New Survivor Perks Feedback
Post your feedback for 9.5.0's new Survivor perks here. Thank you!
Comments
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Would be nice to have the perks back that boosted our bloodpoint gains back between both survivor and killer it's kinda weird that the negative feedback regarding bloodpoint gains specifically goes ignored and there's been so much of it.. New Chapter and we only have a lousy 1.10x match incentive that doesn't do anything even if it was higher, offerings barely do anything for those gains as well unless you have a full lobby using them which is rare until the anniversary comes out.. We just need more ways to get bloodpoint quicker than the usual 100k or slightly more on a good match, 1.10x match incentives that don't do anything, and offerings that barely do anything unless you have a lobby full of people using them... I don't why the negative feedback regarding bloodpoints specifically goes ignored
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Honestly, I disagree. They were never really good to have equal value on both sides (4 protection hits vs 4 unique hooks, one was relatively easy to the point that everyone ran it, the other one was so hard to pull off that you earned more BP by running other perks).
100k with current BP prices is pretty good, with old BP prices, you would need about 250k, which required 4 people bringing BPS and you maxing out on your BP
There are very few people complaining about BP, because other than prestiging, what are you really using it for?
It would take me about 1 full month to go from p1 to p3 on the old system, with me playing easily 30 hours per week.
Now I can go from p1 to p9 in about 3 weeks, only playing 10 hours a week. I went from being able to get 36 prestiges per year, to getting 200 prestiges per year even tho I play 50% less on average.
That being said tho, I do believe perks should get up to 25% BP incentive based on how much they get used by the community. Relatively simple math too:
25-[% of slots it takes up per game].
No perk can have more than 25% of slots, because survivors can bring at most 4/16, which is 1/4. No perk can be used less than 0%. So it's a range of 0-25% based on total perk usage.
If you pick 4 perks that are basically at 0% use rate, you get 100% bonus bloodpoints.
That way, we see more off-meta perks when people want more BP. It's a win-win tbh0 -
Was never a fan of the hold W and Google Maps through every pallet gameplay promoted by the buff to Windows of Opportunity so adding another version of a similar perk isn't great.
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I have played with Flow State, I do genuinely like this perk simply as a counterplay towards hex totems - particularly Pentimento and Thrill of the Hunt builds that you see. + the healing and unhooked speed is a nice incentive, you can pair it with Desperate Measures if someone wanted to.
I haven't played with Five Moves Ahead yet, I probably would just slap this with Alert or something to utilize it or just more experimental with it.
A Place For Us seems okay, it's a bit situational but it's not the absolute worse perk I've seen. I don't think I'd personally use it myself but I can see the utility for some people.
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Five Moves Ahead didn’t need the cooldown nerf imo. it should’ve came to the game as it was in PTB. if it somehow became a problem, then i would suggest nerfing it in one of the upcoming bugfix patches.
A Place For Us should give any survivor you heal the 30s Elusive linger instead of just you and the Obsession.
Flow State is nice. I wouldn’t change this perk personally.
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“A Place for Us” should grant you and any survivor you heal a 30-second Elusive linger effect, rather than limiting it to just you and the obsession. Obsession-dependent perks have consistently proven unpopular, and survivors rarely use them.
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fast track needs to be toned down .
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Either somebody is trolling or there is no quality assurance whatsoever for gameplay -
-6 -
Fast track is extremely OP. Not possibly by itself, but combine that with gen speed perks and a brand new part + weaving spiders(I think its called?) and the killers gets HEAVILY punished for playing their role. Which will encourages killers to slug, possibly tunnel, and play with the same boring gen slowdown builds with the strongest killers in the game. I get the idea but rewarding survivors with this perk for hooking a survivor is absurd and will be miserable once it becomes meta.
