http://dbd.game/killswitch
How would you buff these perks?
Survivors
General perks
- Second Wind (Steve Harrington)/Renewal
- This Is Not Happening
- Premonition
Vittorio Toscano
- Potential Energy
Feng Min
- Technician
Ash J. Williams
- Mettle of Man
- Buckle Up
Felix Richter
- Visionary
Yun-Jin Lee
- Self-Preservation
Yoichi Asakawa
- Boon: Dark Theory
Jonah Vasquez
- Corrective Action
Haddie Kaur
- Inner Focus
Jake Park
- Calm Spirit
Killers
General perks
- Claustrophobia (Demogorgon)/Cruel Limits
- Deerstalker
- Distressing
- Insidious
- Unrelenting
Oni
- Blood Echo
Deathslinger
- Gearhead
Pyramid Head
- Deathbound
Blight
- Dragon's Grip
Trickster
- Hex: Crowd Control
Dredge
- Dissolution
- Septic Touch
Albert Wesker (Mastermind)
- Terminus
Knight
- Hex: Face the Darkness
Trapper
- Unnerving Presence
Wraith
- Predator
- Bloodhound
- Shadowborn
Nurse
- Thanatophobia
Michael Myers (Shape)
- Dying Light
Hag
- Hex: Ruin
Huntress
- Beast of Prey
- Territorial Imperative
- Hex: Huntress Lullaby
Doctor
- Overwhelming Presence
Freddy Krueger (Nightmare)
- Fire Up
Amanda Young (Pig)
- Hangman's Trick
- Surveillance
Ghostface
- Furtive Chase
Comments
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Potential Energy is already getting a Nerf and sadly Ruin will never get a buff ever again....
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I'd just do the one's that i would want changed.
Corrective Action - Build up tokens from skillchecks, 3 tokens per skillcheck, nullify's any loud noise notification from you for 10 tokens, 15 tokens max. While interacting with another survivor, failed skillchecks are corrected to good skillchecks on a 30 second cooldown and for 10 tokens. - Idea to make it useful for Jonah as well as people he cooperates with.
Hex: Face The Darkness - Remove it as a hex, and maybe lower the 25 second cooldown on screams to 15.
Dissolution - Remove the timer / activation period before the perk activates, if you're gonna show the survivor the perk icon.
DeathBound - Links a hooked survivor and his saviour together, mimics active status effects onto those two survivors. - Mangled, Gen speed reduction, oblivious, exposed, blinded, hindered, ect. - For instance if you were running Gift of pain and Plaything, upon rescue, both survivor's will have those status effects, until another is hooked or 2 minutes have elapsed. Make your choice or perks with status timers keep the allotted status time, 60 seconds ect for MYC.
Surveillance - Now show's regression icon upon kicking a gen, in percentage's in addition to white aura. Like a reverse Survivor gen progession icon ect, for killer's.
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Gearhead - I’d like if they remove the hit requirement so it’s just always active. However in exchange it’s now for only great skill checks instead of good.
This makes the perk active more often but the effect that triggers it is less frequent. The other thing I like is that it’s worse against bad players but much, much better against actually good survivors. To me that’s better design. It’s usually challenging to make a perk good against good survivors without being too good against bad ones.
Technician - Remove the negative effect on it. Now instead of it reduces the hearing range of the gen it just makes it completely silent, period. This applies if additional survivors are on the gen as well.
This now makes it for stealthing gens. Most killers don’t even look at the gen directly, they just drive by listen to hear it’s progress. This would make it really deceptive for throwing people off.
Post edited by Blueberry on0 -
Second Wind/Renewal
Remove the activation requirement. It already requires a hookstate, which is one of the highest costs in the game. This perk won't break if it allows you to skip a heal twice, with no questions asked.
This is not happening
Landing a great skillcheck reduces any active 'Broken' status effect timer by 1 second. This perk is sort of okay, but I think the big ticket is how it can interact with perks that inflict Broken. To bolster that synergy, this is my suggestion.
