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I made all the bad survivor perks B tier or better
Collective stealth: is just a worse version of shadow step.
Power of two: is just a worse version of blood pact.
Friendly competition: is just a worse version of prove thyself.
Better than new: is just a worse version of Leader.
Emphatic conection: is just a worse version of empathy.
Reactive healing: just another healing perk that no one uses.
Parental guidance: just another stealth perk that no one uses.
Corrective action (new version): remove the whole token system. When teammates are repairing and healing with you, their failed skillchecks are transformed into good ones and the good skillchecks into great ones. Now you gain X bloodpoints each time this perk activates and other survivors are notified when you run this perk.
Slippery meat (new version): increases the hook timer in both hook phases by 15s.
Buckle up (new version): you gain the ability to pick up downed survivors and put them on your shoulders, while carrying a survivor you run at 3m/s and the teammate can recover himself.
Red herring (new version): while repairing press X button to activate it highlighting the gen, only for yourself. Now at anytime, you can press the same button to make a loud noise notification for the killer. It has a 40s cooldown.
Soul guard: increase the endurance duration from 8s to 16s.
Low profile: now it also hides your aura, screams and killer instinct while is active.
Self-preservation: increase the duration from 10s to 15s and range from 16m to 24m. Now it also activates when in the radius a teammate is hooked.
Blood pact (new version): you and the obssesion see each other aura at any distance (remove the injured requirement). If one of you is healing the other and the action is stopped or gets completed, both gain a 7% haste for 16s.
Poised: increase duration from 10s to 15s and now poised also makes your footsteps and fast vaults 100% more silent.
Rookie spirit (new version): you can see the aura of regressing and blocked gens during the whole trial (remove the skillchecks requirement).
Kinship (new version): if you are hooked and there is no teammates in a 50 meter radius, the hook timer pauses for 25s. Teammates get notified when Kinship activates. It activates in both hook phases.
This is not happening: now it works all the time, remove the injured requirement.
Solidarity: increase the percentage you take back from 50% to 75%. Now you gain 100% more bloodpoints for altruism actions. Now teammates within 6m of you get notified of the perk.
Pharmacy (new version): remove the injured requirement and the noise range effect. You unlock chests 100% faster and now it guarantees a purple med-kit.
Appraisal: increase the speed bonus from 80% to 100% and now you can see the aura of open chests in a 36m radius.
Dark theory: increase the haste of the boon from 2% to 4%.
Left behind: increase the range from 32m to 64m.
Counterforce: increase the aura duration from 4s to 8s and remove the stack-able bonus, now the perk increases your cleansing speed by 50%.
Quick gambit: increase the extra repairing speed from 8% to 12% and the radius from 24m to 32m.
Visionary: increase the radius from 32m to 40m. Remove the cooldown.
No mither: now at the start of the match you are healthy and activates when injured. You gain +100% post-trial bloodpoints in the evader and survival category.
Fast track: increase the number of tokens gained from 3 to 5. Now you also get tokens when teammates are killed or sacrificed.
Resurgence: also now when you go from the dying to the injured state, you are already 50% healed.
Sole survivor : increase the stackable radius from 24m to 30m and now you also gain +2% Haste with each token.
Autodidact (new version): you start with a -5% penalty and each token grants you +10% bonus, up to a maximum 3 tokens. Final bonus = 25%
Mettle of man: remove the aura revealing penalty effect.
Breakdown: now when you unhook another survivor, the hook breaks for 60s.
Streetwise: increase effiency from 25% to 50%.
Ace in the hole: now the second add-on can be green raritie or lower and increase the chances to gain it from 50% to 100%.
Premonition: reduce the range from 36m to 32m and the cooldown from 30s to 25s.
Calm spirit (new version): prevents crows from flying of by you, supresses the urge to scream. When a crow is disturbed by the killer in a 30m radius, his location (not aura) is revealed for 2s, with a 45s cooldown. Remove the totems and chests effect.
Residual manifest: increase duration from 30s to 45s and now you have the chance of finding flashlights of green and purple rarity, not only yellow.
Guardian: increase the duration for 8s to 10s and the haste from 7% to 10%. Now also delays the killer loud noise notification when you unhook another survivor for 3s.
Wake up: now you can see the auras of teammates inside exit gates and how much progress the gates switches have by the intensity of their auras. Increase the extra speed from 25% to 30%.
Deception: increase the duration from 3s to 4s and now it also hides pools of blood for the duration.
Open-handed: now also increases aura revealing times by 20% to all survivors. This buff affects Object of obssesion, Alert, Detective hunch, Breakdown, Situational awareness, Guardian, Counterforce and Fogwise.
No one left behind: increase the healing and unhooking speed from 50% to 100%. Now the rest of survivors can see your aura.
Technician (new version): if you are alone in a gen the repairing noises are completely silent. Failing a skillcheck while repairing prevents the explosion and the gen loses 5% instead of 10%.
Leader: increase the radius from 8m to 16m and now also affects blessing.
Bite the bullet: now also hitting great skillchecks while healing will grant +12% progression instead of +3%.
Dance with me: reduce cooldown from 40s to 25s and now it also hides pools of blood for the duration.
Self-care (new version): you can heal yourself in 28s. This perk activates by cleansing a hex totem, performing a safe unhook, healing a survivor and opening an exit gate. Once healed self-care deactivates.
Breakout: increase the Haste bonus from 7% to 15% and the range from 6m to 8m.
