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List of possible perk changes

Just a fairly long list of perk buffs/nerfs/reworks that I would like. Sorry in advanced if I suggest something stupid.

But first, some global base game changes:

  • Boon totems that are snuffed can not be re-blessed for 30 seconds
  • Cleansed rekindled totems can not be re-lit for 30 seconds


Guardian/Babysitter: (buff)

  • Increased the duration to 8/9/10 seconds


Kinship/Camaraderie: (buff)

  • Can now activate during the first hook phase
  • Notifies all survivors when activated (If it doesn't already)


Situational Awareness/Better Together: (buff)

  • Increased the gen aura reading range to 64 meters
  • Gen aura now appears in red
  • Increased the survivor aura reading duration to 20/25/30 seconds


Spine chill: (buff)

  • Increased the bonus action speed to 10/15/20%


This is Not Happening: (buff)

  • Now increases the success zones of both good and great skill checks
  • Now applies to all skill checks(e.g. Wiggling, struggling, Snap out of it)
  • Now always active


Bitter Murmur: (buff)

  • Once a generator is completed, reveals the auras of all survivors for 6/8/10 seconds


Claustrophobia/Cruel Limits: (rework)

  • Reduced the range to 12/14/16 meters
  • Removed the perk duration


Deerstalker: (buff)

  • The recovery progress of dying survivors is now revealed to you with a white aura that increases in intensity


Distressing: (rework)

  • Increases the terror radius by 8 meters
  • When a survivor enters your terror radius, they scream and reveal their location for 2/3/4 seconds. This perk then goes on cooldown for 45 seconds. (survivors will not scream if they are in your terror radius when this perk goes off cooldown)


Hex: No One Escapes Death: (nerf)

  • The hex totem's aura will immediately activate when all generators have been completed


Insidious: (rework)

  • Grants you the undetectable status effect for 20/25/30 seconds at the start of a trial and after a generator is completed


Spies in the Shadows: (rework)

  • Crows startled by survivors outside of a 42 meter radius alert you
  • This perk then goes on cooldown for 50/45/40 seconds


Unrelenting: (buff)

  • Decreases successful attack cooldown by 10%


Aftercare: (buff)

  • No longer resets upon being hooked


Better Than New: (buff)

  • Increase action speed by 16/18/20%


Boon: Dark Theory: (buff)

  • Increase lingering effect duration to 4/6/8 seconds


Breakout: (buff)

  • Increase wiggle speed bonus to 25%


Buckle Up: (buff)

  • Survivors within 48 meters recover 50% faster


Built to Last: (buff)

  • Reduce the item replenish time to 12/11/10 seconds


Calm Spirit: (buff)

  • Increase unlocking, cleansing, and blessing speed by 10/20/30%


Corrective Action: (rework)

  • Start with 3 tokens up to a maximum of 5/7/9 tokens
  • Affects survivors within a 32 meter radius
  • failed skill checks are considered good skill checks and consume 1 token
  • good skill checks are considered great skill checks and consume 1 token


Counterforce: (buff)

  • Reveals the aura of the closest totem for 3/4/5 seconds


Clairvoyance: (buff)

  • Increase aura reading duration to 11/13/15 seconds


Dance With Me: (buff)

  • Reduce cooldown to 50/40/30 seconds


Decisive Strike: (buff)

  • Increase stun duration to 5 seconds


Desperate Measures: (buff)

  • Increase action speed bonus to 16/18/20% to a maximum of 64/72/80%


Detectives Hunch: (buff)

  • Increase aura duration to 15 seconds


Empathetic Connection: (buff)

  • Fixed aura reveal to 96 meters
  • Increase heal speed to 10/20/30%


Fast Track: (buff)

  • Increase token gain to 2/4/6 tokens per hook


For the People: (buff)

  • reduce the broken status effect duration to 60/50/40 seconds


Hyperfocus: (nerf)

  • No longer activates while using items


Iron will: (buff)

  • Reduce grunts of pain by 65/80/95%


Left Behind: (buff)

  • Increase aura reading range to 32/48/64 meters
  • Gain a 7% haste status effect while the hatch is still open


