Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Dustin Henderson - Survivor Perks Feedback

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 633
edited January 6 in 9.4.0 PTB Feedback

Please leave your feedback specific to Dustin Henderson Survivor perks here. Thank you!

Comments

  • Philscooper
    Philscooper Member Posts: 369

    on paper these perks already sound patheitc to play as and against.

    uncreative and barely useful.

    why would i use these perks over the alternatives?. besides bada boom for trap combo on pallets and windows, which also has its flaws with m2 killers with secoundary abilities. since, for example pyramid head, he can just spam his m2 and hit me through the loop.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    bada bada boom + chem trap + Lithe is going to be annoying for the killer, since it's essentially 3 Lithes that can be used in the same chase.

    A 50% killer slow should be considered as strong as an exhaustion perk, instead of being easily available from a small amount of repair time. It basically punishes the killer if they don't tunnel, because they're giving the survivor the opportunity to recharge their chem trap + bada bada boom if they let the survivor repair generators.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,842
    edited January 6

    his perks look cool

  • TreeLambo
    TreeLambo Applicant Posts: 31

    I’m worried the window trap may be kind of oppressive to literally any M1 killer. Either the duration of the Hindered or the Generator Repair requirement need to be changed imo.

  • Zexbunny
    Zexbunny Member Posts: 217

    Hello Devs of Dead by Daylight. I hope you're doing well. Really looking forward to this chapter. Some feedback on Dustin's Perks:

    Bada Bada Boom - This perk is interesting, but affects low tier killers more than high tier killers. It's mostly only useful when killers kind of have to vault. Very niche. Not really sure how to fix that without changing the identity of the perk.

    Change of Plan - Nice perk. No real suggestions.

    Teamwork: Full Circuit - Increasing the size of good skill checks is kind of useless. I think making great skill checks bigger might be too strong. I'm not sure how to go about making this perk better, unfortunately. Good Skill Check area is already pretty big. So I'd recommend looking at this perk for an entire re-work in the near future.

    Thank you for your consideration.

  • Ragna_Rock
    Ragna_Rock Member Posts: 216

    Bada Bada Boom. This has the chance to make M1 killers really miserable to play while faster killers may not be bothered as much (50% for 6 is insane tho) I would change it so it 50% of a gen and the hinder only lasts for 3 seconds at 25% instead so this perk has no where near as much uptime and needs to be used thoughtfully .

    Change of Plan. Cool nothing to change.

    Teamwork: Full Circuit. This seems like a new player perk like rookie spirit or visionary which is fine but cant see this having any use outside of that just keep it to good checks NOT great and this perk will be fine.

  • Pulsar
    Pulsar Member Posts: 22,971

    Bada Bada Boom ~ This is a good, fun and pretty fair perk. The anti-Bamboozle, if you will.

    Change of Plan ~ Also a good perk. No suggestions at all.

    Teamwork: Full Circuit ~ This should be increasing the size of Great Skill Checks. If you have to knock down the percentage, so be it. As it is, it's another useless Teamwork perk and I think we'd all like to avoid those.

    All in all, Dustin's perks are actually pretty good and if they aren't, they are easily salvageable. Nice job this time.

  • BongoBoys
    BongoBoys Member Posts: 445
    edited January 6

    Bada bada boom is very strong tbh it's also a much stronger version of chemical trap.

    While they both Hinder for 50% chemical trap lasts for 4 seconds and bada boom last 6 seconds which is crazy slow time.

    I think bada boom needs to be the same duration as chemical trap 4 seconds

  • AqviK
    AqviK Member Posts: 23

    Some of Dustin's perks are interesting but need adjustments to be ACTUALLY interesting or at least kinda useful to consider them in the loadout.

    Bada Bada Boom: A chemical trap twin brother but for a different use case. To me its kinda weird that this was made a separate perk instead of making a chemical trap perk work on windows as well, but it is what it is, I guess. The problem with this perk would be map dependency and that it doesn't really affect killers that can fly over windows or tp through.

