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Useless perks how would you buff them?

latinfla4
latinfla4 Member Posts: 2,119

Perks like monstrous shrine which I only used because of a challenge in one of the lores🤣.

For example buff it by having the rescuer gets hindered status by being next to the monstrous shrine hooks.

Any other ideas for perk buffs?

Comments

  • Pepsidot
    Pepsidot Member Posts: 1,662
    edited June 2021

    This is a post I made on reddit over a year ago:

    Not exactly a major buff, but a buff nevertheless.

  • latinfla4
    latinfla4 Member Posts: 2,119

    Yeah I figure bbq finishes those tokens really quick...maybe if you unhook someone safely you get a token?

  • latinfla4
    latinfla4 Member Posts: 2,119

    I think they tried something like this earlier and had survivors running around the hook without trying to go for the rescue🤣...it would help vs camping

  • maaadinsomniac
    maaadinsomniac Member Posts: 447

    How to buff useless perks? Remove them, we're almost at 100 perks

  • hiken
    hiken Member Posts: 1,188

    most of those "terrible perks" just need a buff in numbers, look at Tinkerer for example, a terrible perk that no one used is now as Meta as can be...

  • latinfla4
    latinfla4 Member Posts: 2,119

    Would love to see a different meta than what is current though...like on killer you need gen regression without a doubt.

  • latinfla4
    latinfla4 Member Posts: 2,119

    They completely reworked that from.the old version...proves that any perk can be buffed

  • TWiXT
    TWiXT Member Posts: 2,063
    edited June 2021

    My Suggested changes:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat or Deliverance, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.

    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, the yellow auras of any crows within 24/30/36 meters of you are revealed upon being disturbed. Disturbed crows are 100% louder to you within that range.

    Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field... wtaf?).

    Surge:

    Remove the cooldown and the Basic Attack requirement.

    Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate Surge at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.

    Oppression:

    Remove or significantly lower the cooldown.

    Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.

    Fire Up:

    Buff the perk- Increase it from 4% to 5%.

    Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.

    However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.

    Insidious:

    Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain back to normal size and brightness in 4 seconds, once this has returned Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game upon its release since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

    As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    For territorial remove the 32 meter away requirement

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    It all depends on the perk in question.

    Take Lightweight. Scratch marks last 1/2/3 seconds less. I'd increase it to 2/3/4 seconds and reduce or even eliminate noises from footfalls.

    Predator is pretty bad. Currently just makes scratch marks spawn tighter together. I'd change it to make them easier to see,kinda like Bloodhound, but for scratch marks. Then I'd have it make foot step sounds louder.

  • toxik_survivor
    toxik_survivor Member Posts: 1,184

    My man uve been thinking about this in the shower or somethin? I like the ideas

  • malatruse
    malatruse Member Posts: 784

    Autodidact: increases the chances of getting healing skill checks

    No Mither: leaves 75% fewer blood orbs when facing Oni

    Off the Record: gives a 3 second speed boost after being unhooked (does not stack with sprint burst)

    Wake Up: wakes you up if you are asleep, cmon, it's in the name

  • worriedfeng03
    worriedfeng03 Member Posts: 82

    I have a few ideas:

    Plunderers: Allows you to see the auras of not only chests but also items that are lying on the ground, and possibly have a way of telling how full the item is of charges (sort of like the Wraith's add-on that allows him to see gen repair progress)

    Head On: Give it some sort of ability to see the range of the stun effect.

  • pwncxkes
    pwncxkes Member Posts: 235

    Each time a generator is completed you get 2 more tokens while keeping the 3 tokens you start with

  • danielmaster87
    danielmaster87 Member Posts: 9,399

    I actually have a series of posts that I've very much been slacking on, talking about perks with unnecessary downsides. I don't suggest buffs, because that would be for Feedback & Suggestions, but I point out where the design of the perk is really not good.

  • Torsti56
    Torsti56 Member Posts: 259
  • BronzeHandModel
    BronzeHandModel Member Posts: 116

    I like how much effort you brought in. With Surge i agree and disagree. No Cooldown would be fair but surge is powerful with ruin or pop. So i think down with basic attack fine.

  • ryseterion
    ryseterion Member Posts: 445

    I think surge would be top tier if they removed the limit to basic attacks.


    Calm spirit is complete garbage and should have a decent passive ability like "crows are twice as loud" so that you can hear when something is coming.

