http://dbd.game/killswitch
List of killer and survivor perk changes
KILLER PERKS
Terror radius and skillchecks
Unnerving presence: extra skillcheck triggering chance from 10% to 15% and now it also reduces the great skillcheck zones by 60%.
Distressing: from 25% to 12m.
Monitor and abuse (new version): from 25% to 33%.
Huntress lullaby: tokens removed, now it reduces the time between the warning and the skillcheck by 60%.
Gear head (new version): every time a survivor hits a great skillchecks they trigger a loud noise notification (only for the killer), the same with good skillchecks but only every 30s.
Undone (new version): now you gain 1 token when survivors hit great skillchecks, up to 10. Kicking a gen consumes all tokens. Each token makes it: lose -2% extra progress and be blocked by 3s.
Slowdown
Haywire: exit gate regression speed from 50% to 100%.
Remember me: now you gain tokens for hiting survivors, up to 8. Each token makes opening the exit gates 3s longer. All survivors including the obsession are affected.
Dying light: the Obsession no longer gains a +33% altruistic action bonus.
Undetectable
Insidious: now also grants Undetectable for 18s at the start of the match.
Alien instinct (new version): when vaulting a window or pallet gain Undetectable for 15s (40s cooldown). Note = fits more as a Xenomorph perk
Machine learning: now the perk effects start to apply to the first gen you kick, not the second one.
Furtive chase: now is a Scourge hook perk. Remove the Obsession requirement.
Detection and aura
Combine Bloodhound + Deerstalker. Thematically they fit together :)
Stridor: breathing noises increase from 25% to 100%.
Spies from the shadows: range from 36m to 46m.
Territorial imperative (new version): triggers a loud noise notification when a gen is touched for the first time and when survivors touch regressing generators.
Surveillance: increase repairing noises additional radius from 8m to 16m.
Discordance: gens being repaired by 3 survivors are now highlighted in orange.
Whispers: reduce the radius from 32m to 28m and whenever activates you receive an audio warning.
Bitter murmur: duration from the first 4 repaired gens from 5s to 10s.
Human greed: now the aura of opened chests are also revealed, remove the cooldown for closing open chests.
Floods of rage: duration from 7s to 10s.
Hangsman trick: now you also get one extra scourge hook.
Face the darkness (new version): at the start of the match, a totem lights up becoming a hex. When injuring a survivor, all other survivors within 36m from you scream. When downing someone all survivors on the map scream revealing their location.
Thwack! (new version): kicking gens, pallets and breakable walls will make all survivors within 24m of you scream (no aura), 40s cooldown.
Anti-healing and negative effects
Sloppy butcher: Laceration and Haemhorrage effects are permanent until the survivor heals.
Deathbound: activation range from 32m to 24m, now affected survivors also suffer the blindness effect.
Forced hesitation: range from 16m to 20m.
Hysteria: now also applies to healthy survivors.
Coulrophobia: once outside the terror radius, lasts for 6s.
Blood echo (new version): when hooking a survivor, all healthy survivors scream and suffer exhaustion for 30s while injured ones suffer laceration and haemorrhage for 60s. (60s cooldown)
Two can play: times you have to be stunned/blind to activate it from 2 to 1.
Franklin demise: now items lose 25% of their charges.
Rancor (new version): if you have hooked all 4 survivors and all of them are alive when the exit gates are powered, you are able to mori the next survivor you down. Survivors are notified of the perk activation.
Haste and speed
Unrelenting: reduction from 30% to 60%.
Save the best for last: now hitting the obssesion with basic or special attacks makes you lose 1 token.
Iron grasp: now also increases survivors pick-up speed by 15%.
Forever entwined: percentage per token from 4% to 6%.
Mad grit: now it also grants +100% hooking speed. Missed attacks cooldown recovery from 100% to 66%.
Unbound: Haste from 7% to 8%.
Bamboozle: duration from 16s to 12s.
Batteries included: range from 12m to 16m.
Game afoot (new version): kicking gens and breakable walls grants you 10% Haste for 10s.
Shattered hope: now you also see the auras of dull totems which you can break too, giving you 5% Haste for 45s. Breaking totems has a 60s cooldown.
Help wanted: now it works like Coup the grace, get 2 tokens, you consume one when hitting a survivor.
SURVIVOR PERKS
Skillchecks
This is not happening: remove injured requirement.
