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List of fixes to bad survivor perks
In the event that a perk has multiple parts to it I'm only posting the part I'm actually fixing. So when the entire perk isn't there that's why.
Prove thy self
Current:
- Increases the Repair Speed by 10% for each other Survivor working on a Generator within a range of 4 metres. Gain 50/75/100 % more Bloodpoints for cooperative Actions.
Fixed:
- Increases the Repair Speed by 20% for each other Survivor working on a Generator within a range of 4 metres. Gain 50/75/100 % more Bloodpoints for cooperative Actions.
Right now the 10% increase is only enough to negate the penalty from working on the same generator together. Not even that with more than 2 players. With a 20% increase it will make each generator take 37 seconds while working with someone else. 100% efficiency would be 40 seconds which you can get perkless by just working on 2 different generators, which you should do anyways to make it harder for the Killer to pressure everyone.
Leader
Current:
- Increases the other Survivors' Healing, Sabotage, Unhooking, Cleansing, Opening Exit Gates, and Chest Search speeds by 15/20/25% when they are within 8 metres of range from you.
Fixed:
- When another survivor is within 8 meters of you the Survivors' and your own Healing, Sabotage, Unhooking, Cleansing, Opening Exit Gates, and Chest Search speeds are increased by 15/20/25%
TLDR: Leader now gives yourself the buff when someone is in the range
Calm Spirit
Current:
- Your calm spirit can overcome the urge to scream.
Fixed:
- Your calm spirit can overcome the urge to scream or grunt.
Basically you don't make noise after a fall.
Saboteur
Current:
- Unlocks the ability to sabotage without a Toolbox at 50% the normal Sabotage speed.
Fixed:
- Unlocbty to sabotage without a Toolbox at 100% the normal Sabotage speed. While using a toolbox you Sabotage 50% faster than normal
Left behind
Current:
- If you are the last Survivor remaining in the Trial, for each Generator that needs to be completed, gain a 55/65/75 % bonus to Repair speed.
Fixed:
- If you are the last Survivor remaining in the Trial, increase your Healing, Sabotage, Cleansing, Opening Exit Gates, and Chest Search speeds by 30/40/50%
Technician
Current:
- On a failed Repair Skill Check, there is a 30/40/50% chance that the Generator explosion will be prevented.
Fixed:
- On a failed Repair Skill Check, there is a 80/90/100% chance that the Generator explosion will be prevented. Additionally, successful skill checks grant 2% extra generator repair progress.
This makes it actually consistent at it's basically useless function while also giving you a reason to run the perk if you don't suck at skill checks. Btw a great skill check normally grants 8% repair progress, so this perk saves an additional 2 seconds per skill check.
Wake up
Current:
- While Wake Up! is active, you open the Exit Gates 5/10/15% faster.
Fixed:
- While Wake Up! is active, you open the Exit Gates 15/20/25% faster.
Simple numbers buff because 2 seconds is nothing.
Pharmacy
Current
- Searches through Chests are 40/60/80% faster and the noises they cause along with their hearing distances are reduced by 8 metres.
- Pharmacy guarantees an Emergency Med-Kit on your first completed Chest search.
Fixed:
- Searches through Chests are 60/80/100% faster and the noises they cause along with their hearing distances are reduced by 12 metres.
- Pharmacy guarantees an Ranger Med-Kit on your first completed Chest search.
I actually do think that people tend to underestimate this perk. Using a medkit to heal yourself is by far the most efficient method in the game. However given self care, being able to just take a medkit and the time it takes to find and search a chest a buff makes sense, thus giving a Rangers medkit (which has 3 heals of charges) and double chest search speed makes sense.
Vigil
Current:
- You and your Allies within 8 metres of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20% faster.
Fixed:
- You and your Allies within 8 metres of range recover from Exhaustion, Broken, Hemorrhage, Mangled, Hindered and Blindness Status Effects 30/40/50% faster.
How many things give you timed status effects again? Not very many right. The only statuses that you are likely to get on a timer are Exhaustion and Broken, both because Survivor perks give those effects. Guess what? Current vigil doesn't even help with broken! So synergy with deliverance, gone! And the effect isn't large enough to matter with an exhaustion perk
Open handed
Current:
- Increases Aura reading ranges by 4/6/8 metres.
Fixed:
- Survivors perks have their range extended by 4/6/8 metres.
This includes Aura reading perks that have a range (like right now), but also includes perks such as perks like leader and prove thyself since they ALSO have range. Have all 4 survivors running this perk and Prove thyself and then suddenly anyone within 36 meters of a survivor has boosted repair speed. Spine chill, Premonition, boil over ect are affected too.
