We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
It's stats time! Sign up for our newsletter with your BHVR account by January 13 to receive your personalized 2024 Dead by Daylight stats!

Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1

Doc's Perk values suggestions

DocOctober
DocOctober Member Posts: 2,230
edited June 2018 in General Discussions

This is a big list of many Survivor and Killer Perks and how I would change their numbers, based on more than 1.8k hours of experience on both sides of the Campfire.

Originally (back in 2016), most Perks had very low values, making their effects barely noticeably and many Perks retained those low values. Currently, we seem to move to Perks with much greater effects that are also much more noticeable. That is the philosophy I applied in all suggestions:

Survivor Perks

  • Alert, Plunderer's Instinct, Spine Chill: buff the ranges to 24/32/40 metres, the base ranges are too low.
  • Boil Over: buff the ranges to 16/20/24 metres, for the current numbers, it's rare that the Killer needs the aura-reading of Hooks in the first places.
  • Bond/Premonition: buff the ranges to 20/28/36.
  • Botany Knowledge: buff the percentages by 10 %.
  • Calm Spirit: with the upcoming buff, reduce the percentages to 50/75/100 %, especially in comparison to my suggestion for Spies From The Shadows.
  • Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.
  • Leader/Streetwise/Prove Thyself/Vigil: give them a lingering effect of a couple of seconds.
  • No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia
  • Open Handed: buff the numbers to 8/10/12 metres.
  • Resilience: buff the numbers to 5/10/15 %.
  • Small Game: make it light up the Aura of the tracked object for 1 second. Often times, it's not clear where exactly the object is located if it's in an area with a lot of line of sight blocking props. Alternative suggestion: make it have a metal detector effect, with a beeping noise that gets gradually louder the closer you are to the object
  • Spine Chill: buff the repair/heal/sabotage percentage to 3/6/9 %.
  • Technician: buff the reduced hearing ranges to 4/8/12 metres and add a new modifier for when repairing it with other Survivors and leave those at the current 0/4/8 metres, change the explosion prevention chance to 40/50/60 %.
  • Up The Ante: buff the numbers to 2/3/4 %.
  • Windows Of Opportunity: remove the cool-down or reduce it to the same values as Quick & Quiet.

Killer Perks

  • Bamboozle: buff the numbers by 4 seconds to block down long loops (Badham School building and Lampkin Lane houses).
  • Beast Of Prey: remove the cool-down, there's no good reason for having one.
  • Blood Warden: QoL: add an on-icon timer
  • Brutal Strength: buff the numbers by 5 % to re-instate its former speed.
  • Deerstalker: buff the ranges to 20/28/36.
  • Distressing: QoL: change it from percentages to numbers (6/7/8 metres), makes it easier in usability and has the same effect on all Killers, no matter their default Terror Radius.
  • Fire Up: buff the numbers by 6 %, so that the maximum is 16/18/20% on 4 Tokens.
  • Insidious: reduce the numbers to 2/1/0 seconds, to counteract the TR now fading away and effectively making it take longer for the Perk to reach its full effect.
  • Iron Grasp: buff the numbers to 5/10/15 %.
  • Make Your Choice: make the icon light up when out of the specified range, like Devour Hope
  • Monstrous Shrine: make the Perk affect all Hooks with the current values and buff them for the basement hooks.
  • No One Outruns Death (formerly NOED): You are animated by an unseen force when the Survivors are on the verge of escaping. Once at least one Exit Gates are powered, cool-downs on successful and missed attacks are decreased by 10/15/20 % and your movement speed is increased by 6/9/12 %.
  • Pop Goes The Weasel: increase the timer to 60 seconds.
  • Spies From The Shadows: increase the values to 50/75/100 % and 24/32/40 metres, with how lethargic crows are these days, that shouldn't be too severe a buff.
  • Stridor: increase the values to 25/50/75 % and 0/25/50%.
  • Surveillance: Remove the timer. It's nigh impossible to damage 3 gens within 16 seconds and there's not really a good reason for it to have one in the first place, it's the weakest Killer Perk, the Killer's Déjà Vu.
  • Territorial Imperative: Remove the cool-down timer and increase the range to 40 metres as a trade-off.
  • Thanatophobia: make it take into account dead Survivors.
  • Unrelenting: buff the numbers by 10 %.

