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

NorMak3
NorMak3 Member Posts: 89
edited April 2020 in Feedback and Suggestions

Hey everyone,

I KNOW TOMORROW'S APRIL FOOL'S BUT HEAR ME OUT. This is a legitimate article that is meant to be taken in with the gestalt of the whole Dear Dead By Daylight Series and with articles that are yet to be posted, but are on the main article. I know some of these are drastic changes, but they would be ridiculous if combined with the rest of the suggestions. Alright, onto the actual article:


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 or annoying killer perks. My last post got a lot of discussion which was incredible and exactly why I'm doing this: to refine these ideas. Thank you so much and if you wanna help me out, there's a few articles that haven't gotten a whole lot of attention.

You can find them by searching Dear Dead By Daylight in the search, they should be the only ones there. I'd love to hear from you all.

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.

  • "No One Escapes Death: It’s effects last for 150 seconds or until the totem is destroyed. Additionally, if the Power Outage occurs, No One Escapes Death activates then, instead of during the door opening stage. (Article for the Power Outage coming soon.)

(Author's Note: I know what you're thinking. Trust me, it's rare that the endgame lasts 150 seconds or more, I've done the math. This is a minor nerf meant to help out beginner games where hesitation can cause the endgame to last more than 150 seconds.)

  • Barbeque and Chili: Alert survivors that Barbeque and Chili is active when they are first revealed using Barbeque and Chili (similar to when they discover thanatophobia). Additionally, it will not reveal downed survivors and the stackable bloodpoints only apply to the sacrifice category.

(Author's Note: Once again, I know what you're thinking. The existing double bloodpoints is absolutely ridiculous, especially when compared to all the other bloodpoint perks. Feel free to critique me on the rest, but I've talked about this on other posts in the series and I'm still sticking with this.)

  • Rancor*: You become obsessed with one survivor and start the game with three tokens. Whenever a survivor dies on the hook or is killed you lose a token. Each time a generator is completed, the obsession sees your aura for 6/5/4 seconds and you see the auras of all survivors within 40 meters for 3 seconds. Once all generators are completed, this perk activates based on the number of tokens you have:
    • 3 tokens: The obsession gains the blind and exposed status effects and can be killed by your own hand
    • 2 tokens: The obsession gains the blind and exposed status effects
    • 1 token: The obsession gains the blind status effect
  • Monitor and Abuse: Change it to 3/5/8° FOV increase.
  • A Nurse’s Calling*: When a survivor within 20/24/28 meters makes a good skill check while healing, they are revealed to you for 1.5 seconds. This does not apply when they achieve a great skill check.
  • Bamboozle: The vaulting spot is locked off for a constant 10 seconds no matter the level of the perk.
  • Enduring: It is now a 35/40/45% reduction to pallet stuns.
  • Franklin’s Demise: It only drops the item if the survivor goes into the dying state.
  • Iron Grasp: Effects of struggle go down to 60% and the struggle time goes up to 5/9/14%.
  • Save the Best For Last: Change the stackable increase to 4% instead of 5% per token.
  • Infectious Fright: Change it so survivors only scream and reveal themselves within 6/8/10 meters from you when you down the survivor. 
  • Pop Goes the Weasel: Change the regression amount to 20%
  • Sloppy Butcher: The haemorrhage and mangled status effects last for 2 minutes or until the survivor is healed to healthy."

Previous Article Post:

https://forum.deadbydaylight.com/en/discussion/140531/dear-dead-by-daylight-survivor-perk-changes-nerfs-excerpt#latest

Original Post Link:

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

Post edited by NorMak3 on

Comments

  • Earth_Chan
    Earth_Chan Member Posts: 24

    It's only april fools... right?

  • NorMak3
    NorMak3 Member Posts: 89

    That's tomorrow. Did you have problems with this or are you a time traveler and don't know when you've landed?

  • jules_bl
    jules_bl Member Posts: 3

    Bro I can’t take that post serious.. the game would be officially 100% dead if even half of these go through lmao

  • NorMak3
    NorMak3 Member Posts: 89

    Alright, which ones in particular would cause such a problem?