Technician: if you are alone in a gen the repairing noises are completely silent. Prevents explosions when failing skillchecks and the gen loses 7% instead of 10%.
Corrective action: max tokens from 5 to 7. Also when repairing/healing with other teammates, when they hit a good skillcheck a token will be consumed turning it into a great one.
Hyperfocus: bonus per token from 30% to 20% and skillcheck speed per token from 4% to 3%.
Stake out: now great healing skillchecks give you 3% bonus.
Bardic inspiration: activation from 15s to 10s. Getting a 1 no longer makes you scream.
One, two, three: activation from 15s to 10s.
Autodidact: max tokens from 5 to 4.
Unhooking
Breakdown (new version): once per match while you are on a hook, before you are about to go into the next hook phase, the hook breaks freeing you. The hook rebuilds after 30s.
Camaraderie (new version): if you are hooked and there is no teammates within 40m, the hook timer pauses for 30s. Teammates are notified of this perk. Activates in both hook phases.
Borrowed time (new version): after unhooking a teammate you gain 7% Haste for 20s.
Boil over: remove the extra wiggle from falling off highs. Now also reduces killers hooking speed by 75%.
Flip flop: max percentage that can be turned into wiggle progress from 50% to 70%.
Detection and aura
Premonition: activation range from 36m to 28m.
Spine chill: radius from 36m to 30m and remove the 0,5s delay.
Visionary: radius from 32m to 48m. Remove the cooldown.
Rookie spirit (new version): blocked and regressing gens are revealed to you in white auras. Touching regressing gens gives you +50% repair speed for 3s.
Object of obsession: now all the effects from the perk work regardless if you aren't the obssession or there's more than one Object of obsession in the match.
Dark sense: now it works on a token system.
Fogwise: now also reveals the killer's aura to all your teammates for 2s.
Scene partner: now you can't scream more than 3 times.
Eyes of belmont: you become immune to the blindness effect. Also increases all survivors aura reading durations by 2s.
Windows of opportunity: range from 32m to 28m.
Extrasensory perception: remove the Elusive effect. Now the Oblivious effect lingers for 20s.
Survival
Left behind: now you can open hatch without a key.
Low profile (new version): when 2 or more teammates are downed or hooked (not dead), you gain 7% Haste and your scratchmarks, pools of blood and grunts of pain are removed. This lasts until there are no longer 2 teammates in those states.
Wake up (new version): you can see exit gates aura, grants +25% exit gate opening speed to all survivors. Also increases your field of view by 10º during the whole match.
Protection
Mettle of man: remove the aura reading penalty.
Champion of light: cooldown from 40s to 60s.
Stealth
Deception: cooldown from 15s to 30s.
Dance with me: now also hides pools of blood for the duration.
Parental guidance: duration from 7s to 10s.
Self-preservation (new version): when a teammate is hit or hooked within 32m, you gain Elusive for 20s.
Urban evasion: now also reduces grunts of pain when crouched by 33%.
Light-footed: remove cooldown. Now it also makes fast vaults silent if the killer is more than 40m away.
Cut loose: duration from 6s to 12s.
Calm spirit: now also alerts you when a crow is scared by the killer within a 36m radius (20s cooldown).
Come and get me: remove the aura revealing. Now it also activates by healing teammates.
Ghost notes (new version): when you are in a chase and not exhausted, your scratchmarks disappear 66% faster.
Totems and chests
Small game: now see totems aura in a 8m radius and you cleanse them silently. Gain 1 token every time a totem on the map is cleansed.
Residual manifest: duration from 30s to 40s. Now you gain a blue flashlight (not green) when rummaging a chest.
Pharmacy: now also gives +50% medkit efficiency and you gain a purple medkit (not blue) in your first chest.
Specialist: now cleansing totems also gives tokens. Max tokens from 6 to 3, charges per token from 4 to 6.
Overzealous: now you loose the effect by getting hooked, not injured.
Traps
Wiretap: duration from 120s to 60s. No longer deactivates when the gen is kicked and now works with "Open handed".
Chemical trap: percentage to activate it from 20% to 40% and Hindered from 50% to 40%, but now it stays on the pallet forever.
Bada boom: percentage to activate it from 20% to 40%. Now it stays permanently. Hindered from 50% to 25%.
Apocalyptic ingenuity: while standing over broken pallet remains, press the ability button to pick them up and gain 1 token (only once per location). With 2 tokens you can rebuild a fragile pallet (only breaks if it stuns the killer). Takes 16s (skillchecks).
