The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

A List of Survivor perk buffs V.4

gonna keep it short, these changes are logical and are meant to buff a certain aspect of these perks that hold them back from being used despite them being technically “fine” I want shed light on these perks and throw my idea out there again since 2 of my suggestions have actually made it into the game so far (background player and empathic connection)

With that out of the way my ideas:

Gadget perks:

+Flashbang: You create tokens when reaching 50% of a generator, every token allows you to create a Flashbang, Flashbangs can hold charges up to 3 when collecting or creating Flashbangs

+Chemical Trap rework: you create tokens every time you reach 50% of a generator, every token gives you a trap to use, the trap timer is separate from the perk and is shown underneath the perks when in close proximity of the trapped pallet to yourself and you’re teammates, You can use chemical trap on breakable walls as well as pallets

Exhaustion/chase perks:

+adrenaline: lasts for 5 seconds again

+rework Blood Rush: instead of requiring to be on stage 2 hook, you start off the game with blood rush activated, once used it will deactivate, when the exit gates are powered blood rush activates to be used again (basically works like plot twist)

+Smash hit: speed boost lasts for 5 seconds, works on any stun you inflict on the killer

+Dramaturgy: either, reduce exhaustion cooldown to 20 seconds from 40 Or You can use this perk while injured

Support/Utility perks:

+rework Better then new: when healing another survivor to full health they gain 9% speed to vaulting, gen repair, and 25% to healing, unhooking, unlocking, opening gates, cleansing, booning, and sabotaging. These bonuses are reduced by 9% when they are healed from the dying state, all bonuses are removed when taking damage

+We’re gonna live forever: additionally to its effects you mend deep wounds 100% faster (for both yourself and teammates)

+Technician: instead of increasing the penalty, decrease missing skill check penalty by 8%, all other effects remain the same

+This is not happening: Success zones get 50% bigger while injured, and increased great skill check reward to 5% bonus progression from 3% on generators 

+Leader: increase bonus to 40% from 25%

Boon Perks: 

+Boon: dark theory: increased to 3% haste from 2%, additionally if you and the killer are in the boons range you see the killers aura till you or the killer exit the boons range

+Boon: Circle of healing: medkits are now affected by COH and stacks with them, increased healing speed to 125%

+Boon: Exponential: along side its effects, increases crawl speed by 50% and you can recover while crawling  

+Boon: illumination: additionally to its effects reveal survivors auras when in its radius and when the killer snuffs you’re boon they have their aura revealed for 2/4/6 seconds to everyone, removed the percentage bonuses

-/+Boons: Boons should be slightly quieter and booning speed is also faster, when a killer snuffs a boon 2x the totem breaks and the killers snuffing speed is faster as well

Survival/stealth perks

+Deliverance: You can unhook you’re self in 2nd stage you can only use this perk once, additionally there will be a deliverance indicator underneath you’re character telling you’re teammates you have deliverance 

+Light-footed: additionally to you’re footsteps being silent, when falling you’re stagger duration and grunt volume is reduced by 25% then this perk goes on cooldown for 20 seconds, no longer has a health requirement and no longer goes on cooldown when vaulting

+rework No mither: start off the game healthy when you become injured gain all of no mither effects, the broken status symbol isnt revealed to the killer

+Made for this: Increase movement speed to bonus to 4% from 3%

Comments

  • Archol123
    Archol123 Member Posts: 4,634

    This is not happening does not have 3% bonus on greats… Great skill checks on generators only apply a 1% bonus, everything beyond that would be really busted..

  • nValentine
    nValentine Member Posts: 146

    great ideas! especially on Flashbangs and Chemical Trap. i use them both together and wish that i get more than one or 2 use of them per match. they are fun but niche.

    Deliverance is also a great idea, i've seen a lot of people giving up just for being hooked first with Deliverance. now that the anti tunnel mechanic allowed players to unhook from the second stage, Deliverance and also the sable perk should be in line with that.

  • SolidRazo
    SolidRazo Member Posts: 119

    Update:

    I read a it wrong on the wiki thought the bonus progress for skill checks towards gens was 3% not realizing it was for medkits.

    This is not happening: increases its bonus to great skill checks by 1% giving it a total of 2% on great skill checks