    I'd make it so if the trap is being hit by killer's power, collided by killer (if he flew over it, tp through it, etc.) - it will explode and apply the hinder to the killer (as usual) AND also make the killer unable to use the power while hindered (I'd also apply this buff to chemical trap perk), that at least would make it more effective against the quirky m2/tp killers.

    I'd also personally want the trap perks like this to have charges (so you can have like 2 max stacks of the traps so you can use it twice per chase, but that's just my personal wants, not for the sake of *balance*).

    Change of Plan: could be kinda useful in some niche builds but still has some weird problems. I'd like this perk to be a little more universal that can give you a preferred item for your situation (still dependant on the current item).

    Currently this perk does this:

    • Start with 2 tokens.
    • While inside a locker and holding a non-event Toolbox, press Ability button 2 to spend 1/1/1 token and transform your Toolbox into a Med-kit of the same rarity with a random add-on of the same rarity.
    • The new Med-kit has 80/90/100% of its charges.

    I'd turn it to this:

    • Start with 2 tokens.
    • While inside a locker and holding a non-event Item, press Ability button 2 to spend 1/1/1 token and transform your item into the corresponding item from the list below of the same or near rarity with a random add-on of the same or higher rarity.
    • Toolbox - Medkit;
      Medkit - Toolbox;
      Map - Key;
      Key - Map;
      Fog vial - Flashlight;
      Flashlight - Fog vial.
    • The gained item will have 90/95/100% of its charges

    I believe this complexity of the perk will make it actually interesting and at least kind of thoughtful to use, its just an idea, I do not pretend for perfect balance.

    Teamwork: Full Circuit: very bad teamwork perk (as well as Eleven's). Increasing the Good Skill Check zone is USELESS even for newer players since its not that hard to hit the good skill checks, also the perks that should help newer player SHOULD NOT be locked by a paywall. Oh and also 5% of gen repair speed buff is also not worthy since deja vu is just better (its free general perk and doesn't require you to team-repair gen), so its also not offering much.

    I'd completely rework it so it would offer something useful or at least interesting for the player. The current effect is not worth it at all.

  • cogsturning
    cogsturning Member Posts: 2,271

    So to use the second token in Change of Plan do you have to find another toolbox somewhere? I might be willing to swap my BtL for this but that 2nd token needs to be less situational because it's rarely going to get used.

  • K1aks
    K1aks Unconfirmed, Member Posts: 2

    very weak perks, the strongest of which is bada-bada-boom. sounds interesting but not serious, although it can save you.

  • BongoBoys
    BongoBoys Member Posts: 445

    Teamwork full circuit:

    It's a new player perk basically to help them hit skill checks i find it funny though if 4 people are on a Gen 75% of the skill check circle is a good skill check

  • Zakon05
    Zakon05 Member Posts: 436
    edited January 7

    Edit: Sorry, this was feedback for Eleven's perks, I misread the thread title.

    Dustin's perks seem fine. The Teamwork one is a bit underwhelming but the other two look great.

  • dadamek8
    dadamek8 Member Posts: 69

    Bada Bada Boom is the most fun perk of the chapter. It's situational, but still pretty strong when used right. Some killers can ignore windows with their power and most loops don't require the killer to vault the window. It definitely counters Bamboozle though.

    Change of Plan is great.

    Like other people said, Teamwork: Full Circuit should increase Great Skill Check zones, even if it's like 10% or 15%. People usually miss skill checks if they go for Greats and hit Space too early, not too late. Maybe this perk was made for new players, but Corrective Action does the job much better if you play with a friend that is new to the game. It's one step away from becoming a decent perk

  • Elan
    Elan Member Posts: 1,465

    Bada boom will be strong at shack, on the other tiles not so much.

    Teamwork will only have use as stackable genrush option, it's effect is meh.

    Perk that transforms toolbox into medkit is very interesting but there are better healing option and I can't see anyone using it beyond adept.