Red herring (new version): while repairing press the ability button to activate it. Now at anytime, press the same button to make the gen explode (doesn't loose progress) and create a loud noise notification. (45s cooldown)
Repressed alliance: time to activate from 45s to 35s.
Mirrored illusion: remove the magic effects. Now you can also use it while running or walking, making a copy of yourself move in the direction you were going for 6s. Percentage to activate it from 20% to 40%.
Repair and progression
Leader: radius from 10m to 16m. Now also affects blessing.
Fast track: tokens for hook from 3 to 4.
Potential energy: no longer lose tokens when loosing a healthstate.
Haste and exhaustion
Head on: now the aura of the locker you are hidden is revealed to teammates within 16m of you. Exhaustion from 40s to 60s.
Dramaturgy: Haste duration from 2s to 3s, Exhaustion from 40s to 60s. Remove all the positive and negative luck effects.
Background player (new version): when the killer picks-up or hooks a teammate more than 32m away from you, this perk activates for 20s. When you start running you gain 50% Haste for 5s, causes 20s of Exhaustion.
Blood rush (new version): after being hooked twice, press the ability button to gain +50% Haste for 3s, can be used while exhausted and causes 60s Exhaustion.
Last stand (new version): safe unhooking or healing a teammate activates the perk. While being healthy, fast vault a window or a pallet towards the killer (within 2,5m) to stun them for 3s, causes 40s of Exhaustion. This perk cannot stun killers carrying survivors. This perk can be used multiple times.
Hope (new version): when a gen is repaired you gain Haste for 30s. First 4 gens = 3% and the last one = 5% and +30s. Note = less situational, cause after 5 gens you can be either dead or not in danger
Slippery meat (new version): increases the speed boosts after being hit by 0,5s.
Breakout (new version): now when a teammate is hooked within 24m from you, you gain 5% Haste for 20s.
Made for this (new version): when getting injured you gain 2% Haste for 30s. Doesn't work while exhausted.
Blood pact (new version): you and the obssesion see each other aura all the time. If one is healing the other and the action gets completed or stopped, both gain a 10% Haste for 16s. Note = now can be used in solo queue
Up the ante (new version): increases Haste and Endurance durations by 20%. Cooldown of 90s.
Fives move ahead: remove the aura pallets effect.
Boons and invocations
Boon Illumination: now also reveals the aura of teammates anywhere on the map when being inside.
Inner focus (new version): now is a boon. While being inside, survivors see the killer aura for 10s whenever the killer enters or exits the boon radius.
Invocations no longer need to be casted individually and now the penalty is being Exposed for 120s
Treacherous crows (new version): makes all survivors uncapable of scaring crows. When the killer scares a crow anywhere on the map, their aura is shown for 3s to all survivors (20s cooldown).
Healing and recovery
Clean break: time to heal from 60s to 40s.
For the people: Broken duration from 60s to 40s.
Botany knowledge: from 50% to 40%.
Empathic connection: from 35% to 25%.
Do no harm: first bonus from 50% to 40% and second from 100% to 80%.
Better than new: bonus from 16% to 40%. Now it goes away when getting hooked.
Solidarity: now works with medkits and teammates are notified of this perk.
Bite the bullet: now you also get +5% progress when hiting great skillchecks while healing. If teammates are healing you, there's also no noises.
Self-care (new version): you can heal yourself in 24s. This perk activates by performing a safe unhook or healing a teammate. Once you are healed, it deactivates.
Hardened (new version): you are immune to the Mangled and Haemhorrage effect, don't leave pools of blood when injured and reduces grunts of pain while in the dying state by 100%.
Vigil: bonus from 66% to 40%.
A place for us (new version): after healing a teammate, both of you gain the Elusive effect for 20s.
Anti-slugging
Conviction: duration from 30s to 24s. Now also activates by safe unhooking a teammate.
Tenacity: from 25% to 50%.
Buckle up (new version): you gain the ability of picking up dying survivors and putting them on your shoulders. Carrying a survivor gives you 25% Hindered while your teammate recovers.
Soul guard: Endurance duration from 8s to 20s.
