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Ideas to make more Perks appealing (Survivor Edition)

Hex_iButt
Hex_iButt Member Posts: 233
edited August 2023 in Feedback and Suggestions

Going down the list of Survivor Perks that could use some changes to make them more appealing, opening up their usage generally or as niche combos with other perks. Some are numbers tweaks or additional effects, some rework ideas, and some are there just for fun plays. If It's not mentioned, then the perk is in either a decent spot or I just don't have any decent ideas (most likely the latter).

Also mentioned a few other perks that aren't in a terrible spot, but some ideas that are either QoL or smaller buffs. No current plans to do a killer version of this, at the moment, but thinking about it.

The Less Appealing Perks

Bloodrush- Remove the requirement to be healthy to activate, as well as the healing effect. If injured, the Survivor goes into Deep Wounds to activate. *Because of its strict trigger conditions, this perk is unfavorable compared to other last chance perks. If the game is in a pretty bad spot where there's only two survivors, there's no useable healing items (for self-healing), and these two cannot heal each other, the perk becomes useless. By removing the healing aspect from it, and making it "Injure yourself/Enter Deep wounds" allows it to become a better tool for a last ditch effort at survival. Would basically work with all Exhaustion perks that are not DH.

Boon: Dark Theory- Add on a 3/4/5% increased action speed to vaulting. *Makes the boon more appealing to use to strengthen a weak or already strong tile, provided there is a totem nearby. Especially becomes more threatening when used with players who love Resilience and now Made for This.

Corrective Action- Additional effect of turning every 3rd consecutive Good Skill Check into 1 Great Skill Check for any other Survivors working on the same Generator as you, at the cost of 1 Token. *Think of this addition being more than someone coming in to fix your mistakes; the perk holder is seen as a mentor, teaching you how to solve a problem vs giving you the answer, and rewards you when you manage to solve a problem without you having to step in. Basically adds another use for the Tokens earned.

Counterforce- Ignore active Boon Totems. Allow Totem Auras to be tracked by a map. Hex Totems are revealed by this perk have their Aura linger an additional 2 seconds. *The map synergy adds value as an alternative to Detective's Hunch. Gaining a benefit towards tracking Hex Totems specifically would aid those who are more attentive, and could aid those using Overzealous or just generally seeking active Hex perks.

Flip-Flop- Gain a 5% increase to recovery speed. Increase Wiggle speed by 10% when there are no other Survivors within 8 meters of the Killer. *A small buff to help make sure you can get a little more wiggle progress without having to rely on Unbreakable as your biggest crutch. UB can be nerfed to 30% recovery to reach the same 35% recovery speed on live. Wiggle speed would reduce the default 16 sec time down to about 14.5, helping when the killer needs to carry you far, and would not stack with Breakout.

Inner Focus- Gain full immunity against the Blindness status effect. *The only way I can think of strengthening this perk to help its sense of identity, and helps thematically with its respective chapter & Killer. Fits as an alternative to Bond in strings of games where killers run Fearmonger, Third Seal, etc. Otherwise, if there is a way to give each of your teammates a different color for their Scratch Marks, that would be a nice aesthetic change, to track certain people.

Kinship- Add an additional 4 seconds to the pause timer for each unique Survivor that enters that 16 meter range for the first time (max 46 second timer vs 34). *Just allows a little bit more time for a group effort save attempt.

Kinship (rework idea)- Every time you perform a Safe Rescue action or heal another Survivor for a full health state, gain a token up to a max of 4/5/6 tokens. When you are on hook in the Struggle Phase, Kinship activates: the hook timer is extended for 6 seconds per Token you have accumulated (36 seconds max at tier 3). *This becomes weaker than the previous idea time-wise, but stronger in the sense that it's basically a self Reassurance earned from altruism and less reliant on your team to actively be around to save you. A little more solo-queue friendly.

No Mither- Allow the HUD to have a 20 second period where it shows you are Healthy instead of Broken. *Simple idea basically to hide the fact that you are running No Mither from the killer, as it's been confirmed starting Healthy will not be a thing (ruins the whole "hard mode concept"). The alternative idea is just to make No Mither a "mini Distortion" in a sense, where they cannot be found by Lethal for instance within that same 20 second window.

Pharmacy (rework idea)- Allow Pharmacy to work with the Rummage action once while injured. *Simply brings this perk closer to Residual Manifest/Scavenger, assuring you will get value even if all the chests have been opened.

Poised- Add in the effect of suppressing pools of blood with its current effect. *This comes with the idea being that the killer is nearby. It allows a stealthier escape for an injured survivor, especially if the killer does not use their ears.

Poised (rework idea)- The perk becomes a Token based perk, and you begin with 1 at the start. After you complete 50% of Generator progress, gain a Token. You can hold onto 2 Tokens max at one time. Crouch and press the Active Ability button (like Diversion), to use a Token to hide your Scratch Marks for 3/4/5 seconds. *A rework to make Poised's effects more on-demand. And because it would be an on-demand stealth + potential to get more uses out of it vs being situational-based like Lucky Break, the suppression should have a reduced timer.