  • PigNRun
    PigNRun Member Posts: 2,428

    I know this is bait/a joke, but what did you mean by "Power Outage"? You mean EGC?

  • NorMak3
    NorMak3 Member Posts: 89

    Oh Jeez, sorry, there is a planned article later that explains plans for a new game phase called the Power Outage. Thanks for pointing that out!

  • jules_bl
    jules_bl Member Posts: 3

    How about everyone??! Killers are already on a major disadvantage as of now and you’re supposing all those perks should be nerfed? That’s actually beyond ridiculous, if you think swfs, god loops, recent gen speed etc. exist. Gens are already done in like 5-10 minutes even if the killer juggles all 4 survs perfectly.. if they’re optimal, have a bit of brain to loop you and know how use the tiles on the map you have literally no chance to win..

  • NorMak3
    NorMak3 Member Posts: 89

    I understand that tomorrow is April Fool's Day, but I would like to make it quite clear that this is not a joke article. These are legitimate suggestions. Though they are meant to be taken into the greater gestalt of the whole article. Within it, I introduce new mechanics and buffs that would hopefully put killers at a major advantage instead of the joke they currently are. Perhaps a brief look at the main article could help orient these changes better.

  • PlantCollector
    PlantCollector Member Posts: 344

    Many of these perks aren't even that strong and i think that's why people are upset about your changes, here some examples:

    BBQ and Nurses:

    Both can easy be countered if you just asume the killer has it, i.e. don't heal inside the killers terror radius/ hide in lockers or behind gens when the killer picks someone up. No need for any changes here tbh. Both can be countered by distortion, at least in a certain way.

    Bamboozle:

    This perk isn't used at all if people know how to run tiles correctly. You only need it for strong windows and the 10 seconds are definitely not enough time for some windows. Theres no point in cutting it down to 10 from 16 seconds.

    Enduring

    Already got nerfed a few patches ago and isn't that strong anymore compared to before. Most palllets aren't "unsafe" in which case you have to kick the pallet after the stun if you don't want to bloodlust the survivor and you didn't get that much value out of enduring.

    Franklins:

    This perk is the only "good" perks for items and it most of the time isn't even that helpfull against them. It needs a buff more than anything else.

    Iron Grasp:

    Im sorry, but why? This perk isn't even used at all because it's just ... not good.

    Infectious Fright:

    You have enough time to hide (depending on how far you are) or just hold W and try to cover as much distance as possbile to waste the killers time and give your teammates time to pick the survivor up. Can also be countered by calm spirit.

    Pop goes the weasel:

    You have to go to the gen and kick it to have the effect which sometimes hinderes you more then it helps you. This perk also requires hooking and timing, because when they finish the gen before you reach it you got zero use out of it. 25% is in best case scenarios 20 seconds more the survivor have to work on the gen. If they pair up on it, it's not a lot of benefit you got from that compared to the time you may have wasted to get to that gen.

    Monitor and Abuse:

    It's a great perk for some killers to may get a certain advantage which may not be that helpfull at all, especially on maps where the survivors almost always have line of sight. I don't see a reason why this should get changed at all.

    Rancor:

    I never understood why people want rancor to be nerfed, because the obsession knows after the first gen popping that the killer runs it. Just hide and try to evade the killer when the last gen is almost completed. The killer aura gets shown to the survivors which can be a huge downside for you. The silhouettes the killer sees are only for 3 seconds and if you are in a chase they won't help you at all/ it just shows where they were and not where they are going. Some may say the perk isn't even that good.

    Noed and Sloppy Butcher:

    Could be changed in the way you suggested, i personally wouldn't care.


    These were some quick thoughts from me why i hink there's no need to change these perks, but that's just my opinion.

  • KingFrost
    KingFrost Member Posts: 3,014

    These ideas would destroy all game balance.


    NOED - Why would a hex totem that can be cleansed to end the effect have a time limit? It's a hex perk, and can potentially not proc at all. It's totally up to the survivors. 