  • SoGo
    SoGo Member Posts: 4,287

    Question about Change of Plan, does it transfer the percentage of charges the item had, or does it fill up the charges like Built To Last?

    Other than that, my only issue is with the Teamwork perk. It's worse than than This Is Not Happening.

  • Elan
    Elan Member Posts: 1,465

    Just confirmation:

    I played yesterday with my friend and we both ran both new teamwork perks along with double deja vu and prove. Do I have to say that we had pemanent 42 % increased repair speed? This feels pretty overtuned to be honest. Doing gen in 30s in 2man is insane.

  • Elan
    Elan Member Posts: 1,465

    I personally think that all Dustin's perks are overpowered. Chem trap on window and shak becomes hell. Trade empty toolbox for medkit and on top of that bring more genrush stuff.

  • TTVCamisKatchauw
    TTVCamisKatchauw Member Posts: 6

    Bada Bada Boom:

    From my perspective, Bada Bada Boom is an interesting perk, especially when playing against Killers running Bamboozle in their builds. It enables creative looping combos and adds depth to chase interactions.

    I see it as a positive design choice that this perk requires active generator progress to be activated, meaning it is not a free advantage. Survivors need to invest time in objectives to gain its value, which feels fair and healthy for game balance.

    There may be some concern when facing M1 Killers, but I do not believe the perk is overpowered. A match is not defined solely by chases — generator pressure, map control, and overall Killer strategy still remain important factors. With proper decision-making, Killers can adapt and play around this perk.

    Change of Plan:

    Change of Plan feels like an excellent perk, especially for solo Survivor builds. It creates strong synergy with Resilience, which is something I personally enjoy and frequently use.

    One of the challenges of solo play is that other Survivors may not recognize when you are intentionally staying injured for Resilience value and may heal you to full health unintentionally. This perk offers a smart solution to that issue: I can use my Toolbox on generators and later convert it into a Med-kit, giving me control over my own healing.

    The token system and item transformation feel fair, and the reduced charges on the Med-kit help keep the perk well balanced while still being very rewarding.

    Teamwork: Full Circuit:

    Teamwork: Full Circuit feels perfectly designed for cooperative play. Even with nearly 3,000 hours of gameplay, missing skill checks can still happen — especially while interacting with chat during live streams.

    The increased Skill Check zone and the repair speed bonus when repairing with others feel intuitive, comfortable, and balanced. The perk rewards teamwork without feeling mandatory or oppressive.

    It has quickly become one of my favorite perks in Dustin’s build and fits naturally into team-oriented strategies while remaining healthy for overall balance.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,555

    I think only increasing the size of Good Skill Checks by a mere 25% is too little. Making it greats would potentially be an issue, so I'd say up the numbers to 50%.

    The other two perks I think are good to push as-is. I like them both a lot.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,855

    While I like the general idea behind Change of Plan, I kinda wish it wasn't limited specifically to toolbox → medkit. For example if you could also convert a fog vial to a map, a map to a key, a key to a toolbox, etc. That said, I ran it on the PTB with Rookie Spirit + Flashbang, used the toolbox to get 3 skill checks quickly to activate Rookie Spirit, then went to the locker and got a medkit and a flashbang at the same time, which worked well.

    For Teamwork Full Circuit, I'd suggest increasing the effect on the good skill check zone to 50%, 25% is pretty unnoticable most of the time.

    Bada Bada Boom is fine.

  • KibblesScribbles
    KibblesScribbles Member Posts: 3

    Adding another gen speed perk that stacks, a perk that lets you bring two items in one, and another survivor trap perk seems very unhealthy for the game.

    Nobody wants more gen rush. Being able to switch out a depleted toolbox for a full medkit is INSANE. And idk why we are buffing the killer shack loop with that window vault trap.

