Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

Buffing some stealth perks

Langweilig
Langweilig Member Posts: 3,125

Many of the current stealth perks are cool in theory but aren‘t very effective or have unnecessary downsides. To make them a little better, I tried to come up with ways to either fix their current problem or give them something new to make them feel better.

Bite the bullet (mini rework)

  • Hides other survivors' grunts of pain and healing related noises within 8 meters of your location. (New)
  • Suppresses your own healing related noises and grunts of pain when healing yourself, others or being healed by others.
  • If you or a teammate misses a healing skill check in a 8 meter radius, it doesn‘t trigger a failed skill check notification and reduces the penalty to 1% of total progression.

Calm spirit

  • Removed downside of opening chests and cleansing/ blessing totems slower.
  • Unlocks the revealed status effect (new, from 2v8)

Distortion

  • Unlocks the revealed status effect (new, from 2v8).

Fixated

  • Added entering locker, slow vault and pallet drop speed to its current effect.

Hardened

  • Unlocks the revealed status effect (new, from 2v8)
  • Removed activation requirements.
  • The screams you make while falling also count to its effect.

Light footed

  • Removed healthy requirement.

Light weight

  • Footstep sounds are reduced by 30%. (new)
  • Grants its effect to other survivors inside a 8 meter radius, which lingers for 5 seconds. (new)

Lucky break (mini rework)

  • Lucky break activates any time you are running and injured (was only injured). While Lucky break is active, you won’t leave trails of blood or scratch marks for a total of 60 seconds.
  • Healing 4% of healing progress increase Lucky break’s duration by 1 second (was 1s for 1s).

No mither

  • Reduces your grunts of pain by 100 (was 75)%.
  • Increased healing speed while on the ground to 50 (was 25)%.

Parental Guidance

  • Increased duration to 12 (was 7) seconds.
  • Hides footstep sounds as well.
  • Also activates after blinding the killer.

Self preservation

  • Increased activation range to 24 (was 16) meters.
  • Increased duration to 30 (was 10) seconds.
  • Hides footstep sounds as well.

Spine chill

  • Added vaulting speed to its effects.
  • Unlocks the revealed status effect (new, from 2v8)

Technician

  • Makes the generator and your repairing noises silent, while you are working on it (was reduces generator noises by 8 meters).

Teamwork: Collective stealth

  • Removed healing requirement.
  • Works for any survivor in its range, but requires you and at least one other survivor to activate.

Tenacity

  • Hides your grunts of pain while in the dying state. (Reduced them by 75%)

Revealed status effect:

  • Shows you when your aura is revealed and for how long (like in 2vs8).

Whar do you think?

My ideas for perks, killers…

Post edited by Langweilig on
Tagged:

Comments

  • buggybug
    buggybug Member Posts: 1,222
    edited April 22

    Calm spirit makes no sense since day one, if your not running iron will and moaning, the whole bless/cleanse/open silent becomes redundant.

    Great suggestions overall but couple things

    Harden = it is superior to calm spirit yet falls off cause of its current requirements. Maybe let it be finish a gen/ get an unhook or complete a heal or stun killer but totems and chest requirement is too much.

    Bite the bullet already stops all grunt of pain and even the dying grunts of pain of a slugged teammates and oddly of you and someone is double healing and the other fails the skill check, it still stops the back snap sounds. It already works for healing yourself.The only thing it needs is when others heal you, you keep quiet xd.

    Self care = heal icrease to 70%

    Strength in shadows= umm well a rework for self care buff. Maybe it stops anything to put you in mend but then this would kill

    Distortion = ok killers can't say this would be unfair but here is the best I can think of

    Complete one gen

    Unhook or heal a teammate

    Cleanse one totem

    Open a chest

    Once all of that is done distortion permanently blocks all aura reading similar to harden revealing killer aura if anything they do wad to make you scream. Killers can't tell me this is NOT fair since this has 4 requirements to do to get the value.

    Overall all your advise it good specially the no mither one I had the same idea lol.

  • Langweilig
    Langweilig Member Posts: 3,125

    Thanks for the feedback.

    I don‘t know why the devs released hardened. It was just a calm spirit copy from the beginning. I guess the reason why you would play one over the other is either the aura reading or crows, silent chests/totems, depending on what you want.

    I actually forget that bite the bullet removed missed skill checks notifications. „Bite the bullet already stops all grunt of pain“ My idea was to make it a iron will for others and keep the current parts of the perk.

    Self care with 70% is too much, but I agree that the current number is too low. Something like 45% could work and strength in shadows should be twice as much as self care.

    Current distortion is okay even tho it could be better, but there is no way behavior is going to do your version of distortion after nerfing it a few months ago.

  • buggybug
    buggybug Member Posts: 1,222
    edited April 22

    Yeah calm spirit vs harden is like bite the bullet vs iron will, self care vs strength in shadows lol crazy how we have 2.0 perks.

    Only reason I lean more to calm spirit is that it counters spies and spies idk if its just me but I been seen this perk appearing alot on killers. Mm 50 or 60 on self care then should be ok i think. But yes I appreciate your thoughts too x3.

    Post edited by buggybug on
  • SoGo
    SoGo Member Posts: 4,194

    I mostly agree and could see these being added, except Teamwork: Collective Stealth. The healing requirement is fine, imo, it just needs to trigger off of both getting healed and healing someone.

    I'd also make it so it muffles footsteps and blood pools.

    Another thing that worries me a bit, is Hardened and Calm Spirit becoming practically the same.

    Otherwise, nice ideas overall.

  • Langweilig
    Langweilig Member Posts: 3,125

    Why are you against this change to collective stealth? Your idea about muffles footsteps and pools of blood sounds nice, but I can‘t exactly imagine how that would look like.

    Calm spirit are already almost the same perk, sadly. I don‘t know why behavior released hardened.

    Thanks for the feedback😊

  • SoGo
    SoGo Member Posts: 4,194

    Mainly because of the framework of Teamwork perks, them working off of healing and such. Ofc, that's just my opinion on that perk.

  • Langweilig
    Langweilig Member Posts: 3,125

    Collective stealth could work so much better better if it hadn‘t this restriction. The only reason for it is power of two which needs it, but collective steath doesn‘t need it. It’s probably doomed to stay bad because teamwork perks have to have the same downsides.

    To your idea I would add unhooks to it, so it can help against tunneling.