

Small Game - Earn 20% additional postgame bloodpoints in boldness and altruism for each totem cleansed.

Aftercare - Being hooked does not remove the effect anymore.

Autodidact - Gain a stack for each healing skill check completed. Each token grants +10% progression bonus. Great skillchecks cannot be performed.

Left Behind - When you are the last survivor, gain 100% repair speed. Generators keep automatically progressing at half the speed at 94%/92%/90% allowing you time to reposition yourself, when you're not working on that generator.

Post edited by AntiJelly on

Comments

  • Paiz
    Paiz Member Posts: 81

    I'd like to see a small change to deja vu so during the time you can see the generators you have a small increase in repair speed, at least to just those 3 you can see.

  • JanTheMan
    JanTheMan Member Posts: 495
    edited February 2019
    A lot of percentage related perks need to get buffed for killers at least.

    How is it ok that enduring gives 75% stun resistance, but brutal strength gives a measly 20% faster break.

    I'm sure there are plenty other examples. *fire up*
  • Orion
    Orion Member Posts: 21,675

    Monstrous Shrine. As for how, there are a few options...
    1. Overpowered: make it skip an entire hooking phase, but stop progression if the killer is in the basement (or directly above it) and not engaged in a chase. Basement would become dangerous, but the killer would have to leave it to take full advantage of the perk.
    2. Less overpowered: just buff the numbers and/or make it apply to all hooks everywhere.

  • Paiz
    Paiz Member Posts: 81

    @Orion said:
    1. Overpowered: make it skip an entire hooking phase, but stop progression if the killer is in the basement (or directly above it) and not engaged in a chase. Basement would become dangerous, but the killer would have to leave it to take full advantage of the perk.

    Doesn't sound that overpowered, I feel like the killer would just guard from outside though.

  • Orion
    Orion Member Posts: 21,675

    @Paiz said:

    @Orion said:
    1. Overpowered: make it skip an entire hooking phase, but stop progression if the killer is in the basement (or directly above it) and not engaged in a chase. Basement would become dangerous, but the killer would have to leave it to take full advantage of the perk.

    Doesn't sound that overpowered, I feel like the killer would just guard from outside though.

    Then the killer would be plainly visible (and audible!) before survivors even approached the basement. Also, keep in mind the killer would still be doing nothing for a full minute.

  • Paiz
    Paiz Member Posts: 81

    @Orion said:

    @Paiz said:

    @Orion said:
    1. Overpowered: make it skip an entire hooking phase, but stop progression if the killer is in the basement (or directly above it) and not engaged in a chase. Basement would become dangerous, but the killer would have to leave it to take full advantage of the perk.

    Doesn't sound that overpowered, I feel like the killer would just guard from outside though.

    Then the killer would be plainly visible (and audible!) before survivors even approached the basement. Also, keep in mind the killer would still be doing nothing for a full minute.

    I hadn't thought of that, it actually seems really useful in that sense, more dangerous to save and makes genrushing a bit weaker if they choose to defend. They should hire you.

  • The_Crusader
    The_Crusader Member Posts: 3,688
    edited February 2019
    Thanatophobia....but now Legion messes it all up.

    With Dying Light you can bring a green Mori and early into the game apply a permanent 25% speed penalty to all actions.

    It's much harder to have 4 survivors consistently injured. Well for most killers outside of Legion and Nurse. Thanat should have had the 25% bonus when all 4 survivors were injured. It would have been good for killers as it would force survivors to heal up and its like a free sloppy butcher, and survivors wouldn't have been punished by having the effect last all game as it does with dying light.
  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @AntiJelly said:
    What perks still need some buffs? How would you buff them?

    Honestly I think it all starts with eating right. Once you have a consistent food routine tailor made for your calorie intake the rest is just 100% organic vegetable frosting on top.

    Of course exercise doesn't hurt either.

  • Mc_Harty
    Mc_Harty Member Posts: 3,293

    Fire Up. Just buff the numbers.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @The_Crusader said:
    Thanatophobia....but now Legion messes it all up.

    With Dying Light you can bring a green Mori and early into the game apply a permanent 25% speed penalty to all actions.

    It's much harder to have 4 survivors consistently injured. Well for most killers outside of Legion and Nurse. Thanat should have had the 25% bonus when all 4 survivors were injured. It would have been good for killers as it would force survivors to heal up and its like a free sloppy butcher, and survivors wouldn't have been punished by having the effect last all game as it does with dying light.

    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

  • Detective_Jonathan
    Detective_Jonathan Member Posts: 1,165

    @Orion said:
    Monstrous Shrine. As for how, there are a few options...
    1. Overpowered: make it skip an entire hooking phase, but stop progression if the killer is in the basement (or directly above it) and not engaged in a chase. Basement would become dangerous, but the killer would have to leave it to take full advantage of the perk.
    2. Less overpowered: just buff the numbers and/or make it apply to all hooks everywhere.