  • ImWinston
    ImWinston Member Posts: 658
    edited January 7
    • Premise: Dustin in general has better perks than Eleven

    Bada Bada Boom —> Fun and easy-to-use perk. It will have the same niche use as "Chemical Trap." Considering that each map only has 2-3 really strong windows, I don't think it will impact anyone's gameplay, even the weakest killers. Of course, compulsive vaulters (Bamboozle users) will say the perk is too strong. Final rating: 7/10

    Change of Plan —> Fun and original perk, I'd say the funniest since Nic Cage perks. If it had also been the other way around (i.e. from med kit to toolbox) it would have been simply perfect. In any case, my rating is 7/10.

    Teamwork: Full Circuit —> The curse of the "teamwork" perk continues. It's a niche perk that can have some synergy with other very specific perks. It's definitely not the best "teamwork" perk, but it's not the worst either (Eleven's teamwork perk is truly awful). My rating is 4/10.

  • SoGo
    SoGo Member Posts: 4,287

    You can already do that with Hyperfocus and Stakeout.

    It's not a new thing.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 633

    Thanks for all the feedback here, folks! I'm passing it on to the team.

    Out of interest, have you had a chance to test out Bada Bada Boom in a chase? I'd love to know if its practical use lines up with your concerns here.

  • TheVarietyKiller
    TheVarietyKiller Member Posts: 42

    bada bada boom is just a better version of chemical trap, an already miserable perk. That needs a nerf.


    oh! And he has a gen rush perk. Are Gen speeds not fast enough already?

  • BongoBoys
    BongoBoys Member Posts: 445

    I think that would be hard to code I think if it's more simplified like change of plan converts any other item into a medkit. I think would make it a great perk

  • BongoBoys
    BongoBoys Member Posts: 445

    But you don't need to build up tokens or hit great skill checks just need a buddy and your good

  • BongoBoys
    BongoBoys Member Posts: 445

    I have and simply to simply put it it's very strong. You put bada boom on strong vault locations like Shack or other strong locations based on what map you get and killer has to just either eat the trap or go the long way around either way your making serious distance from them you break chase music.

    The duration for bada boom is very long and needs to be made like Chem trap duration which is 4 seconds instead of 6 seconds

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    Testing stuff like this is difficult on the PTB, because matchmaking is all over the place, and the new killer is extra weak against anything that gives survivor distance. And it seems like that in general, most of the PTB killers are quick to drop chase with me, since I can usually dodge their M2 if it's not in Worldbreaker mode. Because seriously, a lot of PTB killers are quick to drop chase with me, so I'm often not really getting the opportunity to use perks like bada bada boom or chem trap, because the chase is over just from the lithe.

    And the M2 on Worldbreaker mode has major clarity issues, because it's a red circle on a timed mode that turns the sky red. I'm not sure if it is intentional, that it's much harder to quickly see the red circle when there is already so much red on the screen. I'm having flashbacks to original Toba and original Shattered Square, where I'm supposed to quickly see red things on a red map. Like, I really super wish that Worldbreaker wasn't red, or if we could select a color for the M2 power (like with scratchmarks).

    But for an actual example, I tried a chem trap + bada bada boom + lithe, ended up on Midwich, and completely escaped two chases because of it. I escaped one chase after trapping the window on the top floor. I escaped a different chase after trapping the window on the bottom floor that's sort of near one of the exits (with the breakable wall next to it).

    I would probably always combo bada bada boom with chem trap, because some maps have more windows that can't be ignored, and some maps have more pallets that can't be ignored. Yes, I do realize some maps aren't going to have good value with bada bada boom. But I think the important part are the games where it would get a lot of value, and would end up being really annoying for the killer.

    I think in general, my idea of game balance is "what happens in the extreme examples" instead of "is the perk balanced because it sometimes isn't very good on some maps". It's like how I want hyperfocus to be balanced with the expectation that some survivors can reliably hit great skill checks, instead of saying hyperfocus is balanced because the average survivor will botch a lot of the great skill checks.

