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Buffs for some of the weaker survivor perks

ZephanUnbound
ZephanUnbound Member Posts: 227
edited November 2021 in Feedback and Suggestions

What do you guys think of these, constructive criticism is welcome. I will do a separate thread for proposed killer perk buffs later.

Survivor Perks

  • Breakout: Carry survivor wiggling speed increased from 20 to 30% (Why: Because I very rarely see a survivor successfully wiggle free from the effects of Breakout)
  • Buckle Up: Additionally increases the speed of healing downed survivors by 20% (Why: Because the current effects alone aren't very enticing)
  • Fast Track: Increase the number of tokens gained per hook from 1/2/3 to 3/4/5 (Why: Because the maximum possible repair progression bonus you can get from this perk in an entire match is currently just 27% on a single generator, not a very useful benefit when you only have 4 perk slots, Prove Thyself is currently a much better perk for speeding up generator repairs)
  • Hope: Have the 120 second timer pause when slugged or on hook, so that time isn't being wasted. Why: Because the current benefit isn't really worth a perk slot)
  • Iron Will: Additionally reduces the volume of coughs from sickness (Plague and Nemesis) by 50% (Why: Because the two aforementioned killers almost entirely negate the usefulness of this perk, which feels somewhat broken to me, having one of your perks being pretty much useless due to RNG)
  • Lightweight: Additionally increases speed of walking and crouch walking by 10% (Why: The current benefit isn't that useful, this additional benefit would give it some potential when combined with Self-Aware or Urban Evasion)
  • Mettle of Man: Remove the negative downside of the killer being able to see your aura (Why: This perk has pretty tough unlock conditions, it requires taking 3 protection hits for teammates and being healed up after each one, in most matches you won't even get to use it, so it really shouldn't have a downside when using it)
  • Poised: Additionally suppresses bleeding for the duration (Why: The current benefit, no scratch marks for up to 10 seconds after repairing a gen isn't that bad, but it would be better if it also suppressed bleeding)
  • Premonition: Reduce cooldown from 60/45/30 seconds to 40/30/20 seconds. (Why: Because spine chill is just generally a much better "The killer is coming" perk than Premonition right now, as it gives you better warning and a repair/healing speed boost if you decide to stay and try to finish what you were doing instead of running or hiding)
  • Resilience: Increase the speed bonuses from 3/6/9% to 4/8/12% (Why: Because you never really want to be Injured in DbD, you're almost always better off healing than trying to play normally while injured. A small buff could at least give it some meme build potential)
  • Saboteur: Additionally increase the efficiency of toolbox sabotage by 20% (Why: Because the equivalent healing perk to saboteur, self-care, gives a bonus to efficiency of med kit healing)
  • Small Game: Revert the previous nerf that removed the ability to see killer traps (Why: Because just being able to see totems isn't very useful when you only have 4 perk slots, totems are usually pretty easy to find on your own except on a few maps, and RNG is not a good reason to run a perk)
  • Stake Out: Decrease the amount of time it takes to earn one token from 15 to 10 seconds, increase the maximum number of tokens from 2/3/4 to 4/5/6. (Why: Because the current benefit is only an additional 1% gen repair speed bonus every 15 seconds, not very good compared to other gen rushing perks, especially Prove Thyself)


Post edited by ZephanUnbound on

Comments

  • Maliken
    Maliken Member Posts: 166

    No it’s not, at high MMR it is not uncommon to see it. Survivors who will not even waste a single second to heal and slam those gens like nobody’s business.

  • ZephanUnbound
    ZephanUnbound Member Posts: 227
    edited November 2021

    Iron Will is a top tier perk against a single killer, Spirit, as it removes one of the few pieces of information she gets about a survivor's location while she is Phasing, leaving just scratch marks and grass movement as her only signs, but now she has that new add-on that gives her killer instinct and largely negates the benefit of Iron Will against her. As for the rest of the killers, Iron Will is mid-tier imo, and it's almost entirely useless against Plague and Nemesis since it doesn't suppress coughing sounds at all, hence why I'm calling for a 50% reduction in coughing sounds.

    Resilience really isn't that useful imo, I don't think I've ever seen anyone run it. While it can be useful in certain scenarios, it is usually smarter to heal than to gen rush while inured, unless a generator is almost finished and you know the killer is in a chase on the other side of the map, or unless ruin is active and would cause too much generator regression if you took the time to heal. I'm not exactly proposing a big buff for it, just a relatively small increase that might make it a slightly more common perk to see people using.

  • Maliken
    Maliken Member Posts: 166

    Iron Will is a top tier perk for almost every killer, with the exception of those two killers you mentioned which aren’t even the most common picks. You’ll pretty much always get injured on each match so unlike perks like Decisive Strike you’ll always get value from it. Don’t underestimate how important sound is for a killer to track you.

    The same can be said about Resilience, you’ll always get injured so getting a 9% bonus on everything is nothing to dismiss. Against certain killers like Plague or Legion, healing up is incredibly time inefficient or straight up detrimental. It’s certainly better with SWFs but then that’s even more a reason that this perk does not need a buff.

  • Nathan13
    Nathan13 Member Posts: 6,707

    I still find it useless, I can hardly tell the difference with the speed.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,898

    If you do an entire gen by yourself while injured it saves you 6.6 seconds.

    Overall I’d say resilience is fine, if anything the only thing I’d change about it is to make it work on blessing.

    For mettle of man I’d say they should just remove the killer seeing your aura and make it deactivate as soon as you tank a hit (rather than needing to be downed). It’s already hard to make it work, I don’t think it needs a downside.

    I also don’t think hope being 9% is a good idea because any 110 killer will pretty much just never catch up to you. It’s meant to give you a speed boost but it shouldn’t be impossible to be downed. A good alternate buff could be to make the 2 minute timer for it pause while slugged and while on hook so it’s not wasted there.

  • ZephanUnbound
    ZephanUnbound Member Posts: 227

    Thanks for the ideas on Hope and Mettle of Man, edited the OP.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,283

    Mettle of mans aura reading when used with object of obsession lets you see the killer at all times if they aren't a stealth killer, it can be hillarious, but more on topic.


    I like the suggested changes but Iron Will doesn't need anymore help, try looking at Off the Record, bite the bullet and others self preservation instead tbh. premonition could also give a temporary speed buff to actions like 5 percent for a few seconds when procced.