    BBQ - Nerfing the bloodpoint bonus is legitimately one of the worst ideas I've ever heard on these forums. The bloodpoint grind is bad enough as it is. This would make it all the worse. I also don't see why it shouldn't show survivors who've been downed. This perk needs no nerf. If you find it annoying, that's more a you problem than anything.


    Rancor - This change would be punishing to killers who want to actually get use out of it. There's already enough of a downside to the perk. Plus if you want to Mori, you have to let the obsession live. This is one of the few perks that encourages the killer not to just tunnel the obsession.


    Monitor - Why does it need a FOV increase nerf exactly? The FOV increase doesn't stack. So what's the point here exactly? I mean nobody uses Monitor for the FOV increase, but the additional field of view is nice.


    Nurses - This idea might be worse than the BBQ idea. You know how to counter this? Don't heal when inside the killer's terror radius! It's really that simple. This would nerf Nurses into the ground.  


    Bamboozle - Also doesn't need a nerf. Once you know the killer has bamboozle, you can play around it very easily.  


    Enduring - This just makes a fairly weak perk, even weaker.  


    Franklin's - You already have to M1 the survivor, so I don't think this is necessary. If anything, franklin's should receive a buff.  


    Iron Grasp - Another perk that absolutely doesn't need to be nerfed.  


    STBFL - Another perk that encourages you to keep the obsession alive. The nerf isn't needed, unless -- as Otzdarva suggested, they make STBFL with 3 tokens as base. If they do that, THEN you could talk about nerfing STBFL.


    Infectious Fright - Would be mostly useless, much like your nurse's suggestion. Especially at Tier 1. Survivors within 6 meters? Do you know how small of an area that is? You'd almost never get anyone to scream. This nerf makes the perk pointless.


    PGTW - Pop needs a slight buff if anything, and that buff should be no time limit. It should always be 25%. Let's not nerf one of the few good slowdown perks.


    Sloppy Butcher - Why should it have a time limit, exactly? Its countered by Inner Strength. This perk is another decent slowdown perk that should stay the way it is. Plus it would encourage players to NOT heal, which is the last thing a killer wants with Sloppy Butcher. It essentially makes the perk pointless. Survivors, instead of healing decide to work on generators for two minutes, THEN heal at the normal pace, making the perk entirely pointless. Since the idea is to slowdown generator speeds. As the perk is now, the survivors have a choice between not healing, or healing and taking a long time. With your idea, the survivors can either take a long time to heal, or work on gens, then heal up as normal speed with no problem. This makes the perk absolutely worthless.


    If you find perks annoying, maybe change your playstyle instead of asking them to change perks that are perfectly fine?  

  • NorMak3
    NorMak3 Member Posts: 89

    I'm responding to King Frost, but both you and Plant Collector have brought forward some points I would like to address.

    First, a general point: these changes were made with greater buffs to killers, game times, and bloodpoint gains in mind. Several of the complaints are, at least to an extent, a problem with the game's current mechanics, namely BBQ and the problem with bloodpoints. Additionally, these are meant to be a meta buster. With the rest of the changes in this series, a nerf to the strongest perks would allow for more variety for each game instead of just a beefed up version of what already is. That being said, I'll go into each of the other perks.

    NOED: I mentioned that the time limit would be more for less experienced players who would get frustrated simply dying at the end of every game since they aren't used to searching and destroying totems. Sure, its proxy is dependent on the survivors, but for anyone who hasn't sunk more than 200 hours in this game and doesn't know where every totem placement in every map is, it is far from satisfying to just be downed out of nowhere.

    BBQ: There are exactly 69 killer perks in the game. I believe the expectation from the developers is that most if not all of them would be used in an almost equal distribution. Now I understand that BBQ is ran by almost everyone, but that shouldn't change the fact that it is a band-aid for a lot of other issues. In this series, my goal is to fix all of those issues, thus this would be the removing of the band-aid from the healed wound. Its seeing of downed survivors helps in the process of slugging. As for Plant Collector's issues, letting players know would cause more locker hiding (since most people just take the BBQ reveal when they don't know) and, thus, more slowdown. There wouldn't be as many revealings, but that would be a decent trade off.

