Proposed Balance Changes for Survivors's Worse Perks


Here's my list of Worse Survivor Perks; and my quick rework/buffs to make them viable and useful. (I will post worse killer perks Reworks in the next post)


*Buckle Up: (Rework) Now a team support perk like Leader and Streetwise. It activates when you run near downed Teammates, and gives them increased recovery speed by 10% and allows them to fully recover on their own without picking them up yourself; of course the perk doesnt work on the user when they are downed. (Or my 2nd proposal perk rework) If you pick them up yourself, you can remove any lingering debuffs like Exhaustion or Mangled, so that the downed teammate is prepared to get away with a exhaustion perk or heal normal and get back into the game. It punished killers whom slugged alot and get ambitious with winning games with slugged 4 man.


*Red Herring: (Slight Rework) Now, after repair the generator for abit, you can used the actions button, similar to Reppresed alliance; and make a complete different generator, preferably not active generator (ones with no survivors on it) and gives a false sense of information to the killer with a noise notification, tricking them into thinking a Survivor is there when they are actually not. No longer required survivors to enter lockers to activate it.


*Resurgence and Solidarity: (Buff) Hemorrhage should no longer effect these perks, as a quality of life improvement. Solidarity gets a nice buff, in which if you heal a teammate while injured, you recover 75% of your health. If you heal a teammate whom is using Resurgence while using Solidarity, once yoy complete the heal; you recover 50% of your health.


*No Mither: (Buff) It doesn't immediately started you off Broken, until you get hit for the first time. It will not gives killers immediately information at the start, "that you are the weak link" and focus on tunneling you, to get a advantage. That and maybe bonus BP for playing hardcore DBD survivors edition.


*Autodidact: (Buff) Increases the amount of Skill checks to appear more likely, as sometimes, the skill checks never appear during the healing process, or at least it so that a Survivor successful heal by you gives you a token or two. That and make it visible for your teammates, so they can let you heal you for the perk benefits. (Solo Que buffs)


*Diversion and Stake Out: Decrease the time it requires from 15 to possible 12 seconds in the terror radius. And also, gives Survivors additional methods to gaining tokens if they are dealing with killers without terror Radius. It can be something like spotting the killer from a distance with your camera angle for a certain period of time.


*Premonition (Rework): When a Killer is under the affects of Undetectable status effect and looking in your direction within 32 meters, even without line of sight; this perk activates and pings you with a noise notification. And goes on 30 seconds cooldown. It also gives you a small 2nd Benfit of hiding your aura for 6/8/10 seconds, to allow the Survivors to make a clean get away, but has a 30 seconds cooldown everytime the perk activates. Great detection perks agaisnt stealth killers, with the additional benefit to lose your tracks.


*This is not Happening: (Buff) Now Increases All Skill Checks zone up to 75%, instead of 30% while injured.


*Corrective Action: (Buff) Now, Also rewards Survivors whom get good skill checks and convert it into great skillchecks, and everytime they land a great skillchecks, it rewards you a free token.


*Self-Care: (Buff) Revert the Healing Speed without a medkit, back to up to 60%, from 68 seconds to 40 seconds. No Medkit bonus, no item benefits as Botany Knowledge exists.


*Teamwork: Collective Stealth: (Buff) Now Increases the ranged from 12 to 24 meters of no scratch marks.


*Inner Focus: (Buff) Now no longer has a ranged limit of 32 meters when the killer hits a Survivor, you can now see the Killer's aura at any range.


*Left Behind: (Buff) Now grants a purple key in any unopened chest, as well as grant one used rummage any open chest, to secure a key.


*Self Preservation: (Buff) Now Grants 50% noise reduction when within 32 meters of the killer, outside of a Chase, and the duration of the Perk increase from 6/8/10 to 16/18/20 seconds, after the killer injured a Survivor by any means and give you maximum bonus like 100% silence, no blood, and scratch marks.