  • XombieJoker
    XombieJoker Member Posts: 97

    Bada Bada Boom - only seems like problem on strong windows like Killer Shack, but no issues.

    Change of Plan - I think this is a little too much, I'm pretty sure you can't equip a BNP and then swap out the toolbox with a medkit with Gel Dressings or Syringe. I don't think it's quite fair to bring a cracked out toolbox, use it up and then jump into a locker and instantly trade it for an equally rare medkit with equally rare add-ons. A sabo survivor can just equip dual rare add-ons and once the toolbox is spent, trade it for a medkit with Gauze and Surgical Suture. Especially when the rarity of medkit only determines how fast it Altruistically heals other survivors. I know the counter argument is "it takes up a perk slot" but that is irreverent, it's a well know fact that survivors can make dozens of mistakes and still escape the match.

    Teamwork: Full Circuit - No issues with it by itself, but combined with other gen speed perks, Stake Out and Hyperfocus on 2 survivors working the same gen means the gen is done in 20 seconds.

  • Elan
    Elan Member Posts: 1,465

    But hyperfocus requires hitting great skill checks at quick speed and preserving tokens from killer's TR. This one is just free, available all the time, no matter what killer or map you get.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 633

    I really appreciate you taking the time to break the all down! It's not lost on me that, yeah, it's sometimes difficult to force a situation to test a specific gameplay interaction, so thanks for trying your best to test that! I've made sure to note down your feedback for the team.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,400

    My feedback, including reactions to the comments:

    Bada Bada Boom
    Do not let people convince you that Bada Bada Boom is an overpowered perk and nerf it as a consequence. This perk is likely going to see very little play, is already weak and easy to play around, and the community will disproportionally underestimate the time-cost of applying the perk, should a teammate try to apply it in chase. If this perk were to become an actual perk instead of just a meme build for matches with MMR discrepancies then this perk would in fact need a buff

    Change Of Plans
    To make this a perk that can at least a chance of a moderate amount of play it should allow you to trade in med-kits for keys as well, so it can be both for healing as well as hatch escapes. Without it, it's already outclassed by so many meta perks that the perk likely die out before it's even started

    Teamwork: Full Circuit
    This perk is sadly a dead perk. Outclassed by even non dlc perks like Prove Thyself. I would rework it to make it so that if 2 or more survivors worked on a generator for a combined total of 40 charges, the generator can no longer suffer from regression effects, and keep the 5%. This way, the perk will actually have a purpose and has some dynamic in possibly changing the META of killers perks being run, creating a self-balancing META

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,020

    Would be nice if change of plan could transform any item into medkit. So it's not genrush only thing.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    Thank you. I think it should also be noted that bada bada boom combos into lithe, a lot easier than chem trap does.

    Because survivors usually don't pre-emptively drop pallets before a chase starts, which means that if a survivor wants to combo chem trap with lithe, they would need to drop the pallet while in chase (and being on the same side of the pallet as the killer), then trap the pallet, then perform a rushed vault on the pallet… and this all needs to be done while the killer is chasing the survivor.

    But with bada bada boom, the survivor can trap a window before a chase starts, or in the "pre chase" part of the game where the killer is running towards the survivor, but isn't in chase yet. That makes it easier to lithe through a trapped window, while running away from the killer, which means that survivor can get an incredible amount of distance, because if it's a good window, then the killer either loses a lot of distance vaulting the window, or loses a lot of distance trying to navigate around the window.

  • HolyDarky
    HolyDarky Member Posts: 1,391

    Bada Bada Boom - a fine perk but the main issue are strong windows we still have in the game left (Garden of Joy Mainbuilding, Mainbuilding on FNAF map, Crotus Prenn both mainbuilds). These windows need a nerf.

    Change Of Plans - A cool perk idea and I don't see any issues with it. The main problems are rather Commodious Toolboxes because this perk - similar to Built to Last - makes them even stronger and they are already too strong. This Toolbox needs a nerf to bring it more in line with the other ones. Otherwise, the perk is fine.

