Useless survivor perks and should be improved (My Idea).
useless survivor perks and should be improved (My Idea).
Survivor Perks:
Streetwise (Nea)
Long nights out taught you to do a lot with what you have got.
- Increases the Efficiency of your Items by 15/20/25 %.
The 25% number is too low. While we have a perk like Built to Last (Felix), which allows you to replenish an item up to 3 times (even though the percentage decreases each time). But when comparing the effectiveness, Built to Last is much more useful. For example, a regular Med-kit without Add-Ons can heal yourself only once per game. But if you use Built to Last, you could heal yourself up to 3 times per game. Meanwhile, Streetwise doesn't really provide any benefits.
My Idea: Make Streetwise have a 100% effectiveness, or for example, if used with a Med-kit, it would allow healing up to 2 times per game. The number of healing times per game is fewer than Built to Last, but you wouldn’t need to waste time hiding in a locker. I think this would be reasonable and useful.
Sole Survivor (Laurie)
As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.
Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens:
- Grants a stack-able radius of 20/22/24 metres per Token around you, up to a maximum of 60/66/72 metres, within which you are immune to the Killer's Aura-reading abilities.
When you are the
Last Survivor Standing
, you benefit from the following effects:
- Increases your Repair speed by +75 %.
- Increases your Gate and Hatch Opening speeds by +50 %.
This perk is really pointless because if you’re the last survivor, no one is going to sit around fixing generators. The only benefit of this perk is opening the exit gate.
My Idea: The ability to open the exit gate at 50% is useful and worth keeping. However, the generator repair part should be slightly adjusted to encourage more repairs. For example, every time a teammate dies (whether from being sacrificed or by Mori), you will receive a 2% boost to Cleansing, Healing, and Repairing actions for each teammate that dies. And when you are the last survivor in the game, you will receive a +75% increase to your repair speed.
Ace Visconti (All Perks)Ace is a character who is a gambler, and according to his lore, he seems to be a lucky person. But Ace's perks are almost completely useless. Wouldn't it be fun if Ace's perks were all based on 'luck'? I might leave Ace in the Hole as one perk because it’s actually related to luck. I got this idea from Nicolas Cage’s Dramaturgy.
My Idea:
Open-Handed: While in the Dying State and fully recovered, you can press the E button to randomly gain one of the following abilities:
- You can completely recover from the Dying State,
- Increase crawling speed by 25%,
- Teammates' healing speed increases by 15% for 30 seconds, etc.
Up the Ante: Every time you or a teammate lose Hook State for the first time, you will receive 1 token, up to a maximum of 4 tokens. Permanently reduces the Repair Charges requirement of that generator by 1/2/3/4 Charges per token, up to a maximum of 10/14/18/24 Charges.
Left Behind (ฺBill)
Once you are the Last Survivor Standing, Left Behind activates:
- of the Hatch is revealed to you within 24/28/32 metres.
My Idea: Left Behind is too weak and not worth using. Even though it has an aura to help find the Hatch, if the killer finds the hatch first, this perk becomes useless immediately. So, I would like to add an ability to Left Behind, which is: Grants the ability to rummage through an opened Chest once per trial and will guarantee a basic Dull Key.
Technician (Fend Min)
My Idea: For Technician, there’s not much to it. Basically, the killer will already hear the noise from the generator being repaired and will have to patrol around to check. So, I think your Repair noises by -8 meters should be adjusted from a distance in meters to a percentage, such as the SFX while repairing the generator being reduced by 100%.
No Mither (David King)
My Idea: The main issue with No Mither is that you start the game injured and with the Broken status. The chance of using the ability Unlocks the Self-Recovery ability, allowing you to fully recover from the Dying State is almost impossible. So, I think its ability should be adjusted to: When the game starts, the player will be in a healthy state as usual, but anytime they are injured from being attacked by the killer, they will immediately gain the Broken status, and the perk will begin working from that point. Additionally, the icon for the Broken status will not be shown to the killer (only for this perk). This will make the perk more effective and make the killer more careless if they don't hook the survivor quickly.
Poised (Jane)
My Idea: I think the benefit players get from Poised after repairing is too little. It could make the value of repairing more worthwhile in my opinion. For example, after repairing a generator, survivors who participated in repairing that generator, if injured, should receive 50% of the Healing State.
Camaraderie (Steve Harrington)
My Idea: For me, Camaraderie should allow players to choose whether to use it in Hook State 1 or Hook State 2. It should also be usable by the player themselves, without needing another survivor to be in range. For example, you could press the E button while on the hook to Pause the Struggle Phase timer. However, the duration of the paused Struggle Phase timer should be reduced. For example, from 26/30/34 to 10/15/20. Because if you can pause the Struggle Phase timer by yourself and the time remains the same, it might not be fair to the killer.
Blood Pact (Cheryl) & Teamwork: Power of Two (Thalita) & Teamwork: Collective Stealth (Renato)My Idea: For me, these 3 perks have the same issue: 'the usage distance.' I think it should be changed from 'distance' to 'time.' After successfully meeting the perk's conditions, the perk’s effect should last for 60 seconds (for both the player and their Duo partner).
Invocation: Treacherous Crows (Taurie Cain)
My Idea: This perk is definitely useless. It’s not the short duration of the aura reveal, but generally, the chances of a killer startling a crow are very low. And especially if the crow is startled by a survivor who is being chased, the perk's ability is not counted as being used. If this perk should be adjusted, it should be that every crow within the Killer’s Terror Radius, if startled by any means, will reveal the Killer’s Aura. This would make the perk more effective.