Premonition
Upon activation, you gain 2% haste for 10 seconds. Premonition has its niche against stealth killers, because I think it circumvents Undetectable, but it's generally pointless against anything else. A small 'startle' effect seems like it would give the perk a bit of value when you're not up against a stealth killer.
Potential Energy
Gain a token for every 1% of progress you would've made
OR
You lose half of your current tokens, rounded down, whenever you lose a health state while carrying tokens.
The double whammy of being guaranteed to lose a bit of progress on top of losing a LOT of progress if the killer is defending a gen (Which is what this perk is supposed to be for) makes this perk's risks outweigh its benefits.
Also, unconditionally: You no longer lose stacks upon failing a skillcheck. Gens blow up all the time when you let go, even when there isn't a skillcheck, this perk should not be hampered by that.
Technician
Within a range of 24 meters: generators that are under the effect of Eruption, Overcharge or Dragon's Grip are highlighted in red. The most progressed generator is highlighted in white. This is a training wheels perk first and foremost, but that makes it useless for players that are more familiar with the game. This change would turn the perk into a mild counter to gen-trapper perks.
Mettle of Man
Complete rework: Every protection hit you take grants you a token. If you have at least one token, you gain a 3% haste benefit. If you have at least 2 tokens, you gain a 25% increase to Great skillcheck zones. At 3 tokens, gain endurance. Taking a hit at 3 tokens will consume all tokens. This gives the perk some additional, more achievable value, instead of being a full on all-or-nothing perk.
Buckle Up
You gain a 50% healing speed increase when healing a downed survivor. Helps this perk achieve its goal.
Visionary
Cooldown removed. You see the auras of survivors working on gens you can see. This helps with coordination.
Self-Preservation
You also gain 5% haste for 7 seconds. It's hard to buff this one, since it can be valuable, but it does require the Yun-Jin to break line of sight. A slight haste might just help with that.
Boon: Dark Theory
Radius increased from 24 meters to 32 meters. If multiple boons are equipped, all boons will operate on the worst parameters. This perk's effect is hard to bolster without going overboard, but a radius increase makes it easier to apply.
Corrective Action
Completing a cooperative action with 3 or more tokens remaining grants you and your cooperator 10% haste for 10 seconds, and consumes two tokens. This one's tricky to buff because its function is so niche, but if you're to be babysitting another survivor and they're doing well, some encouragement might put some pep in their step. This also gives it more value under pressure.
Inner Focus
While within 12 meters of another survivor's scratch marks, those scratch marks last 50% longer. This makes it easier to confuse a killer through the use of an ally's scratch marks.
Calm Spirit
Removed action speed penalty on opening chests and breaking or blessing totems.
Claustrophobia
Reduce radius to 26 meters, but every generator completed increases the radius by 6 meters. Upon the third and fifth generator, this perk also blocks pallets.
Deerstalker
Global range. It's really hard to buff this perk without making it a slugging tool.
Distressing
Increases Lullaby radius as well, and causes the Lullaby to count as Terror Radius for the purpose of other perks. Distressing by itself might seem weak, but its increased terror radius makes it harder for survivors to read the killer's position, giving it some stealth potential. Its other aspect is that it is a synergy perk for things like Coulrophobia and Dissolution, but that doesn't work on killers with a Lullaby. This fixes that.
Insidious
Increases gen regression speed of gens within 20 meters by 50% while active. Does not work when within 20 meters of a hooked survivor. This gives it potential to use a generator as bait, rather than a hooked survivor.
Unrelenting
Gain a 3% haste for 5 seconds upon missing an attack. It's kind of niche, but it's useful, this just bumps it up a little bit.
Blood Echo
Hitting a survivor marks them with Blood Echo. When hooking a survivor, all marked survivors become Exhausted for 45 seconds. If they are injured, they are also afflicted with Haemorrhage and Mangled. Current issue is just that it's hard to get a hook in while survivors are injured, so it needs to work differently. This makes it much easier to get its value to actually proc.