    This, i always said that if they ever needed to rework or buff it, they would need to do something like extending it to all hooks. Monstrous Shrine is honestly good if you're going for a full basement build.

  • Orion
    Orion Member Posts: 21,675

    @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @Orion said:

    @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

    I still don't think it hardly matters. Even at max, Thanat only adds like 2 seconds to a generator.

  • NurseMainBTW
    NurseMainBTW Member Posts: 531
    I've opened a similar thread about killer's general perks ideas and changes. I can't copy paste it since I'm on my potato cellphone 
  • AntiJelly
    AntiJelly Member Posts: 1,155

    @NurseMainBTW said:
    I've opened a similar thread about killer's general perks ideas and changes. I can't copy paste it since I'm on my potato cellphone 

    Wack

  • Orion
    Orion Member Posts: 21,675

    @AntiJelly said:

    @Orion said:

    @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

    I still don't think it hardly matters. Even at max, Thanat only adds like 2 seconds to a generator.

    14, actually. It only adds 3 seconds to healing, though.

  • malloymk
    malloymk Member Posts: 1,554
    Small game. Bloodpoint bonus would be nice. But more importantly it needs a totem counter like thrill of the hunt. No brainer.
  • AntiJelly
    AntiJelly Member Posts: 1,155
    edited February 2019

    @Orion said:

    @AntiJelly said:

    @Orion said:

    @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

    I still don't think it hardly matters. Even at max, Thanat only adds like 2 seconds to a generator.

    14, actually. It only adds 3 seconds to healing, though.

    Oh. Well. Never mind then, I guess thanataphobia is okay, but personally it doesn't fit with my playstyle. I just hate using it.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @malloymk said:
    Small game. Bloodpoint bonus would be nice. But more importantly it needs a totem counter like thrill of the hunt. No brainer.

    What if you got a 20% postgame bloodpoint bonus in altruism and boldness for each totem you broke?

  • Orion
    Orion Member Posts: 21,675

    @AntiJelly said:

    @Orion said:

    @AntiJelly said:

    @Orion said:

    @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

    I still don't think it hardly matters. Even at max, Thanat only adds like 2 seconds to a generator.

    14, actually. It only adds 3 seconds to healing, though.

    Oh. Well. Never mind then, I guess thanataphobia is okay, but personally it doesn't fit with my playstyle. I just hate using it.

    Don't get me wrong, it's trash, but it's not completely worthless.

  • malloymk
    malloymk Member Posts: 1,554
    AntiJelly said:

    @malloymk said:
    Small game. Bloodpoint bonus would be nice. But more importantly it needs a totem counter like thrill of the hunt. No brainer.

    What if you got a 20% postgame bloodpoint bonus in altruism and boldness for each totem you broke?

    That would be cool. I would definitely use it as a solo survivor and just spend the early part of matches looking for totems. Need the totem counter to go along with it though.
  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301

    @AntiJelly said:
    What perks still need some buffs? How would you buff them?

    You should make a headline for every perk that people mention, with the best idea you've found on the forums written below (and perhaps 2nd and 3rd choices linked below) so I can bookmark your post (:


    There are actually a lot of perks that need reworking. Some examples I'd try out:

    Monstrous Shrine:

    Whenever you hook someone in the basement, gain X/X/X amount of X, up to X.

    After Care:

    Remove the part where you lose the effect. (and if considered too strong, making it so that it only works when you unhook/heal someone)

    Autodidact:

    For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens.

    Each Token grants you a +10 % bonus progression for a successful Skill Check while healing Survivors.

    Great Skill Checks cannot be performed while using Autodidact.

    Boil Over

    Only change: You obscure the Killer's ability to see Hook Auras within 20/25/30 metres.
    (Can be a shock when you realise someone has it, but after that you may think twice before picking someone up. Great in indoor maps)

    Bond

    Add: When someone else sees you with the perk Bond, see a "Small Perk indicator" to the left of your perks.
    (By small indicator I mean the thing that also shows when Prove Thyself is active/Leader/Open Handed etc.)

    Botany Knowledge

    Instead of the PTB Self-Care Adjustment: Healing Speed and Healing Item Efficiency is increased by 30/35/40%.

    Dark Sense:

    Whenever another survivor is in a chase, the Perk Icon turns on. When it's on, teammates see a small perk icon of Dark Sense.

    Deja Vu:

    You can see all generator's aura. Generators that have more than 0 progression are shown in yellow.

    Distortion:

    Whenever your aura is being read, this perk icon turns on.
    Every 100/90/80 seconds, it will block your aura from being read for 10 seconds.

    (I'd really want this version instead of the current, despite the current not being all too bad)

    Empathy:

    Add: Injured players can see your aura as well as long as they are injured.

    Left Behind:

    When you are the last survivor, gain 100% repair speed. Generators keep automatically progressing at half the speed at 94%/92%/90% allowing you time to reposition yourself, when you're not working on that generator.

    The generator being kicked will cancel the automatic progressing.

