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Boons, Invocations and Teamwork perks
So, it's not a secret that unique survivor perk types are usually not so good. With the release of All Things Wicked and Invocations, I decided to take a look at and try to help this "unholy trinity": Boons, Invocations and Teamwork perks.
Boons:
Negatives:
• Have to be set up and can be snuffed by killers.
• Can be heard from a mile away, give a global audio cue when set and can be seen shimmering.
Changes:
+ Remove the global audio cue and give it to Shattered Hope only. (In this form, it can even become directional)
+ The boon's area of effect becomes 4 meters bigger for each boon perk in your loadout (1 = 24 m, 2 = 28 m, 3 = 32 m, 4 = 36 m)
Circle of healing:
100% bonus to healing speed, if:
• You don't use a medkit
• You heal others, not yourself
You can also see injured survivors in the boon's radius
Exponential:
• You can recover 100% faster
• You can recover from the dying state
Shadow Step:
• Your scratch marks dissappear (lingers for 4 seconds after leaving the boon)
Changes:
• All of these are fine in their current versions and the changes to boons overall benefit them all
Dark Theory:
• You are 2% faster (lingers for 4 seconds after leaving the boon)
Changes:
• Make this perk an Invocation instead. (Takes 120 seconds, applies Broken to the user, speeds up every survivor)
+ Buff the speed boost to 3%
Illumination:
• You see all generators and chests
• You cleanse/bless totems 10% faster
Changes:
+ Add totems to the list of things you can see with this boon.
Teamwork perks:
Negatives:
• Work only when in 12 meters of the other person
• Have a 2 minute cooldown
Changes:
+ Decrease the cooldown to 30 seconds or less
Blood Pact:
(I am adding it here because the requirements are almost identical)
• Works only when you are not the Obsession
• Gives 7% haste if you are in 16 meters of eachother after healing the Obsession or being healed by them
Rework:
• This perk works only when you are the Obsession.
• Survivors see your aura when they're injured
• Healing someone gives both you and the other survivor 7% Haste as long as you remain less than 16 meters away from eachother
• Increases your chances of being the Obsession
Power of Two:
• Only works when you heal someone
• Gives 5% Haste
Change:
+ Works now also when getting healed
Collective Stealth:
• Works only when you get healed
• Hides scratch marks
Change:
• Works when unhooking someone or getting unhooked instead.
Invocations:
Negatives:
• Take 120 seconds to finish
• Have to be done in the basement
• Regress almost instantly when interrupted
Changes:
• Either shorten the time needed to complete the Invocation to 90 seconds or make it so uncomplete Invocations regress at a rate of - 1 c/s (or both)
Weaving Spiders:
• Gives Broken
• Removes 10 charges needed to complete each unfinished gen
Changes:
+ Increase the amount of charges removed to 15 per gen
+ Make it so it applies to blocked gens as well
Other perks:
Shattered Hope
• Any boon totem you snuff, gets broken
+ When a boon is set up, you get a directional audio cue
New survivor perk: Silent Blessing
• Booned totems become 50% quieter
Comments
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evenwith these changes the perks continue to be useless. i dont think me or my friends would see any value in these “buffs”. perks should be easier to get value from, especially collective perks
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I start with invocations: I would make them trade one hook state afterwards and they only need 90s. I think this would make them good.
Then teamwork perks should just activate by being in a certain range like leader without cooldown. Otherwise I still won‘t use them. Same goes for bloodpact.
I keep the boon part short, because I wrote it longer in the other post. All of the perk need bigger changes. The boons shouldn‘t be that loud and shouldn’t require a perk to make them quiet (I would hate behavior if they do that).
Dark theory would become even more useless as invocation.
I like your idea with the more boon perks you got the bigger the range becomes.
I don‘t think most people would equip those perks with those changes. They are still far too weak.
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There is a problem with all 3 categories, and that is that they're either OP or useless.
Too bad, because I like the concepts.
And with Dark Theory, I more or less tried to create balanced Made For This.
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No heavy teamwork perks deserves to be strong because all it does is hurting solo while meaninglessly buffing SWFs.
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I really only have a problem with boons and I hope they never buff them so no one uses them.
While boons are a nice idea they add a side objective the killer role and i think they already have not really time to spare And they somewhat work against hex perks that already are mostly bad.
I'm absolutly cool with teamwork.perks they really could get some buffs and I also think invocation perks are fine and need buffs. They too bring a new objective in controlling the basement but atleast the basement is risky
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Tbh, I included them because they also were a unique survivor perk concept that failed, like boons and invocations. I don't really care about them, but I tried to make them better anyway.
And, just my opinion, SWF can abuse almost anything, but your argument is fair.
Imo they are beyond saving, but I tried.
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I really think its a shame that all unique perk types that were added for survivors suck.
:(
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The thing is sadly, that behavior’s balance team is very bad at balancing and they take far too long for almost nothing. Like there are so many perks that could be good if they just change one word or the numbers.
Then they introduce many too useless perks, nerf many perks that doesn‘t deserve it and gutt everything that‘s a bit stronger, instead of balancing it in a right way.
Yeah it‘s a shame. But it‘s more like 90% of the perks suck. Especially those.
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