EDIT: Changed the numbers on Up The Ante, added alternative suggestion for Small Game and changed No Mither.
EDIT2: Changed the ranges of Bond and Premonition, to not make the max tier larger, but buffing the lower tiers.
EDIT3: Added Deerstalker.
EDIT4: Added NOED
EDIT5: Added Blood Warden

Let me know what you think of this and if you have any suggestions.

Post edited by DocOctober on

Comments

  • Milo
    Milo Member Posts: 7,383

    This could be interesting to see it in-game not gonna lie. But i would say from all of this... buff Prove Thyself a bit.

  • Runiver
    Runiver Member Posts: 2,095
    edited June 2018

    I agree with pretty much everything except for Bond, that is good enough in the current state.
    The best balancing thread I've seen in a while. Too bad it will never happen, as perk changes, especially for killers, are VERY exceptional (You can basically count the relevant killer perk buffs on a single hand, since the release)

    Post edited by Runiver on
  • NMCKE
    NMCKE Member Posts: 8,243

    • Up The Ante: buff the numbers to 2/4/6 %.
    @DocOctober Great job on the changes, well done! However Up The Ante will become the new Decisive Strike with those numbers, I'll explain with math. So your version of Up The Ante with 3 tokens will give every survivor including yourself a 18% chance to all RNG actions, not bad but let's look at specifically the "Attempt escape" action when your on the hook. It's a 4% currently on 2.0, so your new kobe % will be 22%, holy moly! 100%-22%=78% to not kobe for one attempt, now let's cube that number, 78%^3=47.4552% to NOT kobe in 3 attempts. Let's use slippery meat to spice it up :) 78%^6=22.51996% to NOT kobe in 6 attempts, oh boy, the new Decisive Strike! Yeah you'd have to use 2 perks to have a 77.48004% chance to kobe and all 3 survivors for the best % chance. However being able to safe yourself from the hook is probably the most powerful thing in the game. "Dang, I got hooked... hey guys just keep working on generators and I'll unhook my self when the killer leaves." "Okay, we'll keep working on generators." Yeah, it's RNG but your likely going to kobe around a 8/10 ratio so it would be rare to not kobe.
  • Runiver
    Runiver Member Posts: 2,095

    @Nickenzie said:
    DocOctober said:

    • Up The Ante: buff the numbers to 2/4/6 %.

      @DocOctober Great job on the changes, well done! However Up The Ante will become the new Decisive Strike with those numbers, I'll explain with math. So your version of Up The Ante with 3 tokens will give every survivor including yourself a 18% chance to all RNG actions, not bad but let's look at specifically the "Attempt escape" action when your on the hook. It's a 4% currently on 2.0, so your new kobe % will be 22%, holy moly! 100%-22%=78% to not kobe for one attempt, now let's cube that number, 78%^3=47.4552% to NOT kobe in 3 attempts. Let's use slippery meat to spice it up :) 78%^6=22.51996% to NOT kobe in 6 attempts, oh boy, the new Decisive Strike! Yeah you'd have to use 2 perks to have a 77.48004% chance to kobe and all 3 survivors for the best % chance. However being able to safe yourself from the hook is probably the most powerful thing in the game. "Dang, I got hooked... hey guys just keep working on generators and I'll unhook my self when the killer leaves." "Okay, we'll keep working on generators." Yeah, it's RNG but your likely going to kobe around a 8/10 ratio so it would be rare to not kobe.

    Adding a simple hard-cap could fix this issue tho.