    No Mither:

    You are no longer affected by Haemorrhage, Mangled and Blindness. You no longer leave pools of blood and make 30/40/50% less noise when injured.

    Quick and Quiet:

    Hide actions' noise detection and audio range is reduced by 100 %.
    This effect can only be triggered once every 30/25/20 seconds.

    Vaulting's noise detection and audio range is always reduced by 100 %.

    Etc.
    Someone else may continue at the letter Q (:

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    Any perks that are used below 10% of the time could use a small buff. Any perks used lower than 5% of the time could use a large buff?

    I don't know.

    Fire Up! - I never ever ever use this perk. It just isn't worth it to me. It's very very pointless.

    Deja Vu - It went from insanely horrible to fair at best. It just helps you prevent a 3 gen smashup at the end game. But you can prevent this by getting a gen or 2 gens done in the middle of a map easily. Or just common sense.

    All LUCK things - They stated they were reworking LUCK in the game which is great!

    Boil Over - Great perk in theory, but it needs a 14/17/20m distance on hooks. 14m is the tier III. Not good enough.

    Streetwise - Maybe bump is from 15% at tier III to 20? I don't see the harm in that.

    No Mither - It should have built in Iron Will maybe? I don't know. Or if not that... a faster recovery speed off dying state?

    Vigil - It has little use now. Either buff the time is reduces exhaustion, or make this perk ignore exhaustion?

    Brutal Strength - buff to 25%?

    Territorial Imperative - Make it to where you permanently see the person in the basement until they are hit if they go in. The basement should be a HIGH RISK place. Also, make the chest in the basement give a purple item guaranteed?

    Franklin's Demise - Make it to where as LF you knock items out with chainsaw. Like it was before. But only as LF this happens. As it is his perk.

    Knockout - Make the ranges 20/16/12m. Right now 16m is the best. I think this would be buffed.

    THere might be more things. These are the ones I can remember. THe idea is to create a great switcheroo in the 4 perks people bring in to give unique experiences... and @not_Queen and DBD team have been doing a great, but slow job of changing things.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @AlwaysInAGoodShape said:

    @AntiJelly said:
    What perks still need some buffs? How would you buff them?

    You should make a headline for every perk that people mention, with the best idea you've found on the forums written below (and perhaps 2nd and 3rd choices linked below) so I can bookmark your post (:


    There are actually a lot of perks that need reworking. Some examples I'd try out:

    Monstrous Shrine:

    Whenever you hook someone in the basement, gain X/X/X amount of X, up to X.

    After Care:

    Remove the part where you lose the effect. (and if considered too strong, making it so that it only works when you unhook/heal someone)

    Autodidact:

    For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens.

    Each Token grants you a +10 % bonus progression for a successful Skill Check while healing Survivors.

    Great Skill Checks cannot be performed while using Autodidact.

    Boil Over

    Only change: You obscure the Killer's ability to see Hook Auras within 20/25/30 metres.
    (Can be a shock when you realise someone has it, but after that you may think twice before picking someone up. Great in indoor maps)

    Bond

    Add: When someone else sees you with the perk Bond, see a "Small Perk indicator" to the left of your perks.
    (By small indicator I mean the thing that also shows when Prove Thyself is active/Leader/Open Handed etc.)

    Botany Knowledge

    Instead of the PTB Self-Care Adjustment: Healing Speed and Healing Item Efficiency is increased by 30/35/40%.

    Dark Sense:

    Whenever another survivor is in a chase, the Perk Icon turns on. When it's on, teammates see a small perk icon of Dark Sense.

    Deja Vu:

    You can see all generator's aura. Generators that have more than 0 progression are shown in yellow.

    Distortion:

    Whenever your aura is being read, this perk icon turns on.
    Every 100/90/80 seconds, it will block your aura from being read for 10 seconds.

    (I'd really want this version instead of the current, despite the current not being all too bad)

    Empathy:

    Add: Injured players can see your aura as well as long as they are injured.

    Left Behind:

    When you are the last survivor, gain 100% repair speed. Generators keep automatically progressing at half the speed at 94%/92%/90% allowing you time to reposition yourself, when you're not working on that generator.

    The generator being kicked will cancel the automatic progressing.

    No Mither:

    You are no longer affected by Haemorrhage, Mangled and Blindness. You no longer leave pools of blood and make 30/40/50% less noise when injured.

    Quick and Quiet:

    Hide actions' noise detection and audio range is reduced by 100 %.
    This effect can only be triggered once every 30/25/20 seconds.

    Vaulting's noise detection and audio range is always reduced by 100 %.

    Etc.
    Someone else may continue at the letter Q (:

    Adding all the perks as we speak

  • Ihatelife
    Ihatelife Member Posts: 5,069
    I love the deja vu second change
  • AntiJelly
    AntiJelly Member Posts: 1,155

    @Ihatelife said:
    I love the deja vu second change

    Very cool! I'm reviving this post, cuz I think it's still relevant.