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We showed how broken fast track was, why on earth did you push it through to live? Why even have a PTB? We already have gens going by way too quick, now a gen can be completed in 20 seconds AND the killer has no idea if a generator at 0% is actually effectively at 50% or higher. On top of it, it strongly encourages killers to slug since hooks once again are punishment against the killer. Why do you insist on punishing killers for hooking?
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Nobody showd that this perk is broken. People like you want to claim its broken. Thats a huge difference.
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If Fast Track gets reverted so should pop. nobody gets gen perks this update.
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There was numerous feedback how broken it was on the ptb including multiple videos showcasing how broken it was.
-1 -
Those videos were fabricated scenarios which dont happen in regular gameplay. I tested Fast Track this evening with a full Gen Build and I am honestly not really impressed.
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This is what Killers seem to forget that they got quite a huge buff on PGTW. Which I dont understand to be honest. I have checked it a week ago or so and PGTW was in the Top 15 Killer Perks (now it is Top 4 according to nightlight).
I simply dont understand why the Devs decide to buff one of the most used Killer Perks (Slowdown-Perk on top of that, the most boring kind of Perks) and dont try to buff some of the unplayable garbage Killers have. Even if they want to look at a gen-related Perk, there is Undone as the 138th most used Perk (out of 139) which is hot garbage. Why not try to buff a Perk like this instead of going for one of the most picked Perks?
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fast track needs to be nerfed/reverted and then nerfed again.
-4 -
Killer gen regression is very laughably weak compared to what it has been in the past. Survivor gen perks are basically the strongest they have been since before pain res existed, while gen regression for killer is basically the weakest it's been since then. Survivors don't need a 1 for 1 gen perk every time killers get any form of slowdown when they already have insanely broken gen perks capable of finishing a gen solo in under a minute as is.
When the game already isn't balanced, you can't give both sides something every time or the game remains unbalanced. If killers get a buff to regression but survivors get gen speed buffs at the same time then nothing changes, except it forces killers to use regression perks even more to counteract all the survivors using those gen perks.
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Survivor Gen Progression Perks are not good. And this include buffed Fast Track.
And you did not even say anything to the point I made - why buff one of the most used Perks instead of one of the weak Perks nobody runs to have some variety?
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To the first part. Isn't that like objectively false? I am not trying to be rude but like… gen speeds are a big issue in DBD.
Like… it's the reason killers tunnel and slug now. That or they are toxic but saying the majority of tunneling/slugging killers do it to be toxic is just simply ignorance.
Don't get me wrong I am not saying "Survivor doing gen fast is bad and evil and toxic grrr ):<". But also having 3 gens pop in back to back in the first chase right after the first injure is just kind of absurd, especially when the chase started in the first seconds of the trial.-2 -
Except tunneling does no way help them. I have seen so many tunneling killers who lose the match because they keep chasing one guy and the others just fix the gens. If they never do any pressure on gens so of course the gens will fly. Tunneling is not a solution to it and its just an excuse for people who want to justify why they tunnel. They could have the backbone to just do the tunneling and not invent reasons why they do it when in reality they are doing it because they want to do it no other real reason. They make the intentional choice to do it so just own it no need to claim there really is some reason to it. Its also interesting when they run perks that would help them if they spread the hooks like Pain Resonance but as they keep chasing the same guy they don't really get value out of it.
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Please calm down you seem a tad bit worked up here. Sorry you feel that way.
The thing is, it does benefit them though, that's why they keep doing it. Sometimes they commit way too hard to the tunneling, but there are a lot of killers who know how and when to tunnel and keep the pressure up. A bad way to tunnel is going out of your way to SEEK out one survivor, a good way is to put pressure until you see the survivor. Camping is another thing that can help and also slugging.
How many matches have you seen where the killer wins because they equally spread hooks among everyone? Not incredibly often right? Only S-tier killers can really play like that.
