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How would you rework/buff these perks? (SERIOUS QUESTION!)
Survivors
Most attention needed: Autodidact, Buckle Up, Calm Spirit, Corrective Action, Mettle of Man, Up the Ante & Technician.
- Ace in a Hole
- Autodidact
- Better than New
- Bite the Bullet
- Blast Mine
- Buckle Up
- Boon: Dark Theory
- Boon: Exponential
- Botany Knowledge
- Calm Spirit
- Corrective Action
- Counterforce
- Clairvoyance
- Dance With Me
- Dark Sense
- Decisive Strike
- Deja Vu
- Desperate Measures
- Diversion
- Empathic Connection
- Fast Track
- Friendly Competition
- Guardian
- Inner Focus
- Iron Will
- Kinship
- Lightweight
- Low Profile
- Mettle of Man
- No Mither
- No One Left Behind
- Object of Obsession
- Overcome
- Parental Guidance
- Pharmacy
- Poised
- Potential Energy
- Premonition
- Quick Gambit
- Reactive Healing
- Red Herring
- Repressed Alliance
- Residual Manifest
- Self-Aware
- Self-Care
- Self-Preservation
- Situational Awareness
- Small Game
- Smash Hit
- Sole Survivor
- Solidarity
- Spine Chill
- Teamwork: Collective Stealth
- Teamwork: Power of Two
- Technician
- Tenacity
- This Is Not Happening
- Up the Ante
- Urban Evasion
- Visionary
- Wiretap
Killers
Most attention needed: Beast of Prey, Bloodhound, Claustrophobia, Deathbound, Distressing, Dying Light, Fire Up, Insidious, Overwhelming Presence, Territorial Imperative, Unnerving Presence & Unrelenting.
- Awakened Awareness
- Barbecue & Chilli
- Beast of Prey
- Bitter Murmur
- Blood Echo
- Bloodhound
- Claustrophobia
- Dark Devotion
- Deathbound
- Deerstalker
- Dissolution
- Distressing
- Dragon's Grip
- Dying Light
- Fire Up
- Forced Penance
- Furtive Chase
- Game Afoot
- Gearhead
- Grim Embrace
- Hex: Crowd Control
- Hex: Face the Darkness
- Hex: Huntress Lullaby
- Hex: Ruin
- Hex: Undying
- Hubris
- Hysteria
- Insidious
- Leverage
- Lightborn
- Oppression
- Overwhelming Presence
- Pop Goes the Weasel
- Predator
- Scourge Hook: Monstrous Shrine
- Septic Touch
- Shadowborn
- Shattered Hope
- Stridor
- Surveillance
- Terminus
- Territorial Imperative
- Thanatophobia
- Trail of Torment
- Unnerving Presence
- Unrelenting
- Whispers
Comments
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Cries that left behind isn’t on this list
1 -
A lot of those perks don't need changes... they are good enough
But... I'll give you some ideas for 4 Killer perks that do need some changes (also I haven't used 3-4 of those Killer perks)
Also... I know more about Killer perks then Survivor perks
Dying Light: Could be capped at 6 stacks with 6% so a total of 36% slower Gens
Gearhead: needs to be reverted
Predator: Could give a direction to the Scratch Marks rather then making them narrower
Surveillance: Could get the loud noise notification for the Survivor hitting a skillcheck from Call Of Brine
0 -
Autodidact - make it work on gens.
1 -
I want Blast Mine to get its unused refund back.
0 -
If the healing changes go through then Autodidact does not need any changes.
And Lightweight is an amazing perk. It should not be anywhere near this list.
1 -
Make blastmine take 33% of a gen to activate like wiretap.
Revert Thana to its old version.
Distressing should also cause your TR to linger on survivors for a few seconds after you leave.
Leverage needs the duration removed since it’s numbers are so low.
Hysteria apply on survivors losing a health state, not just healthy to injured.
Deerstalker should be map wide and slow recovery speed.
Grim Embrace should also block gens for a smaller duration on each survivors first hook.
Technician should silence the gen completely.
Make Calm Spirit also silence footstep sounds.
Bite the Bullet should silence everything anytime you are involved in a heal and hide their auras.