  • NMCKE
    NMCKE Member Posts: 8,243
    @Runiver I remember in KYF that everyone would use slippery meat and Up The Ante. It's basically a 100% to kobe when we did and it was odd, I never seen what it looks like to kobe, it ruined the surprise. I wanted it to be like winning the lottery which makes you feel better about getting so lucky.
  • Khalednazari
    Khalednazari Member Posts: 1,433
    All the ideas are great, except the rework idea on Thanatophobia. It's already a widely used perk, and it doesn't need a buff. Sometimes, it lasts all match since someone or the other is already injured, if the killer is playing well. And the dead hasn't been left for dead, we already have the perk 'Dying Light' for it. 
  • popoles
    popoles Member Posts: 831
    @Khalednazari
    I don't know about you, but I haven't encountered Thanatophobia for a long time in a match. It just adds about 15 seconds to the repair time when at full tokens! That's not too much.
  • DocOctober
    DocOctober Member Posts: 2,230
    All the ideas are great, except the rework idea on Thanatophobia. It's already a widely used perk, and it doesn't need a buff. Sometimes, it lasts all match since someone or the other is already injured, if the killer is playing well. And the dead hasn't been left for dead, we already have the perk 'Dying Light' for it. 
    The thing is that Thanatophobia is a placebo in its current state. At maximum, it will prolong a Generator's repair for about 10 seconds, assuming all 4 Survivors are injured the entire duration of that repair.

    How often do you see so many Survivors injured at the same time and for so long? Practically never.

    Nickenzie said:

    • Up The Ante: buff the numbers to 2/4/6 %.
    @DocOctober Great job on the changes, well done! However Up The Ante will become the new Decisive Strike with those numbers, I'll explain with math. So your version of Up The Ante with 3 tokens will give every survivor including yourself a 18% chance to all RNG actions, not bad but let's look at specifically the "Attempt escape" action when your on the hook. It's a 4% currently on 2.0, so your new kobe % will be 22%, holy moly! 100%-22%=78% to not kobe for one attempt, now let's cube that number, 78%^3=47.4552% to NOT kobe in 3 attempts. Let's use slippery meat to spice it up :) 78%^6=22.51996% to NOT kobe in 6 attempts, oh boy, the new Decisive Strike! Yeah you'd have to use 2 perks to have a 77.48004% chance to kobe and all 3 survivors for the best % chance. However being able to safe yourself from the hook is probably the most powerful thing in the game. "Dang, I got hooked... hey guys just keep working on generators and I'll unhook my self when the killer leaves." "Okay, we'll keep working on generators." Yeah, it's RNG but your likely going to kobe around a 8/10 ratio so it would be rare to not kobe.
    Huh, I indeed didn't do the math there. As Runiver suggested, a hard cap would solve this.

    Or it could affect Kobe's differently, I was more looking at its effect on finding Chest Loot and getting out of Traps.
  • Nick
    Nick Member Posts: 1,246
    • Alert, Bond, Plunderer's Instinct, Premonition, Spine Chill: buff the ranges to 24/32/40 metres, the base ranges are too low.

    This is a nerf for Premonition im pretty sure? Because it will proc. too many times when he's not even coming for you.

    • Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.

    Just remove the cool-down. No one is going to use it anyways.

    • No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia

    This takes away the power of No Mither. Combining it with Resillience etc. Now you have to find the killer first to even get the bonus.

    • Windows Of Opportunity: remove the cool-down or reduce it to the same values as Quick & Quiet.

    Nah it's fine.

    • Beast Of Prey: remove the cool-down, there's no good reason for having one.

    Devs tested this and they said that it would be way too strong. But I agree, 2 minutes is too long.

    • Make Your Choice: make the icon light up when out of the specified range, like Devour Hope

    And don't let the survivor know that he's exposed untill he gets hit? So you will always have that first suprise down like Devour

    I agree with all the others :+1:

  • DocOctober
    DocOctober Member Posts: 2,230

    @Nick said:

    • Alert, Bond, Plunderer's Instinct, Premonition, Spine Chill: buff the ranges to 24/32/40 metres, the base ranges are too low.

    This is a nerf for Premonition im pretty sure? Because it will proc. too many times when he's not even coming for you.

    • Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.

    Just remove the cool-down. No one is going to use it anyways.

    • No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia

    This takes away the power of No Mither. Combining it with Resillience etc. Now you have to find the killer first to even get the bonus.

    • Windows Of Opportunity: remove the cool-down or reduce it to the same values as Quick & Quiet.

    Nah it's fine.

    • Beast Of Prey: remove the cool-down, there's no good reason for having one.

    Devs tested this and they said that it would be way too strong. But I agree, 2 minutes is too long.

