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What are the community's most wanted perk buffs?

Maelstrom10
Maelstrom10 Member Posts: 1,922
edited September 2020 in General Discussions

This is not a discussion for perk nerfs. This is a discussion purely to see what the community views need changes as soon as possible in order to buff both sides/make viable and fun.

I think a prime example of this would be monsterous shrine. Or deja vu. Please suggest any buffs/changes you'd make to off meta perks in order to make them fair and viable!

Edit : I've made a list below of some of the suggestions for perks to be buffed, so people don't have to go through all the comments on the thread!

Small game : people really want to see a totem counter, but any kind of small buff would be nice!

Premonition : with spine chill in the game, people want to see its alternate form a bit stronger!

Surge : with other gen regression perks in the game, and this one having so many requirements it could do with some tweaks!

Bloodwarden : despite being an incredibly strong perk, it has such a small niche, that opening that niche slightly would allow it to fit into a wider variety of builds!

No mither : despite being a challenge perk, it offers too much challenge vs its actual strength to be fun for a lot of people! taking away some of its downsides, or making them less visible, would retain the challenge of the perk, whilst making it more viable in a match!.

Monstorous shrine : as said in my post above, this is a very neglected perk, that people want to see reworked to better fit the current game!

insidous : Currently a campers wet dream, with no other real useage. people want to see it buffed and made more viable as a stealth perk! perhaps something akin to that trial of torment buff? ;)

Up the ante : currently luck factors very little into current players trials, and it doesn't do all to much! with slippery meat also increasing unhook chance, this perk has been left in the dust and is due for some adjustment!

Aftercare : whilst a strong perk on its own, its aura reading is a bit hard to go off without priortizing strictly altrusitic gameplay! making it have more ways to gain its aura reading upon finding survivors would make it a far more general use perk!.

Diversion : Widely accepted as a very fun perk, and one that i hold beloved, this perk could use some changes that make it a bit more useful as an actual diversion, or it being a bit more straightfoward with a cooldown. either way it could use being in more peoples builds! (though that could end up fooling the killer a bit less...)

Hope : Currently whilst having a strongish effect, it doesn't last all to long, and happens at the end of the game when the odds are already in the survivors favour. this perk could either be straight buffed, or altered slightly.

Furtive chase : People (and by people, that also includes me) feel its a bit niche in its use, and could use a more viable effect, or having its effect stack a bit better with other perk loadouts!

Deliverance : Whilst a very very strong effect on its own, it tends to be a bit worse in solo que, leading some survivors to come attempt an unhook when that might not be the best play. lessining the gap between solo que, and swf, by making the hooked player with an active deliverance glow a different aura color could make it a more functional perk!

Post edited by Maelstrom10 on

Comments

  • notstarboard
    notstarboard Member Posts: 3,903

    Now that WGLF is getting buffed, I think the next one I'd really like to see buffed is Premonition. It's amazing that it's stayed in its current state for so long given how strong Spine Chill is.

    BTW I think Deja Vu is actually pretty good right now! It's nice not having to worry about getting three-genned at the ends of matches, and the auras are sometimes nice too on maps like Hawkins or Lerys. I recommend giving it another shot and seeing how you like it :)

  • SCP_FOR_DBD
    SCP_FOR_DBD Member Posts: 2,416

    I wanna see Blood Warden get reworked while keeping the idea of it. My concept would be that you get a token for every survivor on Death Hook, once an exit gate is opened the tokens are consumed and an equivalent amount of totems will spawn. Until half of the hex totems are cleansed survivors on death hook will be prevented from leaving.

  • Deadeye
    Deadeye Member Posts: 3,627

    Surge. Unlcear why they go over Demos perks and ignore it. There weas another thread showing that it is overkill to have 4 conditions

  • DBD78
    DBD78 Member Posts: 3,470

    I would love for Blood Warden to regress the exit gate instead making it harder to 99% it. Then survivors understand they need to open it and either leave fast or hide when killer downs someone.

  • Dreadnight
    Dreadnight Member Posts: 128

    No mither, Monstrous Shrine, Insidious, Up the Ante (generally luck mechanic need rework).

  • ad19970
    ad19970 Member Posts: 6,464

    Totem counter should be base kit though. Solo survivors shouldn't have to equip a perk to get an effect that swf survivors have without the perk.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    With the upcoming buff to WGLF, I want No Mither to be next more than anything. It's a painful perk to use, and it always feels quite unfortunate to be on a team with anything running it.

    It's funny and all as the only major "handicap" perk in the game, but I think it's high time No Mither was made less of a joke.

  • CashelP14
    CashelP14 Member Posts: 5,564

    Aftercare

    I'd like aftercare to give more ways of earning it. Getting flashlight, pallet, head on or breakout saves should give aftercare value. Maybe even add protection hits to this.

