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Dear Dead By Daylight: Survivor Perk Changes: Nerfs (Excerpt)

Hey everyone,

You've probably seen this stuff floating around for awhile on the forums, but in case you didn't know, I uploaded a document (and accompanying forum post) titled Dear Dead by Daylight about awhile ago which has been getting incredible feedback from you guys here in the community, but the biggest suggestion was to split all the change ideas into multiple documents to make them easily digestible.

Today, I bring you suggestions for changing overpowered/meta perks. I know this is sailing into controversial waters here, but one of my goals for this series was to break the meta since it has caused frustrating and monotonous gameplay.

Also, I don't know if I just posted at a bad time or what, but you should really check out the last post I made (link at the bottom), it didn't get a whole lot of views or feedback.

If you want to know my reasoning or check out the rest of the changes, I'll leave a link to the main post as well as the previous article. Please leave constructive criticism and/or support, you're feedback is invaluable. Thanks again,

NorMak3

P.S. This list isn't perfect and I may change things on the main document based on new data, but I don't plan on changing anything on these fragment posts, so if something seems off, make sure to check the main document or comments to make sure it isn't already fixed.

  • "Urban Evasion: Reduce to 50/55/60% speed increase while crouched (That is to say, 50/60/70% of 30%, so 45/48/51% movement speed total)
  • Adrenaline: Change sprint speed to 130% movement speed during adrenaline
  • Decisive Strike: You must be unhooked during the struggling phase for it to activate and the time it is active is now 1.25x longer. 
  • Object of Obsession: Change it so that when you look in the killer’s direction within 60 meters, your auras are revealed to each other for 3 seconds. It then goes on a cooldown of 30 seconds.
  • Spine Chill: Remove its ability to increase gate opening, chest searching, and totem cleansing.
  • Bond: Reduce its radius to 15/23/31 meters.
  • Self-care*: You start with 2/3/4 tokens that you can use to heal yourself completely at 66% healing speed. Once you run out of tokens, you can’t heal yourself completely, but you can heal to the equivalent of how much you can recover in the dying state, just in the injured state."

Previous Article Post:

https://forum.deadbydaylight.com/en/discussion/140358/dear-dead-by-daylight-killer-perk-changes-buffs-excerpt#latest

Original Post Link:

https://forum.deadbydaylight.com/en/discussion/127810/dear-dead-by-daylight-change-suggestions-and-new-chapter-idea

Comments

  • Raven014
    Raven014 Member Posts: 4,188

    Not exactly sure that Self Care, Urban, and Object need nerfs at this point. And the only Bond users I know only use it to troll their teammates.

    Spine Chill needs the vault speed increase taken away though. That has made me miss swings I know should've landed.


    And I have a better idea for DS:

    You can use it twice per game, and it's base timer is 60 seconds. However, Getting on a gen, getting in a locker, or getting fully healed will deactivate the perk. Someone else getting hooked will also deactivate the perk, because you are not getting tunneled anymore.

    This would be a true anti tunneling perk, with the added caveat that they must be getting tunneled to use it. They could use it twice per match, only if the killer is really tunneling. I would consider it fair at this point instead of a free 60 seconds of invulnerability. Technically this would be weaker against all killers but really strong against tunnellers and campers.

    Also, Enduring should work against it because that nerf to Enduring only made it useful with Spirit Fury, which is a real shame, but that's a topic for another post.


    That's my opinion on this though.

  • NorMak3
    NorMak3 Member Posts: 89

    Hey Raven, thanks for the feedback. I wanted to walk you through my thought process on your comments and see what you think. While self Care and Object may not be overpowered, but they can be used in toxic manners that I would hope to negate. I also think that Urban gives too much of a boost to crouching speed as it makes it exactly the same as walking speed which eliminates variety in movement, one of the only mechanics survivors have to use. Bond is a little too strong of an information perk and tends to overshadow other information perks such as empathy or aftercare. I thought that the vaulting speed thing was a hoax on Spine Chill, but after some deeper research, it does do that. I will make sure to add that vaulting speed be removed from Spine Chill and that they include all of Spine Chill's uses. As for DS, there is a major problem with making it deactivate when a survivor does something: it encourages inactivity. I understand your thought process, but it would most likely result in people body blocking more frequently, which will most likely get them slugged and that is not something we need more of, or it will result with them specifically getting back into a chase when they should be getting on a generator.