Comments
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Streetwise has the advantage over built to last that it extends to your teammates. In addition to that it can be stacked with built to last or other streetwise from your teammates. Overall, this would make toolboxes way to effective as they will almost never run out.
Sole Survivor is generally a disliked perk due to encouraging a "rat playstyle", where Survivors just hide all game and then escape once their teammates are dead. I don't think buffing it without changing it's functionality will go over well.
Open-handed well your rework suggestion feels like it needs a cooldown first of all. Secondly, it will end up being very annoying like this. Imagine going for it 5 times and continuously being slugged.
Up the Ante already has dedicated builds that use it well. I don't think we should rework it. Also your rework would be insanely OP. Getting the power of 2.5 Brand new parts from 1 perk without any downside, just for the killer not tunneling is OP. Literally every survivor would run this and every killer would hard tunnel to avoid this.
Technician would end up being really annoying and strong. The killer just cannot be sure if not hearing a repair noise when they're nearby means no repair or not. They'd need to either waste time checking (and time is 4 times as important for a killer than for a Survivor) or risk the gen being done by a Survivor with technician. This is kind of like DS or Noed where nobody healthy wants to be the first hit after the gens are done, cause what if they have no ed. Except for the whole game and checking generators. You don't want to assume that not hearing anything from the gen right next to you is a sign of no Survivor, cause what if they're just on the other side with technician.
Blood Pact (Cheryl) & Teamwork: Power of Two (Thalita) & Teamwork: Collective Stealth (Renato) would be very overpowered like that. No scratch marks and free haste for two people just for healing them would make chasing Survivors way too difficult. It would be a hard counter to hit and run killers and even to other killers it would be incredibly punishing for injuring survivors.
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For sole survivor, have the original. make it activate once someone dies, so gens can be worked on faster, for each token. And ofc the faster exit gate opening.
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Your suggestions are with the best intentions but as usual killer mains will down vote and dislike anything that makes the killer struggle a little more for their 4k win streak.
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Love the taurie one the most good idea!!!
Yup idk why they do not remove this button for a so called test stated by Mandy it already is being used maliciously and should have been gone and not even added. This is literally reddit 2.0
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Here is my idea for Treacherous crows
Treacherous Crows
30 sec invocation
Broken remainder of the match once the player get injured. Whenever the killer aura is revealed its revealed to all players, whenever the killer disturbs a crow its revealed for 1-3-5 secs.1 -
I play both Survivor and Killer. I can understand if Killer players are upset. Personally, I think that, in reality, Killers should be stronger than Survivors, which is what should be expected (but not too strong to the point where Survivors can't fight back). In this idea I've written, I've thought it through carefully, and personally, I believe that buffing the Survivors' perks doesn't affect the Killer's gameplay that much (it might have some effect, but not much). I'm okay as long as they don't nerf the Killer's main ability. I think some Killers are indeed too strong and should be nerfed, like The Nurse. But some Killers shouldn't be nerfed, like Xenomorph in the March patch that the official page just announced. I'm fine with nerfing the tail attack to give Survivors more time to react, but I don't agree with buffing the flame turret. I think it would be much better if the main Survivors and main Killers reduced their bias and animosity and could have a serious conversation. That would be better for the game overall than all the arguments going on right now.
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Wow, you can see some problems and flaws that I didn't notice. It's really interesting. Thank you so much.
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My primary issues are with Up the Ante, Left Behind, Technician, and No Mither.
Up the Ante's new effect is already exceedingly similar to an existing perk - Fast Track, but with permanent charge removal and only counting first hooks. I would more quickly reccomend it be a Fast Track rework, keep Open Handed, and move your Open Handed suggestion to Up the Ante instead.
Left Behind's new secondary effect is strong - a guaranteed escape should a survivor play remotely safe in late game. I'd like to not keep making perks that encourage playstyles this selfish, so I dislike this level of power being given to it.
Technician I just need clarification - when you say "the SFX while repairing the generator being reduced by 100%." do you mean to say that Technician should make repairing a generator completely silent? As fun as that may be, removing the sound of repairing a gen entirely is a lot of information to deny just for equipping a beginner perk.
And finally, No Mither. A tradeoff of not being able to heal but you can pick yourself up is beneficial, hugely. But I think that consistentcy in effects trumps all else - it should tell the killer you're broken. Firstly, because every other Broken effect in the game does. But secondly, because a survivor being able to repeatedly pick themselves up, paired with perks like Soul Guard and teammates providing a sufficient distraction, would be unfun to VS to say the least.
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Fortunately we have you, our valiant Eeyore. Patrolling the forum, ensuring that nobody has any expectations of having a decent discussion 🤣
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Thank you for your feedback.
No, no. You need to understand first that in DBDL, there is an SFX for a generator being repaired but not finished (when no one is repairing it at that moment), and there is also an SFX for a Survivor actively repairing it. The 100% I meant refers to the latter — the SFX of a Survivor repairing the generator at that moment.
For me, the problem with No Mither is that you start the game injured right away, which immediately lets the Killer know that the Survivor has No Mither equipped. And in the fact, no Killer would sluging a Survivor with No Mither, killer must only hook them . What I’m proposing is to make it so that the Killer is left questioning, "Is this No Mither or not?" It could be Second Wind or Moment of Glory, something that makes the Killer unsure, rather than instantly knowing it’s No Mither. In the end, you wouldn’t be able to use the perk’s ability because the Killer knows you have "No Mither" and won’t let you pick yourself up from the dying state.
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Agreed. Downvotes are annoying, and make me want to interact here less. There are now a lot of cases where people are being downvoted, but don't have any way of understanding what part of their statement was disliked. That makes interactions here seem less useful.
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Hahahaha, sounds like I'm tunneling. Yay!🤣
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Yep
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