Comments
-
KILLER PERKS
Terror radius and skillchecksUnnerving presence: extra skillcheck triggering chance from 10% to 15% and now it also reduces the
greatskillcheck zones by 60%. (Sure, nice buff)Distressing: from 25% to 12m. (Sure, nice buff)
Monitor and abuse (new version): reduces terror radius by 8m and lullaby by 8m. (Sure)
Huntress lullaby: tokens removed, now it reduces the time between the warning and the skillcheck by 60%. (Huntress lullaby can easily start with current max power as it's hex and mostly affects new players)
Gear head (new version): every time a survivor hits a great skillchecks they trigger a loud noise notification (only for the killer), the same with good skillchecks but only every 30s. (current gear head is very solid perk, doesn't need change)
Undone (new version): now you gain 1 token when survivors hit great skillchecks, up to 10. Kicking a gen consumes all tokens. Each token makes it: lose -2% extra progress and be blocked by 3s. (this punishes survivors for hitting great skillcheck, not a fan of it. Undone can easily see buffs where it works with other killer perks like oppression, overcharge etc.)
SlowdownHaywire: exit gate regression speed from 50% to 100%. (Untill singularity can hold gates, this perk can't be any good sadly)
Remember me: now you gain tokens for hiting survivors, up to 8. Each token makes opening the exit gates 3s longer. All survivors including the obsession are affected. (More tokens for same effect seems like unreasonable nerf, remember me is quite decent perk and I would leave 5 stacks as max and give each stack 6s, so max value is extra 30s on gate)
Dying light: the Obsession no longer gains a +33% altruistic action bonus. (Sure, why not)
UndetectableInsidious: now also grants Undetectable for 18s at the start of the match. (Boring change, especially when you can combo secret project with corrupt. Insidious can just work that it gives you 8s undetectable every time you stay for at least 1s and increase every undetectable by 5s)
Alien instinct (new version): when vaulting a window or pallet gain Undetectable for 15s (40s cooldown). Note = fits more as a Xenomorph perk (Current alien instinct is insanely good perk and fits the predator theme very well imo, no need for change)
Machine learning: now the perk effects start to apply to the first gen you kick, not the second one. (It already work on first kick)
Furtive chase: now is a Scourge hook perk. Remove the Obsession requirement. (The obsession mechanic is the interesting part of the perk, making scourge hooks that give you boost might be easily compeltely new perk)
Detection and auraCombine Bloodhound + Deerstalker. Thematically they fit together :) (Bloodhound needs to do more, that's it)
Stridor: breathing noises increase from 25% to 100%. (This would make versin Spirit nightmare as you won't be able to juke her. Either rework the perk entirely or simply leave it as is.)
Spies from the shadows: range from 36m to 46m. (Nice)
Territorial imperative (new version): triggers a loud noise notification when a gen is touched for the first time and when survivors touch regressing generators. (Boring change… make it compromise perk and when any generator is repaired that generator will highlight every survivor within 24m for 60s)
Surveillance: increase repairing noises additional radius from 8m to 16m. (sure)
Discordance: gens being repaired by 3 survivors are now highlighted in orange. (seems like unreasonable change, if it's yellow you know that survivors play unefficiently and you can interupt minimum half the team).
Whispers: reduce the radius from 32m to 28m and whenever activates you receive an audio warning. (I'd make that whispers no longer work on hooked survivor, that would be nice qol)
Bitter murmur: duration from the first 4 repaired gens from 5s to 10s. (sure)
Human greed: now the aura of
openedchests are also revealed, remove the cooldown for closing open chests. (sure)Floods of rage: duration from 7s to 10s. (sure)
Hangsman trick: now you also get one extra scourge hook. (boring, just increase aura reading to 24m or change the reveal requirement)
Face the darkness (new version): at the start of the match, a totem lights up becoming a hex. When injuring a survivor, all other survivors within 36m from you scream. When downing someone all survivors on the map scream revealing their location. (Face the darkness is solid perk and doesnt need rework)
Thwack! (new version): kicking gens, pallets and breakable walls will make all survivors within 24m of you scream (no aura), 40s cooldown. (Again, THWACK! is good perk, it's just not that good, guess we can remove token and give it 10s cooldown)
Anti-healing and negative effectsSloppy butcher: Laceration and Haemhorrage effects are permanent until the survivor heals. (Ok)
Deathbound: activation range from 32m to 24m, now affected survivors also suffer the blindness effect. (sure)
Forced hesitation: range from 16m to 20m. (sure)
Hysteria: now also applies to healthy survivors. (would lose the sense of the perk, hysteria only needs removal of cooldown)
