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Perks that I'd like to see buffs to or Reworks (Survivor 2.6.0) DISCUSSION

Jackikins
Jackikins Member Posts: 66
edited April 2019 in General Discussions

Alrighty, so my personal views on these perks (these are opinions and some ideas, so I'm sorry if I offend or annoy some people. I know some people really like some of these perks.)

Autodidact

Not so sure, the downside is WAY to heavy for a heavily RNG based upside.

Boil Over

Kinda bad, but could probably work with a buff. Probably an additional wiggle speed, would work great with stuff like Flip Flop and might shift the meta abit.

No One Left Behind

No idea. I would need either a serious buff or a complete rework.

Premonition

Kinda outclassed by Spine Chill entirely. I'd like it to work well along side Spine Chill so it'd probably be better off reworked, but into something entirely new could still be exciting!

Resilience + This is Not Happening + No Mither

It'd be nice to put all of these together. Otherwise Resilience could just work with a buff to maybe 15% action speed. (I might've not realized that I typed movement speed instead of action speed before. My bad :p)

Saboteur

Not sure, but at the moment it has really no reason to be ran since it doesn't impact the game in a meaningful way without wasting a stupid amount of time.

Streetwise

Maybe just a buff to 20% reduction in item charge consumption?

Sole Survivor

It's an alright perk as it is, just extremely underwhelming. I don't know what to do with this perk...

Up The Ante

Make luck affect more things or rework it. It has near to no impact on the game realistically.

Vigil

Make it recover from status effects 30% faster or the more controversial idea, make it recover status effects slowly while running, semi-restoring a mechanic remove from the game, but sacrificing a perk slot for those who want to use it that way. I'd be happier with a +30% recover rate though.

Left Behind

Make it so that you can get more than 25% bonus to repairing at the end, but only if you take hits, do safe saves from the hook or healing people. It'd be a small increase for each action, maybe like 2% for each state healed, 1% for each hit taken and 3% for an unhook. It'd reward people who actually contribute to the game AND reward them if they manage to survive with everyone else dying.

Slippery Meat

Having perks that affect only one killer with a very underwhelming secondary side effect what is now redundant due to Deliverance. And being saved by team mates. I'd say rework it entirely.

Small Game

This one is purely for me since I can be abit of a dumbass. Different sounds for totems found and traps found. I've ran into too many traps thinking that there's a totem there.

Technician

At the moment, it doesn't actually reduce the distance you hear repairing. It just muffles the sound which is still the same volume. I'd like to see it reworked but keeping some of it's original functionality.

Wake Up

I love this perk. I have no idea how to rework it. I'd say it'd benefit for a second effect it also gives along side opening gates faster.


This isn't me saying "I want these changes". I don't just play one side either, so I like to think that I'm not biased. I just really want to start a discussion about perks that either don't function correctly, could be better or should be entirely re-done.

I also have this up on Reddit, so if you wanna see some other people's opinions probably check there too.


[EDIT]


This is a REALLY good Google Doc sent me on the Reddit version of this post. Credit to u/PanduhGuy over on Reddit. I'd say take a look at the ideas they have on both Wake Up and Pharmacy. I may be biased, but my lord they would add some serious functionality to those perks!


You can also use the commenting thing on google docs to add your own ideas to the doc or maybe even just browse through it. Some of them don't have anything so it'd be nice to see some more ideas there! Link to it is below!


Post edited by Jackikins on

Comments

  • Jackikins
    Jackikins Member Posts: 66

    I also want to apologize for the formatting. I'm not used to posting here, I just wanted to get some ideas out there and hopefully spark a discussion so more people on both sides can get more enjoyment out of the game!


    I know the game is in a pretty weird state at the moment, but I feel like to give us some hope, we can look at some perks and think about how they could be rework or buffed! More ideas about the perks I talked about or even other perks that aren't here would be cool too! It's nice and beneficial to see perks from another persons point of view.

  • PigNRun
    PigNRun Member Posts: 2,428

    I feel Premonition and Spine Chill are perfectly fine where they currently are. They are may be under used, but they do what they do excellently.

    Autodidact should just flat out increase skillcheck chances while healing others. Thats all it needs.

    No Mither is mostly fine however. I would probably just add a BP bonus somewhere, like Survival points. The whole point of it is so you can actually make use of TINH and Resilience.

    Dark Sense should trigger regardless of whether you completed the powered up generator or not. Like Poised does.

    Up the Ante should be a flat 4% luck for all Survivors. No reason for it to get worse as people die. And it would still be a meh perk.

    Vigil should be 50% recovery speed. 20% is a bit too low.

  • CrtKazz
    CrtKazz Member Posts: 214

    Boil Over - lengthen the radius of aura blocking hooks or allow open handed to effect it. Don’t make wiggle speed a thing you don’t want to force another type of meta, just give variety so killers don’t know what’s coming.


    Vigil - allow the recovery speed to apply to mending to help with narrowed time/soft counter legion. Don’t touch exhaustion those days are long gone and were OP.


    Wake up - love this perk too. Maybe give a 20% speed or also show the aura of the other exit gate to survivors so they have options and please devs give an icon to teammates so if they are being chased they know someone is working on a gate.