  • Raven014
    Raven014 Member Posts: 4,188

    Well, at least you give an eloquent response.

    DS is the biggest issue for me, personally. It's far too versatile at the moment, and I think it encourages survivors to be toxic right now, but the version I have designed has two important aspects to it:

    1. It can be used after both unhooks, regardless of use.
    2. If the people want to use it, they have to be tunneled.

    This forces survivors who want to be toxic to not be useful and discourage that particular use of DS. It should not be a period of time of invulnerability. It should be a period of time for the survivor to get away from the hook and reorganize, not to just flaunt their shield in the killers face.

  • NorMak3
    NorMak3 Member Posts: 89

    I agree that would be great if everyone meant well in Dead By Daylight, but knowing the player base and the youtubers they look up to, many survivors would happily throw away their chance at being useful if it meant getting taunting the killer at loops or getting that incredible flashlight save. I do see where you're coming from, but I think that change could actually do the opposite of your intention and actually encourage toxicity by having them avoid getting healed, doing gens, or anything productive. There's also the issue of stealth killers. If a survivor thinks it's safe to start working on a gen right after getting off hook since it looks like Ghostface left and he pops out around the corner and downs them, then they're stuck there thinking "I shouldn't have started working on a gen" and may default to the above behavior. What if the timer was just reduced to 20/25/30 seconds and the timer pauses if you get into a chase or are downed?

  • NorMak3
    NorMak3 Member Posts: 89

    Perhaps I judged Bond too harshly, but I do think it should be changed to at least be a little more interesting. What if Bond had a range of 20/32/44 meters, but you have to have performed a cooperative action for at least 2 seconds with the survivor, then it activates for that survivor. It'd be like Aftercare, but more objective oriented, just like Dwight's kit is very objective oriented. If you don't know Aftercare: "Unlocks potential in one's Aura-reading ability. You see the Aura of every Survivor that, you rescued from a hook or who rescued you from one. You completed a Healing action on or who completed one on you. They also see your Aura. This occurs for up to 1/2/3 Survivor(s). All effects of Aftercare are reset when you are hooked by the Killer." Except, no reset since there's a limited range. Do you think that might work better?

  • Raven014
    Raven014 Member Posts: 4,188

    If anything, I think Empathy should be nerfed a little. I love using Aftercare, but it is hard to maintain, but Empathy has no real requirement for such a powerful information tool.

  • NorMak3
    NorMak3 Member Posts: 89

    I still stand by my suggestion for changing Bond, but you may be right about using empathy. It does have the massive range of 128 meters. It does have the limitation that it doesn't show when survivors are in "the killer's direct contact". Maybe it should have a range of 44/54/64 and has a cooldown of 15 seconds whenever you heal someone to full. What do all of you think?

    (p.s. Thank you, this is exactly the conversation I want to see in these comments)

  • KingFrost
    KingFrost Member Posts: 3,014

    Urban Evasion doesn't need a nerf. It's not a top tier perk, and is perfecly fine the way it is. You'd just make it absolutely useless.


    A speed reduction to Adrenaline would be fine.


    The only change I'd make to DS is that if you unhook someone, it deactivates. I know a lot of people want it to be if someone else is hooked, but there's just too many scenarios where it'd still be tunneling, and DS isn't JUST an anti-tunneling perk anyway. I think nerfing it to only when you're unhooked during the struggle phase just encourages camping.


    OoO having a cooldown is a good idea, but it'd still be broken in SWF. Maybe give it a 60 second cooldown.


    Spine Chill is fine. Why does it need to be nerfed exactly?  


    Bond is fine. Why does it need to be nerfed?


    Self-care is fine as it is too.  

  • hex_genrush
    hex_genrush Member Posts: 736

    Why the hell would anyone want a urban evasion nerf

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    A lot of people have said some of these thoughts, so this might be an echo of them somewhat, but:

    Urban Evasion is okay as it is. At worst, I'd maybe lower it to 90 or 95% crouch speed at its top tier. However I feel like its popularity was split after its sister perk, Fixated, was introduced.