Coulrophobia: once outside the terror radius, lasts for 6s.(no, coulrophobia is already very strong and it primar purpose in antislug builds is strong enough)
Blood echo (new version): when hooking a survivor, all healthy survivors scream and suffer exhaustion for 30s while injured ones suffer laceration and haemorrhage for 60s. (60s cooldown) (No, just make it so every hook makes every survivor exhausted for 30s and remove the hemmorage completely)
Two can play: times you have to be stunned/blind to activate it from 2 to 1. (Blidness duration is way to buff this perk)
Franklin demise: now items lose 25% of their charges. (I liked the era of it slowly consuming item the most tbh)
Rancor (new version): if you have hooked all 4 survivors and all of them are alive when the exit gates are powered, you are able to mori the next survivor you down. Survivors are notified of the perk activation. (Rancor has it's place in EG builds and is very solid, no need for changes tbh)
Haste and speedUnrelenting: reduction from 30% to 60%. (ok)
Save the best for last: now hitting the obssesion with
basic or specialattacks makes you lose 1 token. (sure)Iron grasp: now also increases survivors pick-up speed by 15%. (sure)
Forever entwined: percentage per token from 4% to 6%. (I think cap is 40 %, you cant pick up and hook any faster… why? I don't know)
Mad grit: now it also grants +100% hooking speed. Missed attacks cooldown recovery from 100% to 66%. (again, hooking speed cap is 40 %, can't be exceeded, giving hooking speed to mad grit feels strange to me)
Unbound: Haste from 7% to 8%. (10 % might be easily fair and lower the window to activate it as it would was mostly a free hit so you can't have it for 30s)
Bamboozle: duration from 16s to 12s. (fair nerf)
Batteries included: range from 12m to 16m. (it is already 16m)
Game afoot (new version): kicking gens and breakable walls grants you 10% Haste for 10s. (No, this is not the way to go. Free haste never feels good. The perk is mainly tied to hunting obssession which I like. It's like rapid brutality, may easily close tha gap you wouldnt close otherwise. Longer duration? Why not)
Shattered hope: now you also see the auras of dull totems which you can break too, giving you 5% Haste for 45s. Breaking totems has a 60s cooldown. (Let me introduce you Hex: Shattered Hope… you can break dull totem to create fake hex totem. When the fake hex totem is cleansed all survivors will suffer oblivious and hindred for 60s)
SURVIVOR PERKS
SkillchecksThis is not happening: remove injured requirement. (no, this would make the perk breaindead and not risky)
Technician: if you are alone in a gen the repairing noises are completely silent. Prevents explosions when failing skillchecks and the gen loses 7% instead of 10%. (No, silent gens are too much. Buffing less regression though, why not)
Corrective action: max tokens from 5 to 7. Also when repairing/healing with other teammates, when they hit a good skillcheck a token will be consumed turning it into a great one. (No, there was ptb where survivors purposely missed skillchecks with hyperfocus to make gens at sonic speed. We can make corrective actions to work on overcharge, oppression etc., that would be more reasonable change)
Hyperfocus: bonus per token from 30% to 20% and skillcheck speed per token from 4% to 3%. (No, people hate hyperfocus but it's one of only few skillfull perks in the game and whoever tells me that you can pair it with stake out, not hitting great skill checks when paired with hyperfocus already loses you tons of progress. So I feel like those type of skillfull perks are somewhat hard to balance but standalone hyperfocus is well balanced.)
Stake out: now great
healingskillchecks give you 3% bonus. (Stake out doesn't need any buffs)Bardic inspiration: activation from 15s to 10s. Getting a 1 no longer makes you scream. (No, the best genrush perk in entire game. Doesn't need buffs at all)
One, two, three: activation from 15s to 10s. (Again, genrush perk… no buffs needed at all.)
UnhookingCamaraderie (new version): if you are hooked and there is no teammates within 40m, the hook timer pauses for 30s. Teammates are notified of this perk. Activates in both hook phases. (make it work on both phases and keep the survivor intervention requirement. Show the perk in other survivors hud)
Borrowed time (new version): after unhooking a teammate you gain 7% Haste for 20s. (I loved the PTB version where you could give someone unbreakable for 60s after they are unhooked, it truly fit the perk theme. Current borrowed time is just non existing)
Boil over: remove the extra wiggle from falling off highs. Now also reduces killers hooking speed by 50%. (This would make the only nieche part of the perk useless. Boil over doesn't need much changes imo)
Detection and auraPremonition: activation range from 36m to 28m. (Nerfing premonition range? Why the heck? xD The perk is god awfull already)
Spine chill: radius from 36m to 30m and remove the 0,5s delay. (Spine chill loses purpose with it doesn't working against stealth killers and losing it's vault bonus. There is no reason to run this perk anymore, it does absolutely nothing).
