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Changes i would like to see in game (Part 2: Survivor)

Survivor changes:


General:

Survivors will always spawn in groups of 2 (fix many game start balance issues).

Survivors can see each other's perks and items in the lobby.

Survivors can see each other's auras at all times (this will permanently fix the solo queue lack of information problem without making SWF any stronger).

For each survivor not in the dying state within 16 meters of a hooked survivor, hook progress is 25% slower (camping becomes less efficient as your teammates stay with the survivor, this is a simple but efficient way of making camping less viable, as the killer is protecting the hook, you can at least have 1 survivor doing gens as compensation of the other survivors not doing being any productive, this hook slowdown is removed once the last generator is completed, as the killer has no other reason to not camp and the survivors will probably be surrounding the hook in attempts to save).

When a survivor sees the killer aura, all survivors can see it as well.

Survivors can vote to end the game if someone disconnects or if there is only one survivor left (this will guarantee bloodpoints to all survivors as if they had been sacrificed and the killer will receive bloodpoints as if he had killed all the survivors).



Perks:


Ace in the hole:

Problem: meme perk

Solution:

Retrieving an item from a chest has a 100% chance of having a Very Rare addon attached to it.

The item has a 100% chance of having a second addon of Rare rarity or lower attached to it.


Adrenaline:

Problem: very strong perk but can be countered by dropping the survivor and quickly hitting him before he gets up.

Solution:

sprint duration decreased to 4 seconds (from 5).

receive the endurance status effect for 4 seconds (you do not receive an additional speed boost if you get hitted during this time).


Aftercare:

Problem: Useless with the new survivor base aura reading (see above in survivor general changes).

Solution:

Rework.


Autodidact:

Problem: terrible perk that will reduce your healing progress when you least want it to happen, very RNG based.

Solution:

Reworked:

You start the trial with a 0% progression bonus for skill checks when healing other survivors.

For every successful skillcheck, receive a token.

Each token grants a 4% bonus progression for a successful skillcheck while healing another survivor.

Great skill checks cannot be performed while using autodidact.

Tokens cap at 5.

Skill Checks constantly happen every 3-5 seconds of healing (very important to fix the RNG aspect of the perk).

Autodidact now works with medkits (only works with other survivors)


Botany Knowledge:

Changed:

Increases the speed that you heal others by 50%.

Increases the speed of personal healing by 25%.

Medkit efficiency removed (they got nerfed already so this stat is no longer necessary, see below for more info).


Breakdown:

Changed:

Hook no longer instantly breaks, instead it will work identically to a sabotaged hook, where it will glow blue to survivors and will only break once the killer gets close.


Build to last:

Problem: Very strong, but only used by people who know its true potential.

Solution:

I can’t think of one without making it too weak or stronger than it already is.


Calm spirit:

Problem: it got nerfed? why?

Solution:

Calm spirit no longer has an interaction speed reduction, instead, it lets you see the location of crows who were disturbed by the killer within 24 meters of you.

In a situation where you would scream, the secondary effects of this perk is disabled for 30 seconds.

You also make no noise when cleansing, opening chests and blessing totems.


Corrective action:

Problem: this perk had one job and it catastrophically fails at it.

Solution:

When a survivor misses any skillcheck within 4 meters of you, the skillcheck will appear on your screen instead, letting you fix your teammates' mistakes by doing even better on some occasions (if you leave the range, the skillcheck will count as missed).

Additionally the missed skillcheck will move 25% slower giving you a bigger window to hit it.

Receive 100% extra bloodpoints when a skillcheck is corrected.

If you already have a skillcheck on your screen it will instead wait until it finishes before the corrective actions skillcheck plays.


Dance with me:

Problem: cooldown

Solution:

Cooldown reduced to 20 (from 40).


Deception:

Problem: cooldown

Solution:

Cooldown reduced to 20 (from 40).


Decisive strike:

Problem: got nerfed too hard.

Stun increased to 4 seconds (from 3 seconds).


Diversion:

Problem: activation time and range

Solution:

Range increased to 24 meters.

Activation time decreased to 20 (from 30).


Empathic connection:

Problem: bad perk and now even worse after the survivor base aura reading change (see above in general).

Solution:

Survivors in chase can see your aura glowing in blue, once they get within 8 meters of you, both of you receive a 2% haste and recover from the exhaustion status even when running until the exhaustion reaches a minimum of 5 seconds, effect lingers for 15 seconds after leaving the range or the chase ends.


Empathy:

Problem: requires a rework (see above as aura reading is now basekit).

Solution:

rework.


Flip-flop:

Problem: gimmicky bad perk

Solution:

Added: receive a 10% haste for 5 seconds after escaping from the killer's grasp by any means.


Hyperfocus:

Problem: insanely OP in the hands of competent teams

Solution:

No longer works with toolboxes

Skill Checks are less RNG


Inner focus:

Problem: weak gimmicky perk

Solution:

Reworked:

Wherever a survivor is injured, the aura of the killer is revealed to all survivors for 5 seconds.