    Rancor: First, every single Michael perk is about not tunneling the obsession. As for this perk, it's meant to be used when a killer is down on their luck and can't seem to get a kill. It's a comeback perk. It probably shouldn't be as strong when you've had a good round. If a survivor has just barely made it and the hatch gets closed, they don't deserve the amount of punishment they get from rancor normally.

    Bamboozle: You may be right, but the developers have been trying their hardest to keep only one set of changing numbers per perk and I thought a lower number might be nice. Perhaps a constant 15 seconds just to keep it a nice clean number?

    Monitor: I know this perk is really meta and I really don't understand why. I was just trying to find a way to nerf it that didn't make it useless so that it would fit all the meta perks in with the (hopefully) more balanced full list of perks.

    Nurse's: I mentioned this in another post, but I've done a lot of math for this series. The average distance from the center of the map for any one map is 48.85 meters from the center. Nurse's has a radius of 40 meters from the killer and a good killer is not only very mobile, but is also focused on central gens, since if a central gen is completed, it becomes much more easy for survivors to get outer generators done. Added with sloppy butcher and some of the smaller maps and it's almost an inevitability that the killer will see someone healing.

    Enduring: I may have made this list some time ago and haven't looked into all of the patches with a fine tooth comb. You're probably right on this one.

    Franklin's: I'm not sure what you mean by the only good perk against items. There are plenty of perks against the particular use of items, but not items as a whole, which seems like an unnecessary category. Regardless, I think that a buff to the damage of the item should be in order, now that items can't really be lost unless the survivor dies. I still think that they should only drop the item when they are downed because of making sense thematically, as well as them not being able to get it back until they are freed causing more slowdown, but what if when it is dropped, the item loses 10/15/20% of its charges instead of the normal 0/5/10%?

    Iron Grasp: I may have been mistaken on this one too. I thought it was really strong since it could drag you to the basement pretty easily with agitation, but very few people actually use it that way. Additionally, wiggling is a very minute part of the game, so this nerf was probably undeserved. Thank you for pointing it out.

    Save The Best For Last: Maximum STBFL is 40% recovery on successful attacks. While you have to work on it, that is ridiculous. 40% doesn't give survivors enough time to run away after being attacked and might as well be an instant down unless they've got an easily accessible pallet. Though, perhaps it is not the increase, but the maximum that is the problem. What if the bonus was still 5% for each attack, but the maximum came only up to six tokens. 30% maximum to match with its sister perk unrelenting and is more likely to reach maximum STBFL. What do all of you think?

    Infectious Fright: I think that Infectious Fright isn't meant for the purpose most of you are assuming it is. As I understand it, Infectious Fright is not meant to be a detection perk, but a caution for flashlight saves. Plague was added somewhat recently and was added in a time when team flashlight saves were at an all time high. Infectious Fright was meant to prevent that, not reveal everyone. It also encourages slugging by revealing a lot of area closeby. Factor in Distressing to increase terror radius and the previous math for Nurse's and that also gives a coverage of the entire map if the survivor was running a central jungle gym or pallet loop. Keeping it more centered will allow killers to know if anyone's closeby for a flashlight, body block, or head on save without being ridiculous in range.

    Pop Goes the Weasel: Pop is the strongest generator perk in the game. It is also the only good generator perk in the game besides Discordance (I also have nerfed that in the main document, but I'm not going to add it to this here. If you want to check it out and comment, you can go to the main doc, check it out, and come back here to comment. I'd appreciate it). In my earlier article "Dear Dead By Daylight: Killer Perk Changes: Buffs", I suggested ways to make and modify existing perks to be much better generator perks. This was an attempt at trying to fit this perk in with the new perk buffs, but if the other perks are strong, then I shouldn't need to nerf this one. You guys are totally right.