*Boon Exponential: (Buff) Now Increases the ranged of the boon by 40 meter by itself. Doesn't stack with other boon effects, to avoid any exploiting with CoH and other boons.


*Poised: (Buff) Now grants 2% haste speed after a generator is completed, along with the no scratch marks, for 6/8/10 seconds.


*Small game: (Buff/Rework) Now. The cone of detection will straight up reveal that one totem you are looking for 10 seconds. It will take a 30 second cooldown. To compensate for the whole wasting so much time looking for just one totem you sometime cannot find with deduction.


*Calm Spirit: (Doesn't need changes) It is fine, just I wished the Devs bother buffing Crows mechanic and a specific killer perk like Spies from the Shadow to make Survivor more mindful of crows in general and be afraid of Spies in the shower and make Calm Spirit viable. The only real used is the 2nd effect that denies you screaming which can counter infectious fright and doctor's madness, but that is really hit.


*Technician: (Buff) Now it no longer make you loose progress when you fail skillchecks, kinda strange that Bite The Bullet doesn't make you loose any healing Progress everytime you fail it, yet Technician will make you loose extra progress to silence the noise notification?!? That and Increases the audible range reduction from 8, to... 8/10/12 meters.


*Solo Survivor: (Buff & Rework) Now, will reward a permanent Buff to you, everytime your teammates begin to die by any means. The following effects are. 1 survivor dead, Grants self care without a medkit for 24 seconds and unlimted unbreakable after 30 seconds. 2 survivors dead, Grants you complete aura reading immunity by the killer, as well as remove Scratch Marks outside of chase. All 3 survivors are dead, Grants 75% generator speed and 50% exit gate opening speed.


*Mettle of Man: (Buff) Now requires 2 protection hits, instead of 3; and no longer reveals your aura when fully heal.


*Smash Hit: (Buff/Slight Rework) Now everyime you drop the pallet, you can run 2 seconds of 150% movement speed with a 20 second exhaustion cooldown; but if you landed a stun on the killer; it is 4 seconds of 150% movement speed with a 40 second exhaustion cooldown.


*Up the Ante: (Rework?) Luck is a complicated mechanic, that seems to not effect much but your chance to unhook and getting something nice in a chest search. However, this perk by itself, doesn't help at all, unless maybe stack with other perk that effect unhooking. I think it needs to be scratch and do something else entirely different. Up the Ante, sounds like a High Risk, High Reward perk to me; so here's the new description:


Now, for every Survivor you saved on the hook, for every generator you complete, and for every minute you been in a chase; earn a token up to a maximum of 20 tokens. Each token will reward the player per token, 2,000 BP up to a maximum of additional 40,000 BP at the end of the trial. You lose it all, if you die in the trial.


*Quick Gambit: (Buff) Now Increases the within of a generator being repaired by 40 meters.


*Open Handed: (Buff) Besides Increases the ranged of aura reading, it Now also increases the duration of the aura reading by a extra 3 seconds longer then normal, similar to Lethal Pursuer's 2nd effects.


*Dark Sense: (Buff) Just Show me the Killer's Aura, at any range; not when they are within your terror Radius. Just give survivors the ability to see the killer anywhere in the map, for 5/7/10 seconds anytime a generator is done.


*Wake Up: (Buff) Now grants additional benefit, of turning off the Exit Gate Switches Lights off by the Killer's perspective; to help with those sneaky 1v1 Endgame plays.


*Flip Flop: (Buff) When in the Dying State, 50% of your recovery will covert into 75% of your wiggle bar. It takes longer but it more easier to gain.


*Power Struggle: (Buff) When carried by the killer, wiggle progress up to 20/15/10%, instead of 25/20/15% will allow you to activate the perk and stun the killer with a pallet.

Comments

  • Milo
    Milo Member Posts: 7,383

    *Self-Care:

    That would actually be a 26 second heal, without sloppy, and botany would increase that further (because remember you don't need a medkit for botany to work) to about 18 seconds if my math is right? Which would be bonkers.