Visionary: radius from 32m to 48m. Remove the cooldown. (Just run deja vu for prevention of three gens, Visionary is the absolute trash perk and there is no save for it other than complete rework, same as spine chill)
Rookie spirit (new version): blocked and regressing gens are revealed to you in white auras. Touching regressing gens gives you +50% repair speed for 3s. (No more gen speed pls. xD Rookie Spirit can see this rework. Working on generator for at least 5s highlight it in yellow. Marked gens regresses 50 % slower and are blocked for 50 % shorter)
Object of obsession: now all the effects from the perk work regardless if you aren't the obssession or there's more than one Object of obsession in the match. (Except for new We See You perk from Eleven not being obssession and having the perk is best option. Because you don't give away your position when not needed). Object is just a debris of it's past fame.
Dark sense: now it works on a token system. (Just accept that perks that reveal killers are not that good, like you can already hear terror radius and when it's stealth killer it does nothing. Crap perk)
Fogwise: now also reveals the killer's aura to all your teammates for 2s. (Fogwise is one of best designed perks in the game. It requires you to hit harded skillcheck zone and gives you killer position as exchange. Not crazy good but fine perk. Giving other aura though? No!)
Scene partner: now you can't scream more than 3 times. (Nerfing Scene partner? Why?)
Eyes of belmont: you become immune to the blindness effect. Also increases all survivors aura reading durations by 2s. (No xD it's personal perk. You can't give free info for free mid chase, that would be insanely overtuned)
Windows of opportunity: range from 32m to 28m. (Personally I think that windows are fine, it helps solo q. Any survivor who runs it for other reasons are pretty much just chaining loops and predictable)
SurvivalLeft behind: now you can open hatch without a key. (No! No free escape, you can abandon if you don't want to play hide and seek game)
Low profile (new version): when 2 or more teammates are downed or hooked (not dead), you gain 7% Haste and your scratchmarks, pools of blood and grunts of pain are removed. This lasts until there are no longer 2 teammates in those states. (And would be still awfull perk, there is no save for this perk to be any good)
Wake up (new version): you can see exit gates aura, grants +25% exit gate opening speed to all survivors. Also increases
yourfield of view by 10º during the whole match. (No! No more fastening the game)ProtectionMettle of man: remove the aura reading penalty. (It's trash perk anyway, survivor is doing nothing to eat one more hit later, this hinders team more than help… same like if someone runs invocation it's just free trolling xD)
Champion of light: cooldown from 40s to 60s. (No, the perk got buffed lately and is fine as is)
StealthDeception: cooldown from 15s to 30s. (Nerfing deception? Whyyyyy? Joke? xD The perk is awfull, why nerf?)
Dance with me: now also hides pools of blood for the duration. (No! No free stealth.)
Parental guidance: duration from 7s to 10s. (It got nerfed from 10 to 7 for reason, it's very solid perk)
Self-preservation: duration from 10s to 20s. Now also activates when teammates are hooked within range. (It needs bigger range rather than duration)
Urban evasion: now also reduces grunts of pain when crouched by 25% and increases
slowvault speed (windows, pallets and lockers) by 12%. (No. xD It's effect is set and has it's lovers)Light-footed: remove cooldown. Now it also makes fast vaults silent if the killer is more than 40m away. (Just run quick and quite? This perk is awfull and does nothing in chase. it's only use is to rat for flashlight save)
Cut loose: duration from 6s to 12s. (Another trash perk that can't be saved without rework)
Calm spirit: now also alerts you when a crow is scared by the killer within a 36m radius (20s cooldown). (Interesting change)
Come and get me: remove the aura revealing. Now it also activates by healing teammates. (Just run babysitter, this perk has literally no reason to exist)
Totems and chestsSmall game: now see totems aura in a 8m radius and you cleanse them silently. Gain 1 token every time a totem on the map is cleansed. (Totem hunting perks are dead for many reasons - preset locations, lack of hex popularity… and if you want to hunt totems, new perk from eleven does it all.)
