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Rework/Buff ideas for nearly every underused/bad survivor perk. [LONG]

TacitusKilgore
TacitusKilgore Member Posts: 1,380
edited August 2021 in Feedback and Suggestions

Just thought i'd have a bit of speculative fun and suggest some buffs/changes to every non-meta survivor perk. Criticism is welcome, and i'd love to hear some of your guys' ideas as well. Not every perk may get a change here, as some are so basic they can't really be changed, this also includes perks that are still bad but already serve the only real purpose they were intended to serve. Not all of these may be particularly balanced, which is why i'd love to hear your input. These will go in alphabetical order, because why not. Any parts of a perk that were changed will be put in brackets, like [this].


-Aftercare

You see the aura of every survivor that:

  • You have rescued from a Hook, or who have rescued you from a Hook.
  • You have completed a Healing action on, or who have completed a Healing action on you.
  • They also see your Aura.

They also see your aura. [Any survivors under the effect of Aftercare will be granted a 25% stackable bonus to healing when healing you.]

This occurs for up to 1/2/3 survivors. All effects of Aftercare are reset upon being hooked by the Killer.

-Any Means Necessary

Press and hold the Active Ability button for [3] seconds while standing beside a dropped Pallet to reset it to its upright position.

Any Means Necessary has a cool-down of [80/60/40] seconds.

[Gain 200% more Bloodpoints when stunning The Killer with a reset pallet.]

-Autodidact

You start the Trial with a -25 % Progression penalty for Skill Checks to heal Survivors.

[Healing Skillchecks have a 15/20/25% higher chance of occurring, with 60%/50%/40% reduced Success Zones.]

For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of several Tokens.

  • Each Token grants you a +15 % bonus Progression for a successful Skill Check while healing Survivors.
  • Great Skill Checks cannot be performed while using Autodidact.

Autodidact is not active when using a Med-Kit to heal.

-Babysitter

When you unhook a Survivor, the rescued Survivor will leave neither scratch marks nor pools of blood, [and their aura cannot be revealed] for the next [10/15/20] seconds.

  • Both you and The Killer see each other's aura for [10] seconds.

-Better Together

While repairing a Generator, its aura is revealed in yellow to [all] other Survivors.

If The Killer downs a Survivor while you are within [5 meters of a Generator], you see the Auras of all other Survivors for [5/10/15seconds. [Any survivors who had previously worked on a highlighted Generator will also see your aura during this duration.]

All effects of Better Together are reset upon the completion of a Generator.

-Blood Pact

When you or the Obsession are injured, you both see each other's Auras.

  • After healing the Obsession or being healed by the Obsession, you both gain the Haste status effect. moving at an increased speed of 5/6/7 % until you are no longer within [20] meters of each other.
  • [You will never spawn as the obsession when blood pact is equipped.]
  • If you become the Obsession, Blood Pact deactivates.

-Boil Over

While being carried by the Killer:

  • Your Struggle Effects from Wiggling, causing the Killer to strafe sideways, are increased by 25/50/75 %.
  • You obscure the Killer's ability to read the auras of all hooks within [8/12/16] meters of your pick-up location.
  • [All survivors with a 10 meter radius of The Killer see their aura, and the aura of obscured hooks.]

-Bond

The auras of other Survivors are revealed to you when they are within a range of 20/28/36 meters.

[Survivors within 5 Meters of you can see the auras of other survivors within a 6/8/10 meter range.]

-Breakdown

Each time you are unhooked or unhook yourself, the hook breaks and The Killer's aura is revealed to you for [4/6/8] seconds.

  • A Hook broken by Breakdown takes 180 seconds to respawn.
  • [Any hooks previously broken by breakdown will no longer have their aura shown to the killer.]

-Buckle up

You can determine the Recovery progress of dying Survivors by the intensity of their aura at a distance of up to 48 meters away. When healing another Survivor from the dying state to the injured state, the Killer's Aura is revealed to the both of you for 4/5/6 seconds.