    • Make Your Choice: make the icon light up when out of the specified range, like Devour Hope

    And don't let the survivor know that he's exposed untill he gets hit? So you will always have that first suprise down like Devour

    I agree with all the others :+1:

    Agreed on Premonition, I'll change it a bit.

    Hope is a rather strong Perk with its current percentages, people underestimate the extra-distance that is takes Killers to catch up to a Survivor running Hope, it will oftentimes decide if one reaches the exit or not.

    I see a lot of requests for that No Mither buff, I'm surprised that I get that many negatives now.

    As for Beast Of Prey, since it still activates with Bloodlust, which means 15 seconds of a chase and you losing out on points, I don't think that it would be too strong.

    As for MYC, I only want its Perk icon to light up when the range for it to trigger is obtained, just like how Devour Hope notifies you that you're 24 metres away from the Hook. I don't care about the Exposed notification.

  • tovelo
    tovelo Member Posts: 40

    Thanatophobia: make it take into account dead Survivors.

    that's a big no.
    other than this i agree/fine with all

  • DocOctober
    DocOctober Member Posts: 2,230

    @tovelo said:
    Thanatophobia: make it take into account dead Survivors.

    that's a big no.
    other than this i agree/fine with all

    Mind explaining why it's a no?

  • Autoliny
    Autoliny Member Posts: 76

    @DocOctober said:

    Survivor Perks

    • Botany Knowledge: buff the percentages by 10 %.

    I think that would be nice change, this perk was great back when SC was OP, now it's rarely used, I would have been fine with this getting a buff when SC got nerfed, but if you plan on being a medic, best to use we'll make it

    • Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.

    I assume you mean give it infinite duration, Hope is under used but a great perk combine with no-one left behind, you don't see it because people are selfish. If you give it a permanent effect all your doing is creating those games where the survivors don't want to leave, with the changes coming to whispers, they will just troll knowing that you'll not catch them, so no I would say.

    • No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia

    I like the thought of that, Information is key in this game and knowing you have someone that is injured from the start is valuable, and killers know you're going to have DH with the current changes coming to exhaustion, you'll be a free kill.

    • Resilience: buff the numbers to 5/10/15 %.

    I could enjoy this getting buffed, fun perk as it throws off the killers muscle memory.

    Killer Perks

    • Brutal Strength: buff the numbers by 5 % to re-instate its former speed.

    Did you forget that the initial speed of BS was split between the killers and the perk, so although the perk got nerfed, all killers got buffed, I feel it's good as is,

    • Fire Up: buff the numbers by 6 %, so that the maximum is 16/18/20% on 4 Tokens.

    I really like this change, I still don't think it's enough, but with other perks currently released I feel that it would be a nice change

    • Iron Grasp: buff the numbers to 5/10/15 %.

    Buff isn't needed for this perk, it's a no fun tryhard perk, Agi is better than it by far and the only reason people would want it buffed is to drag people back to the basement, as of the last hook change, you can't turn around without seeing one, unless I'm killer that is lol

    • Monstrous Shrine: make the Perk affect all Hooks with the current values and buff them for the basement hooks.

    Although you think along the lines of the perk being useless, having to drag a survivor back to the shack isn't worth the effort or going to save you any real time, having this apply to every hook would mean that camping is rewarded more so that it currently is, I think everyone can agree how bad that is.

    • Pop Goes The Weasel: increase the timer to 60 seconds.

    +

    • Surveillance: Remove the timer. It's nigh impossible to damage 3 gens within 16 seconds and there's not really a good reason for it to have one in the first place, it's the weakest Killer Perk, the Killer's Déjà Vu.

    Considering your image is of the Doc I say hell no to these changes lol, I find the timer on PGtW to be really annoying, I assume with these perks they wanted 3 Gen strats to slow the game more, but not control them, Given that the Doc is disgusting in 3 gens strats, I think he played a massive part in these perks being underwhelming.

  • DocOctober
    DocOctober Member Posts: 2,230

    @Autoliny said:

    @DocOctober said:

    Survivor Perks

    • Botany Knowledge: buff the percentages by 10 %.

