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What do you guys think about this rework for "Self-Preservation"?

Self-preservetion is one of the least, useless perks for Survivors. I don't even remember last time I saw this in any match. It's worthless perk atm. I don't think buffing numbers would be great or fun way to improve this perk so instead making it something diffrent and usefull in some situations.

So now my idea:

  • Whenever another Survivor takes protection hit within 12 meters of you, you will gain +150% Movement Speed for 2/3/4 seconds.
  • Then this perk goes on 60 seconds cooldown.

Comments

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    should cause exhaustion instead and then it's balanced.

  • TheArbiter
    TheArbiter Member Posts: 2,626

    I'm not a huge fan of perks that affect movement speed, I think buffing the active time of the original effect to say 30 seconds would be a better buff that might make certain deception builds work well.

    If you're proposed rework gave exhaustion as well then I think that would be better

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    I think cooldown would make this perk better than exhaustion. You would never pick this as your main exhaustion perk since it requeres:

    • A teammate to take a hit around you (for you most likely)
    • The speedboost is almost the same as any other exhaustion perk with way lower reguirement to trigger.

  • Ayodam
    Ayodam Member Posts: 3,203

    It’s thematic in a way but the change makes it look like a worse version of Background Player. I don’t think it should become another exhaustion perk that survivors won’t use.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    Protection Hits are already an extremely effective timewaster. I don't think a perk like this would be a good idea.

    Honestly, just buff the range on the current iteration to like 36m or something, and it'd be serviceable.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    i think making it on cooldown would make it useable with exhaustion perks resulting into an insane amount of W keying gameplay which is extremely unhealthy and unfun. Also an insane buff to swfs who are the ones most likely to coordinate proper protection hits.

    This perk wont be used often because it's still a teamplay reliant perk, but when people will use it, it will be extremely unfun for the killer to deal with on top of already dealing with coordinated group that would be the one to be most likely to exploit it.

    So really, just spare the trouble and keep it limited. It's better for such perks to not have a synergy.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,105
    edited August 31

    you could make range global and people still wouldn't use it. maybe if you make range global and it has like 45 second duration, maybe you'd use it as budget lucky break or some stealth perk that triggers after killer finishes hooking someone.

  • Caiman
    Caiman Member Posts: 2,960

    Good idea but I'd save it for a whole new perk. For Self-Preservation, I do want it to be good. I would increase the range to 24 meters, the time limit to 15 seconds, and also have it silence rushed actions while active.

  • bjorksnas
    bjorksnas Member Posts: 5,701

    That wouldn't even be a budget lucky break at that point, it would be a pretty good borderline op depending on the meta at the time. A teammate getting injured every 45s for the effects of lucky break + iron will 24/7 is pretty common unless its you being chased, but you might still get the tail end effects of other survivors chases. Outside of that there are situations where you might want to do something right after someone gets injured / downed.

    Infectious fright, they do know where you roughly are but no scratch marks no sounds made you get a pretty easy get away from killers like oni, nurse, blight ect

    Slug recovery, can make it difficult for the killer to keep track of where you went or extend chases while they go after you

    Sneaky rescues, if someone is downed then hooked you have an easy 30s window with the perk where you won't leave scratch marks you can use it to get in close and get a rescue or be in a prime position when the killer goes after another objective or survivor

    Flashlight saves, someone was just downed 45s of iron will and no scratch marks is a no brainer for easy saves

    Hit and run, if a killer is bouncing from survivor to survivor you are now much harder to find after the killer smacks one of your teammates, dropping a chases would only net them a more difficult chase if they can even track you to start with

    Might be an interesting buff but might be a bit too broken

  • GillyBeannn
    GillyBeannn Member Posts: 554

    You know, I'm probably the only one who's thought of this, but self preservation could be a hidden potential for anti-tunneling. It's a form of anti tunnel that requires heavy communication from friends of course. But mostly, I think just buffing the range to like 32 meters would be fine, so it's more of a passive effect that can help you get away from the area, rather then a tedious setup perk that you can't always rely on solo q for.

    As nice as that idea sounds on paper, it sounds like it's only good for EGC running towards to exit gate and maybe if you run towards to other side of the map whilst being tunneled. I personally just don't like perks that are great in swfs, but situational in solo que, cuz not everyone will want to bodyblock.

  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,048

    Heres my proposed change:

    Self Preservation

    Life is unforgiving. The more confirmation you get of that, the more prepared you become.

    Whenever another Survivor is hit with a Basic Attack or Special Attack within 28 meters of you, Self-Preservation activates:

    Your scratch marks, pools of blood, grunts of pain, rushed actions, and running footsteps are suppressed for 15 seconds.

    For as long as the killer has Killer Instinct on you by any means, gain a 5% haste.