The survivor healed from the dying state will receive a 15% haste bonus for 3 seconds, and you will be Hindered by 5% for 3 seconds.

-Built To Last

Once per Trial, your carried item will refill 30/40/50% of its charges [instantly] after having depleted it.

• [This effect extends over to other survivors carried items once each, upon picking up another survivors depleted carried item it will refill 10/15/20% of its charges over 10 seconds.]

-Camaraderie

While you are on the hook in the Struggle Phase, Camaraderie activates.

  • If another Survivor is within 16 metres of your Hook while Camaraderie is active, the Struggle Phase timer is paused for 26/30/34 seconds.
  • [Injured survivors within 16 meters of your hook while Camaraderie is active are given a single use Endurance status effect.]

-Calm Spirit

The chances of alerting nearby Crows are reduced by 80/90/100% and your urge to scream from pain is suppressed.

  • [When the killer alerts a crow within 10/20/30 meters of you, you receive a noise notification. This effect has a cooldown of 60/50/40 seconds.]

-Deception

Interact with a locker while holding the Sprint button to trigger a loud noise notification for the Killer at your location instead of entering the Locker.

  • You will not leave any scratch marks or pools of blood for the next [5] seconds.

Deception can only be triggered once every [50/40/30seconds.

-Deja Vu

  • The auras of 3 generators in closest proximity to one another are revealed to you for 30/45/60 seconds at the start of the Trial, and each time a Generator is completed.
  • If you are holding a map generators revealed by Deja Vu are automatically added to it.
  • [You recieve a 4/6/8% progression bonus to any generators you have previously worked on that have been kicked by The Killer. This effect deactivates when another survivor is interacting with the generator.]

-Distortion

You start the Trial with [5] Tokens. Whenever the Killer attempts to read your aura, Distortion activates and a Token is consumed:

  • Your Aura will not be shown to the Killer and you will not leave any scratch marks for the next [5/10/15seconds.

Distortion does not activate when you are in the dying state or in a killer trap.

-Fixated

You walk 10/15/20% faster and can see your own scratch marks. [The sound of your Footsteps while walking are 80/90/100% quieter.]

-Head On

While standing in a Locker for 3 seconds, Head On activates.

  • When performing a rushed action to leave a Locker, stun the Killer for 3 seconds if they are within range.
  • [The lockers aura is highlighted in yellow to all survivors within 15 meters.]

Head On causes the Exhausted Status Effect for 60/50/40 seconds.

Head On cannot be used when Exhausted or when you have accrued Stillness Crows.

-Hope

As soon as the Exit Gates are powered [or the endgame begins], you gain a 5/6/7% Haste Status Effect for 120 seconds. [When an exit gate is opened, you see its aura for 10 seconds.]

-Left Behind

When you are the last Survivor remaining in the Trial, the aura of the hatch is revealed to you when you are within 24/28/32metres. [When the hatch is closed, you will gain a 20% increased chance of finding a key in a chest.]

-Lightweight

Your Scratch Marks start to disappear 1/2/3 seconds sooner. [The sound of your Footsteps while sprinting is reduced by 80/90/100%]

-Mettle Of Man (T H E Chad perk)

After triggering your [Fourth protection hit, or safely unhook a survivor for the fourth time], Mettle of Man activates and you are protected by the Endurance status effect:

Any damage taken that would put you into the dying state from the injured state is blocked.

  • When you are healed again, your aura will be revealed to the Killer whenever you are farther than 12/14/16 meters away.

Mettle of Man deactivates the next time you are put into the Dying State.

Increases the odds of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.

(No mither would be here, but i honestly have NO clue how i'd buff that perk. Its a total mess, so im just gonna skip it. Somebody else can surely offer some constructive buffs for it.)

-No One Left Behind

Once the [final generator has been repaired], No One Left Behind activates:

  • Gain a 30/40/50 % Action Speed bonus to Unhooking and Healing other Survivors.
  • The Auras of all other Survivors are revealed to you.