    I think that would be nice change, this perk was great back when SC was OP, now it's rarely used, I would have been fine with this getting a buff when SC got nerfed, but if you plan on being a medic, best to use we'll make it

    • Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.

    I assume you mean give it infinite duration, Hope is under used but a great perk combine with no-one left behind, you don't see it because people are selfish. If you give it a permanent effect all your doing is creating those games where the survivors don't want to leave, with the changes coming to whispers, they will just troll knowing that you'll not catch them, so no I would say.

    • No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia

    I like the thought of that, Information is key in this game and knowing you have someone that is injured from the start is valuable, and killers know you're going to have DH with the current changes coming to exhaustion, you'll be a free kill.

    • Resilience: buff the numbers to 5/10/15 %.

    I could enjoy this getting buffed, fun perk as it throws off the killers muscle memory.

    Killer Perks

    • Brutal Strength: buff the numbers by 5 % to re-instate its former speed.

    Did you forget that the initial speed of BS was split between the killers and the perk, so although the perk got nerfed, all killers got buffed, I feel it's good as is,

    • Fire Up: buff the numbers by 6 %, so that the maximum is 16/18/20% on 4 Tokens.

    I really like this change, I still don't think it's enough, but with other perks currently released I feel that it would be a nice change

    • Iron Grasp: buff the numbers to 5/10/15 %.

    Buff isn't needed for this perk, it's a no fun tryhard perk, Agi is better than it by far and the only reason people would want it buffed is to drag people back to the basement, as of the last hook change, you can't turn around without seeing one, unless I'm killer that is lol

    • Monstrous Shrine: make the Perk affect all Hooks with the current values and buff them for the basement hooks.

    Although you think along the lines of the perk being useless, having to drag a survivor back to the shack isn't worth the effort or going to save you any real time, having this apply to every hook would mean that camping is rewarded more so that it currently is, I think everyone can agree how bad that is.

    • Pop Goes The Weasel: increase the timer to 60 seconds.

    +

    • Surveillance: Remove the timer. It's nigh impossible to damage 3 gens within 16 seconds and there's not really a good reason for it to have one in the first place, it's the weakest Killer Perk, the Killer's Déjà Vu.

    Considering your image is of the Doc I say hell no to these changes lol, I find the timer on PGtW to be really annoying, I assume with these perks they wanted 3 Gen strats to slow the game more, but not control them, Given that the Doc is disgusting in 3 gens strats, I think he played a massive part in these perks being underwhelming.

    Brutal Strength:
    Breaking a pallet with Brutal Strength is currently noticeable slower than before the nerf. They said they wanted it to feel equal after the nerf since the base speed got buffed, but they didn't. The Perk was nerfed.

    Hope: Hence why I lowered the percentages, I don't think it would lead to post-game trolling.

    Iron Grasp: as you said yourself, it's ######### in comparison to Agitation, but I can't think of a better buff than to increase its percentages a bit.

    Monstrous Shrine: Actually, long hook stages are one of the reasons Killers camp more often lately, they can't afford to have every Survivor on the hook for 90 seconds each. Monstrous Shrine would reduce it and give Killers some slack in regards to time.

    Your last argument doesn't make any sense to me. I've read it multiple times, but I don't get what you're trying to reason and what a longer timer to be able to reduce a Generator has to do with the 3-gen strat.

    And please, do not assume anyone's motives based solely on their avatar. I am indeed a Doctor main when I play Killer, but that's never been my motivation for any of these changes. I'm just as much an Ace main as Survivor. I also rarely do a 3-gen strat unless I feel pressured because the game goes too quickly.

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784

    Love all of these except for a few, like Thanatophobia would still be trash, and changing No Mither like that kinda feels like its taking away from what the perk's meant to be.

    Really good changes though, nice job man.

  • DocOctober
    DocOctober Member Posts: 2,230

    @ASpazNamedSteve said:
    Love all of these except for a few, like Thanatophobia would still be trash, and changing No Mither like that kinda feels like its taking away from what the perk's meant to be.

    Really good changes though, nice job man.

    Yet there have already been people expressing their dislike of my Thanatophobia buff.