  • OniKobayashi
    OniKobayashi Member Posts: 274

    There's a lot of perks that need buffs. Others are fine as is but aren't ever going to be used because of how high level meta games go. I want to see an Overcharge buff. It would be a fun perk to use but the skill check it too easy.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    I love Open Handed as is, but I'll admit that it could use a buff. Up the Ante should just be reworked entirely.

    They also need to try again with Mindbreaker because a few more seconds of exhaustion ain't it.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Wouldn't mind for No Mither to be actually good. Remove the huge "I HAVE NO MITHER!" notification and buff it's muffle effect and you have a decent perk.

  • TAG
    TAG Member Posts: 12,871

    For me, it's Diversion. Should just be a straight cooldown.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Hope still hasn't been changed to last permanently since EGC was introduced. This change is just waiting to happen imo. The issue with Hope being abused because trials could last indefinitely has been removed.

  • notstarboard
    notstarboard Member Posts: 3,903

    Interesting idea. What about having totems tied to individual people on death hook? You'd need to find your totem before you can escape :D If survivors do their dulls, of course, the perk wouldn't activate. But every dull remaining could be blood warden-ing a death hook person. I could see some interesting dynamics where you have to try to decide whether to stay for teammates' totems or just to leave.

    Work in progress lol

  • whammigobambam
    whammigobambam Member Posts: 1,201

    Instead of spine chill giving off a bright perk light when the killer is looking your way how about your character gets brighter when your aura is being read and/or you are being directly watched?

  • OldSilentHill
    OldSilentHill Member Posts: 87


    As a person who plays with Small Game 90% of my games, I can suscribe.

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354

    I just want Monstrous Shrine to make the basement a true death trap.

    Don't care how, just make it so chances of getting out alive are next to none.

    Dead Man's Switch and Fire Up too.

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

    I kinda want Furtive Chase to be reversed. Smaller TR when NOT in a chase.

    Id also like Huntress Lullaby to remove the notification and require 3 stacks to remove audio que. 4-5 just increase the frequency of skill checks. As it is, it's just too much work for too little pay off. Devour Hope can pay off at 3 stacks and they don't know it's on the field until then.

  • Trial_By_Scythe
    Trial_By_Scythe Member Posts: 65

    Deliverance, your aura is white to all other survivors so they know you're able to get off yourself so they don't have to stop what they're doing to come save you.

  • DaKnight
    DaKnight Member Posts: 720

    Yeah I think this would be really cool. Considering how furtive chase forces you to constantly swap targets which is a horrible thing for the killer to do usually; I think the payoff should be pretty huge if you can manage to fully stack it.

    I'd be happy if they just bumped up the anti-kobe numbers. They said they don't want it to kill people too much faster than normal because of gameplay implications. But I mean if i'm dumping an entire perk slot to stop basement kobe's it should at least be a significant reduction. Like basically 0% chance to kobe unless you have luck offerings or deliverance.

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    This isn't a bad idea, but i can see how the devs would be apprehensive about adding it! could make small game way better for totems, and overshadow perks like detectives hunch, or maps even. but it is a really great idea and feel it fits the perk nicely.

    Premonition is deffinately one that fits! :D if im being honest, premonition slips from my mind so often i forget its an alternate form of spinechill, but thats exactly the kind of perk that deserves a buff. I might try deja vu again, but seeing as i know all maps basically like the back of my hand, i wouldn't mind a small buff like allowing your teamates to see the generator auras that you do, in order to allow them not to 3 gen everyone. would make it less viable to run more then 1, but would also be a kindred style situation where people get huge benefit for the whole team by running 1 perk, without it just giving too much info or being overpowered.

    Surge could deffinately use a buff! its not a bad perk, but its requriement for only base attacks gives it such a major drawback ontop of its already long cooldown. when compared to perks like ruin, or pop it becomes a question of, well why would i use this over that? I feel the perfect change would be making this work everytime a survivor was downed, and increasing the generator regression to 16% with that 16% spread over every generator effected (so if one generator is effected, its 16%, if two its 8%, if 3 its 5.3, 4 is 4% etc etc.)

    Honestly kind of feel like that should be a basekit thing these days though, rather then tied to a perk. bloodwarden could make it go faster but i don't feel it would be a good change for only a perk. it would also signify if someone has bloodwarden, and also counter its use of blocking exits if the exits can't be opened to begin with. having it regress at 0.5 charges a second, would make exit gates go to zero in 40s, and bloodwarden could increase this to 1 charge a second (making it go to zero in about the same time it takes to actually do the exit gate.)

    Deffinately agree with insidous, and up the ante/monstorus shrine. i think no mither could use a buff, but at the same time i like the idea of challenge perks and wish there were more for both sides (that gave more rewards and more negatives if that makes sense.) all these perks need some good changes though!. Up the ante could cause you instead, to ignore a killer effect one time every time you become unhooked and at the start of the match, (excluding exposed) as if you've gotten "lucky". hag trap doesn't activate and instead it gives you a noise saying up the ante has activated, trapper trap snaps, and the noise plays. p-heads trails don't give you the tormented status one time, etc etc. Could be very strong, expecially against trapper, but it deffinately plays into Ace's "lucky style" whilst giving actual use, and causing a "misplay" to instead not harm you.