Residual manifest: duration from 30s to 40s. Now you gain a blue flashlight (not green) when rummaging a chest. (I personaly love residual manifest, but unless the blindness is 60s it won't be ever good. Killer knows location of gens, hooks… the only real use of it is to prevent nowhere to hide by pairing it with blast mine)
Pharmacy: now also gives +66% medkit efficiency and you gain a purple medkit (not blue) in your first chest. (There are so many ways to heal that running pharmacy makes no sense. If you want to waste time to heal by yourself just run self care + bottany or strengh in shadow or inner strengh… pharmacy is just too outdated to be ever good. Unless you give medkits found in chest double charges, I can't see way to buff it)
Specialist: now cleansing totems also gives tokens. Max tokens from 6 to 4, charges per token from 4 to 5. (Specialist is another perk that seems good but it hinders team. Even with current keys, you waste 90s minimum to reduce gen by 24 charges. It's fun perk and I love it but it's more of trolling)
Overzealous: now you loose the effect by getting hooked, not injured. (No! Overzelous has high numbers for reason.)
TrapsWiretap: duration from 120s to 60s. No longer deactivates when the gen is kicked and now works with "Open handed". (No. No free wallhacks without any counter. Wiretap is perfectly balanced)
Chemical trap: percentage to activate it from 20% to 40% and Hindered from 50% to 40%, but now it stays on the pallet forever. (Chem trap is bad perk because most pallets are playable and doesn't need to be break. Only good value is from really save pallets or god pallets and there is quite a few of them if you are not on the game. Again I love the perk but it's just not good.
Bada boom: percentage to activate it from 20% to 40%. Now it stays permanently. Hindered from 50% to 25%. (Again this perk is only good on god windows - maybe 4 windows in all the maps. It's waste of perk slot. If Bada Boom works on pallet vaults than we have decent counter to boring ghoul scamper. But guess BHVR will defend Ghoul forever).
Apocalyptic ingenuity: while standing over broken pallet remains, press the ability button to pick them up and gain 1 token (only once per location). With 2 tokens you can rebuild a fragile pallet (only breaks if it stuns the killer). Takes 16s (skillchecks). (fragile pallets are just bad, unless it's normal pallet rebuild this perk won't ever be good. They removed the x and sparks from it to make it harder for killer to say and yet it still suck ass. Possibly worst perk in entire game)
Red herring (new version): while repairing press the ability button to activate it. Now at anytime, press the same button to make the gen explode (doesn't loose progress) and create a loud noise notification. (45s cooldown) (Interesting, I actually like this idea)
Repressed alliance: time to activate from 45s to 35s. (Blocking gen is a killer perk sorry. Preventing potential pop is not worth blocking gen as your teammate won't be able to finish it for some time. You just give killer freee dms.)
Mirrored illusion: make the copy more realistic. Now you can also use it while running or walking, making a copy of yourself move in the direction you were going for 6s. Percentage to activate it from 20% to 40%. (I love mirrored illusions but the fact it has no animations and is visible as fake from miles away make it quite nieche, it's good against sniping huntresses though).
Repair and progressionLeader: radius from 10m to 16m. Now also affects blessing. (It needs number changes)
Fast track: tokens for hook from 3 to 4. (No more gen rush perks pls. Make it reducing max charges rather than adding progress so it's worth over any gen perk that gives you way much value. It would be braindead, but there is no much more hope for this perk to shine and I say it as Yun-Jin is one if my two survivor mains)
Potential energy: no longer lose tokens when loosing a healthstate. (No, it got buffed significantly and serves as anti-three gen. No reason to have pocket gen progression perk with no counterplay)
Haste and exhaustionHead on: now the aura of the locker you are hidden is revealed to teammates within 16m of you. Exhaustion from 40s to 60s. (No. Not fan of buffing bully perks)
Dramaturgy: Haste duration from 2s to 3s, Exhaustion from 40s to 60s. Remove all the positive and negative luck effects. (That would make the perk insanely boring. The exposed, scream, items and double haste is the gumble that makes the perk so fun. Making it braindead sprint burst on demand would be very cheap)
Background player (new version): when the killer picks-up or hooks a teammate more than 32m away from you, the perk activates for 10s. When you start running you gain 50% Haste for 5s, causes 20s of Exhaustion. (What would be the purpose of the perk? It serves as save tool as got decently and reasonably nerfed)
Blood rush (new version): after being hooked twice, press the ability button to gain +50% Haste for 3s, can be used while exhausted and causes 60s Exhaustion. (Current Blood Rush is more than strong. Not popular but the perk itself is insane)
Last stand (new version): safe unhooking or healing a teammate activates the perk. While being
healthy, fast vault a window or a pallettowardsthe killer (within 2,5m) to stun them for 3s, causes 40s of Exhaustion.This perk cannot stun killers carrying survivors.This perk can be used multiple times. (No, no more bully perks xD. Current Last stand is bad and boring to activate but it's potential free save so… it has it's uses.)Hope (new version): when a gen is repaired you gain Haste for 30s. First 4 gens = 3% and the last one = 5% and +30s. Note = less situational, cause after 5 gens you can be either dead or not in danger (Hope is dead. It was one of few perks that rewarded for completing objectives and now it's only 5 % so 70 % of killers won't care as they didn't before and rest won't care anymore because they will catch to you much faster.)