Tenacity
Current:
- Your ferocious tenacity in dire situations allows you to crawl 30/40/50% faster and recover at the same time.
Fixed:
- Your ferocious tenacity in dire situations allows you to crawl and recover at the same time and 30/40/50 faster%
Recovery speed is made faster too. Makes it's uses as a synergy with perks like flip flop and unbreakable/no mither actually useful.
Detective's Hunch
Current:
- When completing a Generator, the Auras of Generators, Chests and Totems within 32/48/64 metres are revealed to you for 5 seconds.
Fixed:
- When a Generator is completed, the Auras of Generators, Chests and Totems within 32/48/64 metres are revealed to you for 5 seconds.
You don't have to complete the generator. This will make it trigger far FAR more often.
Boil over
Current:
- Your struggling effects on the Killer are increased by 25/50/75%.
Fixed:
- Your struggling speed is increased by 5/10/15%.
This means you get free quicker. More specifically it would go from 16 seconds to get out to 13.6 seconds to get out. Additionally the Killer wouldn't be told you have the perk since the highly visible struggle movement increase would be gone.
Diversion
Current:
- Standing within the Killer's Terror Radius while not in a Chase for 45 seconds activates the Perk.
Fixed:
- Standing within the Killer's Terror Radius for 30 seconds activates the Perk.
Lets be real here. 45 seconds is far too long. In that time I could have almost completed a generator, and the perk has basically no benefit
Autodidact
Current:
- You start the Trial with a -25 % progression penalty for Skill Checks to heal Survivors.
- Great Skill Checks cannot be performed while using Autodidact.
- Autodidact is not active when using a Med-Kit to heal.
Fixed:
Basically just remove the downsides. Healing is slow and there are a lot of good options for faster healing already that make this perk obsolete as is.
Flip Flop
Current:
- While in the Dying State, 50% of your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 40/45/50% total wiggle progression.
Fixed:
- While in the Dying State, 50/75/100% of your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 50% total wiggle progression.
Dark sense
Current:
- Each time you complete a Generator, the Killer's Aura is revealed to you for 5 seconds.
Fixed:
- Each time a Generator is completed, the Killer's Aura is revealed to you for 5 seconds.
Same deal with detectives hunch. Any generator completion counting means more activation time means a better perk.
Lightweight
Current:
- Scratch Marks stay visible 1/2/3 seconds less than normal.
Fixed:
- Scratch Marks stay visible 2/3/4 seconds less than normal. You can see scratch Mark's
Slight numbers buff. This is effectively rounding up from 50% less time instead of rounding down. Should make the perk more attractive to take.
Premonition
Current:
- Premonition has a cool-down of 60/45/30 seconds each time it activates.
Fixed:
- Premonition has a cool-down of 30/20/10 seconds each time it activates.
Resilience
Current:
- Grants 3/6/9 % additional speed when repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching Chests while Injured.
Fixed:
- Great Skill Check success zones when repairing, healing and sabotaging get 10/20/30% bigger and Grants 3/6/9% additional speed when repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching Chests while Injured.
Basically combine it with "This is not happening". And since it now needs it's own purpose:
This is now happening
Current:
- Great Skill Check success zones when repairing, healing and sabotaging get 10/20/30 % bigger when you are Injured.
Fixed:
- Increases your Unhooking, Vaulting, Healing, Cleansing and Exit gate opening speed by 10/15/20% while in the Killers terror radius.
This is a total rework of the perk that should fit with the theme of it somewhat. In a chase the vault speed is what it would be used for, outside of that the idea is that actions that you would need to finish in a hurry while the Killer was there are speed up. Unhooking and Cleansing have their progress reset if canceled, healing makes you ready for the chase that is likely to be about to happen and opening the Exit Gate obviously lets you get a last second escape.
Slippery Meat
Current:
- The odds of freeing yourself from Bear Traps are increased by 15/20/25%.
Fixed:
- The odds of freeing yourself from the hook is increased by 6/11/16%.
The base escape odds is 4%, so this increases it up to 10/15/20%. As it is now this perk's only use is screwing over the trapper.
I'll do another list for Killer perks later
Comments
-
Any feedback?
1 -
With a 20% increase it will make each generator take 37 seconds while working with someone else.
no thx
8 -
I am aware, I did the math.
@preetygoodforumsofar question. Why would I run the perk if it didn't let me be more efficient? Because anything equal to or greater than a 40 second generator isn't worth bringing a perk for, and 15% is barely over 1 second faster.