Gearhead
Gain a token every time a survivor loses a health state. While you have a token, any time a survivor makes a Great skillcheck, a token is consumed, the progress bonus for that skillcheck is halved, and their aura is revealed for 10 seconds. This adds some more definite value and makes the perk more consistent.
Deathbound
While under the effect of Deathbound, every 20 seconds they are near the healed survivor, their aura is revealed for 3 seconds. This creates more consistent value for this perk, making its counterplay an evaluation of benefits.
Dragon's Grip
Cooldown reduced from 80 seconds to 40 seconds.
Hex: Crowd Control
When a survivor performs a rushed vault through a window, that window is blocked as long as the hex remains active. Improves consistency and adds pressure on survivors to cleanse it.
Dissolution
Injuring a survivor by any means grants a token, up to 2 tokens. When a survivor vaults a pallet within your terror radius, a token is consumed, and the pallet is destroyed. Improves consistency by removing the stringent time limit.
Septic Touch
While under the effect of Septic Touch, the size of great skillcheck zones is reduced by 100%, and the size of good skillcheck zones is reduced by 50%. Makes healing harder, giving it more consistent value.
Terminus
Survivors under the effect of Terminus cannot gain Endurance by any means. Improves end-game control.
Hex: Face the Darkness
Reduced scream interval from 25 seconds to 15 seconds. 25 seconds is just too infrequent. This could make it a serious powerhouse combo with Thrill of the Hunt.
Unnerving Presence
Reduces the size of great skillcheck zones by 100%. Gives it more definitive, consistent value across skill ranks.
Predator
While within 6 meters of a survivor's scratch marks, this perk charges up. Once it is fully charged, it reveals the aura of the tracked survivor for 6 seconds. This improves its tracking potential and might make it useful in chase.
Bloodhound
While within 6 meters of any bloodpool, this perk charges up. Once fully charged, gain a 5% haste bonus for 10 seconds. This improves its functionality when chasing a wounded survivor.
Shadowborn
Reduces terror radius by 25%. While there are no survivors in your terror radius, you gain 10% haste. This effect persists for 3 seconds after a survivor enters your terror radius. Shadowborn is disabled while under the effect of Undetectable. The FoV thing seems like it should be basekit, which means Shadowborn needs a new purpose. I decided to make it a sneakier perk, while also giving it some map traversal potential.
Thanatophobia
Increased slowdown per stack from 2% to 3.5%, and reduced the bonus for all survivors being injured from 12% to 6%. While old Thana was perhaps a bit too oppressive, the new Thana is unusable on anyone but Plague and Legion. This should push towards a bit more of a middle-of-the-road solution.
Dying Light
Whenever a survivor is unhooked, they become the obsession. If an obsession dies, you cannot gain any more tokens, and the maximum number of tokens is reduced to 6. This makes it somewhat anti-tunnel incentive, and preserves its effect in diminished state once the obsession is killed.
Hex: Ruin
Increase regression speed from 100% to 200%. If a generator is blocked, the regression rate is halved. The regression rate nerf was unnecessary with the perk also disabling itself upon a survivor's death. I'm just a little hesitant about gen-blocker perks synergising with this thing, so I'm giving it that little bit of anti-synergy, but it might not even be necessary.
Beast of Prey
Bloodlust no longer ends when you lose chase. This means a killer can gain bloodlust off one target, become Undetectable, and then rush to another target, spreading pressure and confusing the survivors.
Territorial Imperative
When you damage a generator, Territorial Imperative activates. If you are more than 24 meters away from the damaged generator, the first time a survivor comes within 12 meters of it, you gain a loud noise notification, the survivor's aura is revealed for 7 seconds, and Territorial Imperative deactivates. Improves its usability as an intel perk, while getting rid of the basement dependency. In part because I think the basement should be removed, it only boosts tunnelling and camping.
Hex: Huntress Lullaby
You can no longer gain tokens when the hex is destroyed, but the effect remains.