    Changing Adrenaline's Speed Burst is fine. It could be interesting to make its speed different based on the survivor's health state when it activated. Such as 115% if healthy, 120% if injured, 130% if in dying or hooked state (when rescued for the latter). Basically, the more dire your current situation, the stronger the effect.

    Decisive Strike is one of those perks that I'm skeptical will ever end up in a good state. What if instead of a free escape from the killer's shoulder, the "Strike" would immediately advance the wiggle bar by 30/40/50%, slow the killer by 3-5% for 10 seconds, and briefly apply the effects of Boil Over? I doubt its the end-all-be-all of suggestions, but I feel it would allow survivors to have a reasonable chance of escaping if they were being tunneled while also allowing the killer to actually capitalize on unsafe hook saves. Plus it would remove the stupid DS locker immunity that survivors have come to treasure (while also allowing the perk to become multiple-use). Other survivors could still run interference with the attempted re-hooking to improve the odds of their success.

    Object of Obsession should really get some kind of weaker secondary effect that everyone can use (maybe anyone using it can use the same effect to just see the obsession themselves instead of the killer?). Then its strong killer aura reading could truly be limited to just the obsession (probably with the cooldown too).

    Spine Chill is fine. At worst it should lose its boost to vault speed. Personally, would love if they could change this perk to indicate that killer is looking in your direction through some method besides lighting the perk up. Possibly through the Whispers sound effect, edge-of-screen haze (like with Undetected status), or something similar.

    Bond is well-balanced where it is. Not to mention it already exists in a perk category rife with options (Empathy, Aftercare, Better Together, etc). It's just the simplest of the set and the one that a lot of players see first thanks to Default Dwight.

    Self-Care has been in a good state ever since they changed healing speeds and buffed Sloppy Butcher. I don't feel that it needs to be changed from where it is.


    I know it wasn't on the list and may be on a different one, but an additional suggestion I'd like to throw out is Dead Hard.

    It has become a pretty annoying sight now that survivors have realized they can sometimes gain ridiculous amounts of distance with it. My thought would be to just reduce the distance it carries you forward while leaving its remaining abilities untouched. Would still allow it to fulfill its role as a "dodge" perk or to jump traps, but would reduce its effectiveness when used for pure distance.

  • NorMak3
    NorMak3 Member Posts: 89

    Alright, this has all been really helpful. Thanks guys!

    I get that I'm mistaken on the urban evasion nerf and that there isn't any need to do anything to it. I'm glad that most of you agree with the adrenaline changes and, while I think that the idea to have the speed boost increase depending on the situation would be cool, I think a minor number nerf is all that's necessary. Still a neat idea APoipleTurtle.

    A lot of people have been saying that Spine Chill doesn't need a nerf, but I still think that it's just a little too versatile with too light of a backlash. A minor reduction in success zones is nothing when you get increased action speeds in EVERYTHING as well as knowing if the killer is looking in your direction.

    As for Object of Obsession, I think the perk is already kinda complicated so I think we should stick with just the cooldown, but it could be a little longer, perhaps 45 seconds? Thank you APoipleTurtle and KingFrost.

    I discussed a rework of Bond that includes a range buff, but requires actually working for that information in an earlier comment, but if you still disagree with that, perhaps a buff for Aftercare may be more appropriate.

    I think the Self-care thing might be a little bit of a rework more than a nerf, I just put it under nerf since it seems like more of a nerf. I still think that increasing speed to limit independence would help the perk out, but maybe I'm wrong on that.

    A lot of people have also complained about Dead Hard which is odd. I have seen many arguments saying that it is overpowered, underpowered, and fine as is. I will play a few games with Dead Hard to make my own conclusions, but until then I will not be touching it.

    Then there's the elephant in the room: Decisive Strike. I have been working on this post for about a half hour attempting to come up with any possible solutions because, and I mean no offense, I think the answer is out there, it's just that none of us have found it yet. The best I can offer right now is the 20/25/30 time reduction that stops when in a chase, deep wound if you escape, and reduce the stun to 4 seconds. If anyone has the solution, I'm All Ears.

  • NorMak3
    NorMak3 Member Posts: 89

    Thank you for the feedback Twin Princes, but are you talking about the initial post or the listed suggestions I recently posted?