No One Left Behind grants 50/75/100 % bonus Bloodpoints for actions in the Altruism Category.

-Open Handed

Open-Handed increases all Aura-reading ranges by [10/14/18meters.

Open-Handed does not stack with other instances of itself.

[Open handed trumps the blindness status effect, but only for the user.]

-Power Struggle

While being carried by The Killer, reaching 35/30/25 % Wiggling progression activates Power Struggle:

  • You can drop a nearby, standing Pallet to stun The Killer and escape their grasp.
  • [Your aura will be shown in yellow to all other survivors upon reaching the 35/30/25% wiggling progression.]

Power Struggle deactivates after triggering successfully.

-Premonition

Get an auditory warning when looking in the Killer's direction within a 45° cone within 36 metres.

[Anytime another survivor sees The Killers aura, you will also see the killers aura for 5 seconds.]

Premonition has a cool-down of 60/45/30 seconds each time it activates.

-Repressed Alliance

After repairing generators for a total of 80/70/60 seconds, Repressed Alliance activates:

  • Press the Active Ability button to call upon The Entity to block the Generator you are currently repairing for 30 seconds, after which Repressed Alliance deactivates.
  • The Aura of the blocked Generator is revealed to all Survivors in white.
  • [When within 2 meters of a generator you blocked, press the active ability button again to dispel the entity.]

-Self Preservation

Whenever another Survivor is hit with a Basic or Special Attack within [20] metres of you, Self-Preservation activates:

  • Scratch marks, Grunts of Pain when injured, Bleeding, And your aura are suppressed for the next [8/10/12] seconds.
  • [If the Basic/Special attack puts the survivor in the dying state, you will overcome any urges to scream.]

-Slippery Meat

  • Grants 3 additional Self-Unhook attempts.
  • Your Self-Unhook chance is increased by 2/3/4 %
  • [All luck increasing sources have their effectiveness increased by 10%.]

-Sole Survivor

Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens:

  • Each Token grants a stack-able radius of 20/22/24 meters within which the Killer is unable to read your Aura, up to a maximum of 60/66/72 meters.
  • [Upon becoming the final survivor in the trial, heal a health state. This effect does not trigger if you are in the dying state, or are affected by the deep wound status effect.]

Increases the odds of being the Obsession.

The Killer can only be obsessed with one survivor at a time.

-Stake Out

Every 15 seconds you are standing within the Killer's Terror Radius without being chased, Stake Out gains 1 Token, up to a maximum of [6/8/10Tokens.

  • When Stake Out has at least 1 Token, Good Skill Checks consume 1 Token and are considered Great Skill Checks, granting an additional Progression bonus of 1 %.
  • Great Skill Checks do not consume any Tokens.

-This Is Not Happening

When injured, the Success zone of Great Skill Checks while Repairing, Healing, and Sabotaging are increased by 10/20/30%. [Gain a 3% progression bonus from all great skill checks.]

-Up The Ante

For each Survivor still in the Trial, Up the Ante gains 1 Token. Each Token applies a stack-able [4/5/6%] bonus to the Luck of all Survivors, up to a maximum of [15%]

-Visionary

The Auras of Generators are revealed to you within 32 meters.

[The perk is unchanged besides the complete removal of the cooldown.)



Aaaand i think thats all of them. All of the ones i thought needed changing, or i had ideas for at least. I'd love to hear your ideas as well, thanks for reading my super long post. Tomorrow i'll make a similar thread but for killer perks.

Comments

  • yummymarshy
    yummymarshy Member Posts: 36

    Some of these would definitely help with the constant usage of the same 10 perks in rotation.

    I like the autodidact change cause you can go a whole heal without getting a single skillcheck. my idea for no mither is since it is a hard mode perk it should not help you in game maybe a 150% or 200% increase in all blood points earned.