There’s some to get started.
0 -
I have a feeling autodidact is gonna be really good if these changes go through.
1 -
Autodidakt guarantees a skill check every 4 seconds +1 per stack (9 seconds at max) 💖
0 -
…uh
i’d make my own game and start over.
because why would i rework the entire list of perks?
if i was actually to the point that it was that much of a clustered mess… yeah. That’s what i’d do.
i think this question is too open ended and annoys my brain at its lack of focus.
0 -
At that point i would nerf the stronger perks and make adjustments to the base game cause if that many perks are weak it's usually a safe bet it's because they are outshined by overpowered perks
Which funny enough is exactly what is happening
Autodidact for example is going to shoot from low C/D tier to atleast high B if not A+ tier if these changes go life and they haven't touched it at all
1 -
If you deleted every perk on your killer list except BBQ , BM and Terminus it might take survivors a month or longer before they noticed.
If you want to seriously make hexes viable then allow them to be rekindled at any unbroken totem. The only problem then becomes Devour Hope which if you ask me should be reworked completely.
Change BoP to turn off your red light (at all times) and give you undetectable when within 16m of a generator.
Change Shattered Hope to force the survivor that starts as the obsession to play the trial broken (with no other effect).
Change Brutal strength to allow you to break 1 pallet with a lunge attack every 60 seconds.
Change Hysteria to have no time limit; if you are hurt then you are oblivious.
Change Leverage to make the tokens permanent if the person you just hooked was not the same as the last person you hooked.
Change Predator so that you see survivor auras when they are exhausted.
0 -
Most of your ideas are really bad and you did not put much thought into it.
Beast of Pray would just remove a core and fun part of the game. Sure, most Killers would probably not use it, but if someone is using it, it makes the game more boring for them (even tho it would be their choice) and the Survivor. Mindgames are just an important part which make chases more fun.
Shattered Hope is awful. Why should one Survivor start with a immense disadvantage, just because they got the 25% chance of being the Obsession? Let alone that it would be really busted on Oni and would remove quite a bunch of his counterplay (once he got his power once he basically has it nearly all the time, but the counterplay is to avoid the first hit).
Not sure about Brutal Strength or Hysteria, those might be fine, even tho I think Brutal Strength is already solid and it might be really annoying to be that one person who gets a Pallet deleted immediatly in chase, because the Perk is not on Cooldown.
Leverage would just make healing even more awful than it would be after the next Patch. Because on top of the Nerf to healing you would have to deal with so much Slowdown while healing... Sure, the non-tunneling incentive is nice, but it might take things too far with the already announced Healing-Nerf.
Predator is too much Aura-Read. I am always a big fan of Aura Read, but having it permanently when a Survivor is exhausted is just too much. Other Aura Reads which work in chase are quite short and have Cooldowns and this for a reason. A Survivor using a Perk like Lithe or Sprint Burst and being visible for at least 40 seconds afterwards would be too much.
0 -
-"A Survivor using a Perk like Lithe or Sprint Burst and being visible for at least 40 seconds afterwards would be too much."
Did you ever stop to think : maybe people are using too many exhaustion perks? Games are healthy when you have a mechanism where A is defeated by B which is defeated by C which is defeated by A.
DBD has been unhealthy for most of its life because certain things are clearly best at all times. Did you ever play when Spies from the Shadows was a top tier perk? That perk was the reason people picked calm spirit. Nobody bothers with either anymore because crows got a triple nerf (massive number/placement reduciton, they can be ducked past, and they have a 0-1m trigger instead of an 8m trigger).
Oni breaking Shattered Hope is a fair point. Do you think it would be problematic for any other killers? If not then just slap a restriction so that Oni Can't get blood from that person (so no Oni would use it).
-"Beast of Pray would just remove a core and fun part of the game"
I want to address this but I can't because it moves into an area of the game which is part of the exploits category.
A killer giving up one perk to remove the red light is pretty fair in my book.