Pharmacy: (buff)

  • Increased chest unlocking speed and reduced hearing range are now always active


Plunderer's Instinct: (buff)

  • Items with the common rarity can no longer appear in chests


Poised: (buff)

  • Gain a 7% haste status effect
  • Increased the duration to 10/15/20 seconds


Repressed Alliance: (buff)

  • Reduced time required to activate to 50/45/40 seconds


Saboteur: (buff)

  • This perk will no longer go on cooldown after canceling the sabotage action before it can be completed


Self-Care: (buff)

  • Increased healing speed to 40/45/50%


Self-Preservation: (buff)

  • Increase the range of activation to 20 meters
  • Increase the duration to 10/13/16 seconds


Sole Survivor: (buff)

  • Each token increases repair speed by 25%


Solidarity: (buff)

  • Now works with med-kits
  • Increases med-kit efficiency while healing another survivor by 50%


Up the Ante: (rework)

  • Increase self-unhook chance for all survivors by 7/8/9%
  • When a survivor completes a struggle phase skill check, there is a 3% chance to pause the struggle timer for 5 seconds


Vigil: (buff)

  • Now reduces the Incapacitated status effect


Visionary: (buff)

  • Removed perk cooldown
  • Generator auras are revealed at 26/29/32 meters


Wake Up!: (buff)

  • aura ranges are now infinite
  • Increased gate opening speed to 30/40/50%


Awakened Awareness: (buff)

  • Increased aura reading range to 18/20/22 meters


Beast of Prey: (rework)

  • When starting a chase with a survivor, that survivor suffers from the oblivious status effect for 20/25/30 seconds


Blood Echo: (buff)

  • Removed perk cooldown
  • Applies the hemorrhage and exhausted status effect for 35/40/45 seconds


Call of Brine: (nerf)

  • Only receive noise notifications on great skill checks


Coup de Grace: (buff)

  • Increased lunge duration to 80/90/100%
  • Only activates when needed


Dragons Grip: (buff)

  • Reduced cooldown to 100/80/60 seconds


Dying Light: (buff)

  • The obsession is now affected by the speed penalty


Eruption: (rework)

  • Reduce incapacitated duration to 8/10/12 seconds
  • Increase progression penalty to -15%


Fire Up: (buff)

  • Increase action speed bonus to 3/4/5%
  • Now affects searching lockers and snuffing boon totems


Gearhead: (buff)

  • Now activates when a survivor completes a good skill check
  • Plays a sound cue when activated


Grim Embrace: (buff)

  • Increase perk duration to 35/40/45 seconds
  • All survivor auras are shown


Hangman's Trick: (buff)

  • Increase aura reading range to 6/7/8 meters
  • Now shows you the wiggle progression of the survivor


Hex: Huntress Lullaby: (buff)

  • Skill check warning sound is disabled while the related hex totem still stands


Hex: Undying: (rework)

  • When a hex totem is cleansed, this perk activates
  • While this perk is active, gain the ability to rekindle a totem
  • A rekindled totem will inherit the effects of the most recently cleansed totem
  • Once you rekindle a totem, this perk deactivates
  • reveals the aura of survivors within 2/3/4 meters of a dull totem


Lightborn: (buff)

  • Survivors now get a false blind notification for actions that would normally blind you


No Way Out: (nerf)

  • Deactivates when there is only one survivor remaining in the trial


Oppression: (buff)

  • Reduced cooldown to 80/70/60 seconds


Pop Goes the Weasel: (buff)

  • Regresses generators by -20% of total progression


Predator: (buff)

  • The aura of scratch marks are revealed to you within 6/7/8 meters
  • Scratch marks spawn considerably closer together


Remember Me: (buff)

  • Increased maximum number of tokens to 6/7/8 tokens
  • Deactivates when there is only one survivor remaining in the trial


Save the Best for Last: (nerf)

  • Looses 4/3/2 tokens when the obsession looses a health state by any means


Septic Touch: (buff)

  • No longer restricted by your terror radius
  • Increased lingering duration to 10/15/20 seconds


