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My Perk Tweaks and Rework Ideas!

SpasticLlama
SpasticLlama Member Posts: 60
edited September 2020 in Feedback and Suggestions

Hello! I came up with a few ideas on how to improve some of the perks in the game. Some have been given a whole rework while others just small buffs to make them more useful. Now I know some of them will probably sound way to OP. But hey, its just an idea! Comment on what you think of them and what should be changed about them to make them more fun and balanced. :3


Post edited by Miraak on

Comments

  • sterlingpipin
    sterlingpipin Member Posts: 10

    All of your ideas are great but tbh I feel no one left behind instead of a speed boost for 15 secs make it 3/4/5 seconds.

  • SpasticLlama
    SpasticLlama Member Posts: 60

    Yeah. Maybe 15 seconds at that speed will be too much lol. Maybe 5 or 6 seconds would be good.

  • CaulDrohn
    CaulDrohn Member Posts: 1,596

    No one left behind: Why no aura read anymore? Thats actually the most usefull effect of it currently. Your version is both too strong and too weak for me. The endurance for unhooking is too strong, together with BT it grants unlimited free escape for BOTH unhooker and unhooked, the very reason BT was changed. But it's also too weak, since it only activates when gates are open. But thats the perks whole idea ... so either it is useless or it is borderline strong, thats no good design for me.

    Cameraderie: This change would be alright, I guess. Cam. is currently absolute trash, extending the effect to two both phases and showing aura like with kindred wouldn't really be overkill, it likely would still be a niche perk.

    Lucky Break: One of my guilty pleasure perks. Changing it to a cooldown type instead of a max time would really increase its value, without being op. The removed scratch marks might not be needed, though.

    No mither: Totally different effect, difficult to say if it's good or not. Maybe it would be a better idea to use this effect for a total perk, so it could be used together with the acual no mither. About the effect: I would say since you only can get one token max and you have to stun a killer to get it, the endurance could easily be triggerable multiple times. I would just add a cooldown of one minute there. It might be really difficult to get the stun at all, since the killer would know about that requirement and probably respect the pallets against you.

    Lightweight: Nice addition, would greatly increase it's value.

    This is not happening: You added the inc. skill check chance, right? Totally fine, perk is still rather weak, imo.

    Fire up: Getting stuns on purpose to get stacks and perform actions quicker, thats interesting! The activatable effect for haste is fine, but the additional ability to break pallets is to much imo. We already have spirit fury, adding another perk for instantly destroying pallets feels to much.

    Territorial Imperative: The unconditional aura read is of course a big improvement over the current limitation. But it may be to strong when the killer camps. So maybe it should be changed from aura to location (killer instinct), I guess then thats fine. The enitity blocking is also too much, esp against someone like Bubba. Instead it could apply oblivious and / or hindered to the survivors, that's fairer I think.

    Mindbreaker: Could be actually usable with this change.

    Coulrophobia: A lingering effect would make it much more threatening than it currently is, thats nice.

    Dying light: This is totally overboard. Unhooking bonus for the obsession as acompensation alone is laughable. The obsession should at least keep the inc healing speed as well. All survivors are affected is principally ok, but the numbers are to high. Only 5 max tokens means it is quite easy to get the maximum effect, esp since obsession would also give a stack. And there's no way to deactivate it like currently. This all makes it op, imo, esp when stacking with other slow down perks.

    Overwhelming presence: If the speed reduction only applies when you use an item (which you likely mean), thats fine. As a general effect, surely not.

  • Zeus
    Zeus Member Posts: 2,112

    Scratch marks disappear in 2s for lightweight? Sounds strong to me. But terrible vs spirit.

  • notlonely
    notlonely Member Posts: 391

    I agree with most of them but I'm not sure about lightweight, it's a strong perk for me already. Also two perks that for me need are rework too are:

    Repressed Alliance: Make it so that the time to charge the perk is smaller.

    Fixated: pLEase make us walk faster even if injured.

  • SpasticLlama
    SpasticLlama Member Posts: 60

    Wow what a response! Thank you for taking the time to write your criticism! Yeah "No One Left Behind" is kinda out there lol. I figured as much.

    Territorial Imperative I can see as a problem for camping. Perhaps the distance requirement will make it more balanced.

    Dying Light too is kinda of strong now that you mention it. I guess it would be way to easy to pull of and basically have no counterplay.

    For "Overwhelming Presence" the 14% penalty is a general effect to repair speed, healing and sabotage much like "Thanatophobia". How about an effect in which when a survivor drains their item completely while in your Terror Radius, perhaps they will scream revealing their location and won't be able to interact for like 2 seconds? Just an idea


    I'm glad you like my idea of Fire Up! I can understand how the bonus effect of instantly breaking pallets would be too much like "Spirit Fury" and perhaps too strong. So maybe just the speed bonus and maybe a decreased cool down for attacks? Mmm...

    For "No Mither" I wanted it to become a perk all about being chased by the killer to add more playstyle and fun! The stun buffs could in itself become a whole new perk which is also an idea. But the reason why the Endurance Status Effect is once per trial because if would completely counter the Broken Starus effect and be pointless perhaps. Making it a one time thing makes it more fun and forces you to use it wisely for like epic plays ya know? :3

    The no scratch mark buff for "Luck Break" is to make it more of a threat. Only no blood is more towards a stealth play if the killer finds you again after chase and the scratch marks for a chance to confuse the killer. Maybe the time would be decreased yo like 5 or 6 seconds to be more fair.

    Well, thats all I have to say for now! Thank you for reading my perk ideas! Have a nice day! :3

  • SpasticLlama
    SpasticLlama Member Posts: 60

    I can see what you are saying Zeus. Perhaps 5 seconds less may be too much and should be reduced down to 4 (1 second more compared to original perk). The reduced footsteps and rustling sounds help you hide against spirit in a way she cannot hear the sound of grass moving and such. Also, if you have "iron will" with this, the Spirit will struggle trying to hear you cause you make no grunts of pain on top of no footstep sounds! Pretty cool right? :3