Do you play killer btw?-2 -
Ok but there is no emotion behind my statement if you read something in it then you are projecting your own feelings into it or something. I already explained that it does not really do that it only works on certain cases like any tactic can but in the long run they will not win with it constantly its not tactic that can keep you winning even how much some people might think so. I don't really get what you try to say with your good tunneling example as how can you be tunneling and then not tunneling? Either you tunnel or you don't there is no inbetween.
I win by that myself quite often have had no problems with it. Just play the game and it happens. Are you trying to rile me up as first you claim I am emotional and now question if I play killer? I don't really care either way but my statement stands and anything you just said did not really make a dent to it.
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Fair enough. No I was not trying to rile you up and honestly, it might have sounded like that and sorry that it did. But I still think killers tunnel to deal with gen speeds and a lot of people agree with me on that.
BTW, if you don't mind me asking, what killer do you play the most?-1 -
Another thing. Tunneling isn't just specifically "Go after one person until they die", just hooking someone 3 times in a row counts as tunneling. Hooking someone, then hooking someone else, then tunneling out the previous hooked survivor is also tunneling. This is not to say "Tunneling bad ):<", same way I don't (At least I don't mean to) say "Gen rush bad ):<".
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Yeah I know I call that semi-tunneling most people just don't agree with that statement to them tunneling is hard tunneling not what you are describing but still even that tactic can cost you as you will not pressure others and they can do what they want.
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Sorry, but I am also tired of this argument that X is the reason why Killers tunnel and slug. Whoever started saying this nonsense is either a big troll or straight up lying. And parotting it does not make it better.
We have years in this game where tunneling was ALWAYS the best strategy. Because it is ALWAYS more beneficial to turn the game into a 3v1, since this is just how the dynamic of the game works. In an ideal scenario against 4 Survivors the Killer has 1 on the hook, 1 in chase, 1 going for the rescue and 1 is free doing Gens. In a 3v1 the last one is gone. And this never changed.
However, all the years we have Killers saying that if X happens, they will tunnel less (or when Y happens they threat to tunnel more). And regardless if X happens or Y happens or does not happen, the tunneling does not change. Just the goal post gets moved, because now we have the case that if X2 happens they will tunnel less. And so on.
Saying that more Gen Progression Perks are the reason that Killers tunnel is quite ignorant and also shows that the gameplay is not really understood. Because all Gen Progression Perks which were released are outright bad. This includes the buff of Fast Track. Is it better? Yes, 100%. Is it good? Hell, no. Meanwhile, Killers get a very useful Buff to PGTW. Which gets completely ignored by them (and which I repeat - was buffing one of the most popular Killer Perks instead of trying to make some of the least used Killer Perks useable…).
I am 100% sure that in a week or two nobody will talk about Fast Track anymore. The only thing which is uncertain is whether this is due Killers realising that the Perk is not as strong as they think it is (or to be more precise - as those clickbaiting Content Creators told them…) or BHVR doing another kneejerk reaction and nerfing the Perk into the ground. I guess it is 40/60 on the latter, but hey… We will see.
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Tunneling isn't just specifically "Go after one person until they die"
That is LITERALLY the definition… the ONLY definition, its derived from being "tunnel-visioned" on one survivor. Any other definition is not tunnelling, everyone keeps adding to and warping the definition to suit their arguements and justifications which is why talking about it is fruitless and pointless. If you are hooking or intending to hook anyone else you are by definition not tunnelling.
Hooking someone, then hooking someone else, then tunneling out the previous hooked survivor is also tunneling.
It is not. It is just efficient chasing and hook management. Because spreading hooks between four survivors isnt viable.
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eeh fair enough.
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Lets compromise. Nerf fast track on the condition we get rid of lethal pursuer and BBQ and nowhere to hide becomes a single use perk. Problem solved.
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Lethal and BBQ are not problems at all. You currently even can counter BBQ totally by running Self-Preservation as it now gives you Elusive when survivor is hooked so your aura is not shown to the killer. My opinion has always been that Nowhere to Hide should work like Wiretap and only reveal auras around the gen for a its duration not be "I walk half a map and see survivors who had nothing to do with the gen too" as it currently operates.