Shadowborn: (buff)

  • Survivors now have a small white outline tht can only be seen by you (Think dredge nighttime, but way less noticeable)


Stridor: (buff)

  • Increase survivors breathing by 25% across all tiers
  • Increase the volume of survivor's grunts of pain by 30/40/50%


Territorial Imperative: (rework)

  • The auras of survivors in the basement are revealed to you, and linger for 3/4/5 seconds after they leave the basement


Thanatophobia: (rework)

  • Reduce action speed by 2/3/4% for each injured survivor


Well that's it. Please share your thoughts, and any criticism is greatly appreciated!

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,116

    interesting post. A lot of changes reverts to the old perks. Decisive strike 5 seconds stun.

  • bleblablu
    bleblablu Member Posts: 13

    Yes, several changes do revert some perks because many members of the community, including me, think that the changes made to these perks were more harmful rather than helpful. For example, Decisive Strike's nerf to 3 seconds greatly hindered the perk and it's effects. While it could still be fairly helpful against some killers, other killers could easily down the survivor before they could have a chance to get to a pallet or window such as nurse, blight, wesker, huntress, deathslinger, and demogorgon.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    This is a lot to get through but I'm just gonna say equating boons and pentimento is goofy as hell. One is reliant on survivors cleansing a totem and the other can be done by survivors at any time, at will. You can have four boons pop up simultaneously but that can never happen as killer because the killer has zero agency whether or not they get to rekindle a totem.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Your numbers are all over the place. I agree that situational awareness needs a buff but doubling the range is excessive. 40m would probably work. You want to more than triple the spine chill repair bonus? God help the killer that tries approaching a half finished gen with three survivors with that perk and prove thyself. It's getting done in their face. Then the next. Then the next. You're removing what little counterplay bitter murmur has, for some reason. It's already a great perk for killers that can capitalize on that info.

  • bleblablu
    bleblablu Member Posts: 13

    While it is true that boon totems can be set up at any time, they do require a time commitment in order to set up along. A killer can snuff a boon in only a few seconds (However there are some totem locations that take a long time to get to e.g. ironworks of misery or eerie of crows, but these are more of totem location issues rather than base game issues). Rekindled totems are the same way, the killer only spends a few seconds to rekindle a totem, but survivors need to spend much more time to do so. this change is not intended to nerf rekindled totems as a whole, but to lower the extremes for both sides. as a survivor, it can be quite frustrating when a rekindled totem you just cleansed gets relit just a few seconds later, and the same goes for when a boon totem you just snuffed gets reblessed.

  • bleblablu
    bleblablu Member Posts: 13

    most of the changes i made were to improve some perks that feel generally weak. The original range on situational awareness was very small and more often than not felt unnecessary considering that a survivor would hear the generator being repaired when close. For spine chill, yes the bonus speed change is very extreme, but in order to get that speed the killer must have a clear line of sight of you and be within 36 meters. at most you will only get the increased speed for 5 or 6 seconds before you put yourself in considerable danger. bitter murmur is much weaker than you assume. it is only useful during endgame and in very specific situations, but even then it is mostly unnecessary. Unless you are huntress, the aura reading is very brief and completing a generator will already notify where a survivor is located. consider that Rancor does a similar action, but is more focused on nullifying a survivor during endgame

  • Archol123
    Archol123 Member Posts: 4,634

    Holy moly, since these are so many I'll only comment on those I find problematic in some way...