  • Dustin
    Dustin Member Posts: 2,330
    edited April 2019

    @Jackikins Formatting is great and thread is well organized so I wouldn't worry about that.

    While I also have controversial opinions about some perks and mechanics in game I do agree with Autodidact. Anything relying specifically on RNG sucks and while it's not the case that everything needs to be skill based I'd like to see something more consistent with this perk. Great perk but I'd rather use Botany Knowledge personally. Maybe other players who have more success with this perk could chip in with their opinions for this.

    May be an unpopular opinion but I feel as though Left Behind should be part of the survivors base kit. I feel the same way about Unbreakable but as I said controversial opinion. My opinions about Left Behind though are based around the fact that when it's just a single survivor vs killer the game feels like it's dragging on more than it should sometimes. Anything to speed up that would be a bonus. Although the clear indication is end game is meh.

  • GrootDude
    GrootDude Member Posts: 14,110

    Premonition has no counter unlike spine chill so I think it is fine. The movement speed would be OP and I find resilience, TINH and no mither fine already.

  • Jackikins
    Jackikins Member Posts: 66

    @Dustin I do like the idea of Left Behind becoming a part of a surv's base kit. Anything to make 1v1 games somewhat possible would be great.

  • Kagrenac
    Kagrenac Member Posts: 773

    Sabo should get it's 80% sabotage speed back

  • T0xicTyler
    T0xicTyler Member Posts: 504
    edited April 2019

    Autodidact - Increase chance of healing skill checks.

    Boil Over - Perhaps a small increase in wiggle speed or a larger range for the aura suppression.

    No One Left Behind - It's a neutral perk so it isn't supposed to be amazing, but maybe just increase the buff to altruism speed.

    Premonition - Fine as is. Very good at what it does as a neutral perk.

    Saboteur - An idea I posted in another thread for this perk was to make it like Buckle Up in that it reveals hook auras nearby (32 meters?) and shows how sabotaged they are.

    Streetwise - Needs to be at least 50%. It just isn't worth running for a tiny amount of extra charges and is dwarfed by its counterpart, Overwhelming Presence.

    Up the Ante - I'd love to see luck affect more things but I'm not sure what form this would take? I think the percentages are fine as is, perhaps a small buff but keep the requirements.

    Vigil - I'd be interested to see Vigil partially restore the idea of exhaustion while running. The trade off is obviously that the survivor would be down another perk slot in exchange.

    Left Behind - Increase repair speed (or perhaps more speeds?) for every survivor that dies. It still wouldn't be the best but still more broad than the narrow scope of Left Behind right now.

    Slippery Meat - Agreed. Re-work it completely but I'm not sure what form this would take.

    Technician - Make it do what it says it does but also apply the effect to others working on the generator. I saw an idea on the forums previously about being able to turn off a generator to avoid detection.

  • OGlilSPOOK20
    OGlilSPOOK20 Member Posts: 716

    I agree that most of these perks need to be changed, because right now they really are useless.

    Up the Ante & Slippery Meat were dead once they introduced Deliverance to the game. (Luck Offerings too)

    Left Behind is so stupid... Who's gonna decide to do a gen and not look for Hatch? Unless your team gets wrecked with 4 gens still up then it actually comes in handy.

    I really want a change for Vigil... The Devs destroyed the whole purpose of the perk when they nerfed every exhaustion perk.

    Autodidact definitely needs a change, I mean who's actually going to make it to 5 stacks before the game is over or someone/you gets tunneled or camped or other survivors getting the saves and heal them before you can.

    I would love for Small Game to have a totem and trap aura read to it so we can actually see where totems and traps are at.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    I feel like these are too many perks to discuss in one single thread. Some of these need a rework, yes. I'd like to see changes especially for Vigil, No One Left Behind and Wake Up.

  • OGlilSPOOK20
    OGlilSPOOK20 Member Posts: 716

    Maybe a good Slippery Meat change would be.

    While in the Killers grasp being carryed to a hook, while the Killer starts the animation of throwing you on the hook, you slip out of the Killers grasp dodging/missing the hook. 1 Slip per match.

    (Idk It sounded good in my head, but what do you think?)

  • Ihatelife
    Ihatelife Member Posts: 5,069

    Well I suggested to make NOLB as the altruistic perk helpful for solo.

  • se05239
    se05239 Member Posts: 3,919

    Autodiadict

    What this perk needs is an increased chance to trigger skill checks when healing someone without using a medkit.

  • Poweas
    Poweas Member Posts: 5,873

    That resilience is OP.

  • Jackikins
    Jackikins Member Posts: 66

    @Poweas It has taken me this long to realize that I typed movement speed instead of action speed.

  • Poweas
    Poweas Member Posts: 5,873

    I was like, do you want killer to be terrible? 😂😂😂

  • Jackikins
    Jackikins Member Posts: 66

    I think it was something to do with it being 1 in the morning and being jacked up on Energy Drinks. Life of someone who's played just a little bit too much Quentin I guess.

    But it's more than I got excited about perk ideas and didn't want to go to sleep yet. I guess I went a little overboard? 😅