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Changes To 10 Horrible Survivor Perks

Got bored one day and decided to brainstorm ideas for 10 of the worst Survivor Perks in the game. Now, I did have some rules when selecting, namely, nothing from a Perk Category, so you won't be seeing any Teamwork Perks on the list.

The Perks I have chosen are:

  • Low Profile
  • Corrective Action
  • Clean Break
  • Visionary
  • Camraderie
  • Deadline
  • Fast Track
  • Red Herring
  • No Mither
  • Road Life

They may not be the exact Bottom 10, but some of them are pretty close.

Now, I have my ideas in Picture format, so I'll explain them. The top half is the actual Perk and how it functions in game while anything below the Pink Line are the changes. Anything in Pink is a Change or Addition.

Before I get into it, regardless of how stupid/insane/OP the changes might be, the one thing we should all be able to agree on is that these 10 Perks absolutely need some love their direction.

LowProfile.png

Lowest of Profiles

Picking Low Profile was easy. It's very specific on when it wants to activate, namely, everything is going to hell in a handbasket, as Bill would say. Now, what I did to it was remove the time-based duration and instead, it's going to be active if you're the only Survivor on two feet at the moment, as well as providing a rather insane Heal Speed boost to fully help your team get out of this horrible situation. I also decided to grant you a better version of Self Care when it's active. If you're the only guy up, you're gonna need it if you're injured. As well as working for dire situations, it can function fairly decently as an Endgame Perk where it's a fight for the Hatch or the Exit Gates. It won't provide any bonuses there, that's Sole Survivor's (or whatever it's called now) job, but the Health State could prove very useful when nobody else can actually heal you.

CorrectiveAction.png

"Wasn't Me!"

Corrective Action has always been terrible. The buff it got fairly recently helped, but it didn't exactly bring it up to a meaningful level of power. I ran this Perk for a week straight once and lemme tell you, people don't really miss Skill Checks as often as you might think, and if they do, chances are, it doesn't matter. The progress lost is going to be repaired just as fast or the Killer didn't even care. What I did was heavily increase the Aura reveal from the recent change so it's literally 10x better, and provided the opportunity to "Correct" your own mistakes. I also gave it the ability to work on Killer Perks like Merciless Storm and Oppression because yes, it doesn't actually do that in game! I mean, Merciless Storm will just chew through Corrective Action Tokens, and if everyone is running it, it'll all occur at the same time, so the Gen just gets blocked but everyone can see each other, but Oppression!?

CleanBreak.png

Sandbag Yourself Perk Number 3

Shoulder The Burden has a lot of intricate value to be obtained from it, game-changing even, Invocation: Treacherous Crows is funny to laugh at, but Clean Break? It's just there! It's a not-funny level of bad, hence why it's the first Perk to be completely changed from the ground up (at least, in this very post). Finding a situation where A) your teammate will take longer than 60 seconds to heal you, and B) you can actually outlast the 60 seconds is very difficult! I had to change it. So, now you can be overhealed! It's like you're playing Team Fortress 2! While Healthy, you can heal yourself before you're even injured, but it won't work for Deep Wounds, Brokens, and Dying States. Now it provides something unique to the table and isn't just objectively the worst thing you can do at any given moment. If the Killer doesn't see you, you don't need to Clean Break. If they do, they're probably gonna go after you because you suddenly became Broken and they ain't gonna let that just slide by.

Visionary.png

I Can See Forever!

Now this Perk is funny! Namely because it provides a meager effect that only helps the brand-spanking new and those who literally can't find anything on indoor maps, AND it has a cooldown for some reason! I decided to further buff the range of Visionary and gave it a secondary ability. Now, while working on a Generator, you know which one is probably going to pop next, so you can go on an expedition to help repair it or make sure you don't 3 Gen yourselves.