1 -
Regarding Predator- I like that idea but I think it just being a flat binary of "Exhausted = Aura Read" would be a bit too strong. Remember that killers have ways of inflicting Exhaustion, so it's not just a partial counter to Exhaustion perks on the survivor side- with no restrictions a killer can slap on Predator and Fearmonger for constant and infallible generator information, and that seems like a combo that might be a little too much.
Maybe a minimum-range requirement to make it useful for chase more than for constant mapwide tracking?
0 -
Make Bite the Bullet make you silent when you are being healed by someone else. That would be coherent and a nice little buff.
I think a lot of those perks on both sides are in a good place. They might not be overused but what they do, they do rather well.
For example, Lightborn doesn't need anything. It already counters blinds AND gives aura reading if you prevent a blind. That's about as much as it is supposed to do and it does it very well.
0 -
Regarding Exhaustion Perks:
I dont really mind them at all and I am fine with almost everyone running one (I dont run an Exhaustion-Perk myself). But I think if they want to nerf them, they should rather look at the Perks themselves (like they did with DH twice now and they did with Balanced Landing in the past) instead of adding a Perk which provides so much Aura Read.
Because even if the Survivor is not running any Exhaustion-Perk, an Exhaustion Add On would also probably mean that this Survivor is visible for the whole duration of the chase, since even 5 seconds of Exhaustion dont go down during a chase. Also Fearmonger would provide unlimited information which Gens are being worked on.
Regarding Shattered Hope - I still think it is not a good concept to become broken just for being unlucky. Rancor has the same problem (one Survivor at random will become the Obsession), but with Rancor you get a warning and a benefit and know that you have to hide in Endgame. And being broken is a huge Debuff - I mean, nobody uses No Mither despite the Perk having some pretty big positive sides (really good against tracking, unlimited pickup from the ground, increased Recovery). So being chosen at random to have that huge Debuff AND no benefit from it does not sound right.
Regarding Beast of Prey - I am really on the fence of removing the Red Stain by any means (except for Undetectable, since this is usually either capped or with quite some disadvantage). It is such a basic game mechanic and I think that chases can become really dull if many Killers would use this Perk.
0 -
Calm spirit : Delete the reduction of interactions' speed, keep the rest
Autodidact: Add an effect that makes skill checks more likely to appear (&maybe reduce the healing speed a little in exchange?).
Saboteur: Stop the perk from going into cooldown when the sabo wasn't completed, or significantly reduce the cooldown.
Mettle Of Man: Bring it back to before it was nerfed bc it was "op" with DH.
Iron Will: Make it work while you're exhausted
For killer I always use the same 4-6 perks so I don't know tbh
0 -
-"I dont really mind [Exhaustion Perks] at all and I am fine with almost everyone running one"
It's fine if you are playing Nurse/Blight or maybe even Wesker. They go a long way toward making Pig, Trapper and Doctor nearly worthless considering all the other problems this game has.
-"Because even if the Survivor is not running any Exhaustion-Perk, an Exhaustion Add On would also probably mean that this Survivor is visible for the whole duration of the chase"
DBD is balanced around the idea that chases are ~20 seconds between hits. This happens in low and middle tier play but not high tier play. As a general idea if you want the game to not revolve around "I tunnel the first player hooked 3 times" then you need mechanics where people feel : I don't want to be chased.
What if for example we made the rule that exhaustion perks only did 33% of what they do now when not facing killers with mobility powers, one hit downs or range attacks (PH/ Trickster/Huntress but NOT Nemesis - since he needs 3 hits)? Would that be your preference?
Imagine for example a more organized team were running this game. You could very easily say : the most powerful 10 killers get no effect from Predator (Nurse, Blight, Wesker, Pyramid, Spirit, Huntress, etc.). Then again a more organized team would make the game so that the worst killer is only 15% worse than the best killer OR the bad killers have protected match making so they can't play against survivors who make their existence pointless.
-"I still think it is not a good concept to become broken just for being unlucky"
It wouldn't be "unlucky". The killer used 1/4 of his perks to make one player weaker. Survivors often pick perks without any care that it makes them more likely to be the obsession because there is no drawback. You could "counter pick" this by bringing no mither. Remember the A -B -C discussion?