    *Calm Spirit

    ??? The 30% speed reduction hello?

    Solo Survivor:

    That sounds kinda overpowered? But it would promote hooking diffrent survivors... kind of? Idk, imo it's just a little bit too good.

    Up the Ante thing

    Fun fact, luck doesn't affect chests!

    But also the rework, it sounds fun, the numbers are just a bit much. 20 tokens are a lot so getting them in a game would be close to impossible since that's a lot. But it is fun.

    ----

    The rest of the perks I'm mainly fine with. Doubt they would be run more than now, maybe with the exception of that reworked Buckle Up.

  • Dream_Whisper
    Dream_Whisper Member Posts: 749

    They could removed that 30% reduction for Calm Spirit, but I think it is fine with all other stats; compared with other perks.

    Up the ante is tricky. As it is a lucky affected perk and there seem to be no other way to buff it significantly, since luck only affects unhooking chance ans I thought also chest searching for rare items. Luck is a complicated mechanic. Which is why I made it a Risky BP perk, that rewards you doing risky plays like saving, unhooking, gens fixing, minute wasting the Killer's time in chase, etc.

    Solo Survivor will be fine, for those that do not relie on teammates whom cannot survive long enough. Plus, it okay if you are much strong when teammates die, and helps those that want to solo escape. It would be a very situational perk, but made for Survivors that are fine with me the last standing builds.

    Self-care is good as it great alternative for solo heal, but medkits and perks will not stack with it. Also, the math is wrong as I factor in the new healing speed which is 24 instead of 16 seconds. 24 devide by 60% is 40 seconds of Healing, you would be right, if it was 16 devide by 60%; no anymore with the new healing changes.

  • Gandor
    Gandor Member Posts: 4,258

    Luck used to influence chest items, but that was removed ages ago. Anyway - this one is quite weird one. If you 4man SWF and combine it with stacked salty lips offering, the chance to self-unhook (deli for free, very minor risk of going to 2nd stage and no broken state) is very real possibility. I would rather think about some small secondary effect - but I have no idea what it would be.

    Also some of the numbers/buffs are too much IMO, but overall it would be nice to make some absolutely useless perks (some of which are about as good as having empty perk slot) do something and make them useful in their niche.

  • Dream_Whisper
    Dream_Whisper Member Posts: 749

    Exactly, Luck is quite a vague and complicated outdated mechanic since the dawn of the game launch; and it only effects chest searches and self-unhooking chances.

    Meanwhile, as the games gets new perks like Deliverance that completely guarntee 100% self-unhooking after a safe rescue requirement; luck perks pretty much get no favorite besides the increase chances. It is not like every Survivor in your Survivor is ever going to run it; as there are literally so many better and more practical useful perks to ensure that you don't go down and hook in the first place and if by chance you did, there are still better unhooking perks or the common knowledge that every teammates needs to come save you from the hook when the killer is not near or camping..

    I agreed, we need a 2nd effect; but I am not sure what exactly it would be; which is why I went with whole High Risk, High Reward for some extra BP for any new players to run.

    What exactly are you referring as "Some of the numbers/buffs are too much IMO"?

    I am curious to know which awful perks that i Rework/buff that are too strong for you?

  • Milo
    Milo Member Posts: 7,383

    Could you explain exactly why Calm Spirit is fine? Because I still don't get it.

    Yeah, I'm not saying it's bad - I do like the rework! I'm just saying 20 tokens for these 3 specific objectives would be bonkers to get. I would also add protection hits and healing other survivors or would reduce the tokens instead.

    It could be scary, because if everyone run it, the killer would have to always commit to chases and hooking after the 1st death. Or they would just reset.

    The healing is still 16 seconds. The medkits receive a penalty that makes healing 24 seconds. They semi-reverted it before the ptb hit live. I mean I would be fine with perks not stacking with it, but you should've made that point the OP then xd.

