[SURVIVOR] BUFF & NERF Perks Suggestions

Adeloo
Adeloo Member Posts: 1,448
edited March 2020 in Feedback and Suggestions

Hello :)

So since the meta on both sides is rarely changing (and especially on the Survivor side), I decided to share with you all my suggestions about NERFING or BUFFING perks.

I started by the Survivor side but depending on the feedback I get from those suggestions, I will work on the Killer side.


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So, you will see that some perks I decided to not touch because, either there is nothing to chance, it's already getting changed, it's new perks or I didn't find a good way to balance them.

You will also notice that it's mostly buffs because my goal with those suggestions is to give more reasons to use less used perks and break their habits.


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Waiting for your constructive feedback ! Take care and see ya on the Fog !

Comments

  • Peasant
    Peasant Member Posts: 4,104

    I'll be honest most of these look like fairly reasonable quality of life changes. The only one I have any issue with is Adrenaline but I can see why you suggested that change.

  • mj2303
    mj2303 Member Posts: 47

    yeah I also agree some of them look like good changes and definitely an improvement, some perks could do with a full rework though rather than just being buffed. However I would probably stray away from different levels of perks changing multiple values of the perks abilities as it just makes them overly complicated.

    Killer perks id say also need a good overhaul with some being reworked/boosted and some being slightly nerfed

  • Adeloo
    Adeloo Member Posts: 1,448

    Thank you ! Yeah Adrenaline is a tricky one as it requires a lot of work from the survivor to be there until all generators are completed, but it also combine the power of Sprint Burst and Syringe. Alone it's a good perk but combined with other "meta" perks it's become problematic.

    From my perspective, getting hooked when the generators are completed then get healed by Adrenaline is actually rewarding the survivor for being caugh. I thought about making it not activable until the survivor is out of chase but then it would be unfair for the survivor as he/she is still not down, meaning he/she didn't failed.

    Yeah some perks are really complicated that is for sure.

  • ermsy
    ermsy Member Posts: 580

    i've not read all of it yet, but botany knowledge might be too strong

  • Cable2486
    Cable2486 Member Posts: 249

    Yeeaaaahhh..... No. Not only are the percentages too high for most of them, but most of these would make going against a SWF team an absolute nightmare. Solo play would benefit from some of them, but No Mither should have a buff in bold points, but to reduce noise that much would take the risk away from it, which would in tern make using a buffer perk like Calm Spirit or Iron Will useless, and even more situational then they are. Deja Vu absolutely doesn't need to reveal in progress gens, as that would only serve to increase gen rushing problems, and the changes on you made to Lightweight and Technician don't follow the theme of the perk, or make any realistic sense.

    There is nothing 'reasonable' about those percentages. QOL changes don't massively slant odds in one sides favor like these would.

  • Kwikwitted
    Kwikwitted Member Posts: 641

    The Devs could literally do nothing but that suggested decisive strike change and they would eliminate 50% of the hatred on these forums immediately.

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    @Peanits @not_Queen Please take these to the team

    Honestly these are all incredibly good, reasonable and healthy changes. A lot of them also mirror personal changes i'd make to the perks. Bravo

    Really hope even a few of these are implemented.

    Only perk change i disagree with is Prove thyself. - I'd rather it keep the current penalty reduction, possibly buff it even to completely remove the penalty for survivors using it, However it would shrink skillchecks by 20% per survivor on gen (ie 40% with two, 60% with 3 and 80% with 4 survivors on it) and remove the Great skillcheck. This requires people to get really really good at skill checks if they want to pair up on gens with the perk, and grants them no additional great skillchecks whilst on a gen with another person. (keep in mind unnerving presence is 60% and im proposing 80% max with 4 people on a gen, which if the killer runs unerving on top of that, would make all skillchecks have the area of a great skillcheck basically)

  • Adeloo
    Adeloo Member Posts: 1,448

    The thing is i purposely buffed them to make them feel more appealing to use and break the meta.

    No Mither is still a one hit down and with Thanatophobia being back in the meta it's a good thing to buff it a little.

    As for Déjà Vu, it would mostly help to visualize if the others survivors are 3genning the team and where you could get healed if you are injured and don't use any heal perk or Bond.

    Thank you <3

    The thing with Prove Thyself is it was good before the Ruin change but is now a way for SWF to abuse the fact that after the Ruin change, the generators are getting powered faster. I used it before for the BP and stopped running it as i know how it feels to see 3 gens pop before your first hook as killer. I actually witnessed a bug a lot lately that when 4 survivors are working on a gen and pop it too fast, the remaining number of gens to work on still says 5 until a second generator is completed. It shows that even the game can't register that gen being completed as it was too fast.

    I like this idea of removing the great skillchecks when using it !

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    You are very welcome <3 The thing with prove thyself is it doesn't truely make gens go faster, as with it, gens are going as fast as they would if people were spread out, its just localised on one single gen. Endgame its very good, but the problem with early game is that you aren't able to apply pressure to the 4 survivors. Having an earlier warning from a missed skillcheck (due to it being smaller) and no great skillcheck bonuses, puts a bit more pressure on survivors grouping up with it. As two people could be on one gen, and the other two could just be using toolboxes, with the toolbox nerf, it makes prove thyself far more valuable, yet at the same time gens aren't technically going at a faster speed (less so with 3 people stacked as it only removes the penalty by 10%, and thats less then 3-4 people being stacked on one gen.) One gen being popped early game isin't truly a problem though, but 3 gens 100%!

