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[Perk Reworks] Judge them.

Slippery Meat-
Original: You have developed an efficient way to get out of Bear Traps and Hooks. Grants up to 1/2/3 extra escape attempts on the Hook. The odds of freeing yourself from Bear Traps are increased by 15/20/25 %

Rework: When you’re in the killer's grasp, your struggle bar progress starts at 20% / 15% / 10% and lose 5% of this progress every-time you leave the killer's grasp. You automatically escape bear traps after your 5th/4th/3rd attempt. (Killer is notified of this perk during pick up.)

Left Behind-
Original: You'll get the job done... No matter the cost. If you are the last person remaining in the trial, for each Generator that needs to be repaired, gain a 19/22/25 % bonus to Repair speed.

Rework: If you are the last person remaining in the trial, for each Generator that needs to be repaired, gain a 19/22/25 % bonus to Repair speed. You gain 100% more Bloodpoints in all categories for each generator completed during this time.

No Mither-
Original: You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.

  • You don't leave pools of Blood.
  • Grunts of pain caused by injuries are reduced by 0/25/50 % at any time.
  • Grants the ability to fully recover from the Dying State.

Rework: You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.

  • You don't leave pools of Blood.
  • Grunts of pain caused by injuries are reduced by 50% at any time.
  • Grants the ability to fully recover from the Dying State.
  • You receive 25% / 50% / 100% less time from status effects you receive from the killer. (This perk mainly applies to blindness, hemorrhaging, hindered, mangled and exhaustion not the doctor's madness or legion's deep wound.)

No one left behind-
Original: It is inconceivable to leave someone behind. Once the Exit Gates are powered, gain 50/75/100 % more Bloodpoints for actions in the Altruism Category and perform them 4/8/12 % quicker.

Rework: Once the Exit Gates are powered, gain 50/75/100 % more Bloodpoints for actions in the Altruism Category and unhook survivors 20/30/50 % quicker.

Insidious-
Original: Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters and thus become stealthy until you move or act again.

Rework: Every 60 seconds, you get a token. After you get a max of 9 / 8 / 7 tokens, you receive the ability to kill one survivor by your hands. After killing a survivor, your tokens reset to 0. When you sacrifice a survivor, you lose one token.

Monstrous Shrine-
Original: Your fervent care of the hooks found in the Basement has aroused the Entity's interest. The Basement Hooks are granted the following bonuses:

  • 3/6/9 % faster Entity progression.
  • 5/10/15 % increased difficulty on escape attempts.
  • 3/6/9 % increased penalty to escape fails.

Rework: Survivors receive blindness and exhaustion while in the basement and for an extra 10 / 20 / 30 seconds once they leave. Survivors also receive a slight / moderate / considerate luck penalty while in the basement. (Survivors are notified of this perk once they enter the basement.)

Thanatophobia-
Original: Their courage fades in the face of their undeniable mortality. All Survivors receive penalties to Repair, Healing and Sabotage speeds for each Injured, Dying or hooked Survivor.

  • 1 Injured, Dying or hooked Survivor: 4/5/6 % reduced action speed.
  • 2 Injured, Dying or hooked Survivors: 7/8/9 % reduced action speed.
  • 3 Injured, Dying or hooked Survivors: 10/11/12 % reduced action speed.
  • 4 Injured, Dying or hooked Survivors: 13/14/15 % reduced action speed.

Rework: All Survivors receive a 10% / 20% / 30% repair, healing and sabotage speed penalty for 30 seconds after a survivor is sacrificed or killed.

Fire up-
Original: The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation. Each time the Survivors complete repairs on a Generator, Fire Up grows in power and grants a speed bonus to pick up, drop, Pallet break, Generator damage and vaults.

  • 2 Tokens: receive 6/8/10 % action speed bonus.
  • 3 Tokens: receive 8/10/12 % action speed bonus.
  • 4 Tokens: receive 10/12/14 % action speed bonus.

Rework: Whenever a generator becomes fully repaired, you receive a 5 / 6 / 7% speed burst for 5 seconds.

Hex: Huntress' lullaby-
Original: A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention. Survivors receive a 2/4/6 % regression penalty when missing any Skill Check.
Each time a Survivor is hooked, Huntress Lullaby grows in power:

  • 1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
  • 5 Tokens: No Skill Check warning.

Rework: Survivors receive a 2/4/6 % regression penalty when missing any Skill Check.
Each time a Survivor is hooked, Huntress Lullaby grows in power:

  • 1 to 2 tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
  • 3 Tokens: No Skill Check warning.

