We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
It's stats time! Sign up for our newsletter with your BHVR account by January 13 to receive your personalized 2024 Dead by Daylight stats!

Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1

All Killer Perks Balanced

FreshCoal
FreshCoal Member Posts: 174
edited November 2021 in Feedback and Suggestions

This thread will be my thoughts on every single killer perk in the game, which ones need to be buffed, nerfed, and stay the same. This thread will also contain some re-works.

Note: If I do not include a perk on this list, that means I think it is fine as it is. The list is also in alphabetical order.


A Nurse's Calling: The killer will now hear a sound effect when a survivor is detected healing within the radius. (Probably just the healing sound that the survivors make but louder so that the killers knows that someone is healing)

Beast of Prey: This perk will be entirely reworked. Upon hooking a unique survivor, you will now gain a permanent +1% movement speed boost, with a cap of +4% movement speed. Additionally, upon breaking a pallet you will also receive +5% movement speed for 5 seconds.

Bitter Murmur: Aura reading for finishing gens 1-4 now reveals the auras of all survivors on the map instead of just the nearby survivor(s).

Blood Echo: Remove the 60 second cooldown.

Bloodhound: Add an additional power to the perk. Being within 4 meters of an injured survivor will now give the killer a killer instinct notification of the survivors location. (Good for tracking in a loop)

Brutal Strength: Increased the breaking speed to 30% (Instead of 20%).

Claustrophobia / Cruel Limits: This perk will be entirely reworked. Upon a survivor vaulting a window in a chase, every other window in a 32 meter radius will be blocked for 10 seconds for that survivor.

Coulrophobia: This perk will be changed a little to pair better with A Nurse's Calling. Coulrophobia will now increase healing speed by 10% when a survivor is inside of your terror radius, but it will decrease the speed that survivors heal outside of your terror radius by 50%

Coup De Grace: Coup De Grace will now passively increase the range of your lunge by 20%. Your lunge is extended by an additional 5% for every generator completed.

Dark Devotion: Increase duration to 40 seconds, and remove the cooldown

Dead Man's Switch: This perk will now activate for 30 seconds upon hooking any survivor that is not the obsession, and will activate for 60 seconds upon hooking the obsession.

Deadlock: Upon a generator being blocked with Deadlock, that generator will immediately receive a 5% regression penalty and begin automatically regressing upon it being unblocked.

Deathbound: Remove the distance requirement.

Deerstalker: You now see the aura of all downed survivors regardless of distance. Any other survivor within 4 meters of a downed survivor now also have their aura revealed to the killer.

Dragon's Grip: Remove the cooldown.

Dying Light: Remove the buff that the obsession receives and have the obsession also be affected by the slowdown.

Eruption: Eruption now slows down the speed of which you kick generators by 30%. When eruption triggers, the generators no longer go back to normal and continue to be affected by eruption for the rest of the match.

Fire Up: Fire up now increases the speed of which you pick up and drop survivors by 10% per token, and also speeds up the speed of vaulting windows, breaking pallets, walls, and generators by 5% per token.

Forced Penance: Survivors that take protection hits are now inflicted with the deep wound and incapacitated status effect.

Furtive Chase: Whenever a survivor unhooks another survivor, the unhooking survivors now becomes the obsession. Every time you hook the obsession, you receive the undetectable status effect for 60 seconds.

Gearhead: Anytime a survivor is hit with a basic or special attack, Gearhead activates for 30 seconds. When Gearhead is active, anytime a survivor succeeds a skill check on a generator, its aura is revealed for as long as it is being repaired.

Hangman's Trick: Hangman's trick will receive a rework. Sabotages now take an additional 2.5 seconds to complete and you hook survivors 50% faster. Hooks destroyed by the entity now respawn after 30 seconds.

Huntress Lullaby: Make this perk a normal perk instead of a hex perk. Whenever the survivor succeeds or fails a skill check, the receive the oblivious status effect for 10 seconds.

Hex: No One Escapes Death: The exposed status effect now only effects survivors that have been hooked previously in the trial.

Hex: Pentimento: Snuffing a boon totem now breaks the totem completely.

Hex: The Third Seal: The Third Seal now applies the oblivious status effect.

Hex: Thrill of the Hunt: Thrill of the hunt now gives you a loud noise notification when a survivors begins cleansing or blessing a hex totem.

Hex: Undying: Hex Undying now displays the aura of boon totems to you when within a 24 meter range.

Hysteria: Remove the cooldown

I'm all Ears: Reduce the cooldown to 20 seconds.