  • Flarefire_Xx
    Flarefire_Xx Member Posts: 353

    The link wouldn’t work for me...

  • Micheal_Myers
    Micheal_Myers Member Posts: 1,147

    Eh I would say there isnt really a good way to nerf or buff decisive.


    Because some could argue this scenario:

    A Killer (Like Tier 3 Myers) downs the hooker then tunnels you when you just get unhooked. Hooks the Unhooker, Your D.S. deactivates even though he clearly tunneled you, and then he picks you up and plops you back on the hook you were just on 30 seconds ago.


    That wouldn't be fair to both Survivors. The one who unhooked you, and the other who just got unhooked.


    So I would say keep Decisive the way it is right now. So we can understand better what its problems really are. Like, are lockers the problem? Is it being activated during E.G.C a problem? Is tunneling the issue? Is it the Killers fault? The unhookers fault? We as a community dont know what is actually the issue with decisive, because it has been proven useful and has been proven to be a great anti-tunnel perk for that scenario and many more. So I would just wait, collect data of how it's used most often and adjust the balance based on those facts and numbers. But that's how I would decide on D.S.'s fate.

  • Cable2486
    Cable2486 Member Posts: 249

    The issue you're overlooking is item and team synergy. Several of these changes would make dealing with multiple carriers nightmarish beyond compare. Add to that the current array of items and you're giving several perks near 100% buffs. That's not even in the arena of fair, and is broken to say the least.

    Breaking/changing the meta can't be done by overpowering perks. It's a matter of creating equal risk to use. The current meta for Survivors is the way it is because the utility/versatility has very little counterplay. You have to add stronger counters to existing plays before you can buff numbers like this or you add to the problem.

    It's nice to attempt to incentivize some perks with buffs, but it doesn't change that fact that the meta exists more because there isn't an active counter. Most of the perks would need a reactive, immediate means to shut down exhaustion perks, but they would need a gamble to make them fair.

    Currently, Billy, Nurse, Legion, Spirit, Oni, Demo, Cannibal, Wraith, and Pig all lack an ability with potential to reactively/pre-emptively shut down exhaustion outside of the Demos Mindbreaker, which is unreliable without a fast Killer using an early repair detection-type perk or add-on.

    If you want to change the meta, you need to create reasons to use other perks that don't further damage the already skewed balance. That means creating effective, reactive counters to low-risk perks and plays, and introducing higher risk offsets and punsihments to combat easily abused mechanics.

  • terumisan
    terumisan Member Posts: 1,293

    Object needs a huge nerf maybe half the range

  • BattleCast
    BattleCast Member Posts: 698
    edited March 2020

    Vigil, Camaraderie, Buckle Up, Wake Up, Technician, No One Left Behind, and Slippery Meat all need complete reworks rather than number buffs in my opinion.

    I really like the idea suggested for Camaraderie and I think it’s a start to a really fun and interesting perk, but I feel the main issue with it is that it heavily relies on someone making a mistake. As a survivor main myself, it’s ALWAYS possible to save someone within 60 seconds (one whole hook phase) unless you wasted time working on a generator or healing and then realized you wouldn’t make it in time or nobody was coming for the save. Testing Camaraderie in game this is when it mostly came into use and has actually saved me multiple times (surprisingly) but then that begs the question why not just run kindred? I don’t know how I would fix Camaraderie but I feel like just pausing the timer is useless if your teammates are somewhat decent. Maybe make it so Camaraderie increases your movement speed if you are moving towards a hooked survivor by 5%, and it would go both ways so if you are hooked ally survivors would have increased movement speed if they are moving in the direction of your hook? The point of the change would not be to ensure the hooked survivor lives but rather the hooked survivor is quickly saved and allowing for more time doing the objective.

    Wake Up is another one I want to talk about because it’s one of my favorite perks in the game after testing it for a while, but I won’t argue that it’s really good because it’s simply not. The extra 15% gate opening speed is only useful in situations when you are the last survivor and the killer has closed the hatch so the exit gate is your only means of escape. The aura reading is the true power of this perk and I have saved my teammates multiple times just by revealing to them which gate is being opened but then there’s the problem of other survivors opening the gate right in your face essentially killing their teammates if they are being chased and have to make a 50/50 guess on which gate is opened (which is extremely frustrating). So how would I fix Wake Up? Well, I heard somewhere on YouTube that with Wake Up you should be able to prematurely power the exit gates before all the generators are done (NOT ACTUALLY OPENING IT). I think it was Yerv who suggested this I could be wrong though. But if that’s not a possible fix for Wake Up I would make it so all survivors see your aura at all times once the last generator is completed and show other survivors that you have Wake Up and a small number buff. I also had an idea to make Wake Up the Fire Up for survivors. So each generator completed would increase your action speed by 2%. Anything for my poor baby Wake Up would be nice.

    These are just some suggestions I have had brewing in my head for a while and some feedback would be nice. I believe the community has some really interesting ideas for perk reworks and I’m excited to see what others come up with!

    Post edited by BattleCast on