  • Gandor
    Gandor Member Posts: 4,258

    Like for example your buckle up would be unbeatable in case of 4man SWF with sabo build. Make it work with say 3 tokens (1 pick up per unique survivor) and it's very strong niche perk. But keep it unlimited and there's basically no good counterplay (killer can bleed those survivors, but that takes too long making it super hard to win).

    But this was just an example. For all the other perks: I think your premonition is also a bit too good counter for stealth killers + good against all killers (if you play stealthy), this is not happening would synergize with hyperfocus too much (you would need number adjustment for 1 of these 2), corrective action would be even more broken in swf/hyperfocus case, self care is already 46s, because base healing is now always 16s (and medkits got debuff instead - maybe u didn't notice this change from PTB to live), so your 60% is way too high (IMO it shouldn't go above 50%, but current 35% is too little), left behind would give 0 indication to killer making it a bit unfair (take key so killer can know or take a chance with also plunderer), solo survivor was already mentioned, mettle should get only 1 of your 2 buffs and not both.

    On the other hand, i think that all boons are now so bad (with CoH change), that it would be ok to increase their size and they still would not become OP.

    But as I said - I think it's generally good ideas. Some tweaks would still be needed, but it looks fine

  • Chordyceps
    Chordyceps Member Posts: 1,711

    I haven't read all of these yet, but I saw the No Mither one and needed to point out that the devs have actually commented on that exact proposal before. They're not going to do that because starting off injured is an important part of its effects for survivors that base their build around being injured. It allows them to get the benefits of their other perks immediately instead of needing to wait to get hit.

  • devotedDBDenjoyer
    devotedDBDenjoyer Member Posts: 269

    "*Smash Hit: (Buff/Slight Rework) Now everyime you drop the pallet, you can run 2 seconds of 150% movement speed with a 20 second exhaustion cooldown; but if you landed a stun on the killer; it is 4 seconds of 150% movement speed with a 40 second exhaustion cooldown."


    I love Smash Hit to death but I'm going to have to disagree with this.

    I mean, it's named Smash Hit and you get the bonus for... missing? Idk on that. Sure, it makes value more consistent but ehhhh, it kinda removes the feel good aspect out of getting that stun and getting that big bonus because no matter what you do with that pallet you get a bonus. Idk. I feel Smash Hit is fine as is, niche but fun to use, maybe it could have an additional effect added to the survivor but I don't think it needs a slight rework.

  • Dream_Whisper
    Dream_Whisper Member Posts: 749
    • If Spies from the Shadow is buffed and crows in general Reworked to actually detect Survivor whom disturb them more reliable, then Calm Spirit's main upside (Crows from being alerted by your proximity and flying off, unless they are being stepped on.) Right now, that one upside is completely useless, as killers more often relie on aura reading to find survivors, and that on certain maps spotting crows can be misleading and hard to notice at times. Example: I played was playing Trapper and running a niche build of Worse Perks and had equipped Spies from the Shadows and got a notification of a Survivor disturbing a crow that was located on the top of the hole; but apparantly, a Survivor running downstairs can trigger a disturbing from up a floor while giving me unreliable information on the Survivors actual location. It took me 10 seconds to realize they were down floor. If Spies from the Shadow is buffed to to be a excellent crow detection perk that makes survivors mindful of Crows, then I can see Calm Spirit be in a good place and do not need any additional buffs, except the removal of the 30% speed penalty.
    • I am fine with adding additional methods of gaining tokens such as protection hits and healing others. Any means to add risk and more reward to your standards gameplay is good for farming BP.
    • It might be, but I am not going to budge on the fact that teammates dying will make Survivor less likely to play the game and more often then not forced to not do gens and wait on everyone to die for hatch. Bit of a stand off. Plus, if one teammates dies, then solo Survivor player will only get unlimited self-healing and unbreakable but it takes a good amount of time without the medkit and unbreakable speed increase. 2 survivors die, and that survivors is good at escaping chase more often and making more clean get away. And if everyone dies, that survivors will never do gens, especially the last one and will have the hardest time if the killer finds the hatch. Plus, it is unlikely every Survivor is going to run all 4 Solo Survivor; it is a situational perk that is not meta changing by any means. The perk is completely useless if teammates don't die.
  • Dream_Whisper
    Dream_Whisper Member Posts: 749