Iron Grasp: Iron grasp now completely negates the effects of a survivors wiggling instead of just 75%. The increased wiggle duration is now 25% instead of 12%.

Surge / Jolt: Remove the cooldown

Lethal Pursuer: Hitting a survivor with a basic or special attack now reveals their aura for 3 seconds.

Make your choice: Remove the cooldown

Monstrous Shrine: Monstrous Shrine will be reworked. Upon hooking a survivor in the basement, all survivors within 32 meters will scream and reveal their location. Whenever a survivor is unhooked from a basement hook, they have a 30% penalty to repairing generators and receive the broken status effect for 60 seconds.

Oppression: Reduce the cooldown to 30 seconds.

Overwhelming Presence: I have no idea what to do with this perk.

Predator: Predator will be reworked. Upon beginning a chase with a survivor, their aura is revealed for 10 seconds. Additionally, footsteps that the survivors make are now 100% louder.

Remember Me: Make the obsession also be effected by the slowdown. Additionally, the exit gate progress bar with now regress 1 charge every 4 seconds when this perk is equiped.

Scourge Hook: Gift of Pain: The 9% generator repair penalty is now applied when the survivor is unhooked and does not go away until the survivor is put into the dying state again.

Shadowborn: Along with the increased FOV, you also gain another passive bonus. Whenever a survivors aura is revealed to you, the aura of a generator within 4 meters of that survivor is hidden for as long as that survivor's aura is being revealed to you.

Spirit Fury: Every time you are stunned by a pallet, you also gain a passive 10% faster recovery speed from pallet stuns, to a maximum of 30%.

Starstruck: Reduce cooldown to 30 seconds.

Stridor: Injured survivor's groans of pain are increased by 50%, and the breathing sound of healthy survivors are now increased by 100%.

Surveillance: You now receive a sound effect when a survivors begins working on a generator that is affected by surveillance. Sound effect example: https://youtu.be/BMMnQeoMw00

Territorial Imperative: Whenever a survivor begins repairing a generator that is at zero progress, their aura is revealed to you for 10 seconds. Additionally, whenever a survivor is within 8 meters of a hooked survivor, you receive a killer instinct notification. (I had no idea what to do with this perk tbh)

Thanatophobia: Increase the penalty to 6% per survivor.

Thrilling Tremors: Reduce cooldown to 40 seconds.

Trail of Torment: Reduce cooldown to 30 seconds.

Unnerving Presence: Reduce the success zones of skill checks by 80% and remove the great skill check box completely.

Unrelenting: Upon hitting a survivor, your next successful and missed basic attack cooldowns are reduced by 20% for 45 seconds.

Post edited by Rizzo on

Comments

  • lavars
    lavars Member Posts: 312

    that isn't balance, that is called power spiking. Some changes are a nice beginning for a brainstorm, but that's it.

  • FreshCoal
    FreshCoal Member Posts: 174

    Which ones are? A lot of perks in the game are terrible and I wanted to make them actually usable against other popular killer perks.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    I am sorry I will not read this all but just reading some of these changes allready tells me this wouldn't be balanced at all.

    Some of the changes would be broken on some killers (example your Starstruck + Nurse lol) and other changes bad (Nurse Calling is OP?? NOED ??).

    Some changes sounds nice (Brutal for example).

  • Jeromy137
    Jeromy137 Member Posts: 348

    Um no most of these perks don't even need to be touched but a lot of these fan reworks would make the game extremely unbalanced

  • FreshCoal
    FreshCoal Member Posts: 174

    Starstruck was barely even buffed, and starstruck is already broken on nurse because nurse is a broken killer. Nurses's calling is not even close to overpowered I have no idea where you got that from, and NOED pretty much stayed the same as long as the killer actually played a legit game of killer and didnt just facecamp 1 guy in the basement.

    A lot of killer perks aren't even used. I only buffed the perks that most experienced killers don't use. (With some exceptions)

  • Firellius
    Firellius Member Posts: 4,581

    I'll go through the list in a bit, since typing on mobile is a pain.

  • Jeromy137
    Jeromy137 Member Posts: 348

    I get that a lot of these perks could be looked at and changed, buffed, or reworked.

    I notice some of these perks that are strong already would be broken or some perks that the reworks are so over the top that it would enforce certain meta survivor perks to be used more than they already are

  • Bran
    Bran Member Posts: 2,096

    Well in response to all of that; neutral just means I didn't much care or didn't have an opinion for the change

    A Nurse's Calling: if it removes the aura reading, I'd say that's a nerf just to counter shadowstep. Id prefer the aura.