You can see scratch marks of the killer (this effect is shared with survivors within 8 meters of you).


Kindred:

Problem: most of it is basekit now

Solution:

For each survivor within 16 meters of you when you are hooked slows down your sacrifice by 33% for a maximum of 99% (you will still receive skillchecks so you can still suicide on hook).

Any hooked survivor within 16 meters of you has its sacrifice slowed down by 33% instead of the usual 25%.


Leader:

Problem: not a bad perk but it's overshadowed by other better perks.

Solution:

Action speed bonus increased from 25% to 35%.


Left behind:

Problem: quite weak, could do something else that fits more the perk concept.

Solution:

Once you are the last survivor, rummaging a chest has a guaranteed chance of finding a dull key.


Low profile:

Problem: too situational

Solution:

I can’t think of one sadly.


Mettle of man:

Problem: very hard to activate, so i removed the unnecessary part of the perk.

Solution:

Healing back to full no longer reveals your aura to the killer, instead, your character will glow with a white outline.


No mither:

Added:

Wherever an attack would put you in the dying state, instead receive the lethal wound status effect for 2 seconds, after the 2 seconds passes, you will go down no matter what. If you are already suffering from the deep wound status effect, you will immediately go down.


Object of obsession:

Problem: terrible perk that will kill you in solo queue.

Solution:

When the killer aura is revealed, all survivors see it as well.


Off the record:

Problem: More like On the record

Solution:

Reworked:

Endurance has been completely removed from the perk.

Once off the record is active, your aura, grunts of pain, blood and scratch marks are hidden for 80 seconds or until you perform a conspicuous action.


Overzealous:

Problem: you waste more time activating this perk than you save from using it.

Solution:

Reworked:

Destroying a dull or hex totem grants the following benefits:

16% increase in repair, healing and unhooking until you are hooked.

This perk can only be activated once per trial.


Poised:

Problem: bad perk

Solution:

Poised now removes all recent scratch marks and pools of blood, additionally grunts of pain are silenced and you receive a 7% haste for the duration.


Premonition:

Problem: bad perk, and it is bugged apparently

Solution:

Cooldown has been removed.

If the killer is undetectable, the range is reduced to 12 meters.


Prove thyself:

Problem: insanely overpowered in the hands of competent teams.

Solution:

Repair speed bonus reduced to 10% (from 15%).


Red herring:

Problem: really bad

Solution:

I can’t think of one.


Residual manifest:

Changed:

Rummaging a chest has a 100% chance of receiving a utility flashlight.


Repressed alliance:

Problem: Is this a killer perk? no like seriously.

Solution:

Repressed alliance generators can still be interacted by you and follow survivors, this will unblock the generator and it will be blocked again once they stop working.

Generators affected by repressed alliance will not regress by any means.

Generator is blocked for 45 seconds (from 30 seconds).


This is not happening:

Problem: possibly the most useless perk in DBD history (it's not even a joke like no mither).

Solution:

Don’t fix it.


Solidarity:

Problem: really situational and even in the best case really bad.

Solution:

Now works with medkits, conversion rate increased from 50% to 100%.

This perk does not work with survivors in the dying state.

Now shows an icon when a survivor is being healed and you have this perk equipped.


Spine chill:

Problem: could be the way it was.

Reverted to before patch 6.1.0 with two exceptions.

if the killer is undetectable the range is reduced to 12 meters.

Vaulting speed bonus has been removed.


Saboteur:

Problem: too weak

Solution:

Added:

Now lets you see scourge hooks particle effects (like how the killer sees them).

Sabotaged hooks will not immediately break and will glow in a blue aura for survivors.

The hook still counts as sabotaged, meaning it will come back to normal in 30 seconds.

Once the killer gets within 8 meters of the hook, it will break for the remaining duration. (killers can check their hooks just by getting close).

Sabotaged hooks will still be visible for the killer until they break.


Clairvoyance:

Changed:

Clairvoyance aura reading bypasses blindness (see blindness change above).

Range reduced to 24 meters.

Perk has a max of 5 tokens, using it consumes 1 token.

Breaking a totem adds 1 token.

Scout all props and objects of interest within range for the remainder of the trial (all survivors can see them).


Dead hard:

Problem: The killer has no counterplay except hope that the survivor presses too early or too late.

Solution:

Dead hard temporarily increases your speed to 150% for 0.5 seconds, the endurance only activates once the speed boost ends, meaning you have 0.5 seconds of speed and then a 0.5 seconds of endurance (once the endurance ends the survivor is unable to interact with objects for an additional 0.5 seconds).


Technician:

Problem: this perk has one job (helping people who struggle to hit skill checks) and it fails at doing it well.

Solution:

Reworked:

Reduces the audible range of your generator-repairing noises by 12 meters.

Failing a skillcheck while repairing:

Prevents the generator explosion.

Prevents the regression penalty from applying.

Prevents you from receiving repair skill checks for 10 seconds.

