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What 1 killer perk and what 1 survivor perk would you change?

Xray
Xray Member Posts: 295

If you were in charge of the DBD Balance Team for one day and it was your job to nerf/change/rework 1 Survivor Perk and 1 Killer Perk what would they be? Heres mine

For the survivor perk I would rework No Mither because i feel like its too powercrept and too costly for what it gives you. I mean if you want to recover from the dying state you could just use Unbreakable,Boon Exponential, Soul Guard ect ect. The suppresion of blood pools and increased recovery speed is nice but is it all worth it if you are always injured?

For killer i would change/rework Shattered Hope. I have two ideas for this. Either make a slightly weaker version of the effect basekit, or rework it into to where if you snuff out the boon it instantly gets replaced with a hex totem that you have in your perk slot. Lets say your devour hope instantly gets cleanesed like five seconds into a match but a survivor places a boon, well you snuff it out and in its place devour hope gets activated again.

I'm curious to see your guys opinions on what perks you would want changed.

Comments

  • karatekit
    karatekit Member Posts: 284
    edited December 16

    invocation treacherous crows changed:

    Finish invocation as usual and broken etc. same

    Reward: Whenever the killer scares a crow anywhere, all survivors see the killer’s aura globally, trumps stealth killers and undetectable

    Looks strong but consider that this is all just to get close to what VC has and there’s still broken status effect

    Killer: sloppy butcher works with m2 attacks

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,163

    killer: Shattered hope rework

    You can destroy dull totems and boon totems. When snuffing a boon totem or a dull totem, all survivors within 24 meters of the totem are revealed for 8/10/12 seconds. All survivors become exposed when within the 24 meters of the totem that gets broken for 10/12/15 seconds

    Survivor: treacherous crows rework

    If you have more than one invocation both will activate after sitting down for 60 seconds.
    When the invocation is complete gain the broken effect. When the killer disturbs a crow there aura is revealed to all survivors for 1.5/2/2.5 seconds.

  • Lavoonus
    Lavoonus Member Posts: 9

    Killer: No Quarter

    This perk is trying to tie the ideas of constant bombardment and anti-self healing in a way that just doesn't work, so I think it'd be better to rework it to focus on the first part and leave room for a better anti heal perk down the line:

    When you're carrying a survivor this perk activates.

    All survivors receive continuous skill checks while repairing and suffer a 12% repair speed penalty.

    Survivor: Flip Flop

    This perk manages to both be useless on its own and yet problematically good at bringing games to a crawl with the right combos.

    When you escape the killer's grasp, you gain 7% haste for 10 seconds.

    This perk then goes on cool down for 40 seconds.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,266

    The one cheryl has where you have to stay near the obsession for haste. Could be changed to something else.

    Id change nooed to work like weskers endgame perk so that its not a totem, but only turns off after the gates are open for a time.

  • Anniehere
    Anniehere Member Posts: 1,386

    Blood Pact:
    Gain 25% action speed to healing and unhooking the Obsession. After completing a healing action on the Obsession, or having the Obsession complete a healing action on you, you both gain a 5/6/7% Haste status effect until no longer within 16 meters of each other.

    Monitor & Abuse:
    While in a chase, your Terror Radius is increased by 5/10/15% and a chased Survivor suffer from the Blindness status effect for 10 seconds.

    I hope you don't fire me for these changes... 😅

  • SoGo
    SoGo Member Posts: 4,258

    Rework Shattered Hope to be able to close opened Exit Gates, regressing them back to 60%.

    Rework Spine Chill so it warns you only when the killer sees your aura.

  • MoZo
    MoZo Member Posts: 773
    edited December 16

    bring back 5 second DS.

    bring back 200% ruin.

    reason i pick these 2 is because they shouldn’t have gotten nerfed in the first place back in 6.1.0. i understand the meta shake up was needed but with the modern dbd is, these perks being reverted to their previous state would be completely fine.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,846

    Vigil - reduce the effect to 30/35/40% (instead of 44/55/66%) and remove ability to affect killer powers, perks usually don't affect killer powers and it currently breaks that rule by affecting basekit hindered for some killers (albeit not all of them), and the perk is just too strong in general for how many things it affects and for being entirely passive.

    Nowhere to Hide - remove the moving range and only reveal survivors within 24 meters of the generator (instead of the range following the killer's position for 5 seconds after the kick). The moving range is overkill imo especially on the high mobility killers and for a perk that doesn't have a cooldown

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,163

    That would make Noed even more op cause now there’s no totem

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    Survivor:
    Invocation (both).
    Giving Invocation perks the ability to stack the effects from a single ritual, and changed the permanent Broken status into an Exposed effect that lasts for 120 seconds.
    Increased the time required to perform the Invocation by 20 seconds if both Invocation perks are present.
    1 invocation perk = 60 seconds
    2 invocation perks = 80 seconds

    Killer:
    Bamboozle - Disables when used in conjuction with a traversal power (examples: Legion M2, Cloaked Wraith, Kaneki leap, Vecna Fly etc. will not trigger the entity-blocker created by Bamboozle).