Situational awareness: now the effect of (seeing all survivors auras for 10s when a teammate is downed) activates at any time, not only when you are repairing a gen.
Clairvoyance: now it can be used with an item in hand.
Aftercare: when being hooked you only loose 1 teammate aura instead of 3.
Diversion (new version): remove the killer terror radius requirement. Diversion has a 60s cooldown, but you don't start the match with a pebble. Now the perk takes into account the verticality of the terrain. Press the X button while standing still or crouching to use the perk.
Object of obsession: increase the extra speed from 6% to 10% and now it also affects blessing, unlocking, opening, unhooking and vaulting speed. Now the second effect still applies even if you are not the obssesion.
Repressed alliance: reduce the time it takes to activate from 45s to 40s.
Smash hit (new version): when you stun the killer with a pallet, the stun is 1s longer. Grants the exhaustion status effect for 20s. Cannot use Smash hit while exhausted. Note = for me it's boring to see the same type of exhaustion perks.
Small game (new version): now you cleanse totems silently. The perk takes into account the verticality of the maps.
Stake out: reduce the time to gain tokens from 15s to 10s.
Detective hunch: increase the duration from 10s to 15s.
Plunderer's instinct: now you unlock chests silently and increase the range from 36m to 48m.
Potential energy: reduce the time it takes to activate the perk from 8s to 3s and reduce the charges required to gain 1 token from 1,5% to 1%.
Flashbang: now to craft the flashbang press X button while crouching for 4s. Increase blindness and deafness duration from 2s to 2,5s.
Urban evasion: now also increases the slow vaulting and entering lockers speed by a 20%.
Overcome: reduce the exhaustion from 40s to 30s.
Hope (new version): each time a gen is repaired you get 5% of Haste for 20s. When all gens are done you get 5% Haste permanently. Note = I just dont like it being an endgame perk, I want it to be less circumstancial
Decisive strike: increase the stun from 3s to 5s. Remove skillcheck, activates instantly.
Blast mine: reduce the percentage you have to repair from 50% to 40% and reduce the time it takes to set it from 3s to 1s.
Head on: it activates when the killer searchs the locker and you exit stunning the killer for 3s, or by fast exiting the locker with the killer nearby stunning him for 2s. Note = I made this change so is not that strong with SWF's.
Hyperfocus: no longer works if you are repairing with toolboxes and increase the odds of more skillchecks from +4% to +10%.
Dark sense: now each time a gen is completed you get a token up to a maximum of 5, when the perk activates you loose a token. Note = so you don't loose uses if multiple gens are completed quickly.
Built to last: change the percentages you get back from 99%/66%/33% to 80%/60%/40% and reduce the time you have to spend in a locker from 12s to 8s.
Desperate measures (new version): increases the healing speed by 14% and the unhooking speed by 18% for each ... survivor in the trial. Total bonus = +56% healing speed and +72% unhooking speed.
Background player: remove the exhaustion effect from the perk.
Self aware: increase walking speed bonus from 20% to 25%.
Wiretap: reduce the duration from 80s to 60s and increase the aura reading range from 14m to 20m.
Spine chill: increase the bonus when the killer has clear line of sight from 6% to 15% and remove the 0,5s delay.
Iron will: reduces grunts of pain by 80% and with exhaustion it reduces them by 30%.
Blood rush: now you can activate it while being injured (remove the broken effect).
Boil over: now the perk hides the aura of the closer hook (remove the 16m range).
Distortion: you start with 4 tokens and no longer can gain new ones.
Cut loose: increase the duration from 6s to 7s.
Fogwise: increase the duration from 6s to 7s.
Inner focus (new version): when the killer is chasing a teammate outside a 64m radius from you, his aura is revealed to you.
Comments
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I actually really like most of these changes, with just a few strong exceptions:
Kinship is now meta and too passively strong by itself. Single-handedly denies the killer pressure from hooking.
Botany Knowledge would be broken when combined with Built to Last.
Iron Will is still good, everyone has overreacted to it's nerf, imo. This would be too strong again.
The Urban Evasion buff is great, but the nerf isn't needed.
Boil Over is not a great perk, not sure why it needed a nerf.
Flip Flop buff is too much. Would probably make Exponential, Unbreakable, Power Struggle, and Flip Flop an unstoppable combo.
Dance With Me should really work on falls imo, to give it synergy with Balanced Landing.
Desperate Measures change doesn't really make sense. Also encourages tunneling.
Smash Hit would still be bad. It should just trigger on dropping a pallet. It still demands resource use, unlike every other exhaustion perk.
As much as I was at first looking forward to Wiretap + Open-Handed, the combo would be absolutely broken.
Again, I think most of these changes are great, and some are quite inspired!
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Kinship buff is unacceptably disgustingly gamebreakingly overpowered.
Iron Will change is overpowered
Saboteur change is unhealthy design that removes all risks
Sole Survivor countering Killer Instinct is awful design because Killer Instinct is only used on powers and you are not meant to have a counter to that
Stake Out/Distortion change is horrible design that instantly alerts Killer is in that range
Breakdown buff is unhealthy design, you can literally remove hooks for near half an entire game
Solidarity/Flip Flop being 100% is insanely gamebreaking overpowered
Mettle of Man/For the People change is disgustingly overpowered
Resurgence is already good, it does not need a buff.
Dark Theory 4% is completely busted.
Wiretap working with OH is completely busted.
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