Slippery meat (new version): increases the speed boosts after being hit by 0,5s. (Overcome exists, slippery meat migh come with go next hook prevention system)
Breakout (new version): now when a teammate is hooked within 24m from you, you gain 5% Haste for 20s. (Nah, Breakout is unique and good perk that has it's identity. No need for changes)
Made for this (new version): when getting injured you gain 2% Haste for 30s. Doesn't work while exhausted. (No free speed, awfull)
Blood pact (new version): you and the obssesion see each other aura all the time. If one is healing the other and the action gets completed or stopped, both gain a 10% Haste for 16s. Note = now can be used in solo queue (It had time limitation and is bad even now when it's unlimited. It's unusable in solo and can be insane in swf. No need for nerfs trully, as silent hill lover this perk heavily fits it's theme and isn't bad perk either. We don't have to change fine perks just because they are not popular)
Up the ante (new version): increases Haste and Endurance durations by 20%. Cooldown of 90s. (Removing luck? Why? This would completely remove any way how to allow self unhooks apart from luck offering that have way low value to be any good on their own)
Boons and invocationsBoon Illumination: now also reveals the aura of teammates anywhere on the map when being inside. (No. it's fine boon as is)
Inner focus (new version): now is a boon. While being inside, survivors see the killer aura for 10s whenever the killer enters or exits the boon radius. (No, the perk is good info perk and works well in many builds.)
Invocations no longer need to be casted individually and now the penalty is being Exposed for 120sTreacherous crows (new version): makes all survivors uncapable of scaring crows. When the killer scares a crow anywhere on the map, their aura is shown for 3s to all survivors (20s cooldown). (If it would still cause permanent broken then no. xD)
Healing and recoveryClean break: time to heal from 60s to 40s. (No! No instaheal is chase! Those were removed for reason)
For the people: Broken duration from 60s to 40s. (Unreasonable buff)
Botany knowledge: from 50% to 40%. (Might be even harder nerf)
Empathic connection: from 35% to 25%. (seems like decent nerf)
Do no harm: first bonus from 50% to 40% and second from 100% to 80%. (The perk is awfull, tbh nerfing it makes no sense)
Better than new: bonus from 16% to 40%. Now it goes away when getting hooked. (The perk is just too bad)
Solidarity: now works with medkits and teammates are notified of this perk. (Again, nieche perk why would you remain injured out of situations where it's unreasonable to heal)
Bite the bullet: now you also get +5% progress when hiting great skillchecks while healing. If teammates are healing you, there's also no noises. (Nothing crazy, but nothing needed)
Self-care (new version): you can heal yourself in 24s. This perk activates by performing a safe unhook or healing a teammate. Once you are healed, it deactivates. (This one I like though, though running any other healing perk would be still easier and more effective way)
Hardened (new version): you are immune to the Mangled and Haemhorrage effect, don't leave pools of blood when injured and reduces grunts of pain while in the dying state by 100%. (Nice effect but it's current effect is more fun)
Vigil: bonus from 66% to 40%. (Might be even harder nerf)
Anti-sluggingConviction: duration from 30s to 24s. Now also activates by safe unhooking a teammate. (No! It's already busted perk)
Tenacity: from 25% to 50%. (No! No hide and seek and supporting crawling under pallets faster)
Buckle up (new version): you gain the ability of picking up dying survivors and putting them on your shoulders. Carrying a survivor gives you 25% Hindered while your teammate recovers. (Huh?)
Soul guard: Endurance duration from 8s to 16s. (No xD Sould guard is already strong enough)
-1