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List mediocre or bad perks below and suggested buffs!

slim0b
slim0b Member Posts: 551
edited July 2020 in General Discussions

All I'm aiming for from this thread is to shake up the meta

Hex: Huntress Lullaby, Hex perks should be a threat, survivors should feel the need to cleanse it, High risk high reward. Devour hope is a perfect example.

You begin the game with the less time between sound and skill check.

Skill checks have no warning at 3 tokens

Notification of hex active at 3 tokens


Stake Out

Change terror radius requirement to 32m.

Change every 15s to 12s

Max tokens from 4 to 5

So if you stand 32m from the killer for a whole minute, even on and off, as long as you're not getting chased, you get guaranteed 5 great skill checks. This really doesn't make a bigger deal anymore since old ruin was nerfed, but in total you get 10% more instant progression for the gen, which is around 8 seconds.

Risk is standing in 32m and reward is faster gen progression.


I know some may find this "overkill" as gen speeds aren't the best right now, but I trust the devs will do minor changes to the gen speeds.

Don't hesitate to post more perks and suggested buffs below

Post edited by slim0b on

Comments

  • notstarboard
    notstarboard Member Posts: 3,903

    I like the Stake Out change. I think Lullaby might need a tweak, though, because survivors will notice you have it the second they get a skill check and the delay is too short regardless of whether they're cursed. I'd be fine with it starting off with no effect and all of a sudden making skill checks silent at 3 tokens, though. You could buff the missed skill check regression too to make it really scary.

  • Zeus
    Zeus Member Posts: 2,112

    I had a similar idea with huntress lullaby where it works like devour hope. 3 stacks gives no skill check sound and 5 stacks give oblivious status effect as long as they are working on a generator.

    It's easier to get stacks with lullaby than with devour but devour us stronger than lullaby so it's fair.

  • slim0b
    slim0b Member Posts: 551

    That's actually really nice, I'd love to see more perks with buff suggestions below <3

  • Trwth
    Trwth Member Posts: 921

    For your changes, I find that those two perks are completely fine as is. Hexes overall need to be more hidden both as totems and on HUD. Stake Out tends to get countered by stealth Killers, but otherwise it’s pretty reliable.

    I have a whole list of perk changes and reworks on hand, but the one I’m most confident about is definitely No Mither.

    A gimmicky alternative to Unbreakable that synergizes with other perks that make you Broken, such as Deliverance and For The People. In some cases you can turn the Killer’s power into a strength for yourself.

  • mostlyghostly
    mostlyghostly Member Posts: 135

    Insidious:

    After a generator is powered, gain the Undetectable status effect for 5/10/15 seconds

  • EvilJoshy
    EvilJoshy Member Posts: 5,295
    edited July 2020

    I always felt lullaby was a good idea but poorly executed. It's too much work for too little pay off and unless your steam rolling, the gens are done by the time you get 5 stacks. Devour Hope is like the prime example of what a hex should be. No notification until it takes effect, powerful at 3 stacks, even better at 5 and the survivors are actually scared of the killer when they realize it's up. My buff for lullaby would be to make the no audio que at the start and the more stacks you get increase the penalty for failing a skill check.

  • zoozoom6
    zoozoom6 Member Posts: 825

    lullaby needs to not be a hex perk or start at what 5 tokens is now

  • handfulofrain
    handfulofrain Member Posts: 317

    OoO.

    A simple fix: delete it.

  • Reaver_Raziel
    Reaver_Raziel Member Posts: 400
    edited July 2020

    You might wanna remove that last bit about pallets otherwise this is just guaranteed to be picked over unbreakable. It might actually still be picked over unbreakable since this one could actually be considered stronger in most cases. Unbreakable usually only see play when the killer slugs more than one.

    Legit the only change they should ever even have to do to No mither to make it perfectly fine is.

    "You start the game full health. The first time you get injured you become broken, but this is only visible to survivors." Leaving it up to the killer to figure out they have to stop slugging you. It still has the same downsides it just doesnt make it blatantly obvious. In general too many perks give out too much info to the opposition, without any reason to. Might as well just have a timer on someone having just been unhooked how much time left for BT and DS. It makes little sense to give that much info away unless the power is insanely overpowered. And I dont think No mither is. It has a decent drawback and the benefit you get isnt that big unless the killer slugs you. Which basically 0% of killer will if they know you have No mithers. So leave it to the players to figure perks out, and stop giving a ton of information away.

    When the game is over they can read the perks and go "Oh so thats why he could do that." Its part of learning the game.

  • VonCrow
    VonCrow Member Posts: 389

    Dying Light - The obsession has also the debuff, plus the debuff is still there even if the obsession dies.

    Mad Grit - While you're carrying a survivor, the other survivors have the Exposed status.

    Spirit Fury - When is triggered the stun animation is canceled (like enduring).

    Boil Over - Make the wiggle bar go faster.

    Soul Survivor - Rework it. For every dead survivor you recieve a 7% buff in repair, healing and all other actions.

  • EmpireWinner
    EmpireWinner Member Posts: 1,054

    Solidarity- conversion rate 100%,remove medkits restriction

    Second wind- remove medkits restriction, have it work while injured or in Dying state

    For the people- cooldown reduced to 60 seconds

    Red herring, have an active ability instead of going into a locker to activate

    Diversion, be within 32 meters of a killer for 25 seconds

    Poised, boil over, open handed, increase numbers

    Babysitter, give survivors no grunts of pain and haste status effect

  • Trwth
    Trwth Member Posts: 921

    The numbers are a little intimidating but it’s actually not as large as it looks. Killers are normally stunned for 2 seconds, and only 1 if they have Enduring. Increasing the duration by 50% only adds 1 extra second (3 second stun, 1.5 if they have Enduring). The speed bonus is to ensure that you don’t get hit through pallets, but it makes you have to be more precise to hit the stun.