Potential Energy- Change condition of losing stacks to entering the Dying State or Deep Wounds state. Add condition of sitting on Gen for 3 seconds before depositing tokens. *Alleviates stress on the Survivor end to allow them to take a single hit if necessary while healthy. Having an activation condition similar to Wiretap for depositing progress allows killers more wiggle room in case of a Survivor attempting to deposit right in their face to complete a gen. Deep Wounds as a condition for losing all Tokens as well makes killers like Deathslinger and Legion strong against this perk, while adding anti-Synergy with DH or a Styptic Agent.

Reactive Healing- Gain temporary immunity from the Hemorrhage status effect for a total of 12 seconds upon activation. *This adds value as some protection against Sloppy and the like, so your progress doesn't begin to decrease instantly. Permanent protection becomes too strong a tool that counters the self-healing changes that have taken effect, while a temporary immunity has more opportunities for Killer to keep their pressure.

Red Herring- Change Red Herring to be Token based, with a max of 2 Tokens. Tokens will be accumulated automatically with the same cooldown of 60/50/40 seconds per Token (total cooldown of 120/100/80 for both charges). Staying inside a locker for 5 seconds or re-entering a locker will activate the 2nd Token for another loud noise notification. *Basically, to make it so you have a little more power to distract/call the killer to the trapped generator(s). And yes, you would be able to theoretically trap one generator and then move to a 2nd one to trap it.

Resurgence- same situation as Reactive Healing.

Rookie Spirit (rework idea)- Complete 4/5/6 Good or Great skill checks to activate Rookie Spirit to see the Aura of regressing generators and make the perk similar to Vigil or Leader, where other teammates within 8m can see the Aura of those same generators as well for 15 seconds. *Basically allowing the perk to be more team-focused and increasing the requirements for activation and adding a limited duration of aura reading. The range can be limited to a certain radius of the perk user as a way to help keep its power in check.

Slippery Meat- Additional effect where instead of instantly going into the struggle phase, you gain 3 more attempts at self-unhooking yourself. If you fail at freeing yourself in this stage, you will only have 20 seconds until being sacrificed. *This would be great for those luck based escapes, doubling your chances at escape, but a heavy risk of shortening your lifespan in the process because 4%. This also would make a great pairing with Deliverance, that way you can assure you get value even if you have been hooked once as the first chase. And to counter the idea of getting 2 Deli plays off, you can lock Deliverance to only activating once per trial.

Sole Survivor- Remove the repair speed bonus when you're the last Survivor, and instead gain a 2% Haste status effect for 10 seconds. *The duration of speed can be debated. Otherwise, concept gives the last Survivor standing a chance to make distance if the killer is close by, or to cover more ground searching for hatch as they most likely will not be working on Gens at this point.

Solidarity- See Reactive Healing.

Appealing Enough, But... (QoL+ optional buffs/changes)

Built to Last- Highlights the Aura of the locker you're in for teammates. *Importantly so your solo queue teammates know you're not just hiding to hide.

Head On- Highlights the Aura of the locker you're in for teammates. Changes color when your Head On is ready to be used. *Simple solo queue QoL change, when you want to go for a locker save and give your teammate a heads up on which direction they should head.

Inner Strength/Inner Healing- Add the Healing icon to the Survivor HUD when using the perk. Optional buff to gain a stackable Token for each totem cleansed up to a max of two tokens. *Say you cleansed a dull totem at the beginning of the trial for assured value, but then you see a problematic Hex that nobody else can cleanse. Or you just want to make sure you get at least two self-heals vs only one. And you already know, solo queue. To let people know that you're healing so they (hopefully) don't waste their time on you.

Post edited by Hex_iButt on

Comments

  • Hex_iButt
    Hex_iButt Member Posts: 233

    Made a bunch of edits. Fixed some grammar and explanations while also removing some perks/ideas as they already got changes. Totally open for feedback, I need more brains.

  • Steakdabait
    Steakdabait Member Posts: 1,296

    I like most of these but some like are adding random minor buffs to perks like flip flop which i don't like. The Pharmacy change will conflict with other perks which will create coding issues, I like the dark theory change tho even with that it still should be 3% instead of 2% imo(haste shouldn't stack tho), and the reaction healing(and similar perks) changes are great as well.

    Also for corrective action, I would like it to have that effect but make it gain tokens off of greats you hit instead of goods they hit.

  • Hex_iButt
    Hex_iButt Member Posts: 233

    Thank you for the feedback! I got stumped with a couple of em, but I know a couple that have number buffs aren't the greatest. Dark theory is def one I would even say should get more speed if/when they change haste to not stack.

    I can reword it for corrective, but you still gain tokens from greats you hit. Any time your co-op gen doer hits 3 goods in a row, it would proc one of your tokens to turn that 3rd good into a great for them. It'd just be another way to use up your tokens vs waiting for your teammate to fail.

  • Steakdabait
    Steakdabait Member Posts: 1,296

    Thanks for the correction on corrective action, i think that'll be a decent change