    Beast of Prey: that's kinda too strong.

    Bitter Murmur: pretty neutral in this one.

    Blood Echo: also neutral, though leaning unnecessary.

    Bloodhound: also also, neutral.

    Brutal Strength: kinda like this one.

    Claustrophobia / Cruel Limits: hex: crowd control, but useful.

    Coulrophobia: It could be an interesting change.

    Coup De Grace: that's a very strong change. Even I, killer main..say no.

    Dark Devotion: once again neutral.

    Dead Man's Switch: nice slowdown, good for tracking, but idk.

    Deadlock: seems like an unnecessary change.

    Deathbound: neutral, but might say yes.

    Deerstalker: distance requirement? No, aura reading? Possibly.

    Dragon's Grip: or at least lower it.

    Dying Light: pretty weird perk anyways.

    Eruption: that's definitely isn't balanced.

    Fire Up: neutral on this one.

    Forced Penance: don't very much care for this change.

    Furtive Chase: undetectable? Maybe lower active time and add a cool down.

    Gearhead: any attack? As long as it deals damage. Slight cool down.

    Hangman's Trick: seems unnecessary?

    Huntress Lullaby: it could work? Idk.

    Hex: No One Escapes Death: probably the best noed rework idea I've ever heard. Does that make it good? Idk.

    Hex: Pentimento: I mean...overkill?

    Hex: The Third Seal: I really dislike this perk anyways

    Hex: Thrill of the Hunt: I'm fine with only having hex notifications.

    Hex: Undying: unnecessary when you can hear them imo

    Hysteria: neutral.

    I'm all Ears: it's cool.

    Iron Grasp: not really needed

    Surge / Jolt: I'd be cool with it.

    Lethal Pursuer: not gonna lie that'd just dumb.

    Make your choice: maybe not.

    Monstrous Shrine: the current version is betters just add the scream effect.

    Oppression: neutral.

    Overwhelming Presence: 🤷

    Predator: the footstep thing is kinda cool I guess.

    Remember Me: could be cool.

    Scourge Hook: Gift of Pain: no idea about this one.

    Shadowborn: that's dumb,.

    Spirit Fury: changes the point of the perk to insta break a pallet to much.

    Starstruck: maybe.

    Stridor: should only effect injured survivors

    Surveillance: neutral.

    Territorial Imperative: I'll say no.

    Thanatophobia: no idea.

    Thrilling Tremors: I dig it.

    Trail of Torment: no idea.

    Unnerving Presence: seems kinda like overkill.

    Unrelenting: I think this is for where it is at. I've gotten unrelented recently actually. Called it and all.

  • Firellius
    Firellius Member Posts: 4,581

    Just picking out the ones I consider an issue...

    Beast of Prey: A permanent 4% movespeed boost is -huge-. The difference between a 110 and 115 killer is massive when you loop with them, so being able to bump a 115 up to 119 would be really excessive.

    Bloodhound: Just removing mindgaming completely is also pretty excessive.

    Claustrophobia: Very map dependent, but likely ruinous on Lery's.

    Coulrophobia: Passive 50% heal speed debuff on EVERYONE, PERMANENTLY is really, really, REALLY excessive. I think Coulrophobia is already underestimated in terms of value, but this would skyrocket it to mandatory pick in all cases. Just passively costing the survivors an extra 32 seconds baseline (16 additional seconds for BOTH the healer and the injured) would be extremely high value for no input.

    Coup de Grace: 20% is a lot, and passively being able to lung that much extra distance is pretty extreme, not to mention that when the killer has the most pressure, when there's only one gen left, it's at a whopping 40%. Passively. You might actually be able to move faster by just whiffing lunges at that point.

    Deadlock: Already a solid slowdown perk, it doesn't need a buff. This would make it the de facto pick for slow-downs, most likely, especially with the automatic regression, coupled with intel on its location.

    Deathbound: If they're that close, you're either hearing them, or they counterbuilt for the specific purpose of sneak healing. So this is either irrelevant, or a kick in the shins for Bite the Bullet, which doesn't deserve it.

    Deerstalker: Getting a heads-up when a slugged survivor gets assistance is a slugger's tool, and slugging is not a good playstyle to encourage.

    Dragon's Grip: No cooldown would be excessive, considering there's no real counterplay to this thing. Without CD, this'd just be permanent exposure all over the place.

    Eruption: No. This would make some gens almost permanently untouchable. Imagine a three-gen set-up with this perk, it'd be unbeatable. And it'd be way more of an actual set-up, since the killer can just pick these gens to be incredibly hard to work on.