Saving 3 seconds per gen (6 seconds of extra efficiency per gen) is the bare minimum a perk designed to do gens faster should do.
In comparison Resilience saves 7 seconds per gen AND speeds up a bunch of other stuff such as healing and vaulting. Toolboxes save a minimum of 11 seconds (although not for every gen) and the current prove thy self saves.... negative 4 (8 effective) seconds per gen.
2 -
Pretty good job i done the math and its a balance way for those useless perks good job man
3 -
Overall some pretty good changes in here.
2 -
Prove Thyself: Yeah it only negates the penalty because it is supposed to (although after 3 people it gets negative again so maybe 15% would be okayish)
Leader: Well i dunno. You basically give yourself Botany Knowledge and Wake Up in one perk.
Calm Spirit: Sure. Why not
Sabotour: Yes it still needs a buff but making it being so efficient would be just too good. You could even sabo in their faces with a good toolbox...
Left Behind: Other than it having the "unhooking" text (because you are alone what you gonna unhook) it could work
Technician: You forgot to add 8 meters reduced sound. And what if it was 100% prevention but 1/2/3% added progression.
Wake Up: Yes and i would add this, i literally live for this buff - "when standing in exit gates reveal your aura to other survs"
Pharmacy: Okay? The % doesn't really matter to me that much, same goes for meters. And it doesn't even have to give the ranger medkit. It could still give the Emergency but give it a guaranteed charge add-on
Vigil: Yep
Open-Handed: Well yeah it needs that sort of buff but it would hurt these perks: Spine chill, Premonition
Tenacity: Nope, too much seeing as Unbrekable only gives you 35%
Detective's Hunch: I actually thought of an diffrent idea might post a post about this later
Boil Over: The "blocking hooks auras" stays? If so with your Open-handed or Flip-flop or or Sabo this would be too good.
Diversion: Yeah sure.
Autodidact: Healing being slower actually helps Autodidact. Also because i just guess it still stays at 5 tokens x 15% = 75%. Only thing it needs is better chance to get skillchecks ;)
Flip-Flop: Hm. I-i guess? Would have to see
Dark Sense: Mhm
Lightweight: It also giving a visible thing for survivor to know it actually does something would be great.
Premonition: Yeah?
Resilience: Interesting
This is now happening: But having 29% increased Vaulting Speed because you're injured and in killer's TR would be slightly too good.
Slippery Meat: Does the 3 extra escape attempts stay? Also Luck would still work on this i guess?
1 -
Left behind - vigil - wake up and detective's hunch i like your changes. as premonition and every generators perks (detective's hunch , dark sense) is great too i've always said devs to fix them by doing like poised (no need to complete a gen yourself to trigger).
Detective's hunch : should increase the time he last (5/6/7s).
1 -
60% to vigil and I would run it again :D
0 -
Definitely some really good ideas in there. The only problem I really have is too many of them affect opening exit gates. A duo who both have Leader could reduce it to 10 seconds. Add in Wake Up! and it's down to 5. I just think that's too strong.
1 -
@brokedownpalace Leader doesn't stack. So you would only reduce it down to 10 seconds like that.
And you'd be running 2 perk slots to accomplish that
1 -
"Prove Thyself: Yeah it only negates the penalty because it is supposed to (although after 3 people it gets negative again so maybe 15% would be okayish)"
Not even. Since 2 people working on the same gen with be at 99% efficiency instead of 100%. This is 0.8 seconds less efficient than working alone. In any case you need to remember just how inefficient this perk actually is compared to other perks at getting gens done. Resilience 9% increase can be done for the whole game if you wanted to, is 109% efficient, and doesn't require someone else. Even with my buff prove thyself is still less efficient than resilience.
0 -
And as for the boil over thing...
If you are running 4 perks just to make it more likely to escape the Killers grasp then it BETTER be good at doing that.
0 -
Since when does Leader not stack? Is that new?
And I'm aware you need to run two perks but your version of Leader would be a pretty powerful time saver I'd absolutely take. Wake Up! is sort of sacrificing a slot for a perk you may never use but now with the EGC you're much more likely to get use out of it so it's not that big a sacrifice anymore.
0 -
Leader didn't stack since it's numbers buff. Anyways if you have 2 people then you could already get the effect by just having the other person run wake up and open the door. Since I didn't change the numbers or anything.
And my point is that if you are running 2 perks to make a single fairly quick action fast, then it better make it REALLY fast.
0 -
Prove Thyself - The game doesn't need anything increasing gen speed any more with the current state it's in. I get your reasoning, but gens are already done WAY too fast. We really don't need anything else exacerbating that issue even more.