    Sloppy Butcher: I hadn't thought about it that way. Generators would get done very fast that way. I do think some slight modifications still need to be done for the perk, but perhaps something less drastic. To start, I think that mangled should work like every other form of slowing down or speeding up of actions with items, where the consumption rate changes with the speed. If survivors are mangled, you want them to heal and if they don't have any healing perks or teammates nearby, but they have a medkit, they won't use it if they're going to lose it before finishing. Secondly, make the haemorrhage effect fade after 90 seconds. I know that won't do that much, but it would be nice to unclutter the screen a little more. I think that might make it a bit more tasteful, though that's more of a change to the mangled effect than the actual perk.

    I think that about covers it. Also as far as I know PlantCollector, Calm Spirit does not counter infectious fright. It does basically nothing except silence the birds.

    Thanks for all the feedback! This was all really helpful.

  • PlantCollector
    PlantCollector Member Posts: 344

    Oh, i didn't know these changes were part of one of your projects. Im sorry, in that case i can't tell if my response was far off or not because im missing the context.

    As for franklins, i (that may be very personal) think the only good way to counter or get rid of items is franklins demise at the moment. Overwhelming and lightborn are very situational. If you think about that in a different way i would love to hear your thoughts.

    Calm Spirit perk discription: "Your calm spirit can overcome the urge to scream." It does counter any screams, i.e. if you raise up in madness by the doctors shocks/blast or the sreams from infectious fright.

    I have to say i really admire you for all the effort and time you seem to put into your project as well as your ability to include criticism.

  • SunaIIanu
    SunaIIanu Member Posts: 825

    I just want to say a few things:

    I get where you are coming from with rancor, but the situation you described is a very specific one: Rancor won't trigger when you close the hatch, only when all the gens are done, but if the Obsession finishes the last gen and is alone, they have the two doors and the hatch as an escape alternative, that's not a bad situation, if the killer closes the hatch instantly and the doors are close, rancor won't matter because the survivor is in a bad spot anyway.

    For Nurse's, I think you are confusing Nurse's and BBQ (or maybe the changed the perk a while ago or I missunderstood you) but currently it has a radius of 28 meters on tier 3, so it's not as bad as you think it is. Mostly I get one skillcheck while healing somebody (I don't use selfcare, so I don't know how many skillchecks you get when using it) sometimes not even one, so I think your nerf for Nurse's might be to much, it would probably only work on selfcare users.

    Calm spirit does counter infectious 100%. The Devs changed it a while ago, it silences birds and screams from getting hit or downded, from abilities like Doc's shock or Clown's gas and from perks like infectious.

  • NorMak3
    NorMak3 Member Posts: 89

    Hey, thanks for the feedback. I could have sworn that Doctor and Clown stuff still made you scream, but maybe I was mistaken on that. I still think that Infectious Fright should be nerfed because, as I said in my Hag article, one perk shouldn't be the only counter to something that powerful. Also thanks for the heads up on Nurse's. It has been a very long time since I last looked at the page, I legit thought it had that 40 meter range. Thanks for pointing that out. I still think there should be a minor change to it, maybe you get a loud noise notification if anyone is healing in that 28 meters and it shows their location when they start, but not their aura the whole time. I don't know, I feel like that'd be a fair and minor change: still get a close idea of location without giving active info. Franklin's is a good counter to items in general, but items are the second most important part of a survivor's kit. I think it might need a little more risk reward, possibly that downing requirement, but with the increased item destruction I listed above.

    Thanks for the corrections and suggestions guys! Appreciate it!

  • 6yXJI0
    6yXJI0 Member Posts: 589
    edited April 2020

    I just took most used killer perks and "moderately - tremendously" nerfed them for no good reason.

    Same with all of your posts...

  • NorMak3
    NorMak3 Member Posts: 89

    Well 6yXJI0, I've been trying my best to explain my reasoning in the comments along with on the main document. In addition, people in the community have been helping me correct myself when I get too far out of line. What problems do you have with these suggestions specifically?