    Forced Penance: 80 second incapacitated is EXTREMELY excessive. That survivor literally can't contribute for almost a minute and a half with this, all for trying to help someone.

    Furtive Chase: 60 second undetectable for just hooking someone is also extremely excessive. We don't need perma-stealth Bubba.

    Huntress' Lullaby: Either make it not a hex or make it grant oblivious, not both.

    NOED: Not a problematic change by any stretch, but not enough to fix the many problems with NOED.

    Pentimento: Too harsh a counter. Turns all survivor boon perks into killer perks.

    Thrill of the Hunt: Also too harsh a counter. Makes boon perks fully unusable.

    Undying: I don't think this should be on Undying, I think this should either be on a different perk, or a new one. Or, with reduced range, baseline.

    Iron Grasp: The wiggle reduction is fine, but doubling the wiggle progression penalty is excessive. Killers don't need to be 100% able to put everyone in the basement at all times. If there was no basement, this'd be fine, but this is just going to get used for camping.

    Surge/Jolt: Maybe a shorter CD, but not no CD.

    Monstrous Shrine: No broken status effect. That'd help basement camping too much and remove possibly the only counterplays to it, which are already weak, niche perks.

    Predator: Not keen on the 'when a chase starts' aura reveal, because sometimes the game will detect a chase when the killer misses it.

    Gift of Pain: This is not a good change because it makes the perk significantly less interesting. It's a cool idea to give the survivor the choice: Either play injured or repair slower. Removing that risk/reward thing in favour of 'you're just permanently screwed' isn't good.

    Starstruck: Already has no downtime and is pretty strong, doesn't need buffs.

    Territorial Imperative: Aside from this completely invalidating the use of Lethal Pursuer, there's no reason to give the killer a heads-up when someone's about to be unhooked. That's just going to be used for tunnelling and camping, and those strats need to be made weaker, not stronger.

    Unnerving Presence: Ye olde Ruin. Really harsh punishment for new players.

  • Dino7281
    Dino7281 Member Posts: 3,294

    There are people that talked about each, so I am not gonna bother about that, but some of those things are super OP.

    Some would be nice tho.

  • Kira4Evr
    Kira4Evr Member Posts: 2,025

    I really like the creativity of your changes. But some of them are really not necessary. If I may, I would like to share how I would change these perks.