Overwhelming Presence
Gain 5 seconds of killer instinct on any survivor that uses an item within your terror radius. I think this perk is decently useful in a synergised build, this just bumps it up with some intel.
Fire Up
Increased from 4% per stack to 5% per stack. I think this perk has potential but just doesn't quite cut it.
Hangman's Trick
Any survivor that sabotages a hook is afflicted with exhaustion and 10% hindered for 10 seconds. Really punish those sabos.
Surveillance
When regression is interrupted, gain 5% haste for 10 seconds. Allows you to actually do something with the intel.
Furtive Chase
Value of each token changed from -4 meters to -20%. This gives it more consistency between different killers, and a more thrilling maximum potential.
Whew, that was way more work than I thought it would be...
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- Renewal - No hook requirement but only works outside chase. Heal others enough to fill perk, next injure you become broken, out of chase and it starts ticking down till you heal. Repeat. Not sure if the buff outweighs the nerf but seems better to us.
- This is not happening - Increase chance for skill checks by an amount.
- Premonition - Fine as is.
- Potential Energy - Increase charge capacity.
- Technician - Fine as is.
- Mettle of man - Don't know but none of us wants to touch it.
- Buckle Up - Add a short endurance effect if picked up (yes we know soul guard does this but it makes sense here. Yes we also know that it gives bully squads another tool.)
- Visionary - Make the maps work with it.
- Self-preservation - Fine as is.
- Dark Theory - Not touching this one either.
- Corrective Action - Fine as is. (Maybe remove tokens)
- Inner Focus - Fine as is. (Technically we'd rework it to do something different but thats not exactly a buff)
- Calm Spirit - Remove the penalty.
- Claustrophobia - Apply effects around the killer for a shorter duration. (Don't think this one would be balanced well buuuuut so much more useful)
- Deerstalker - Fine as is. (Maybe a range buff)
- Distressing - Fine as is.
- Insidious - Technically fine as is. (It does what it's suppose to do well enough...)
- Unrelenting - Fine as is.
- Blood Echo - Lower the cooldown.
- Gearhead - Rework to something new.
- Deathbound - Add a penalty to actions (Ex: gens, totems, chests) for 60 seconds for that survivor.
- Dragon's grip - Lower cooldown a little in general. Half cooldown if no one screams. By scream we mean trigger it.
- Crowd Control - Fine as is.
- Dissolution - Remove the 3 second window at the start. Maybe increase the time.
- Septic Touch - Remove the terror radius requirement (Not 100% sure this would be balanced but seems good enough to atleast test)
- Terminus - Fine as is.
- Face the Darkness - Strangely we think its fine as is.
- Unnerving Presence - Add increase regression penalty for missed skill checks similar to Huntress Lullaby.
- Predator - Technically fine as is. (Same as insidious)
- Bloodhound - Technically fine.
- Shadowborn - Fine as is.
- Thanatophobia - Dead survivors count (yes this would be horrible, but we want it to fit it's gods damn name)
- Dying Light - Lower the bonuses the obsession gets, but they get bigger the more stacks Dying Light has.
- Ruin - It doesn't do the hex equivalent of a salty survivor when a survivor dies.
- Beast of Prey - It removes the stain only but activates on chase.
- Territorial Imperative - The aura of a survivor that touches a gen further than 40 meters is revealed. Cooldown increased.
- Overwhelming Presence - Fine as is.
- Fire Up - Make stacks based on unique hooks like No way out.
- Hangman's Trick - Make sabo's take longer.
- Surveillance - Fine as is.
- Fruitive Chase - Fine as is.
Damn thats alota typing
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I'm going to do the survivor perks only
Second wind
Make it so that in order to activate you only have to heal a survivor to the next health state regardless if they have been healed before. Also allow you to keep the effect if you go into the dying state
This is not happening
Remove the injured stipulation and increase the odds of getting skillchecks and decrease the skillcheck speed by 25%
Premonition
Lower the cooldown to 15 seconds. When not in chase and it activates get a 3% movement Speed boost for 3 seconds. Also make it work only when your on the same floor as the killer
Potential energy
Allow you to lose only 5 tokens when you lose a health state rather then all of your tokens
Technician
Lower the penalties of missed skillchecks to 1% (similar to bite the bullet) and remove the generator repair sound when the generator is less then 50% complete while working on it.