    Insidious i feel could grant the undetectable effect permantently once all generators are done, post hooking a survivor/having a survivor be unhooked, or at the start of the match with a speed boost until your first hook/chase/down.

    Honestly not a bad idea at all! i already view aftercare as the stronger variant of bond, but giving it the ability to match auras from all kinds of save's would allow it to more easily gain its benefit more quickly. breakout i feel is a bit niche of a combo for it but still!.

    Honestly i've always felt overcharge should allow you to "hit a gen with your base attack" to start regression on it, as the cooldown is far less and doesn't constrain your view, whilst retaining its original effect, but making any generator kicked with overcharge, have random skillchecks a le doctor. This way, that generator is now permanently effected with slightly harder skillchecks if you take the time to kick it, but you can also just hit gens the same way a survivor might tap them, in order to quickly start regression.

    Pretty much! or at the very least, grant a health state at the start of the trial, and remove the "broken status" visual cue for killers, but then that could make it incredibly strong and allow you to be slugged far more often. it needs some form of tell the survivor has it, but not one as obvious as what it has now.

    Absolutely agree. i also feel an amazing buff to this would be to lock its throw to anything that can have a noise notification, in the spot that you've thrown it. ie you throw it towards a pallet loop, near a locker. the noise notifcation and scratch marks spawn around the locker/vault location making it far more convincing. sort of like a red herring, but for vaults and lockers from a distance.

    Very true, though haste is deffinately a powerful status effect and i can understand the devs being apprehensive about adding no timer to hope!. that being said i feel that this is exactly the change it needs.

    Could be a nice buff, but without it being an instant visual change, it would just be a nerf to spinechill, and i think spinechill is possibly in the perfect place right now, being strong, but not overpowered. (though spinechill is still super horrendous to go against as stealth killers like ghostface.)

    I.... i want this too, but i remember posting in a thread about this to peanits, and the way they basically explained it, is they don't really want to give a method of making terror radius constantly incredibly tiny, for all killers, as you could just pair it with monitor and abuse and have an 8m terror radius on someone. i think furtive chase deffinately needs some adjustment, and i would like for it to lower terror radius at all times, but idk if this is it. Absolutely agree with it needing some love though!

    And i completely agree with huntress lullaby. as a even bigger buff to it though, getting to 5 stacks, could instead remove its effect from the totem, and make it permanent. in return though, to make this less easy to get, it could also work like devour in that tokens are only granted, from "Unhooks" further then x amount away, making sure you can't camp players out, to further disincetivize camping.

    I feel Deliverance is already incredibly strong on its own, but at the same time i can't exactly not see this being something that should be in the game. swf already has this information, making solo que not have this information, just debuffs players playing solo making them play in a fashion less optimal.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,998

    I wish diversion had a lower cooldown or allowed it to be gained mid chase

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    I wish it locked to the closest "loud noise notifcation emitter" ie vaults, gens or lockers, and was strictly a cooldown much like red herring


    Also for everyone else i've added all the perk's people have stated to the main post!

  • CashelP14
    CashelP14 Member Posts: 5,564

    First off as someone who likes to reply to every comment on my discussions I give you respect for that lol

    Secondly Breakout is definitely niche. Just thought if I'm giving auras for stopping a hook I should include Breakout.

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    I want to see updated text on Discordance and Surveillance

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    Updated text?

    Haha mad respect to you too then, as it can be majorly difficult replying to everyone!

    And on the breakout thing, perhaps being within 6m of a survivor being carried as they wiggle free could do it?

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    @Maelstrom10

    Both of those perks are better at T1

    If they just swapped it to where T3 has a longer duration that would be good

    And adding the audio notifications would fit to what the perk does

  • Satori
    Satori Member Posts: 75

    I think if they make so you can see totems and traps with Small Game wiil be a good buff

  • pepperoninipples
    pepperoninipples Member Posts: 90

    Idea for monsterous shrine. When survivor is hooked in basement and then gets unhooked 32 meters away from killer entity is summoned and blocks basement stairway for the next 60 seconds trapping survivors in basement if killer comes within 16 meters of basement entity unsummons.

  • pepperoninipples
    pepperoninipples Member Posts: 90

    No. You dont need to see traps. Maps and detective hunch already allows you to see totems auras

  • Kebek
    Kebek Member Posts: 3,676

    Lucky break to be permanent like Iron will.

  • CashelP14
    CashelP14 Member Posts: 5,564

    Yea of course. Can't just give people running Breakout a free aura if they aren't anywhere near the survivor lol

  • Squirrel_Thicc
    Squirrel_Thicc Member Posts: 2,677

    Thanatophobia, all of yuis perks, all of huntress perks and bloodpact.

  • th3
    th3 Member Posts: 1,846

    This may sound weird but Decisive Strike


    I don’t want to be rewarded for going down quickly in under 60s