    • This is not happening: It might be too strong in combination with hyperfocus and Stake out for a "gen rush" build... Also the interaction with the wiggling is already faster than the normal one without the skillchecks, but with this in addition it will be really easy to hit them and potentially wiggle out faster...
    • Cruel Limits: So the windows just stay blocked forever?? I mean yeah sure, the reduced range will probably make it hard to get much value out of it in general, but with permanent blocked windows this could be really rough with the right rng...
    • NOED: I am really not a fan of NOED, since it helps killers that played bad get a kill or two without really deserving it... But with this change it is basically impossible to get value out of it... As soon as the gens are done they will look around once and immediatly know where to go and if they need to play stealthy or not... Maybe show the aura after the first hit? Or show that it's NOED immediatly but only after xy secodns the aura is visible to everyone? So the killer at least has some time to find them...
    • Spies in the shadows: Why does it have a cooldown? And also 42 m is huge... On some maps you can stand in the middle and this won't even activate... Also survivors trigger crows all the time... You will never get value out of it, if it has a cooldown... Especially when it is that long...
    • Breakout: The whole playstyle of denying hooks by sabotaging and staying in a corner of the map with no mither and so on is annoying as it is, and I really don't want anything that playstyle consists of to be buffed...
    • Corrective Action: I mean when playing with players that hit skillchecks that could be a nice interaction... But you might not have the stacks this way when you actually work on a gen with the weak link who can't hit skillchecks...
    • Counterforce: Totems will be gone in an instant because you don't need to travel all across the map anymore... I generally don't play with hex perks but this will really destroy anyone that does... But then again everyone hates not finding that one stupid totem in some bush at the end of the world... So it could be fine.
    • Fast Track: If you run this perk 4 times... and each one gets basically 72% of a gen out of it... with 2 hooks on everyone... That's really rough to be honest... I think this might be a little bit overbuffed... Perks that mess with gen speeds are a problem already :/
    • Saboteur: Could lead to potentially never being able to get a hook if people are coordinated and play the (no mither) sabo build...
    • Eruption: I really like this change, the 25 seconds of not being able to do anything is always so annoying (The one change I liked and still said something about it ^^)
    • No Way Out: I mean yeah sure it is kind of unfair when the hatch gets closed and you are basically dead no matter what you do... But at that point you already lost the game... So at some point the survivor should just die... Or at least make it something that gives you something for a good chase... Let's say Killer and survivor see each others aura until a chase is started and from the beginning of the chase a timer of xy seconds starts and if the survivor can survive for the amount of time (that could be dependant on the killer you're playing like smaller amount of time against nurse or spirit or blight or so...) you will get an extra amount of bloodpoints...
    • Pop Goes the Weasle: It did get nerfed for a reason and I'm fine with it... I'd rather have jolt and sloppy work on special attacks instead of this...
    • Remember Me: Same as for No way out....


    The rest I didn't comment on is fine I think, most of the buffs won't really make the perks meta or so, but they won't be as bad as they are currently, which is nice... And a higher perk variety is always good.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    They require a minimal time commitment. The only way you can lose it on the killer: survivor ratio is if you boon in the same place over and over and do little else.

    Takes 14s for a surv to boon. Killer seconds are worth 4x survivor seconds. If it takes me 5s to find and snuff a boon then the survivor wins that equation as they've effectively bought their team twenty seconds on gens

    I hate it when people equate things like this. Game is asymmetrical. It's not seesaw and just because one thing is changed is frequently nonsense to change another thing.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    You're laboring under the misapprehension that spine chill requires LoS. It does not. It activates whenever the killer is in range no matter what. So what you're proposing a +20% gen speed for survivors within range, through floors with zero counterplay from the killer. Then multiply that by 4x survivors which you are conveniently forgetting. This is incredibly broken for obvious reasons.

    I can't think of a single value in the game you could triple and have whatever resultant mechanic not be busted. Your numbers are insane.

    Rancor and bitter murmur are completely different perks. Comparing a snapshot to continuous aura reading with excellent Lethal synergy is asinine. Come on. It's just a buff for the killers it's already great on and does nothing for the killers it's pointless on.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,116

    if you already next to a pallet but not on the pallet, decisive strike still allows you to get to the pallet. The extra-stun duration only prevents survivors from running 24 meters away from the killer(I.e Hold-w). It still grants 11 meters of distance. I just do not see much reason to use it because main two reasons to why I used this perk was to 1) reset distance when getting unhooked in front of the killer but base-kit borrow time exists and 2) to have free-end escape, a late game insurance policy but the perk does not work end game anymore.