  • Philscooper
    Philscooper Member Posts: 312

    This one change to distortion already fixes both issues.

    Doesnt benefit rats

    gives survivors a way to get tokens without it ruining the whole reason of the perk, stealth.

  • Dustin
    Dustin Member Posts: 2,421

    I would just change Invocation to be mechanically different.

    Invocation circle is always present and anyone can charge it. Once it's fully charged an invocation crystal will appear at the circle and to claim it you will be given a prompt to choose which perk to activate if you have it and then claim the rewards for your team and take the debuffs. This way anyone can commit to it and the reward can be claimed at any time by who ever has the perks. I would also give the invocation circle a base effect that anyone can activate without a perk alongside the killer being able to steal the progress of a completed invocation to claim their own reward.

    First half is what I'd absolutely change about invocation perks to make them less punishing. Second half with base rewards and killer theft purely optional. For invocation I just find it funny that you have to choose one of the perks right away and that channel is committed to that perk. I feel being given the freedom of choice on what to activate after the channel is completed and who can put the work in should be changed. Invocations right now are insanely selfish and often throw a game.

  • Wezqu
    Wezqu Member Posts: 844
    edited December 16

    It would not fix Nowhere to Hide as it still would be totally brain dead perk as in most maps you can walk half the map and see most of the survivors while doing so. Not all people would use Distortion anyway even with the change I suggested.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,796

    pain resonance: revert it to original. literally the perfect killer perk.

    survivor: treacherous crows: remove the TR requirement

  • TheGoon224
    TheGoon224 Member Posts: 393

    Breakdown not removing hooks for three minutes straight. I feel like if they want to go through with anti-slug this is one of the many perks that should honestly be looked at.

  • Philscooper
    Philscooper Member Posts: 312

    For people who use old distortion, it would.

    And for people who use stealth, it would.

    Giving it a dumbass anti-stealth condition with zero value given back, would kill the perk (which it did).

    I would love for distortion to be changed like this.

    Im praying that they do, but i doubt it since "wahh must chase, if not = bad perk"

  • Wezqu
    Wezqu Member Posts: 844
    edited December 16

    No it would not fix Nowhere to Hide as the core problem with the perk is the ability to walk half a map with huge aura read. Like how changing Distortion how I said I wanted to change it to would any problem I stated Nowhere to Hide having?

  • BloodBird
    BloodBird Member Posts: 261

    To play devil's advocate I'll provide a perk for each side I think should both be buffed and nerfed.

    For Survivors I would probably change HYPERFOCUS so that if you let go of a gen when the perk first activates it goes on a 30 second cooldown, to allow killers interrupting survivors using hyperfocus to actually have an impact.

    I would also change STILL SIGHT so the Auras of killers and chests are revealed to ALL survivors until you move again so that perk feels worth bringing and is actually helpful to have in solo queue.



    For Killers I would change SPIRIT FURY so that it requires 3 pallets not 2 before it can be activated. I use an ENDFURY HUBRIS build and I've seen just how ridiculously broken it can be on certain killers.

    I would change UNDONE so instead of 3 token per missed skill check its 10 tokens and to apply it to a generator you activate it with a prompt instead of automatically, this way you can get real value from it and not waste it in order to kick a gen you want to regress but not block.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,266
    edited December 16

    The doors opening will cancel it. Having a totem has caused many people to be camped to death next to the totem

  • Philscooper
    Philscooper Member Posts: 312

    honestly if thats such a problematic thing they could just reduce the duration to like 4 secounds.

    this would give enough time to turn around but not drag it on away from the original position.

  • cammoking123
    cammoking123 Member Posts: 21

    They nerfed Streetwise just when I wanted to test some hook sabo builds. So I guess bring back old Streetwise. Nothing to radical. Just a small change.

  • Huge_Bush
    Huge_Bush Member Posts: 5,466

    it’s crazy that they haven’t removed the broken status from all invocations. They’re not good enough for that kind of penalty. They could just change it to putting you in deep wound state, even if your fully healed and the perks would see some actual usage without being obnoxious to face.

    Anyways, the two perks I’d change would be to revert the nerfs to Undying and SpineChill. I actually like using hex perks as killer and eating hex totems as a greedy bush. Spine Chill is because I’m bad and it helps so much against avoiding S tier killers like Nurse and Spirit. If not Spine Chill, I’d revert the nerfs to Distortion. Killers have plenty of aura perks or ways to find Survivors and I’d like Hide and Seek to make a comeback.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,997
    edited December 18

    Whispers doesn't detect on hook survivors.

    Rework Spinechill

  • JPLongstreet
    JPLongstreet Member Posts: 7,001

    I'd make No Mither not break the surv until they're hit first. Still needs a full rework imo, but at least this makes it not be announced immediately at the start of the trial.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,796

    this would go so hard for me in my treacherous crows build! Iron Will is safer, but No Mither is much more powerful allowing me to hide my blood pools, but starting broken kinda begs for the killer to sniff around the basement.

  • JimbusCrimbus
    JimbusCrimbus Member Posts: 1,220

    Kill gen slowdowns.

    Kill exhaustion perks.