    Also, you can only get up if somebody else is slugged, so it’s not an Unbreakable ditto. It also comes with a prepackaged downside where you can’t heal to healthy, no matter if you got up yourself or somebody gave you a hand.

    The primary purpose of the perk is to synergize with other perks that make you Broken, such as For The People or Deliverance, so you can further use the buff to your advantage.

  • Reaver_Raziel
    Reaver_Raziel Member Posts: 400
    edited July 2020

    Yes but if you manage to stun the killer for 3 seconds thats an insane amount of time and if I manage to stun a killer for 3 seconds I would just run every time, I did get the part about the speed being so you wouldn't get hit through pallets. But my point still stand that not a single person would take unbreakable over this. When I play survivor the only times I get to use unbreakable is if the killer thinks I have DS(I dont like it, so I dont run it) or if the killer slugs more than one survivor. And if he slugs more than one then the difference between this and unbreakable is 1. being broken for 60 seconds, usually not a big problem, 2. all the other stuff you can do as well, which is not nothing, being safe from pallet hits is almost good enough for a perk on its own. 3. being able to do it as much as the killer slugs, unlike unbreakable where you can only do it once. Yes you recover faster with unbreakable but thats really not that big of a deal most of the time.

  • Trwth
    Trwth Member Posts: 921

    3 seconds is the equivalent of a Head On stun. If that amount of stun time is too much, then the Killer can simply leave and return when you’re no longer Broken.

    And being able to get up unlimited times is not that strong. Even more so that the Killer will know that you have No Mither when they see that Broken symbol next to your icon.

    You’re also not completely safe from pallet hits. You’re not invincible with this perk. If you don’t have a pallet then you’re as good as dead. If the Killer respects the pallet or you miss the stun, then boo-hoo better luck next time.

    And people still would pick Unbreakable over this because, unlike Unbreakable, it has a condition. Most meta perks are unconditional and usable regardless of the situation. Just look at Soul Guard. People thought it would be super good since most Killers run hexes. But I hardly ever see this perk in action most games.

  • Azterikk
    Azterikk Member Posts: 76

    Cruel limits:

    After hooking a survivor, all window vaults within 32 meters are blocked by the entity for as long as that survivor remains hooked. In addition, all downed pallets are immediately destroyed by the entity upon hooking. This perk can only be triggered once every 70/65/60 seconds.

  • TAG
    TAG Member Posts: 12,871

    Diversion:

    Press the Active Ability button while crouched and motionless to throw a pebble, which creates a distraction for the Killer at a distance of 10/15/20 metres.

    Diversion has a cooldown of 45 seconds.

  • Reaver_Raziel
    Reaver_Raziel Member Posts: 400
    1. I dont understand your point about head on. Yes it might be as long as Head on....but there is pallet or an obstacle the killer has to run around to get to you still....so thats automatically more time than a head on stun.
    2. Fair enough the killer would know you have No mither because of the Broken....but if you get up with Unbrekable he also probably knows...and now he knows for sure he can slug you. No mither would force him to deal with you. Same as it would now, except you can never heal now so you are still easy to down atm. And being broken is dangerous for the killer to ignore, unlike now.
    3. Yes I get that, but I cant begin to tell you how many times as a I killer I hit a survivor through a pallet, or get hit through a pallet as survivor. IF this perk could lessen that even by a bit, then I wouldnt give 2 shits about pallet stuns. Most times after a pallet stun survivors stay to force the killer to remove the pallet anyway. So if I miss the stun I would jsut stay like now and I would be able to loop more times around a pallet loop and be safer than now.
    4. Either you dont understand what a condition is, or you just mistyped, because most if not all meta perks have conditions. This one would just have 1 more condition. Unbreakable, you have to be dying and slugged for it to do anything at all. DS, picked up within 60 seconds of being unhooked. Iron will, injured. Spine Chill killer stares at you. Those are all conditions. And yes soul guard isnt used that much, its still damn good though. But the problem isnt soul guard, its the rest of the meta perks being too strong, or just the meta in general not leaning that heavily on slugging at the moment. If hex perks were better, or at the very least more viable on more maps, and if over 50% of killers slugged a lot. Then this perk would see a lot more usage. But they dont.
  • Nos37
    Nos37 Member Posts: 4,142
    edited July 2020

    It would be nice if perks that grant the Undetectable status effect would not grant the effect if you are already affected by it, until you are no longer affected by it. This would allow your version of Insidious to stack with Tinkerer, and would allow both perks to get their full, original value if two or more gens reach the 70% / 100% mark at, or near, the same time.

    Currently, if two gens were to hit 70% at the same time, Tinkerer would only get credit for one...

  • Nos37
    Nos37 Member Posts: 4,142

    Object of Obsession should allow the user to see the killer's aura only while cleansing a totem. During this time, the killer can see the aura of all Survivors within 6 meters of a totem (like Hangman's Trick does with hooks). Object of Obsession goes on cooldown upon stopping or completing the cleanse action, and non-Obsession users have a longer cooldown.