    Adrenaline took its place because BT covers its 1st functionality while Adrenaline covers its 2nd functionality. I still think DS is usable as a perk to some extent as insurgence to playing the chase poorly off hook. Its just not free game-losing reward for weak killers. Its as strong now vs weak killer as it was vs strong killers.

  • bleblablu
    bleblablu Member Posts: 13

    Yeah sorry about there being so many. This was mostly just for fun and to keep a list of everything I have thought up so far. In addition, you have given some really great feedback!

    This is not happening:

    • I originally made it affect all skill checks because I wanted it to be more unique, but based on your observations it would be too imbalanced and difficult to implement. For gen rush builds, While experienced players can hit great skill checks reliably without this perk, it would make it far too easy to hit skill checks without any downsides. so a possible change:

    • Increases great skill check zones while injured, but always increases good skill check zones.

    • This would still make it helpful for newer players, but add some risk in order to make great skill checks easier


    Cruel Limits:

    • My thought process behind this perk is to both encourage survivors to not loop around completed generators and to encourage killers to chase around completed generators. From my experience, during late game killers will want to stay in an area around unfinished generators while survivors will want to run to areas with completed generators, which makes sense. Killers will be able to force survivors off of gens while chasing someone during the process, and survivors will be able to run killers around while their teammates safely finish those generators. However, this kind of creates a mini stalemate where neither side wants to leave a zone which benefits them more. However upon rethinking it, there is way too much rng in where generators are located and what windows are nearby, so a potential rework:

    • Increase blocking duration to 40/50/60 seconds

    • I'm not sure if it will be any better, but in the end I'm not a game designer lol


    NOED:

    • I think I didn't make it clear enough how I wanted to change it. The perk doesn't immediately reveal its aura at a 24 meter range, rather it will grow in size from 4 meters to 24 meters for 30 seconds like it does right now. The only difference is that it will immediately begin growing once the last generator is completed and not when a survivor is downed. However, if my intention was clear, then this is a change I will stand my ground on. Seeing the aura revealed after a survivor goes down to it is like railroad lights going off after the train has passed.


    Spies in the shadows:

    • I wanted this perk to give you value outside of the range you would usually get value from crows. The cooldown ensures that this perk doesn't become a better BBQ. The change I made now makes it more of a random information perk. Survivors startle crows much more often than you think, but I will agree that the cooldown is a bit too lengthy.:

    • Reduce cooldown to 40/35/30 seconds

    • hopefully this will help make it stronger.


    Breakout:

    • I feel like this is more of a personal bias if anything. I have rarely seen sabo squads since they changed toolboxes during deathslinger's release, and when I do they usually only manage to complete 1 or 2 generators. Breakout by itself is very underwhelming, and like you said most people will run other perks instead like no mither, soul guard, tenacity, flip flop.


    Corrective action:

    • this is a situation of doomed if you do, doomed if you don't. If you make it work on good skill checks then you won't have any for when someone does mess up. If you don't make it work on good skill checks then you will be at max tokens for the entirety of the game, save for that one time someone misses a skill check. Its a slippery slope both ways


    Counterforce:

    • You are completely right. I don't know what I was thinking:

    • Reveals aura of furthest totem for 3/4/5 seconds


    Fast track:

    • ever since this perk was released, i thought it would be better if it did what i changed sole survivor to do. but ever since they added gen speed to sole survivor, i just kinda forgot about it. I dont think I have ever seen that perk both as survivor and killer, so i kinda just went overboard. So I'm actually gonna change two perks here:

    • Fast Track: For each dead survivor, gain a token. Each token increases repair speed by 15/20/25%
    • Sole Survivor: Removed repair speed bonus. Increase exit gate opening and hatch unlocking speed by 75%


    Saboteur:

    • All I am doing is removing the cooldown If you cancel the action partway. I dont see how that would make it impossible for killers to hook people, especially since toolboxes can already do that (with the cost being a few charges). There have been too many times where i accidentally tap m1 near a hook and have to wait 60 seconds to get my perk back.