Tenacity - Already a decent perk. Combining this with the other "slug" perks as you mentioned would be too strong.
Boil Over - Very unhealthy for the game. ESPECIALLY combined with the other slug perks this would get abused so hard.
Flip Flop - Okay and you actually wanted to buff this as well. This perk is already very good and would be broken with your other changes BEFORE this perks change. Buffing this as well as those would be nuts. Not healthy for the game at all.
Lightweight - I actually don't mind this change but I thought it would be more interesting if instead it quieted your footsteps when running and walking.
Premonition - The perk already seems fine to me. With this change it would just make Spine Chill obsolete as in most cases this would be better.
This is not Happening - Very unhealthy for the game as well. We do not need any perks increasing vault speed like this. Loops are already too strong as is, we don't need something making the problem even worse.
Detectives Hunch - If it received this change the 64 meters needs to be reduced. This would completely destroy Hex perks that are arguably already in need of improvements.
All the other perk changes look good to me.
1 -
I think a 15% repair speed for Prove Thyself would be better than 20% which is a bit too much considering the epidemic of gen rush. I love the current Prove Thyself, but 15% is a good little buff and not too OP.
0 -
For prove thyself i agree with you but detective hunch not. Why? because he will change meta and increase perks variety it's what the game need right now.
0 -
Prove Thyself: 20% won't solve the problem because 3 survivors will equal a 30% penalty.
Prove Thyself:
Whenever you're repairing a generator with a survivor, you and the other survivors will remain at your normal repair speed.
0 -
@NMCKE the 20% increase is per survivor. So with 3 survivors it's 40% faster.
Keep in mind that's 40% faster than 70% efficiency. And is thus slower than 110% efficiency
0 -
64 Meters is literally almost 1/4 of the map a lot of the time, that's huge for a guaranteed proc multiple times.
This change would not make any perk diversity or break up the meta at all. It just screws over the killers that are already forced to run Ruin that don't want to.
0 -
@NuclearBurrito What about my other points?
1 -
I understand the point but if they use detective hunch it's one less meta perk could be DH , adrenaline ,DS , BT you see my point.
1 -
yes, because survivors need buffs.
(sarcasm)
0 -
Sure:
Leader - Botany and Wake up both have advantages that Leader doesn't have. Specifically they both work while alone, Botany is 5% faster, and Wake up has the aura reading stuff
Sabo - If a perk only has a single niche purpose then it needs to fulfill that purpose really well. Even with this buff it would still be niche and likely underused
Left behind - Oops. I'll fix that in a sec.
Technician - I mean I COULD do that. But it's kinda arbitrary which stat is scaled. And I didn't forget the 8 meters. I just didn't mention it because it didn't need fixing
Wake Up - That would be nice. Not sure if it is needed if it get's a numbers buff, but I wouldn't be against it.
Pharmacy - The numbers buff wasn't really the main point of the change anyways. Yes giving the emergency med-kit a charge addon would help, but I feel like making it a rangers med-kit would be important in order to make it compete better with just bringing a medkit yourself.
Open-Handed - I mean I guess. Don't run those perks together if you think it's going to be an issue then. There is a benefit to getting a longer range on those perks so it isn't strictly a nerf.
Tenacity - Unbreakable has another really good effect. Tenacity's current effect is borderline useless. Don't forget that 9/10 times the Killer just doesn't pick you up. Even with both perks it's an 85% speed increase, or in other words 92.5% of the normal healing speed. Even with 2 different perks speeding up your recovery speed it's STILL slower than someone else healing you. That means you need 17.2 seconds to recover
Autodidact - The perk doesn't slow healing right now. Instead it makes it so that skill checks give a guaranteed penalty by default. That is NEGATIVE UTILITY.
This is now happening - Should I make it 15% then? Or should I remove the vaulting thing and make it 25%?
Slippery Meat - Yes and yes.
0 -
@Milo can you explain what you meant by your lightweight post?
0 -
I meant that it should give a survivor some sort of visual that it does something. Hidden Power isn't fun xd
1 -
What's the point of having an unhooking buff in the left behind, since you are the last survivor?
1 -
@Milo done <3
@Ihatelife type. I fixed it
1 -
I dislike Left Behind and Wake Up both affecting exit gate opening. Wake Up shines because of Endgame Collapse, being rather meh and ineffective otherwise (who cares how long it takes you to open exit gates if other Survivors are alive?). So, why would I run Wake Up instead of Left Behind?
I would like Left Behind to focus on something different. Like extending EGC or not leaving scratchmarks during it.
0