Lightborn-
Original: Unlike other beasts of The Fog, you have adapted to light. Resistance to blindness is increased by 20/40/60 %. Recovery from blindness is increased by 50 %.

Rework: You are immune to blindness. However, you still become stunned from flashlights and any time you would become blinded you're instead stunned for 3 / 2 / 1 extra second/s.

Territorial Imperative-
Original: Unlocks potential in one's Aura-reading ability. Survivors' Auras are revealed to you for 3 seconds when they enter the Basement and you are more than 32 meters away from the Basement entrance.
Territorial Imperative can only be triggered once every 60/45/30 seconds.

Rework: Survivor's auras are reveled to you when they enter the basement as long as you are 32 meters away. Once the survivor leaves the basement or you go 32 meters near the basement, Territorial Imperative goes on a 60/45/30 second cool-down.

Comments

  • TheEdgeGamer
    TheEdgeGamer Member Posts: 26

    No Mither is a really good idea. There's not much benefit to No Mither. The killer knows your running No Mither so he won't let you stay on the ground so it pretty much only a meme.

    Insidious is interesting. I do like the concept of a mori perk but you can just use Rancor instead.

    Monstrous Shrine is my favorite one out of all of these. It makes the basement more treacherous which it's supposed to be like. This should be a rework.

    Thanatophobia is my second favorite one out of all of these. I like the idea of Thana doing more then what it is currently. I used to think Thana was god tier, but then realized how weak it is.

  • PureHostility
    PureHostility Member Posts: 708
    edited January 2019

    Slippery Meat- That's bad. It goes into the "DS" area of second chance for failing. Never implement anything that resembles second chance and doesn't involve help from another survivor. "Default" perk was already reworked and is pretty okay now, especially when paired up with Up The Ante, and by default already shits on Trapper due to 25% increased chances to free yourself... .

    Left Behind- That's okay, basically another WGLF and gives a reason to actually do something besides camping the hatch or even worse, doing the hatch stand off.

    No Mither- So... 100% less time of exhaustion? Not 100% faster recovery (doubling the speed of recovery from 40 sec to 20 sec (op AF)), but instead instant exhaustion recovery...how about no? That's silly.
    Make No Mither another perk in the line of WGLF, giving you bonus points. This perk is like Speed Limiter for Billy, Padded Traps for Trapper, The Beast rune for the Wraith, etc.

    No one left behind- It's okay.

    Insidious- Basically a stronger (arguable) version of Rancor without built in NOED... Not a fan of it.

    Monstrous Shrine- Sounds okayish, but notification is not needed. Survivor will know it after they leave the basement. Having them be notified of it would be stupid. Like having a notification when killer runs Territorial Imperative... no need for more notifications, the less of them are there the better.

    Thanatophobia-Actually, I think base Thana would have much bigger impact on the game than your rework, so no need to nerf Thana. It's already one of the weakest perks in the game.

    Fire up- Nope, just increase the actions speed of the fire up (up to 25%, maybe even 30%), make it affect the killer much faster (1 gen done, instead of 2).

    Hex: Huntress' lullaby- Decreasing tokens required is fine, but the most important thing is removing the notification, same goes for all other hex totems. Make players use their damn brainz and knowledge already, no need for hand holding. Almost anyone can notice Lullaby being in use if their skillcheck notifications are such short.

    Lightborn-The only reason Lightborn would be used is to decrease a chance of survivors doing a flashlight save... why would anyone run this perk then? Being blinded in pallet loops? Survivor shoots themselves in the foot by doing that, due to distance loss. (with fixed sound you can easily hear the footsteps).

    Territorial Imperative- It's okay. Doesn't really needs a buff, as notification of someone going into the basement is more than enough and in most cases said perk will only work once or twice per game anyway.

  • Lagoni
    Lagoni Member Posts: 180

    I like some of the ideas here, but.
    Slippery Meat-
    leave wiggle times alone! You are not meant to get out every time you are picked up.
    Thanatophobia-
    I think this change would be very weak.
    Fire up-
    This takes a perk that is hardly ever used, and turns it into a perk worse than the original surveillance.
    Lightborn-
    The perk pretty much works exactly how it should IMO. It's a hard counter to flashlights, but you spend a perk slot on it. The blindness part is not what killers dislike most about flashlights anyways. I like it when people spend their battery on pallet blinds instead of flashlight saves.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Why in the world has slippery meat been suggested to be worse that no mither? Why do survivors lose progress and gain wiggle time when dropped? Secondly, wiggling off is meant to prevent survivors from going to the basement and nothing else. That’s the reason sabotaging was hit so hard in the nerf.