    Eruption:

    • TBH this is not my idea. Basically everyone has been suggesting this change (including me) so i just threw it in there because I am very original :)


    No way out / Remember me:

    • At this point I don't know what to do about these two. The whole 1v1 endgame right now is just kind of an RNG mess (hatch spawn, door location, where each player is located when it starts) so for now:

    • No longer deactivates when there is only one survivor remaining


    Again, thank you for your time, insight, and criticism.

  • NekoTorvic
    NekoTorvic Member Posts: 778

    There is absolutely no need to touch STBFL. it works well with a few killers an compliments their powers. It already has a fair drawback, and ultimately it's effect isn't even that strong to warrant a change like that unless survivors feed you stacks and overall play poorly.

  • Archol123
    Archol123 Member Posts: 4,634

    I appreciate it :D

    This is not happening: Good idea

    Cruel Limits: I guess this way it is better... It is already map and general rng dependant I mean get this thing on The Game and it won't do anything... But as you said, the stalemate situation is kind of annoying... And the gameplay it would have resulted in as well I mean... Survivors constantly get their gens interrupted but they can't do that much about it as other areas got blocked and the killer generally does not want to chase away from gens anyway... So both sides would be annoyed I guess, Same range as right now but longer block duration is fine... I think you can avoid using an area for a minute... You could even think about blocking pallets as well? But shorten the range to 24 or 28 m? I don't know might need to test this on some maps to see how much it would actually effect, because 32 m and blocked pallets might be a bit too much in general...

    NOED: Ah ok, then I just got you wrong :D Yeah I agree... I think make it that and no matter how much time passed it reaches the maximum of 24m if somebody goes down...

    Spies in the shadow: The issue with the way spys work is that an alert is not equal to the aura reading BBQ gives you... The aura reading allows you an assumption where the survivor is heading to, but only a notification every 30 seconds (it is currently 5 seconds) is really rough... I mean you take around 8-10 seconds to get there depending on killer and if you can go there directly or if tiles are in the way... They could be anywhere after that amount of time... If you kept the cooldown and made the thing constant though it would be somewhat of an alternative to other tracking perks... Because right now and with the change the value would be really little and inconsitant... I mean... Imagine it this way... You are on mothers dwelling... Someone disturbs a crow on the other side of the map... There is no way you are gonna go there... they are in narnia until you arrive :D Unless it rather constantly gives you information about the direction they are heading, then it might be worth it...

    Breakout: Might be, I had a game the other day against a duo stack with no mither, breakout, saboteur and flip flop/breakdown... those guys were so annyoing xD They got rid of the only two hooks in that part of the map by using breakdown and then just camping the corner holy moly... I hate that so much...

    Corrective Action: Agreed.

    Counterforce: Glad you see it the same way ^^ The perk is already so nice against pentimento... You do totems in like 3 seconds :D:D

    Fast Track: I like that change, gives you a shot at winning a game that turned into a 3v1...

    Saboteur: What I meant was like imagine the survivors are all somewhat close and you're not playing a killer with a good chase power... The can just spread to the closest hooks and wait there... And whatever direction you can try to hook they can sabo it before you reach it... That's what I meant, but I know what you mean, it is really annoying if you do it by accident...

    Eruption: Yeah, but that does not make it less of a good idea :D

    No way out/ Remember me: The whole problem about the 1v1 endgame is the killer basically already won... And it is somewhat unfair for him to get robbed of the 4k because of stupid hatch luck or the survivor waiting at a door to instantly open it before the killer can reach the door... That's why I basically want both parties to win... The killer gets his 4k but the survivor can get something out of it if he lives long enough...

    Some perks are just lost causes where the basic design of the perk makes it somewhat annoying but in a way that can't get changed for the better if you don't change what it does entirely... But most are readeamable I guess ^^

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    Gearhead- needs to be reverted

    Hangman's Trick- again needs to be reverted

    Dying Light- needs to have 6 stacks and 6% speed penalty... and have the Obsession gain the ability to heal faster as the Killer gets more Hooks

    Thanatophobia- could have 3%,4%,5% per injury, hooked survivor... limit it to 20%

    Huntress Lullaby- IDK... I can't think of anything

    Boons except for COH could have ranges increased

    Predator- Make the scratch marks directional