  • Mdawgu
    Mdawgu Member Posts: 408

    Just sit back and enjoy using crap over the meta. Shout out to Autodidact, Saboteur and the OG No Mither.

  • Anniehere
    Anniehere Member Posts: 1,264

    Lightweight can be an Exhaustion perk. maybe it can be similar to Sprint burst or Lucky break.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,907

    hangman's trick should be reverted to its PTB version

    Fire up should have a numbers increase and maybe a movement speed boost

    cruel limits should be map wide and have a longer duration

    gearhead should be reverted to its PTB version

    dead man's switch should work on any survivor and lose its obsession part

    beast of prey should start as soon as you enter chase and also suppress chase music for the survivor

    territorial imperative should not have a range requirement and show auras

    overwhelming presence could additionally have old franklin's demise effect where it immediately removes charges upon hit

    monstrous shrine should spawn both basements (if possible), speed up sacrifice in the basement tremendously, make self unhooking in basement impossible, award bonus bloopoints like BBQ for basement hooks, make hook struggle skill checks in basement harder

    remember me should have a number increase and maybe apply some kind of penalty to the obsession (like decreased aura reading range)

    bloodwarden should be "charged" as soon as you hook someone after all gens are done and once "charged" activates itself upon the exit gates being opened

    forced penance should apply incapacitated

    death bound should additionally expose the healer if they stray too far from the healed

    blood favor needs to lose its status as a hex OR have no cooldown and an increased range

    thrill of the hunt should have the effect of old undying which shows auras if survivors cleanse hexes

    blood echo should work like mangled in that its effects stay active until a survivor is healthy again

    play with your food should only lose stacks for successful offensive actions

    hoarder needs its old effect (that never worked) which reduces rarity of items in chest

    coup de grace should not be token based and instead become active every time you are in chase with an injured survivor and after use it goes on cooldown

    surge should work with every attack

    dragon's grip, oppression, trail of torment, surge, thrilling tremors, I'm all ears should all have reduced cooldowns

  • aroell
    aroell Member Posts: 477

    Camaraderie, if the killer is within 16 meters the hook timer stops for a … seconds

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Insidious - No terror radius for 30 seconds upon standing still for 3 seconds. 180 second cool down timer or something.

  • Miles
    Miles Member Posts: 461

    regain tokens by being undetected within,25 meters? of the killer or by escaping a chase,

  • latinfla4
    latinfla4 Member Posts: 2,119

    Nice and thorough thanks for taking the time 🤔🙂

  • ManyAchievables
    ManyAchievables Member Posts: 667

    Jeff's Perks aren't exactly "useless", in my opinion, but hey I'm gonna talk about them anyway because he's my favorite Survivor.

    Honestly, completely agree with this. If we're keeping perk tiers though, how about making all tiers let you track every Survivor but make being hooked remove only 1 tracked teammate at tier 3, 2 at tier 2 and all 3 at tier 3? Another small idea I have for Aftercare is that it could also activate on protection hits and flashlight/pallet saves.

    Also agree with this. There are plenty of ways you could regain tokens, but personally I think that some kind of altruistic action would work great as they'd pair with Aftercare well (especially if they added protection hits and saves to Aftercare).


    As for Breakdown, I would say one (or multiple, idk) of these:

    • It also breaks the hook of a teammate you unhook for the full 180-second duration.
    • When you get unhooked, 3 other hooks on the map (random, doesn't choose already broken hooks) will be broken for 45 seconds.
    • Let this count as sabotages and award you the BP for it (this one is just so that people can do the sabotage hooks challenges faster because nobody enjoys these challenges let's be real).
  • fr0sty1223
    fr0sty1223 Member Posts: 313

    Left behind needs literally anything at all doesn’t matter what it is

  • Avilgus
    Avilgus Member Posts: 1,261

    Surge: Less affected generators = Less cooldown, and remove the basic attack condition.

    Oppression: 60s cooldown, and affect generators with the most progress.