  • Might_Oakk
    Might_Oakk Member Posts: 1,243

    I'd like to see monstrous shrine have a small chance to award the killer add ons for sacrifices handed out post match.

  • Nick
    Nick Member Posts: 1,246

    Hope is a rather strong Perk with its current percentages, people underestimate the extra-distance that is takes Killers to catch up to a Survivor running Hope, it will oftentimes decide if one reaches the exit or not.

    There's a reason no one is using it though ;/ There are better perks out there.

    I see a lot of requests for that No Mither buff, I'm surprised that I get that many negatives now.

    It should give a bloodpoint bonus as its a challange using it. (Just like the 2 hit chainsaws 100% bp)

    As for Beast Of Prey, since it still activates with Bloodlust, which means 15 seconds of a chase and you losing out on points, I don't think that it would be too strong.

    Removing the red glow is kinda big in chases. It would become a new meta perk, I don't really mind. But its going to be the best perk in the game after Ruin.

  • Russ76
    Russ76 Member Posts: 306
    I agree with the No Mither perk starting off as healthy.  Knowledge is power and the starting off injured gives away a lot of information.

    Sure this hurts the No Mither, Resilience, Brand new Part combo, but it also means Thantanphonia doesn't kick in from the start of the match and means the killer actually has to find someone for that skill to kick in. 
  • Autoliny
    Autoliny Member Posts: 76

    @DocOctober said:

    @Autoliny said:

    @DocOctober said:

    Survivor Perks

    • Botany Knowledge: buff the percentages by 10 %.

    I think that would be nice change, this perk was great back when SC was OP, now it's rarely used, I would have been fine with this getting a buff when SC got nerfed, but if you plan on being a medic, best to use we'll make it

    • Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.

    I assume you mean give it infinite duration, Hope is under used but a great perk combine with no-one left behind, you don't see it because people are selfish. If you give it a permanent effect all your doing is creating those games where the survivors don't want to leave, with the changes coming to whispers, they will just troll knowing that you'll not catch them, so no I would say.

    • No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia

    I like the thought of that, Information is key in this game and knowing you have someone that is injured from the start is valuable, and killers know you're going to have DH with the current changes coming to exhaustion, you'll be a free kill.

    • Resilience: buff the numbers to 5/10/15 %.

    I could enjoy this getting buffed, fun perk as it throws off the killers muscle memory.

    Killer Perks

    • Brutal Strength: buff the numbers by 5 % to re-instate its former speed.

    Did you forget that the initial speed of BS was split between the killers and the perk, so although the perk got nerfed, all killers got buffed, I feel it's good as is,

    • Fire Up: buff the numbers by 6 %, so that the maximum is 16/18/20% on 4 Tokens.

    I really like this change, I still don't think it's enough, but with other perks currently released I feel that it would be a nice change

    • Iron Grasp: buff the numbers to 5/10/15 %.

    Buff isn't needed for this perk, it's a no fun tryhard perk, Agi is better than it by far and the only reason people would want it buffed is to drag people back to the basement, as of the last hook change, you can't turn around without seeing one, unless I'm killer that is lol

    • Monstrous Shrine: make the Perk affect all Hooks with the current values and buff them for the basement hooks.

    Although you think along the lines of the perk being useless, having to drag a survivor back to the shack isn't worth the effort or going to save you any real time, having this apply to every hook would mean that camping is rewarded more so that it currently is, I think everyone can agree how bad that is.

    • Pop Goes The Weasel: increase the timer to 60 seconds.

    +

    • Surveillance: Remove the timer. It's nigh impossible to damage 3 gens within 16 seconds and there's not really a good reason for it to have one in the first place, it's the weakest Killer Perk, the Killer's Déjà Vu.

    Considering your image is of the Doc I say hell no to these changes lol, I find the timer on PGtW to be really annoying, I assume with these perks they wanted 3 Gen strats to slow the game more, but not control them, Given that the Doc is disgusting in 3 gens strats, I think he played a massive part in these perks being underwhelming.

    Brutal Strength:
    Breaking a pallet with Brutal Strength is currently noticeable slower than before the nerf. They said they wanted it to feel equal after the nerf since the base speed got buffed, but they didn't. The Perk was nerfed.