    1. A Nurse's Calling: It's fine as it is honestly and actually pretty strong on some killers.
    2. Beast of Prey: "Upon hooking a unique survivor, you will now gain a permanent +1% movement speed boost" - I actually like that, but maybe the cap should be 5% instead of 4%?
    3. Bitter Murmur: It's fine as it is.
    4. Blood Echo: Reduce the cooldown to 45 seconds instead of 60 seconds.
    5. Bloodhound: I know it's a bad perk, but I actually think it's fine as it is. Maybe increase the extra time blood is visible for you to 8 seconds instead of 4?
    6. Brutal Strength: "Increased the breaking speed to 30% (Instead of 20%)" - Sure, why not.
    7. Cruel Limits: Your idea was pretty good. But 32 meters is quite huge, therefore, it might be a bit too strong. So maybe add a cooldown?
    8. Coulrophobia: Honestly, this perk is pretty bad as well. But I don't really think it needs changes.
    9. Coup De Grace: I would just increase your Lunge by 8% for every gen that is completed.
    10. Dark Devotion: "Increase duration to 40 seconds, and remove the cooldown" - I like that.
    11. Dead Man's Switch: Keep it as an obsession perk. But increase the timer from 45 seconds to 60 seconds.
    12. Deadlock: Fine as it is.
    13. Deathbound: "Remove the distance requirement" - Great idea!
    14. Deerstalker: "You now see the aura of all downed survivors regardless of distance" - That's a good change
    15. Dragon's Grip: I would decrease the cooldown from 80 seconds to 65 seconds.
    16. Dying Light: I would just make it so the penalty remains even if the obsession is dead, but you can't get more stacks.
    17. Eruption: Fine as it is.
    18. Fire Up: I like your idea, but all of them should be increased by 10%.
    19. Forced Penance: Fine as it is.
    20. Furtive Chase: "Whenever a survivor unhooks another survivor, the unhooking survivors now becomes the obsession. Every time you hook the obsession, you receive the undetectable status effect for 60 seconds" - I really like that idea!
    21. Gearhead: "Anytime you injure a survivor, Gearhead activates for 30 seconds. When Gearhead is active, anytime a survivor succeeds a skill check on a generator, its aura is revealed for as long as it is being repaired" - I like that
    22. Hangman's Trick: "Hangman's trick will receive a rework. Sabotages now take an additional 2.5 seconds to complete and you hook survivors 50% faster. Hooks destroyed by the entity now respawn after 30 seconds" - Still pretty weak but much better than it currently is xd
    23. Hex: Huntress Lullaby: Keep it a Hex, but remove the Token system and have the 5 Token effects as default.
    24. Hex: No One Escapes Death: "The exposed status effect now only affects survivors that have been hooked previously in the trial" - Sure
    25. Hex: Pentimento: It's fine as it is.
    26. Hex: The Third Seal: It's fine as it is. Besides, we already have Hex: Plaything.
    27. Thrill of the Hunt: I would keep it as it is, but make it so it's not a Hex anymore.
    28. Hex: Undying: Pretty strong as it is. No need to change it.
    29. Hysteria: It's fine as it is. And technically, it has no cooldown. Because the cooldown is the same duration as the oblivious effect.
    30. I'm all Ears: "Reduce the cooldown to 20 seconds" - Yea, why not
    31. Iron Grasp: "Iron grasp now completely negates the effects of survivors wiggling instead of just 75%" - I like that part.
    32. Surge: Reduce the cooldown from 40 seconds to 20 seconds. And make it activate when you down a survivor with any attack, not just basic attacks.
    33. Lethal Pursuer: Strong as it is.
    34. Make your choice: Fine as it is.
    35. Monstrous Shrine: "Upon hooking a survivor in the basement, all survivors within 32 meters will scream and reveal their location. Whenever a survivor is unhooked from a basement hook, they have a 30% penalty to repairing generators and receive the broken status effect for 60 seconds" - Now that's a really good idea. But 30% is quite a lot. So I would make it a Scourge Hook perk.
    36. Oppression: Reduce the cooldown from 80 seconds to 40 seconds.
    37. Overwhelming Presence: Honestly fine as it is.
    38. Predator: Add an additional effect, footsteps from survivors are 50% louder.
    39. Remember Me: Fine as it is.
    40. Scourge Hook: Gift of Pain: Pretty strong as it is.
    41. Shadowborn: Don't touch my baby...
    42. Spirit Fury: Fine as it is.
    43. Starstruck: Fine as it is
    44. Stridor: "Survivors grunts of pain are increased by 50%, and their breathing is increased by 100%" - yea I like that.
    45. Surveillance: "You now receive a sound effect when a survivor begins working on a generator that is affected by surveillance" - I like that
    46. Territorial Imperative: Just remove the cooldown and distance requirement. And increase the aura reading to 5 seconds.
    47. Thanatophobia: This perk is fine. Just make it so you Bless slower as well.
    48. Thrilling Tremors: "Reduce cooldown to 40 seconds" - Great idea
    49. Trail of Torment: "Reduce cooldown to 30 seconds" - and remove so that survivors can't see the aura of the gen you kicked
    50. Unnerving Presence: It's fine as it is.
    51. Unrelenting: It's fine as it is.
  • FreshCoal
    FreshCoal Member Posts: 174

    I agree that some of the perks might be a little overtuned, but I want these perks to actually be used by most killers, instead of having them just slap on 3 slowdown perks. I actually made a short video on YouTube explaining why I made each change for each perk:


  • terumisan
    terumisan Member Posts: 1,293
    edited November 2021

    that coulrophobia buff actually makes it useful and slows down coh a bit but hangman's trick needs to go back to close to ptb numbers like 12 or just straight back to 16 like on ptb

    last thing stridor got nerfed from being additive to being multiplicative so 0 x 100 is still 0 when it comes to iron will

  • Firellius
    Firellius Member Posts: 4,581

    The problem is the same as on the survivor side: the perks are mandatory due to inherent game flaws.

    DS/BT/UB will continue to be used due to how strong camping/tunnelling/slugging are. The only way to break that is by releasing new perks that are way stronger, or, preferably, to remove the need for them.

    Slowdown perks are used so much because base gen speed is high to compensate for camping/tunnelling/slugging.

    A ton, a -ton- of killer perks are actually pretty damn solid already, but they won't get picked because you require slowdown.

    It's just not a good idea to mess things up further and further while failing to address the underlying issues.

  • FreshCoal
    FreshCoal Member Posts: 174

    A lot of killer perks are actually terrible. You did watch my video, right?

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    These are certainly very creative and interesting. Worth a thought after several survivor perks are base.