    Forced penance: Survivors who take a protection hit are inflicted with the incapacitated statut effect for 35s

    Deathbound: Remove the 32m condition

    Thrilling tremors: 40s cooldown, can activate if you have a survivor in your shoulder (like starstruck), instead of drooping and picking up the survivor

    Fire Up: +5% mouvement speed for 25s each time a generator is accomplished

    Remember Me: Remove the basic attack condition

    Coulrophobia: Reduce the repair speed for 50% if a survivor is 10m away from the killer

    Gearhead: Reveal the aura of survivor near generators (16m) blocked by the entity for 8s, 30s cooldown

  • FFirebrandd
    FFirebrandd Member Posts: 2,445
    edited June 2021

    Monstrous Shrine needs a rework. We neither need nor want a perk that rewards basement camping. To that end... "Your fervent care of the Hooks found in the Basement has aroused The Entity's interest. It will reward you with additional strength for further use of them. While a Survivor is hooked in the basement, gain 20/25/30% faster breaking and vaulting."

    Iron Grasp is another. The effects it has isn't bad, but depending on where your hooks are, it just... doesn't help you so it needs another effect. To that end...

    "Your powerful grasp on Survivors causes maneuvering them to be far easier.

    While carrying a Survivor:

    • The Survivor's Struggle Effects from Wiggling, causing you to strafe sideways, are reduced by 75 %.
    • The time for the Survivor to wiggle free from your grasp is increased by 4/8/12 %.
    • Picking up and Hooking Survivors is 10/15/20 % faster."

    Those two together with Agitation and Whispers would actually give new Survivors a nifty little build that's not too difficult to get.

  • latinfla4
    latinfla4 Member Posts: 2,119

    Love both of these changes...would help with basement builds (been playing a lot of trapper lately🤣).

  • fr0sty1223
    fr0sty1223 Member Posts: 313

    for each survivor that dies in a trial increase the speed at which you repair gens by a percent.

  • latinfla4
    latinfla4 Member Posts: 2,119

    Like a resilience buff...makes sense in context you would be trying to get out thinking you will be the only survivor fighting tooth and nail🤔

  • latinfla4
    latinfla4 Member Posts: 2,119

    For coulrophobia is that buff with the heal slowdown as well?

  • TWiXT
    TWiXT Member Posts: 2,063
    edited June 2021

    Not really, These were the changes I suggested Months ago in my own post for fixing and updating killer perks for the current gaming environment. A lot has changed since then, but not in ways that makes these suggestions any less relevant. I'm glad you like them.

    It's still a hotly debated problem with surge, but most can agree that either the basic attack requirement has to go in order to make the perk more universal to the killer roster, or the Cooldown must go since chasing and downing a survivor already can take anywhere from 20-45 seconds, and that's depends on their health states when the chase began. Overall, I feel both need to go because surge already has 2 requirements for activation: the survivor must be within 32 meters of a gen with progress on it, and you must Down the survivor. Adding the other 2 requirements is just excessive and putting what would otherwise be a decent perk in the "Trash" tier among killer players. Especially when they have more and better options for gen defense.

    It takes 6 seconds for a survivor to recover the 8% of progress loss Surge inflicts, less than half that time if they have a toolbox, or co-op repair the gen, so really all surge ever amounts to is a hardly noticeable annoyance for survivors, and something that can potentially save the killer time on kicking gens themselves as long as they're close enough to activate it on 1 or more gens. Even In a small map, or 3 gen situation, Surge is still a woefully underpowered defense perk, but where this gets ridiculous is when you realize that even if both of my suggested changes were made, it would still be underpowered. More useful? Yes, but definitely no where near as powerful or effective as most of the other gen defense perks available.

    I Have been suggesting these changes for a long time, but none of my posts ever picked up for some reason. I always thought that was because of something I said, or nobody liked my ideas. I'm glad you at least kinda like them, and hope this post gets some more attention.

  • latinfla4
    latinfla4 Member Posts: 2,119

    I have seen some no mither spine chill resilience dead hard builds...brave of them to try😂

  • latinfla4
    latinfla4 Member Posts: 2,119
  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I think the second idea for breakdown seems like it would be extremely frustrating to deal with. The first and last seem great, though.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    Unnerving Presence should have some actual penalties. Right now it's actually helpful for survivors if they've played the game for more than half an hour.

    So here's my rework:

    Unnerving Presence

    Your presence alone instills great fear.

    Survivors in you Terror Radius suffer a 5/10/15% penalty to repairing, unhooking, totem cleansing, and sabotage.

    The success zones of all Skill Checks within your Terror Radius are reduced by 30/40/50 %.

    "It's presence befalls us."

  • worriedfeng03
    worriedfeng03 Member Posts: 82
  • latinfla4
    latinfla4 Member Posts: 2,119