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Self-preservation is gonna be the next distortion. These perks are not healthy for the game, why can't BHVR understand this.
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I have always disagreed the lengths of the nerf they did to Distortion as for my opinion it was never a real problem. It was just the thing that got blamed of peoples playing styles and have to admit it was also made way bigger issue than it really was but that is how this community works something gets blamed for something and when its complained enough its eventually gets nerfed to the ground. I was always advocating to tie the Distortions token gain to gen progress but it got tied to chase time and in the end that just made the perk mostly useless.
They already added the afk crows to the game Distortion does not deserve to be in the state that it is currently. Self-Preservation is interesting and I like to see where it leads but there needs to be some counters to killer aura reads other than hiding in lockers or running the now significantly nerfed Distortion.
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That's...okay you may just have a big misunderstanding what tunneling is. If person A is hooked, then person B is hooked, then person A is hooked, that is literally the complete opposite of tunneling.
Going after the same person and ignoring other viable targets is tunneling. By going for a completely different target, it immediately eliminates tunneling from the scenario.
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Your game is nearly unplayable from killer side, now I frequently encounter with every survivor with a fast track build and it's unplayable, they repair the generators very fast once i made a single hook or two and they just instantly get the game because of it, if you don't want to nerf fast track then buff new killer perks like the old Popgoes the weasel. Killers can get a strong build sometimes but it's pointless against 4 BROKEN BUILDS THAT GET POWERFUL WHEN THE KILLER DOES HIS ONLY GOAL THAT IS HOOKING SURVIVORS, you don't want me to tunnel survivors but you give them a perk that it's very powerfull if i goe spreading hooks to everyone. I have more complaints about other stuff but FAST TRACK is the primordial matter right now so nerf it or buff anti gen perks, also you should start learning about how balancing the game and don't give stupid buff to any perk of permanent genrushing, you been developing this game for years and yet you don't learn about every mistake and every stupid massive buff you made
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What about fast track?
Mb conditions for its effect should be changed.
From passive gianing for hooks, to active when you are unhooking. And tokens only gets to you and only. If you have this perk.
They are not for the rest of the team which prevents flying matches.
When the more and fair you play, the faster are endgame for you. If you are good you are get punished, if you are bad you almost don't suffer (im talking about big tunnel/slugging guys. Who actually don't care)
Let's do basic math. 2 survivors brings this perk with toolbox with brand new part. Oke, then 2 survivors without it getting hooked one by one 2 times equals 4. How much charges do we get?
3 tokens per hook * 2% permanent progress * 2 surviviors * 4 hookstages + 10% from addon * 2= 68 charges more than half a gen which CANNOT BE REGRESSED! And you can do literally NOTHING ABOUT IT! Cuz it comes passively! Without an effort or risk!
This is not how preks should work. If it's passive it's effect should not be strong or harming for gameplay.
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But make it's effect stronger to compensate passive gain loss?
This will force survivors to unhook their teammates, so they will not want to lose a single hook state.
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I think the current setup of the Fast Track perk is very unskillful; furthermore, it punishes the killer for not slugging or tunneling. That can't be right. I came up with a cool rework idea:
,,Each time another Survivor is hooked, gain Tokens based on their Hook State:
1 Token for the first Hook, 2 Tokens for the second, and 4 Tokens if they die, up to a maximum of 10 Tokens.
Tokens are only gained if you are within 16/24/32 meters of the Hook.While repairing a Generator:
Hitting a Good Skill Check consumes all Tokens. For each Token consumed, the Generator gains 2% permanent progress"
→ This way, killers who tunnel out a player early in the round are punished.
Furthermore, you only get the tokens if you were actually near the hook, not just for doing nothing. So there's a small skill aspect to the perk that can also create further synergies.