I played against someone who unironically used No Mither last night. I listened to his stream while I played against him (because this makes killer feel less lonely). He was genuinely mad I tunneled him out because he was using Iron Will+ No Mither+Resilience + Brand new part. "You don't have the right to tunnel me - but I deserve to tunnel your gens with impunity." Those are not the words he used but that was obviously the idea running through his mind.
No Mither is really strong if used correctly. The problem was that I was playing a no Mobility killer vs a 3 man SWF all running the same character with DH. He chose to bring Iron Will so I knew he had no exhaustion - this made him the weak link so I removed him from the equation first.
Where am I going with this? What if Shattered Hope only worked if the game featured people in a SWF? As the killer you had to gamble that some people were playing together or it had a much lesser effect. SWF breaks this game and it will likely never get balanced because survivors would get mad (even though SWF ruins the game for killer unless you are Blight/Nurse).
-Btw for anyone curious I muted his stream when I hooked him the third time. After my game was done I got to watch this same player get tunneled in the next game. "He mad."
-"Regarding Beast of Prey - I am really on the fence of removing the Red Stain by any means. It is such a basic game mechanic and I think that chases can become really dull if many Killers would use this Perk."
Why would chases become dull? Explain it to me. You can see the red light therefore you always know where to go in a chase. Most tiles are designed so that if you know where to stand there is never a threat even when you can't see the red light (this is especially true if you are a good listener and know how close the killer is and listen to their footsteps/terror radius) .
Would DBD not be a far more actually frightening game if you didn't have a big red arrow to follow saying " I am going this way!"
I can't mention why I want this perk to work this way because it violates forum rules about : talking about exploits/cheating.
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-"Make Bite the Bullet make you silent when you are being healed by someone else. That would be coherent and a nice little buff."
That's a very fair buff.
-"Lightborn doesn't need anything. It already counters blinds AND gives aura reading if you prevent a blind. That's about as much as it is supposed to do"
Have to disagree with you here for one reason : Nemesis. Change Lightborn to affect you and your minions. Remember how we made Wraith not get light blind? That's cool and all but they kinda forgot Nemesis. Nurse who is a stronger killer gets immunity to lights and Nemesis who is at least 2 letter tiers weaker doesn't get blind immunity for his Zombies? Excuse me?
0 -
There’s a lot of perks here that I either don’t know how to change or don’t think need changed, but there’s a few perks here that I’ve wanted to see buffed for a while now, particularly on the survivor end.
•No Mither
-Swap NM and Unbreakable’s recovery speed bonuses
•Self-Aware/Fixated
-While walking, your scratch marks fade 10% faster
•Bite the Bullet
-Now hides auras in addition to sounds
-Effects persist for 3 seconds after the healing action is interrupted
-While self-healing, ignore the Mangled status effect
•Corrective Action
-Succeeding great skill checks grants a token, up to a maximum of 6 tokens
-Whenever a survivor fails a repair or healing skill check anywhere on the map, a token is consumed and the failed skill check is considered a good skill check
-When this happens, you and the affected survivor see each other’s auras for 5/6/7 seconds
•Empathic Connection
-Range limit removed
-Increases altruistic healing speed by 5/10/15%
•Pharmacy
-The first time you open a chest, a Ranger Medkit is guaranteed
-If you have not yet opened a chest, grants the ability to rummage through a chest to receive a Ranger Medkit once per trial
•Solidarity
-Increases altruistic healing speed by 15/20/25% while injured
-Self-healing from this perk cannot be regressed by Hemorrhage
•Resurgence
-Applies on wiggling free from the killer’s grasp and when being healed from the dying state
-The self-healing caused by this perk cannot be regressed by Hemorrhage
•Guardian/Babysitter
-Also activates when rescuing a survivor from the killer’s grasp or when healing a survivor from the dying state
0 -
You know what ? I hadn't thought about it, but you're right !
Lightborn should absolutely affect the zombies, and now that I think about it I'm mad it's not already the case. =)
0 -
- Ace in a Hole
- Let survivors store items in lockers, and if they escape they get to keep those as well. This would make it more useful for item farming.
- Autodidact
- Gain one stack every time you complete a heal.
