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Survivor Perk Buffs Megathread
Hey, I created a list of 21 perks that I'd buff to be stronger, and also included my thoughts on 11 more perks at the bottom that I'm unsure of how to change, but I feel have some problems that prevent them from being particularly useful.
I think other than tuning down some of the strongest meta perks for survivor, a much more rewarding way to make meta perks less common is to remove some of the outdated downsides to older perks, and make them more rewarding for newer players.
Below is an image showing all the changes. Remember these are just buffs, I may make a list of the perks I'd nerf later, but that's for another time. Feel free to tell me what you think about them! Any changes you like, dislike, or perks you feel have been overlooked, let people know!
EDIT: The image is a bit compressed, it's easier to read if you click it and view it in another tab.
I think DBD has lots of fun and interesting perks, but many of them are plagued by outdated design decisions. It's not particularly motivating to go for some off meta perks and find strange, unfun drawbacks like losing aftercare after getting hooked, losing even more progress when you blow up a generator with Technician, and somehow reducing healing progress when using Autodidact.
I'm sure there was a good idea behind these drawbacks when they were implemented, but the truth is the current meta perks outshine all the other perks to such a large degree. If something as small as removing drawbacks or giving number buffs could incentivize players to run more off-meta perks, then I'm all for it.
Comments
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I can't read any of that, but I respect the premise. I would very much like to see the Survivor base's perks improved upon so that Survivors have a better spread of effective perks to compete with the same dirty dozen that are used right now.
I mean would Alert really be broken if it lasted 3 more seconds, or if Distortion had more tokens?
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Thanks. Yeah, best way to read it is just to click the image and open it in another tab and read there.
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I don't really see a reason for a clairvoyance nerf
Also Solidarity- Can be used with Med kit, Health gained from Solidarity can not be lost to hemorrhage
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My thought was that if you can use it after Blessing too, it would potentially let you use it infinitely. Perhaps the amount of uses could be increased to 4 instead of 2.
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Yeah I suppose, but I don't know if anyone uses clairvoyance for its aura effect.
I think people use it to walk through killers
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Hello? It does a better job at detecting hatch than left behind.
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I’m a killer main so don’t have strong opinions on most of these. Just at a glance
- Detective’s Hunch - It feels like it’s already probably a decent perk, particularly to mitigate hexes and find Boon spots quickly. Also I don’t think it’s necessarily a problem for a perk to be made in such a way that it combos with a specific item like a map. Some perks are simply built to be more powerful when combined with other things and that’s ok. For example on the killer side Hex Undying is so-so by itself, but really good combined with other Hexes so is still a decent perk overall.
- Distortion is a perk that it would be interesting to be able to pivot out stats on escape rates of survivors that have versus those that don’t. It’s definitely possible that it’s a perk that gives you a big benefit sometimes but you never realize it happened. For example, say a killer is running BBQ as their only aura perk. You basically won’t be seen by the killer’s perk for the first four gens which could give you more freedom to work on gens the first 2/3 of the match. On the other hand if a killer is running an aura heavy build then it might use up its tokens really quickly, and if a killer has no aura reading it’s probably useless.
- Slippery Meat and Up the Ante and other things that somewhat increase the chance of pulling off a hook (e.g. anything increasing the Luck stat) just seem kind of worthless from my perspective. Even using those perks you still are almost always better off waiting for a rescue. The only ones that actually seem decent would be the ones that give you a guaranteed success. They really should consider revamping the whole luck thing all around.
- I’m not a fan of perks like We’re Going to Live Forever and BBQ and Chili and add-ons using bloodpoints as balancing mechanisms. I’d much rather see their benefits be things that actually directly impact the match itself then be extra currency to spend between matches.
- Does Urban Invasion actually need a buff? I see survivors running it pretty frequently, it seems like it’s already a decent perk.
- Take my thinking with a grain of salt but Smash Hit seems like a decent perk on paper. 4 extra seconds of boosted speed to gain distance after a stun is a massive extra gap between you and the killer. Especially if you’re adept at getting the stuns and maybe combine it with the new perk that hides your scratches and sounds after the killer is stunned it’s pretty much a total reset on the chase, even if you get a stun at an otherwise unsafe pallet. I’m just looking at it from the perspective of what would hurt me as a killer if it was done to me. 🤷♂️
- Why the revamp of Overcome? It seems like it’s ok as is. Straightforward benefit but not overly powerful.
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I still think left behind is better for hatch games. You don't really want to put your key on the ground, and sometimes left behind will save you mid-chase. Plus you need to go out of your way to find a totem, which while usually not a problem still can leave you without your perk sometimes if you get unlucky.
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My idea for This Is Not Happening
So, if you land 10 greats you are fully healed.
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Decisive Strike should kill the killer.
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These are pretty nice. I've been meaning to do one as well.
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Pharmacy should be a Yellow Medkit with guarantee a Charge addon.
Find chest -> Open chest to heal 4sec faster once... The perk is only good if you're able to stay alive and bring it to the next trial
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