And the levels 1, 2, and 3 of perks are also incorporated via the required range, so that unlocking Lee at level 3 is worthwhile. What do you think of my idea?-2 -
Sounds terrible.
Tokens are only gained if you are within 16/24/32 meters of the Hook.
This will force you to be around the hook and watch how your teammate get hooked, while you are doing in that moment literally nothing, just to gain tokens///
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Flow state is just about perfect! Its variety have buffs have made it very versatile. I've been getting value from it in boon builds, healing builds, altruism builds, totem cleanse builds (Which are really just overzealous+inner strength but I digress), and even endgame builds, which I never thought I'd see a new perk for on the survivor side. If anything, it could probably use a slight buff, maybe from 10%→12.5%, just so it has a bit more impact mid-match. But its hardly necessary. Great work!
I havent done proper testing just yet, but the perk description does not specify that you need to heal others for the speed to apply. Does that mean that when using strength in shadows/self care, you retain the speed boost as you would with botany knowledge? Thanks!0 -
As others have said, fast track needs some nerfs. If its going to be strong, permanent progress, I think you should change the activation condition to something much more involved with some risk to it. Otherwise we have a perk that rewards you for existing with a BNP or two.
Consider scavenger, which maxes out at I believe 24 charges removed from a gen, requiring multiple minutes of investment and a rummaging perk unless you want to double your time wasting. Or Weaving Spiders eating up a minute of your time in the basement + a permanent health state, making you vulnerable for the whole match.
These two perks have similar effects to fast track but require a tradeoff (time, risk, etc) for value. Fast track does not. The lack of time investment means that unlike scavenger, which is almost always a net negative on time, fast track ends up providing almost the same value without the work. Likewise the lack of risk makes the perk guaranteed value, unlike weaving spiders, where your time gained can quickly be lost when your chases are half as long.
I'm not saying fast track should have limitation as crazy as scavenger and weaving spiders, that would make it just as bad as they are. I'm saying that with its current design, the perk should not provide permanent progress because its just too powerful for whats required. I would suggest changing the activation from allies being hooked maybe to unhooking them giving you stacks, which you lose when you get downed. That way you need to spend time off gens to gain some progress back while putting yourself in harms way and being a team player. Losing tokens on being hooked would also give the killer a reason to go for you instead of the guy you just saved
Obviously numbers would need to be tweakde etc etc but largely the point I'm making is that the design of fast track needs changes if its going to keep such a strong effect.1 -
I haven't tried the new perks but I have tried reworked Fast Track and Self Preservation.
The Fast Track talk is overblown. Not only did I find it to not be OP in soloq but it was fairly useless. Every match I had tokens left at the end. Either the killer did awful and I didn't get any worth using, I died before I could use them, or—the more common scenario—the tokens generatated because my team was doing awful and no amount of gen progress boosting was going to help. It could have instafinished two gens and we would have still lost. I don't currently intend to use the perk again in solo.
In regards to talk of it being an undeserved reward, it's no different than perks like NOED or Deadlock that activate solely because survivors successfully did their objective.
Self Preservation is a nice counter to Friends and BBQ without needing to go in a locker. It's fine the way it is.
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It's a easy way to fix this. Make it adrenaline perks where you have to pick one generation perk at a time just like people used to run sprint burst balance landed at the same time easy fix you have to pick one gen rush be a peak fix
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I do like the new perks and some reworks.
for fast track and other perks and add-ons that permamently removes gen progression. I do believe 1 action should be able to change that.
Like, if someone used a brand new part on a generator, fast track or the basement perk shouldnt effect that generator together. I believe this would be a healty balance for Killers and Survivors.
Or only a certain % can be removed on a generator all together no matter being used. Or in the future a killer perk that can make generators longer to complete to counter fast track. Idk
For future perk reworks, can we look into these?
Survivor Perks:
Poised: Gain a stack for each generator 1 to 5. Activate Ability 2 to spend a stack to hide your scratch marks for 30 seconds.