- Better than New
- Increase the percentage to 26/28/30%. It's weaker than Leader as is.
- Bite the Bullet
- This perk is fine. It needs no changes.
- Blast Mine
- Reduce the requirements to activate to 40%
- Buckle Up
- Make it also apply endurance for the same period.
- Boon: Dark Theory
- With the nerf to Boon: Circle Of Healing, increase the range of boons to 32 meters.
- Boon: Exponential
- With the nerf to Boon: Circle Of Healing, increase the range of boons to 32 meters.
- Botany Knowledge
- Remove the med-kit penalty
- Calm Spirit
- Remove the cleansing speed penalty
- Corrective Action
- Give it the same affect as Stake Out when you have max tokens (but without turning good's into Greats)
- Counterforce
- Increase the aura reading to 15 seconds and you see a totem's aura at the start of the trial as well (the one furthest from you)
- Clairvoyance
- Let it work after blessing a totem as well
- Dance With Me
- Increase duration to 5 seconds
- Dark Sense
- This perk is fine and needs no changes.
- Decisive Strike
- Revert to 5 second stun.
- Deja Vu
- Make it show the aura of the generators to other survivors as well.
- Desperate Measures
- This perk is fine and needs no changes.
- Diversion
- Allow it to charge up while being chased as well. Make it token based, up to 4 tokens so you can keep charging it as much as you like.
- Empathic Connection
- Make it 20% faster healing other survivors
- Fast Track
- This perk is fine and needs no changes
- Friendly Competition
- After completing a generator with another survivor, this perk activates for 30 seconds. Heal 100% faster. Basically make it We'll Make It, but for generators.
- Guardian
- Survivor should also have no grunts of pain for the 8 second duration.
- Inner Focus
- Remove the range requirements.
- Iron Will
- Remove the exhaustion penalty
- Kinship
- This perk is fine and needs no changes
- Lightweight
- This perk is fine and needs no changes
- Low Profile
- Low Profile now works within 16 meters of a hooked survivor as well even if you are not the last remaining survivor
- Mettle of Man
- Should also activate if you get 4 safe unhooks.
- No Mither
- Grunts of pain reduced by 100%
- No One Left Behind
- Unhook bonus (and only the unhook bonus) speed applies during the entire duration of the trial
- Object of Obsession
- No changes necessary
- Overcome
- This perk is fine and needs no changes
- Parental Guidance
- Increase to 10 seconds.
- Pharmacy
- Remove the injured requirement.
- Poised
- Works for 30 seconds when the last generator is completed.
- Potential Energy
- Reduce the repair penalty to 1.2%; Can now have up to 24 tokens; Survivor is exhausted while having at least one token.
- Premonition
- Reduce the cone size to 30 degrees to make it more accurate.
- Quick Gambit
- Increases the healing speed of any survivors within 32 meters by 50% while in chase
- Reactive Healing
- Increase the range to 40 meters
- Red Herring
- Now works on vaults instead of generators. Vault a pallet or window and press the active ability button to activate.
- Repressed Alliance
- This perks is fine and needs no changes
- Residual Manifest
- Remove the rummage requirement. Just guarantees a flashlight on the first chest you open.
- Self-Aware
- This perk is fine and needs no changes
- Self-Care
- Buff to 50% of speed (36 seconds)
- Self-Preservation
- Increase to 24 meters
- Situational Awareness
- This perk is fine and needs no changes
- Small Game
- Now tells you how many totems are left, not how many have been cleansed
- Smash Hit
- This perk is fine and needs no changes
- Sole Survivor
- Make it 14/16/18 meters per token, and start with 1 token.
- Solidarity
- Make it work with med-kits.
- Spine Chill
- Bring back the increased skill check probability
- Teamwork: Collective Stealth
- See the aura of your teammate while this perk is active
- Teamwork: Power of Two
- See the aura of your teammate while this perk is active
- Technician
- Remove the penalty for missed skill checks
- Tenacity
- This perk is fine and needs no changes
- This Is Not Happening
- Remove the injured requirement
- Up the Ante
- Retire Plunderer's Instinct and give it that effect instead
- Urban Evasion
- This perk is fine and needs no changes
- Visionary
- Remove the time you can't see generators. Now see generators within 28/30/32 meters of you
- Wiretap
- Extend the range to 16 meters
Killers
Most attention needed: Beast of Prey, Bloodhound, Claustrophobia, Deathbound, Distressing, Dying Light, Fire Up, Insidious, Overwhelming Presence, Territorial Imperative, Unnerving Presence & Unrelenting.