    Hope: Hence why I lowered the percentages, I don't think it would lead to post-game trolling.

    Iron Grasp: as you said yourself, it's ######### in comparison to Agitation, but I can't think of a better buff than to increase its percentages a bit.

    Monstrous Shrine: Actually, long hook stages are one of the reasons Killers camp more often lately, they can't afford to have every Survivor on the hook for 90 seconds each. Monstrous Shrine would reduce it and give Killers some slack in regards to time.

    Your last argument doesn't make any sense to me. I've read it multiple times, but I don't get what you're trying to reason and what a longer timer to be able to reduce a Generator has to do with the 3-gen strat.

    And please, do not assume anyone's motives based solely on their avatar. I am indeed a Doctor main when I play Killer, but that's never been my motivation for any of these changes. I'm just as much an Ace main as Survivor. I also rarely do a 3-gen strat unless I feel pressured because the game goes too quickly.

    Well it's fairly simple, assuming you understand what a 3 gen strat is, you want PGtW to have more time to use before it runs out I agree that it seems short, but having a 3 gen strat Nurse or myers able to hold those 3 gens until everyone dwindles down to one.
    Surveillance yes it's very poor but someone doing a 3 gen strat will have constant vision of the digressing Gens, given this isn't an issue for SWF either of these changes, this game isn't always SWF so it will be even more frustrating for the solo player, and if you don't know why this relates more to Doc, have you ever played against one?

    As for my assumption, yes it was a guess, but hardly hard to deduce as many killers refuse to play Doc cause of how bullshit he is and there for want nothing to do with him, if you do play him and don't play scummy good for you, I've met very decent players who play Doc, characters have there stereotypes and most killers live up to them, Slugging nurse, Yoyo Billy's, Camping LF/Hag/Myers, 3Gen Trapper/Doc.

    But as I stated changing them so this would happen Unnerving Presence, Surveillance, Overcharge, would be very strong on the Doc and Devastating to low level survivors, that's why I said it would be bad for 3 gens strats.
    If you're offended, that wasn't my intention I am merely saying why I assume these perks are weak, simply because players would abuse them, they got added to help with you regressing a gen and then while walking away the survivor touches it. 3 gens strat are not bad, they're needed in some game and help those killers that lack pressure, if you have it in mind to camp 3 gens from the start then you'll never get better, but regardless of that, the new Deja vu counters 3 gen strats soon, so it may be a mute point

  • Cetren
    Cetren Member Posts: 985
    Why do people want to kill no mither so bad? Starting off injured is the whole point of bringing the perk, I'd never run it if you started healthy.
  • popoles
    popoles Member Posts: 831

    @Cetren said:
    Why do people want to kill no mither so bad? Starting off injured is the whole point of bringing the perk, I'd never run it if you started healthy.

    And what about not showing the Do Not Heal icon to the killer, so he doesn't know the survivor has it?

  • Irisora
    Irisora Member Posts: 1,442
    edited June 2018

    I can agree with most changes except this ones:

    Boil over with 24m it's an insane range to obscure a hook, a killer won't be abble to hook anyone with that range in maps with walls like treatment theatre, badham preschool, and the game. In my opinion it should stay the way it is now. It may get a mini buff to the range from 14 to 16 for example or to a maximum of 18 but i think that will be very unhealthy for a killer in closed maps.

    Alert don't need increased range.. you will waste it most of the times if the range is increased. That would be a neft to the perk. A reduced range is a buff to this perk in my opinion. Most of the times i waste it because of the long range.

    Small Game shoudn't give you an aura of the actual totem or traps.. it's already too easy to find totems. And the poor trapper will suffer greatly from that.

    I find the other perks changes nice.

  • DocOctober
    DocOctober Member Posts: 2,230
    Good, frankly I don't really care about the last few comments. I disagree with arguments that don't want a change to happen it would be strong on 2 out of 23 Maps or for 1 out of 12 Killers.

    I understand the reasoning, but don't accept it as an argument.
  • Irisora
    Irisora Member Posts: 1,442

    @DocOctober said:
    Good, frankly I don't really care about the last few comments. I disagree with arguments that don't want a change to happen it would be strong on 2 out of 23 Maps or for 1 out of 12 Killers.