    Teamwork: Full Circuit - Like the other Teamwork perk, difficult to balance but in it's current state, it won't have a high pick rate. I wish it would get an addition effect, that helps SoloQ in someway - e.g. when a teammate hits a good skill check on a gen, you see the aura of every other teammate until this one leaves/finishes the gen or misses a skill check. Or after hitting four good skill checks, you the aura of your teammates for the next 30 seconds (I know hitting great skill checks is better but the average survivor is rather good at hitting good ones). This would make it a tiny bit better.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,827
    edited January 9

    Bada Bada Boom

    Can we please stop designing perks that are specifically designed to crush weak killers and not really affect the strong killers? The no mobility killers already are excessively weak - why create a perk specifically designed around making them weaker? Originally I thought these were just oversights, but this has been a common theme of balance changes over the past year or so - changes that crush weak killers but barely or don't affect strong killers. This is happening way too much to be oversights.

    That being said, constructive feedback is preferred. Almost every anti-mobility perk released don't affect strong killers. Who are strong killers? Mobility killers. Pretty much any anti-mobility perk that you can come up with won't affect mobility killers because they can just use their superior mobility to get around it. All anti-mobility patch changes do is gut no mobility killers - that's all they do. Against nurse\blight\wesker\ghoul and so on, it doesn't matter - they can just keep up. Solution? Stop introducing anti-mobility changes. Again, ALL it ever does is negatively harm very weak killers. Frankly, anti-mobility isn't fun for either side (ie movement slowdowns). It's just frustrating playing a survivor and having some sort of hamstring slow movement penalty effect. It just breaks the natural flow of the game and just feels bad.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,819

    Give me more perks like Bada Bada Boom!

    I love creative ways to fight back, I think it's the perk I'm most excited for! biggest issue is the killer that comes out with it, will never be caught dead vaulting windows so… lol

  • Ebby_I
    Ebby_I Member Posts: 3

    Bada Bada Boom: This perk is fine. Activation isn't difficult but still requires effort. Placing the trap isn't hard but is risky due to the killer being able to hit through the window while you place giving a little counter to the perk. I don't think it'll be very useful due to windows being very easy to avoid vaulting. This perk will pretty much need to be paired with chemical trap if you want decent value that's worth it. Tthough it will punish m1 killers way more than m2s, but with how the game is designed, there is no way to change that without rendering the perk 100% useless.

    Change of Plans: This is a pretty well designed perks. Swapping a used toolbox during end game or in a moment you really need a heal but have no teammates around or medkits on hand makes it interesting. I think 2 tokens is fine but could see it being nerfed to 1 token and the perk still be alright. Overall this is probably the best designed perk of his lot.

    Teamwork: Full Circuit: this perk is not good. The benefit of increasing good skill check success zones is only really a concern for very new players. Everyone else doesn't really benefit from this and would be better having other perks run to increase gen speed. The 5% increase to repair speeds is pointless. If you're running the perk for that benefit, run prove thyself, deja vu, or literally just bring a toolbox. This perk just feels disappointing and will need either a buff or rework to even have a chance to be used over any other perk. The gen speed increase should at minimum be 7%. In terms of the other effect I would swap the benefit to being a 1% increase to hitting good skill checks for each survivor on the gen.

    Overall I feel underwhelmed by the perks as a whole. They're all fairly niche with the Teamwork perk just being very weak and not worth the run. I really hope it gets a buff so that we don't have another dead in the water perk on release.

  • SkyL1ght2008
    SkyL1ght2008 Member Posts: 7
    • Would like to see bada bada boom’s hindered reduced to 4 seconds to match chemical trap
    • Teamwork: full circuit is pretty useless aside from the repair speed would be great to see the 25% good skill check size changed to great skill check size
    • Something needs to be done about stacking repair speed perks as if these perks go live as is you are able to repair gens in less than 30s using certain builds