Mettle of man
Allow safe unhooks to active the perk and to compensate increase the number of time you need to activate it to 4 instead of 3. Remove the killer seeing your aura when activated part.
Buckle Up
Make it exhaustion perk. Whenever you pick up another survivor from the dying state they move at 150% movement Speed for 2 seconds
Visionary
Instead show the progress of generators by there auras
Self preservation
Increase the range to 28 instead of 16. And increase time to 12 seconds
Boon: Dark Theory
Increase the movement Speed to 3% and increase vaulting speed by 10% while in the boon range. Increase lingering effect to 6 seconds.
Corrective Action
I did a suggestion for this perk on the past so I will put it here
Corrective Action.
You quickly analyse problems and correct others' work when they make a mistake
You start the trial with a maximum of 6/8/10 tokens.
Whenever another survivor compleats a good skill check a token is consumed and the good skill check becomes a great skill check.
Whenever another survivor fails a skillcheck a token is consumed and that skillcheck becomes a good skillcheck
When you successfully hit a great skillchecks you gain 1 token.
Corrective action only applies to normal skillchecks
Inner focus
Make the range you see the killers aura when they hit a survivor unlimited and the scratche marks of other survivors at a range
Calm Spirit
Remove the ridiculous downside it has.
That's all the survivor perks suggestions
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Survivor:
Renewal: Nothing comes to mind
This Is Not Happening: Get rid of it but give the benefits to Resilience
Premonition: Nothing comes to mind
Potential Energy: Nothing comes to mind but to not nerf the perk
Technician: Maybe giving a bonus to hitting greats... seems that it doesn't give the Killer a loud noise notification and you lose more progress for missing a skillcheck
Mettle Of Man: Nothing comes to mind other then making it 2 protection hits
Buckle Up: Giving it additional healing bonus to dying Survivors
Visionary: Doesn't need changes.... it's good for what it does
Self- Preservation: Doesn't need to be change... but it is to situational
Boon: Dark Theory: I don't know what to do with it...
Corrective Action: There isn't much you can do with this perk
Inner Focus: Nothing I can think of
Calm Spirit: Revert it back to what it was
Killer:
Claustrophobia: I can't think of anything
Deerstalker: Nothing... it is situational though I will give you that
Distressing: Nothing... unless they clear up the description and put in actual numbers
Insidious: I can't think of anything... Unless you treat this perk like Lethal Pursuer and gives Undetectable for X more seconds
Unrelenting: Nothing needs to be done about this perk
Blood Echo: Nothing comes to mind
Gearhead: Revert it
Deathbound: Nothing comes to mind
Dragon's Grip: Nothing comes to mind
Hex: Crowd Control: Nothing comes to mind
Dissolution: Nothing comes to mind
Terminus: Nothing comes to mind
Hex: Face The Darkness: Nothing comes to mind
Unnerving Presence: Increasing the skillcheck trigger odds by either 5% or 10%
Predator: Maybe give it a directional instead of tightening the scratch marks
Bloodhound: Nothing comes to mind
Shadowborn: Nothing comes to mind
Thanatophobia: Revert it
Dying Light: 6% per stack and cap the stacks at 6... total of 36%
Hex: Ruin: Either make it 200% and deactivatable or make it 100% but no deactivation
Beast Of Pray: Nothing comes to mind
Territorial Imperative: Nothing comes to mind
Hex: Huntress Lullaby: Nothing comes to mind
Overwhelming Presence: Nothing comes to mind
Fire Up: Nothing comes to mind
Hangman's Trick: Revert it
Surveillance: Add the information from Call Of Brine
Furtive Chase: Nothing comes to mind
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