    Also forgot to mention, I thought self healing in general is nerfed, and nor Aultristic Healing which is still 16 seconds. If that is the case, then I guess we can nerf-Buff 60% to maybe 40%

  • Dream_Whisper
    Dream_Whisper Member Posts: 749

    Maybe.... Stunning the killer increase the stun duration for additional 2 seconds or maybe resets killers power tokens like nurse blinks and blight charges. I still think that getting pallet stuns isn't always easy, especially against killers whom respect pallets all the time.

  • Dream_Whisper
    Dream_Whisper Member Posts: 749

    I don't recall any devs mentioned that. When did they mentioned that?

  • Chordyceps
    Chordyceps Member Posts: 1,711

    It wasn't during a stream or anything, it was a dev commenting on a post someone made here on the forums.

  • devotedDBDenjoyer
    devotedDBDenjoyer Member Posts: 269

    That last part is definitely true, but I run iron will with smash hit because i don't predict i'm going to get too many smash hits so i end up normally getting more value out of iron will. running a different exhaustion with it too like balanced or new dead hard isn't out of the picture either.

    although, i do wonder how they can buff smash hit to make it closer to sprint burst / lithe without completely changing the perk or slightly reworking it. i guess buffing the base numbers like you said wouldn't be an awful idea. i don't know, i guess that's up to behaviour. i hope they treat smash hit with kindness because i don't want to go back to lithe.

  • Hex_iButt
    Hex_iButt Member Posts: 233
    edited May 2023

    An effect like the latter would end up being too strong. It has the potential to be abused by a healthy player who will just eat the hit in order to take out the killer's power which will be strong against certain killers.

    I have a similar post, and proposed Smash Hit be broadened up to most if not all sources of being stunned. Sprint Burst and Background Player have synergy (whether it was intended or not idk) and you can burn both perks at the same time if the proper conditions are there; why not have something similar in place for Head On and Smash Hit? Even if those two can't pair with each other, at least let it help out DS in the state its currently in.

    Otherwise, idk how to feel about a lot of the other changes you mentioned as a lot of them seem pretty strong. Left Behind is one where it feels overtuned to the point where you're assured a key. I'd say have it be a percent based chance to get one or allow the ability to open Hatch without one at the cost of reduced speed for it.

  • Dream_Whisper
    Dream_Whisper Member Posts: 749

    Most of my perk changes are about buffing it so that everyone will eventually see it more often, even if it means shifting and changing the stale meta. Left Behind is still situational if by chance your survivors games are pretty much game over and usually if the killer close the hatch and gets lucky with exit gate locations; it gg for them. But with new left Behind, the killer has be cautious of survivors finding keys in chest. I would be fine with Increases percentage of finding keys or even giving the Survivors to ability to open Hatch with a significant reduced speed, without a key. (One of the two)

    Also, If by chance the Devs bother to allow any Survivor the ability to reset killer power tokens with pallets or any stun in general basekit; I do wish they at least at bit of a secondary effect when it comes to Smash hit; as it is exhaustion perk that will never replace Sprint Burst, Dead Hard, Head On, etc. It not always easy to get a pallet stuns unless you bait the killer or get lucky with the timing, especially agaisnt a killer player whom respects and baits a pallet drop. There must be some extra value beside temporary Speed boost, hencing my proposal change to make it so that every pallet you drop without a successful stun will make you move 150% for 2 seconds instead of 4. But I am also like increase stun duration on killers by up to 4.5 seconds maximum, instead of 2.5.