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Surivor Perks I think need re-working

mev
mev Member Posts: 8

Boil Over - this severely needs a glow-up. The potential is there for something much better, like ideas I have seen on here. Make it counter to Iron Grasp by increasing wiggle speed, increase the blind to hooks range, invert the killers WASD etc. Something! It has such potential but is so underwhelming.

Hope - a 7% haste boost for 120 seconds in the face of possible NOED is just not attractive enough. Why not simply match the 4% movement increase of NOED and add an increased speed increment to crawling/recovering when you are in dying state after the gates have been powered (not as significant as Unbreakable/Tenacity)? Maybe too much?

No One Left Behind - I never see anyone run this. While it's very cool, it's very situational. My idea is to have a tiered system when the survivors hit 3 generators remaining...there is a speed and bp bonus to altruistic actions that increases with each generator done (the third and beyond). By the time the gates are powered, it reaches it peak. I'm not sure on the numbers etc, I'm sure someone could help with suggestions. I think this would make the perk more usable.

Thoughts?

Comments

  • GrootDude
    GrootDude Member Posts: 14,110

    I actually kinda like boil over, hope is actually pretty nice but I would make it last all of the end game and as for NOLB I like your idea.

  • PigNRun
    PigNRun Member Posts: 2,428

    Inverting WASD? Interesting. Good thing I use arrow keys. :P

  • se05239
    se05239 Member Posts: 3,919

    You do realize that Hope does a lot, right? 7% increased movement speed makes slow killers like Huntress, Hag, Legion (outside of Feral Frenzy) borderline just as fast as if they were another Survivor. They won't be catching up anytime soon.

    M1 killers that rely on their 115% movement speed gets extremely hurt by Hope as well, as they cannot rely on their speed to win anymore.

  • Kurisataru
    Kurisataru Member Posts: 460
    edited March 2019

    I used to use hope when I just started dbd and it was great for a beginner like me. Killers on me after the last gen were probably confused.

    Nobody uses No One Left Behind imo because the only time it really needs to be used is when you have a team full of D/Cers and the killer knows to patrol all the gens left if there is still 4 or 5 gens that need to be done. I would use this perk if there was a perk to cancel out or lessen survivor breathing noises. Otherwise I think it's pointless without being injured and having iron will or having a green-purple toolbox.

    Boil Over is probably only useful against rank 20 killers, and that's fine by me, I dont care for it anyway.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,355

    Except for Hope, good ideas.

    Hope is actually pretty useful, the only "problem" is that there are two End Game Survivor Perks, and Hope is the worse of them. But overall it is a decent Perk.

    2 Minutes should also be enough to either get out of the Exit or get chased by a Killer so that another Survivor can open the Exit Gates.

  • Poweas
    Poweas Member Posts: 5,873

    For Hope, the 4% is great and let it activate for 60 seconds after a generator is complete and it activates for 120 after exit gates <3

  • mev
    mev Member Posts: 8

    All great responses, guys, thanks!

    And yeah, i think the thing that bothered me about hope was mostly the limited time on it. I think the overall 4% increase and other ideas I had for it was to facilitate helping other teammates at the end. Like, you might go in for a risky unhook or bodyblock with the increase to crawl/recovery as well.

    Just my thoughts! I think my favorite idea is the change to No One Left Behind.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    Hope is actually very strong and a soft counter to NOED because it beats the killer's speed boost. If you have it against a 110 killer without NOED, it's impossible for them to catch you in a straight up chase.

    Boil Over is useless because as killer I can just know where a hook is. There's some use on Lery's or Game to make it harder for the killer to hook you. It does need something a little extra to make it a bit better. Inverting controls is a no no, devs have said they want to avoid anything that messes with a player's control of their character.

  • Wolf74
    Wolf74 Member Posts: 2,959

    Surivor Perks I think need re-working:

    -Self Care (!!!)

    -Decisive Strike

    -Object Of Obsession

    Thoughts?

  • mev
    mev Member Posts: 8

    Self Care and DS have already been toyed with.


    Object of Obsession? Yeah, maybe!

  • feechima
    feechima Member Posts: 917

    2 out of 3 of these have been worked on already. What do you propose?

  • Saint_Ukraine
    Saint_Ukraine Member Posts: 942

    I think that instead of generators, it should maybe have a stack system in which it gets stacks from survivors being hooked?

    @Wolf74 Self Care was nerfed by the healing speed being decreased overall. On top of that, there's no way to increase the speed of Self Care with other perks.

    Decisive Strike's nerf literally went live 2 days ago.

    As for Object of Obsession, is this a broken perk or something? I never see anyone use it, and from what I know, it's just a perk you run if you're interested in dying.

  • Toxicity23
    Toxicity23 Member Posts: 387

    Wanna know what needs a rework?


    LEFT BEHIND

  • Wolf74
    Wolf74 Member Posts: 2,959

    @feechima

    "Woprked on"?

    The DS rework is a joke. It will become even more popular and in a nutshell it is a buff.

    @Saint_Ukraine

    Self Care was NOT nerfed. Healing was nerfed. SC in relation to getting healed by teammates stayed the same.

  • Wolf74
    Wolf74 Member Posts: 2,959

    I think Resiliance should work also.

  • feechima
    feechima Member Posts: 917

    @Wolf74

    Still no proposal...

    But in answer to your response, does SC not take longer to accomplish then it did before? Many survivors, including myself, don't use it any longer. I prefer to use Iron Will and get healed by a teammate. The only way to satisfy people that still see it as a problem is remove it from the game. Never gonna happen.

    I've heard a lot of killer mains say they are happy with the nerf. It was a nerf. You could have a game where you're not guaranteed to even use it as long as the killer doesn't tunnel you off the hook. Even then, with enduring, it still won't make much of a difference.

  • Wolf74
    Wolf74 Member Posts: 2,959

    @feechima

    I made the same proposal about Sc 100 times in this forum, it might get old by now for most fourm reader, but I will try to look it up and copy paste it here when I found it.


    And if you suck at mathematic, just tell me and I can help you out do the calculations.

    SC = 32 sec one survivor busy, getting healed = 16 sec two survivor busy

    SC is to fast. Period. (Science rocks!^^)

  • feechima
    feechima Member Posts: 917
    edited March 2019

    @feechima

    Before you help someone with math, make sure you work on your English. What was it before 24 seconds? I still fail to see how this is not a nerf.

    Post edited by feechima on
  • mcNuggets
    mcNuggets Member Posts: 767
  • Wolf74
    Wolf74 Member Posts: 2,959

    @feechima

    Oh, now we are getting desperate, right?^^

    No arguments? Lets go for bad english… because everyone needs to be a native speaker, right?

    Wanna switch to german and we see how good you are?

    The difference between language and mathematic is, mathematics does not care about language. It is the same in every language.