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How would YOU change weaker killer/surv perks
I think we can all agree that their are tons of very horrible perks.
So I am curious on how would the community would change some of those perks.
Requirement: 1 killer perk and 1 survivor perk.
i am very curious to all of the answers
For me it is:
Technician: You make zero sound on a generator, and can see the progress of generators by the intensity of their aura.
Ruin: Just change it back to the old Ruin pls.
ANSWERS!
Comments
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Overcharge: Generator keep regressing untill successful skillcheck.
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Beast of Prey:
Grants the Undetectable Status Effect after gaining Bloodlust Tier I. The Status Effect is removed once you lose Bloodlust. Bloodlust last 10 seconds longer outside of chase
Gain 30/40/50% more Bloodpoints for actions in the Hunter Category
No Mither
You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly. You do not leave Pools of Blood . You make no grunts of pain caused by injuries. Grants the ability to fully recover from the Dying State
Protection hits apply deep wounds instead of downing you with a cooldown of 120/90/60 sec
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Off the record: Removed loud noise indication for being unhooked and delays UI update for going from hooked to injured + current effects.
Hex Retribution: Reveals survivor aura for 5 seconds from cleansing dull totem + 30 seconds oblivious - Reveals all survivor auras for cleansing a hex totem + 60 seconds oblivious
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We're Gonna Live Forever: It needs something other than BP bonus. Being able to see the killer aura for like 3/4/5 seconds after they pick up a downed survivor, or something to that effect.
Surge: Instead of applying to gens within 32 meters, I would say the closest 1/2/3 gens.
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Babysitter: No scratch marks & blood pools for unhooked survivor for 10/15/20s.
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Boil over: starts with 25% wiggle bar
Monstrous shrine: 1 surv in basement 5% faster death progress
2 surv 10% faster
3 surv 15% faster
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I'm gonna be a total nerd and go over every perk because I have nothing better to do at the moment.
Bond: Lets other survivors see you too when you have the perk equipped.
Sprint Burst: Activate it with a button press
Streetwise: Enhances your add ons. (ie if a bandage gives 8 charges, Streetwise would bump it up to 16)
Sole Survivor: Let it still have an effect if a survivor dcs or is mori'd.
Up the Ante: The longer you have a killer in chase with you, the more likely you are to get a periodic speed burst. Lady luck is on your side, right?
Left Behind: Just make it Empathy range. It's already niche as it is.
Technician: Block generator booms 100% of the time at Tier 3 and mask survivor noises that come help you on the gen.
Wake Up: Let it let you see exit gates before the trial is over so you can get into position.
Boil Over: Make the effect more pronounced. Iron Grasp is a hard counter to it and I must wiggle and jiggle.
Pebble: Start the match with one ready.
Solidarity: If another survivor heals a survivor and you weren't involved, gain a token that makes your next healing action a great skill check.
Poised: Give the survivor using it haste for the duration of the scratch mark suppression. 1. It gives you a visible timer on how long you're immune to scratch marks and 2. If you can run out in the open for ten seconds, you probably didn't need the perk anyway.
Flip Flop: Faster recovery, stacks with Unbreakable/Tenacity etc
Buckle up: I still can't tell a difference tbh. Give a survivor endurance upon picking them up.
Babysitter: Let the rescuer stun the killer for 3 seconds if the killer is not looking at you and is in within ~24 yards
Camaraderie: Let it work for first hook too.
Second Wind: Get rid of the heal others requirement. Being one shot on its own is enough of a drawback.
Lucky Break: Suppress grunts of pain too.
Any Means Necessary: Show aura of pallets that have been tossed down.
Breakout: Start the speed boost from 12 meters away. Killers can be hard to chase down unless you're already right up their butt.
Off the Record: Complete rework. It's just Iron Will/Distortion with extra steps. Make it impossible to enter chase with the survivor for the duration of the perk. What that means is no survivor found, no chase music (big double edged sword there btw) no bloodlust No entity blockers on windows. Just a simple chase done...off the record.
Red Herring: Let it work on totems and chests too. Limiting traps to generators is rough when you're down to 2 gens and if you set off this perk you're gonna get a teammate on a gen into a chase while you're picking your nose in a locker.
Blood Pact: Remove obsession requirement. You should both get haste until either you or the healed person get injured again. Reward success.
~~~~~~Killer side~~~~~~
Unnerving Presence: Remove Great Skill check possibility and make the skillchecks like second stage pyramid head cages.
Tinkerer: Bring back the old effect of improving killer add ons.
Overwhelming Presence: Cause items to slip out of survivor's hands occasionally while being used in your terror radius. Will cause a gen explosion if they're using a toolbox.