Inner focus/Fixated: See your own and others scratch marks. Because why do we need 2 perks to see others and your own scratch marks?
Bite the bullet: Extra feature: Gain Elusive to you and others you Heal.
Low Profile: When all other Survivors are downed, Hooked or killed. Keep this effect until a survivor is unhooked/up from dying state.
- You make no Grunts of pain.
- You leave no Pools of Blood.
- You leave no Scratch Marks.
Lucky Break: Version 1. Gain a stack for each survivor you heal. While getting injured by the killer, 1 stack will be spent, for the next 60s:
- You leave no Pools of Blood.
- You leave no Scratch Marks.
- You start the trial with 1 stack.
- Max 2 stacks.
Version 2. While injured, for up to 60s:
- You leave no Pools of Blood.
- You leave no Scratch Marks.
- In injured state: choose to activate this perk or pause these effects at any time, by clicking on Activate ability 3.
For each second spent healing another Survivor, recharge the duration by 1s.
Overcome: Keep the effects 3s longer instead of 2.
This is not happening: Great basic skill check zones are 40% bigger while injured. Or 30% bigger at all times.
Up the ante: Stacks with other survivors using Up The Ante.
Any means necessary: Additional: Gain the ability to repair a broken pallet like a Fragile Pallet.
Better than new: Whenever you finish healing another survivor, until they take damage:
- They Bless/Cleanse 16% faster.
- They heal 16% faster
- They unlock chests 16% faster
- They open the exit gate 16% faster
- They repair generators 10% Faster
Bond: Within 36, you see other survivors Auras. And other Survivors see your Aura.
Camaraderie: When you are hooked:
- The Resolve bar meter is extended 16m radius.
- If the killer is within 16m, the Resolve bar meter fills up 2x as faster.
- Whenever unhooked your Resolve bar meter progress is saved for your next hook.
Apocalyptic ingenuity: Within 32m, you see the Auras of Broken Pallets. Standing within a broken pallet:
- Either create a Fragile pallet.
- Or Gather pieces of wood from 2 broken pallets locations, to create a Pallet in a location of a broken Pallet.
- Standing within a broken pallet to gather wood, use the Activation ability 2 for 4s to gather wood, gain a stack 1 of 2. Later when standing within a broken pallet location, spend 2 stacks to create a pallet.
Boon Perks in general: Whenever Blessing a Totem. The Totem will be blocked for the killer to snuff out for the next 30 seconds.
Killer Perks:
A Nurse's calling: Extra feature: For each generator completed, gain a token 1 to 5. Whenever a survivor heal: A token get spent and you see their Aura as long as they are in a healing action. Outside of 32m range.
(This could be limited if you have hooked a survivor or not. If a survivor isn't hooked, gain a token when a generator pop. Idk)
Distressing: Your Terror radius is 40% Larger. Before 30%.
Dominance: The first time each Survivor's interacts with a:
- Chest
- Totem
- Exit gate
It is blocked for that survivor as long as they are within 10 meter radius. Leaving the radius it will blocked for 16 seconds more before that survivor can interact with it again.
Whenever the Obsession is working on a Generator, and another survivor interact with that generator. The Generator will Blow up and start to regressing while getting blocked for 18 seconds.
Hex Perks in general will be blocked at the start of the match for 90 seconds. This way it is less risky to use Hex perks. And get some value out of it. Idk
Other than that, could we get more Bloodweb perks? If you need any ideas, I already have over 100 perks suggested if you find my topics.
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Quick question — does Flow State actually work with self-healing (like Self-Care)?
From what I’ve tried, it doesn’t seem to make any difference at all, even with stacks. Is it bugged or just not supposed to apply to self-heals?
Also just wanted to say I really love the design of this perk — the whole momentum/stacking idea feels great in matches and it’s honestly my favorite perk right now.
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