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Buffs to 3 Perks

Plunderer's Instinct, Wicked, and Boon: Circle of Healing

I believe the chest-unlocking speed boost should be increased with Plunderer's Instinct, not Pharmacy. It just makes more sense to put the treasure-hunting effects into one perk. Currently, PI is at a 1% pick rate; Pharmacy is 0.24%. Even Residual Manifest (0.7%) and Scavenger (0.38%) would have a better argument for having Pharmacy's secondary effect.

If you're going to automate escape attempts, Wicked should work on both first and second stage. I understand people only really use Wicked for its aura ability, but the unhook effect is the primary concept of the perk, and so it should be beneficial beyond a single, fringe use (instead, for two fringe uses). If it's allowed via the anti-camping meter, why not give it to this perk?

Circle of Healing - revert it back to its origins. I know, people (killers, 'balance' aficionados, etc.) won't like that. But I am of the opinion that self-healing is not game-breaking. If it was, everyone would be running Self-Care (5.81%) or Strength in Shadows (2.59%) - perks easily obtained from both a base-game survivor, and the most popular survivor of all. Or everyone would be spamming med-kits with high-tier add-ons. Or people would be running Pharmacy! [We've come full-circle!] It is not wrong to be able to heal yourself without help. Shattered Hope needs more love anyway.

Comments

  • jesterkind
    jesterkind Member Posts: 7,968

    I like the buff to Plunderer's Instinct, for sure. That perk could definitely use some love, it's pretty underwhelming.

    Wicked definitely doesn't need the buff. I don't think it'd be game breaking, or anything, but the primary effect of Wicked is the aura read no matter which order they're listed on the card, and that effect is more than strong enough for the perk to stand on its own. Basement Deliverance is a nice gimmick and potentially game-swinging, but it doesn't need to be better than it is because the perk's main effect is enough already.

    As for Circle of Healing, self healing only isn't game breaking now, and it only stopped being game breaking… because medkits and Circle of Healing were nerfed. There are already good ways of healing yourself (Strength in Shadows being far and away the best, but Inner Healing is also pretty viable, as are medkits both on their own and as part of a build), so we really do not need to play with fire by risking bringing back broken self healing. It might be doable without medkits also being broken, but there's just no reason to risk it. CoH is a good perk right now, and separately there are good sources of self healing in the game, so it just isn't necessary.

  • HolyDarky
    HolyDarky Member Posts: 844

    PI: Year sure.

    Wicked: The current issue with the metagame is that many killers feel like hooking is not rewarding and slugging is better (perks, pressure ect.), so we should not buff more perks that make the killer players feel like slugging is better. If BHVR can balance this issue, then yes Wicked could get this buff because the difference between Deliverance and Wicked is that this perk only works in basement - which is a restriction on it's own. Maybe it could get the restriction that you only can unhook yourself in second state when your Anti-Face-Camp-Meter is above 50% or it deactivates when the last generator is finished.

    Circle of Healing: @jesterkind explained everything really well. I also want to add that the difference between CoH and Self-Care the fact is that only one survivor needs to bring CoH while in case of Self-Care everyone needs to bring it which is a used perkslot on everyone. The CoH is also still good. No longer a strong perk but a decent one.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,326
    edited October 30

    I think if CoH just unlocked self cares speed (35 percent) it'd be fine and not gain the boons bonus to it, that way a survivor can get started healing while it lets others know they need help.

  • SoGo
    SoGo Member Posts: 1,535

    Plunderer's Instinct should be made basekit.

    That is my opinion.

  • Langweilg
    Langweilg Member Posts: 1,465
    edited October 30

    Agree with all three.

    I suggested, that wicked should allow self unhooks in second stage way back in the ptb. Sadly the devs didn’t want to do it.

    COH needs a higher self healing penalty. 100% self healing speed is simply too fast. Additionally killers should be able to break boon totems basekit.

    Boon: Circle of healing

    • Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem. Soft chimes ring out in a radius of 32 metres. All Survivors benefit from the following effects when inside the Boon Totem's radius:
    • Increases all healing speeds by 100%
    • Allows you to self heal - reduces the self healing speed by 155% (was only -50% last time)

  • Ohyakno
    Ohyakno Member Posts: 1,206
    edited October 30

    Old Circle was one of the strongest perks the game has ever seen. It's in a good spot right now.

  • caipt
    caipt Unconfirmed, Member Posts: 696
    edited October 30

    Reverting CoH would break the game, especially if we're talking original original version (16s self heal + 100% speed bonus w/ 24m). Self healing as a concept is not game breaking, but it must be kept in check by high limitations that make up for the typical time sink and vulnerability that an altruistic heal requires.

    A normal heal would leave you vulnerable until you find someone (taking a decent amount of time) and then takes 16s to heal you (a total 32 charges of potential gen progress). Thats why old self-care took 32s to heal you, to even it with altruistic healing's opportunity cost.

    Self Care is trash because it takes around a minute to heal yourself one time, which is probably more than it would take to find a teammate (or you could just do a gen..). Strength in Shadows is very fast to heal you (faster than an altruistic heal when its used with botany), but leaves you extremely vulnerable and makes you spend time crossing the map to do so. As for med kits, they can at most provide you with 2 heals for 24s each (imo still a fairly strong item worth using, just not over toolboxes etc), trading the time sink limitation of other self-healing perks for a hard cap on value.

    Old CoH certainly had these limitations, but they in no way counteracted the value it provided. I'm not exactly sure which iteration you are referring to, so I'll try and cover the ones with major differences (sorry :( ).

    CoH on release (Ver. 5.3.0) allowed for a 100% healing speed bonus and 16s self heal at the cost of limited range and setup time that could be removed by the killer, forcing you to spend time placing it again. With knowledge on totems, this would maybe take ~30s +14 to place, give or take for bad luck. A major time loss indeed, but it was certainly worth it. The buffs provided by this version easily outclassed every other healing and self-healing perk in the game, provided your entire team with 100% faster Self Care and an unlimited duration We'll Make It for one your perk slots and a startup cost. Essentially, CoH gave each of your teammates 2 more perks to work with on top of their 4 slots + whatever item they had.

    CoH (5.7.0) halved all the numbers on the perk, reducing the speed bonus to 50% and the self-heal to 32s. This is likely the version you meant seeing as it was the most recent prior to the nerf. Reducing the healing speed bonus to 50% meant that it was rarely worth it to go to the boon instead of healing where you were, transforming CoH-empowered altruism into a matter of convenience rather than meta. However, the self-heal, even at 32s, was still extremely lucrative. While self-care provided the same decently powerful effect, it wasnt worth running over just about any other survivability-oriented perk at the time; it was bad because of the opportunity cost associated with using it combined with its somewhat lackluster effect. However, CoH completely negated this weakness. The 32s self heal provided by CoH was absolutely worth running over other perks because it applied to your entire team without costing all but one of you a perk slot; This allowed the whole team to play independently, keeping everyone healthy and more importantly on the gens since they didn't need to heal one another. Unless the killer had somebody hooked, altruism was automated and it made the game feel very unfair.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,016

    Sure, give Plunderer's an unlocking speed boost, that's fine, but don't take it away from Pharmacy, just let them both have it.

    As for Wicked and Circle of Healing, they are already strong perks and don't need to be buffed. Old Circle of Healing was the most broken survivor perk in the game at that time and absolutely should not ever come back. It gave the entire team access to 21-second self-heals within its range as well as increased healing speeds and all of that combined was far too much power for a single perk slot.