    I understand the reasoning, but don't accept it as an argument.

    Nice i give you a thumbs up with most changes you suggest except 3 and you respond in that egocentric way?

    First of all who gives an argument here is only me, because you are saying that you disagree with anyone that don't want changes in some subjects. And that's not an argument neither logical response. So well as shocking as it can sound to you there are things in the game that should stay the way it is, and if you don't think the same way then give proper arguments instead of a vague and hostile answer like that. And also you are wrong.

    First, the huge buff to Boil over you suggest can affect every killer not one, and second it affect 8 maps with sight blocker not 2:

    Crotus prenn asylum:
    disturbed ward
    father campbell chapel

    Haddonfield:
    lampkin lane

    Backwater swamp:
    pale rose
    grim pantry

    Lery memorial:
    treatment theatre

    Springwood:
    badham preschool

    Gideon meat plant:
    the game

    This maps are also very survivor sided, many burn offerings for them and buffing that perk to that lvl will bring no good to the game in any way, from escapes of the killer grasp to more non-obsesion DS triggering.

    If you are going to suggest perk changes then be more open minded.

  • DocOctober
    DocOctober Member Posts: 2,230

    @Irisora said:

    @DocOctober said:
    Good, frankly I don't really care about the last few comments. I disagree with arguments that don't want a change to happen it would be strong on 2 out of 23 Maps or for 1 out of 12 Killers.

    I understand the reasoning, but don't accept it as an argument.

    Nice i give you a thumbs up with most changes you suggest except 3 and you respond in that egocentric way?

    First of all who gives an argument here is only me, because you are saying that you disagree with anyone that don't want changes in some subjects. And that's not an argument neither logical response. So well as shocking as it can sound to you there are things in the game that should stay the way it is, and if you don't think the same way then give proper arguments instead of a vague and hostile answer like that. And also you are wrong.

    First, the huge buff to Boil over you suggest can affect every killer not one, and second it affect 8 maps with sight blocker not 2:

    Crotus prenn asylum:
    disturbed ward
    father campbell chapel

    Haddonfield:
    lampkin lane

    Backwater swamp:
    pale rose
    grim pantry

    Lery memorial:
    treatment theatre

    Springwood:
    badham preschool

    Gideon meat plant:
    the game

    This maps are also very survivor sided, many burn offerings for them and buffing that perk to that lvl will bring no good to the game in any way, from escapes of the killer grasp to more non-obsesion DS triggering.

    If you are going to suggest perk changes then be more open minded.

    I decide how open-minded I am.

    Boil Over is niche Perk at best, even with the buffs I suggest.

    I think you overestimate its effectiveness and the range a Killer can carry a Survivor. The normal carrying range is ~50-55 metres before the Survivor wiggles free. Boil Over would only hide hooks up to 24 metres on Tier III, still showing any Hook outside that range which is still easily reachable by the Killer.

    The reason I want to increase its range is simply because it's currently way too short. I have been affected several times by Boil Over, yet always had what I would consider nearby hooks show up for me because its current range is really not that much.

    Changes are, that the hook it hides is one that you wouldn't have noticed yourself anyways even with the Aura-reading because you were so close to yet look in a different direction.

  • Daddy_Doctor
    Daddy_Doctor Member Posts: 158

    A timer once Blood Warden has activated would be great too.

  • DocOctober
    DocOctober Member Posts: 2,230

    @Daddy_Doctor said:
    A timer once Blood Warden has activated would be great too.

    Could you elaborate that? What timer?

  • Daddy_Doctor
    Daddy_Doctor Member Posts: 158

    Like a countdown once the spikes are up. So as a killer you know how long is left before ppl can escape.

  • DocOctober
    DocOctober Member Posts: 2,230

    @Daddy_Doctor said:
    Like a countdown once the spikes are up. So as a killer you know how long is left before ppl can escape.

    Ah, I see. I'll add that as a suggestion.

  • Orion
    Orion Member Posts: 21,675

    That sounds awesome. Maybe the perk's symbol could mimic a countdown timer.