Overcharge: Load the generator with a static charge that remains on the survivor for thirty seconds. If the survivor is near any generator for more than five seconds during that time, the gen will explode causing a notification. (Doesn't have to damage the gen, just make a boom.)
Fire Up: Increase movement speed by 1% per charge. (That is a lot I know, but nobody is going to use this perk otherwise.)
Hangman's Trick: Make it take longer to unhook the survivor. Get rid of aura reading.
Surge: Let more than basic attacks trigger it and increase the range.
Cruel Limits: Increase the range. A lot.
A lot less killer perks on here than I thought there would be to be honest. I can do something with all the other perks in certain builds.
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SURVIVOR PERKS
This is Not Happening - (Rework) When healthy, receive a 2/4/6% boost to repairing and a 3/6/9% boost to healing, and totem cleansing speed. You are permanently oblivious.
Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger
Slippery Meat - Increase chance of escape by 2/4/6%
Deja Vu - (Rework) See the Aura of all Generators and Totems you have interacted with. Bloodpoint gains from working on gens increased by 50/75/100%
Babysitter - Unhooked survivor also sees the killer's aura
Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds
No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened
Solidarity - Med-kits count.
Camaraderie - Works even when not in the struggle phase.
Open Handed - Extended to 6/8/10 meters
Small Game - Add a Totem counter
Autodidact - 25% more likely to receive skill check while healing survivors
Off the Record - Killer does not receive a sound notification when you are saved from the hook.
Buckle Up - Heal survivors from the dying state 20/25/30% faster
Sole Survivor - When you are the only survivor alive, you also gain 7% haste
Poised - 8/10/12 seconds
Boil Over - Increase hook aura range to 16/18/20 meters
Red Herring - Works on lockers instead of Generators.
Diversion - Only takes 30 seconds to activate.
Fixated - No healthy requirement
Distortion - Cleansing a totem will give you one token
Flip-Flop - See the aura of hooks within 20 meters of where you are when in dying state. Also increase to 100% of your recovery, but keep the 40/45/50% total wiggle progression maximum
We're Gonna Live Forever - Combine with Kindred.
KILLER PERKS
Monstrous Shrine - (Rework) When survivors enter the basement, they are afflicted by the Oblivious Status effect. This effect remains for 5/10/15 seconds after leaving the basement.
Mindbreaker - Works on all gens, not just those with less than 50% completion. Timer increased from 3 seconds to 10 seconds.
Overwhelming Presence - Survivors in your terror radius also suffer a repair penalty of 6/8/10%
Furtive Chase - Lose red stain while in chase with at least one token
Deerstalker - See the aura of a survivor who's been picked up for 3 seconds.
Fire Up - Increased to 4/4.5/5%
Distressing - Terror radius is increased by 10/12/14 meters
Forced Penance - Buffed to 90/100/110 seconds
Territorial Imperative - Also applies to the Killer Shack.
Unrelenting - Cooldown of missed basic attacks by 40/45/50%
Predator - Scratchmarks appear brighter and last 1/2/3 seconds longer
Hangman's Trick - Hooks automatically repair themselves after 20/15/10 seconds. (This sounds familiar...)
Bloodhound - See the aura of bloodspots within a 4/6/8 meter radius
Coulrophobia - Healing skill checks become tremendously difficult in your terror radius as well.
Beast of Prey - Gain Bloodlust 3/5/7 seconds faster
Cruel Limits - Map Wide
Unnerving Presence - Also removes Great Skill Check area entirely
Gearhead - No Skill Check requirement. Just reveals any gens being worked on during the time its active. Now requires 3 hits to proc.
Third Seal - Also applies Exhausted status effect
Dead Man's Switch - Generator also regresses 12% if let go and blocked and continues regressing at the normal regression rate until worked on again.
Dying Light - Obsession's healing speed is reduced to 20% instead of 33%
Huntress Lullaby - Start with 1 token. Now affects Jigsaw Boxes.
Spies from the Shadows - Instead, you see the aura of the survivor who disturbed the crows for 2 seconds.
Overcharge - Additional Regression buffed to 10/12/14%
Surge - 40 meters instead of 32
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Aftercare: Perk becomes disabled for 60 seconds after being unhooked instead of being reset on hook.
Autodidact: You have a % chance of 1 guaranteed skill check during the current heal by the amount of progress needed. (ie: if someone's heal bar is at 0% when you start you have a 100% chance that you'll get a skill check sometime during that heal)
Fixated: works while injured.
Fire Up: 4/4.5/5% per token, gain 1% Movement Speed for every 2 Tokens.
Furtive Chase: Changed to "Your Terror Radius is reduced by 4 meters for every Token for the Obsession"
Mindbreaker: Generator requirement buffed to 70/85/100%, Exhaustion buffed to 5 Seconds.
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