- Awakened Awareness
- This perk is fine and needs no changes
- Barbecue & Chilli
- This perk is fine and needs no changes
- Beast of Prey
- Effect lingers for 5 seconds after leaving chase
- Bitter Murmur
- This perk is fine and needs no changes
- Blood Echo
- Reduce the cooldown to 65/55/45 seconds
- Bloodhound
- No changes necessary. This is a good beginner perk.
- Claustrophobia
- Also blocks all pallets in the same range
- Dark Devotion
- This perk is fine and needs no changes
- Deathbound
- Increase duration to 90 seconds
- Deerstalker
- See the aura of the survivor being picked up for 3 seconds if they get picked up.
- Dissolution
- This perk is fine and needs no changes
- Distressing
- This perk is fine and needs no changes
- Dragon's Grip
- Cooldown reduced to 80/70/60 seconds
- Dying Light
- Remove the healing speed bonus for the obsession.
- Fire Up
- Increase to 4/4.5/5% per generator completed.
- Forced Penance
- See the aura of that survivor when they are no longer broken for 3 seconds
- Furtive Chase
- Increase tokens to 8 tokens
- Game Afoot
- Perk is still new. Ask again later.
- Gearhead
- Wait until we see how it performs with the new change
- Grim Embrace
- Every time you gain a token, blocks gens for 10 seconds. So it'd be 10/20/30/40 seconds.
- Hex: Crowd Control
- This perk is fine and needs no changes
- Hex: Face the Darkness
- Increase aura to 3 seconds
- Hex: Huntress Lullaby
- Start with 1 token
- Hex: Ruin
- Buff to 125%
- Hex: Undying
- Buff other hex perks
- Hubris
- Increase to 30 seconds
- Hysteria
- This perk is fine and needs no changes
- Insidious
- Effect lingers for 3 seconds
- Leverage
- Lasts for 60 seconds instead of 30
- Lightborn
- Survivor still gets the blind notification + Points
- Oppression
- Reduce cooldown to 80/60/40 seconds
- Overwhelming Presence
- Now affects map-wide
- Pop Goes the Weasel
- Buff back to 25%
- Predator
- Scratch marks are directional
- Scourge Hook: Monstrous Shrine
- Perk is fine as is
- Septic Touch
- Also works on survivors working on generators
- Shadowborn
- Fine as is
- Shattered Hope
- Fine as is
- Stridor
- Fine as is
- Surveillance
- Should work even after the gen has fully regressed
- Terminus
- Perk is fine. No changes necessary.
- Territorial Imperative
- I honestly don't know.
- Thanatophobia
- Perk is fine, no changes necessary
- Trail of Torment
- Cooldown reduced to 65/55/45 seconds
- Unnerving Presence
- Speed up the skill checks as well (similar to coulrophobia)
- Unrelenting
- I think it's fine as is.
- Whispers
- I think it's fine as is
0 - Ace in a Hole
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Territorial Imperative: Make it a Scourge Hook. It shows auras of Survivors near Scourge Hooks as well as in the basement and, keeping with the theme of territory, you can gain tokens (perhaps one for each unique survivor hooked) that lets you turn any normal hook into a Scourge Hook, disabling another, randomly selected Scourge Hook in the process. Basically along with its existing effect you get a chance to deal with the biggest issue is Scourge Hooks: RNG of placement.
Hex: Huntress's Lullaby: Flip the token system and give it Thrill of the Hunt rules. You start with 5 tokens/silent skill checks. If the Hex itself is cleansed you lose the perk entirely as normal. If any other totem is cleansed, lose a token. Make it an early game perk over a ramp up perk, while the Thrill rule keeps it manageable for newer players to mitigate or avoid the same kind of issues OG Ruin had
0