Camraderie.png

Comrade Diary

As soon as Reassurance came out, this Perk got left in the dust. Hell, Babysitter got buffed as did Second Wind, meanwhile, Camraderie got nothing! It too got fully changed so now, if the Killer is lingering around or everyone's going for a Hook Bomb, you're gonna be Sacrificed slower. It's not gonna be incredibly powerful, but those few seconds of slowed Sacrifice can mean the difference between going 2nd Stage or not… or if the Killer is proxy camping and the Anti-Face Camping thing is taking too long.

Deadline.png

I've Got Deadlines To Meet

This… is a fun Perk! Sadly, it is terrible, but it is a LOT of fun to use, trust me! To make it more fun, you no longer have to be injured for Deadline to be active, and Skill Checks appear WAY more frequently at 25%. Additionally, hitting a Great Skill Check makes you put an extra 4% into whatever you're doing (5% for Repairs, 7% for Heals). Now, yes, it can stack with Hyperfocus, but trust me, these two Perks together is a wild ride of trying to keep your momentum. It's not gonna be too broken because it's nigh impossible to be consistent with hitting Great Skill Checks if you have both perks. But you are going to have way too much fun repairing Generators!

FastTrack.png

Hook Stages are 3-3-2-0

Big issue with Fast Track is you practically ignore your teammates' cries for help and be a rat for the game. While all of your team is dying and being Hooked, you're putting a sweet, sweet, like… 3% extra repair into a Generator. Riveting. So, along with increasing the Token amount, you can now get Tokens for people getting hit as well. It's easier to accumulate Tokens, and with 5% as a baseline, it's not too bad anymore. Still going to absolutely get slimed by Pain Resonance and Turn Back The Clock, but hey, it's better than a whopping 3% while half your team is at the Pearly Gates.

RedHerring.png

Funny Fish Perk

Also known as "Zarina's Third Perk," Red Herring is a horrible, horrible Perk made even worse by the introduction of Blast Mine and Wiretap! I did increase the time it takes to get Red Herring on a Gen because I wanted it to be a meaningful amount of progress. Killer don't care if a Gen is at 1%, but 5% is a little bit more enticing. It's making some more noises there! Now, with it being activation instead of just hopping in a Locker and it instantly goes, you can get better usage out of it and actually hit it when the Killer isn't actively after someone. The bonus effect is the Aura reveal which is going to be absolutely huge, but it goes away in a chase because that would not be terribly fun.

NoMither.png

The OG Horrible Perk

You know it, you love it, it's the original, undisputed WORST Perk for Survivors! It's No Mither! It's NOT good! You don't even need to me to say it's not good, y'all already know that! So, the changes I made for it is starting the Trial Healthy so you don't have a target on your back the size of Gas Heaven as soon as the Trial starts. I also added less Aura reveal time so you being caught with your pants down isn't as harsh, and made it give you more Endurance and Haste so Tunneling is a bit questionable instead of "Duh! YEAH! He has No Mither! OF COURSE I'M GONNA TUNNEL HIM!!!!" I also increased the Recovery Speed. Why? Why not.

RoadLife.png

It's Time I Got Back To The Ro-oad Life!

So, 4 Great Repair Skill Checks, you following me? 4 of em, in return, you get 100% faster healing… that goes away the MOMENT you stop healing! In case you don't know, Circle of Healing, Botany Knowledge, Do No Harm, Empathic Connection, and We'll Make It all have more consistent healing speeds that don't require you to hit 4 Great Skill checks, some of them are literally just hard-boiled into you at the start of the Trial. You don't gotta do nothing for it! Road Life is another "take it apart, put it back together" Perk. Now, Great Repair Skill Checks are converted into a Token that grants 25% faster Healing and Mending speeds… and DOES NOT just instantly go away if you don't fully heal someone. You need to get 100% of Heal before a Token goes away, and I made it work for Mending because nothing else in the game really does that! Mending is different from Healing.

That's It

Alright, that's all 10. I may do ones for Killer next because… oh boy, looking at you Septic Touch. Bet you forgot that Perk was even in the game, right!?

Once again, I'll restate this, all of these Perks need changes, that should be the main takeaway. These changes and, ergo, this very post, is to drum up conversation about these 10 Perks and what could be done with them.

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