Reduces your generator repair speed by 100% for 10 seconds.


Inner strength/healing:

Changed:

Perk now has up to 5 tokens.

A token is consumed per heal.

This perk is already perfectly balanced so it doesn't need any more changes.


Iron will:

Problem: overrated perk that got undeservedly nerfed because of that. (Killers can still hear survivors breathing sounds and footsteps, therefore it's not busted as some people may think).

Iron will reduce grunts of pain by 100% at all times.

When suffering from the exhausted status, Iron will efficiency goes down to 75%.


Self-care:

Problem: the devs should just admit the misinterpretation, Self-care isn’t the problem, medkit self healing is, even the worst medkit lets you heal yourself at the same speed as another survivor.

Solution:

Self-care has been reverted to before patch 6.1.0.

(Medkits have been changed, see below in the item section).


Resurgence:

Problem: the new hemorrhage status effect change made this perk kinda bad.

Solution:

Added:

You are immune to the hemorrhage status effect for 60 seconds after being unhooked.


Wake up:

Problem: weak

Solution:

You and any survivor within 4 meters of your location opens the exit gate 50% faster, additionally, once you get within 4 meters of an powered exit gate switch, the exit gate progress is hidden from the killer for the remainder of the trial. (the red lights that show how close it is to be opened).

Wake up does not stack with other instances of wake up.


General changes to boons:

Boons can only be used once every 2 minutes, no longer spamming boons (All boon perks share the same cooldown).

Boons have their auras revealed to the killer when he is within 12 meters (finding boons in some maps is terrible even with the sound clue).



Items:

All items that can no longer be found in the players bloodweb or inventory will be converted into blood point offerings of that category as a compensation, examples: emergency med-kit will be turned into a fragrant primrose blossom (altruistic offering), commodious toolbox will turn into a fragrant bog laurel (objective offering).

All items found in chests have one guaranteed rare rarity addon or below but will never have two addons (except if the survivor has the perk Ace in the hole).

Decreased the time it takes to open a chest from 10 to 6 seconds.

Increased the default number of chest on the trials to 6 from 3.


Camping aid kit:

Cannot be found in chests, only in the bloodweb.

Unlocks the self-heal action.

Decreases the personal healing speed by -50%

Increases the altruistic healing speed by +30%

Capacity of 16 charges.


First aid kit:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

Unlocks the self-heal action.

Decreases the personal healing speed by -50%

Increases the altruistic healing speed by +40%

Capacity of 24 charges.


Emergency med-kit:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

Unlocks the self-heal action.

Increases the altruistic healing speed by 100%

Capacity of 16 charges.

This item receives 50% less extra charges from addons.


Ranger med-kit:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

Unlocks the self-heal action.

Decreases the personal healing speed by -50%

Increases the altruistic healing speed by +50%

Capacity of 32 charges.


Flashlight:

Cannot be found in chests, only in the bloodweb.


Sport Flashlight:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.


Utility Flashlight:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.


Event Flashlights are fine as they are only cosmetic.


Broken key:

Cannot be found in chests, only in the bloodweb.


Dull key:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.


Skeleton key:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.


Map: Cannot be found in chests, only in the bloodweb.


Rainbow map:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.


Worn-out tools:

Cannot be found in chests, only in the bloodweb.

No longer decreases skillcheck success zones.


Toolbox:

Decommissioned item.


Mechanics toolbox:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

Charges increased to 20 (from 16).


Commodious toolbox:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.


Engineer's toolbox:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.


Alex’s toolbox:

Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

Repair speed increased to 25% (from 10%).



Medkit

Addons:

Rubber glove: reworked: No audio clue while healing.


New addon: Medical notes: missing a skillcheck while using a med-kit will consider it a good skillcheck and consume this addon.


Bandages: Increases the med-kit capacity by +4 charges.


Abdominal dressings: Increases healing speed by 25%.

reduces the med-kit capacity by -4 charges.


Styptic agent: on use: consumes 2 charges and pauses the hemorrhage status effect for 45 seconds.


Anti-hemorrhage syringe: on use: consumes 2 charges and removes the hemorrhage status effect after 15 seconds.


Other addons could receive some changes as well.



Toolboxes:

Addons:

Scraps: Increases the toolbox capacity by +4 charges.


Instructions: reworked: missing a skillcheck while using a toolbox will consider it a good skillcheck and consume this addon.


Wire pool: decommissioned addon (or rework it to not be a direct upgrade to scraps).


Brand new part: adds 10% to the generator progression.

consumes 16 charges on use.

generates 2 hard skill checks, each one grants 5% to a maximum of 10%.


Other addons could receive changes as well.



Keys:

Addons:

Eroded token: decommissioned addon


Gold token: decommissioned addon


Blood amber: single use addon (destroys the key on use) reveals the killer aura to all survivors for half the duration of the key.

Can only be used if injured.

The killer will see your aura as well.


What do you guys think about these changes? Would you like to see them in a PTB?

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