What is your perk balance wishlist for the next patch?
The title tells everything: what perks would you like to see on the next patch notes coming out? Try not to implement more than 3-4 of them
No Mither
After getting hit by the Killer, you are affected by the Broken status effect for the rest of the Trial. Your thick blood coagulates practically instantly.
- You don’t leave pools of blood.
- Grunts of pain are reduced by 50% at any time.
- Gain 30/40/50% more Bloodpoints for actions in all categories.
- Grants the ability to fully recover from the Dying state.
No Mither Broken status effect icon isn’t displayed in the HUD.
No One Left Behind
It is inconceivable to leave someone behind.
Your altruistic action speed is increased by 10% for each Generator completed, up to a maximum of 30/40/50%.
When the Exit Gates are powered, gain 100% more Bloodpoints for actions in the Altruism category.
Autodidact
You earn tokens equivalent to the amount of full health states of Survivors healed without using a med-kit, up to 3 tokens.
Each token grants 15/20/25% additional speed to healing up others. This bonus is not active while using a med-kit to heal.
Buckle Up
The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 128 metres.
When you heal a Survivor from the dying state to injured, both the healed Survivor and yourself gain a 5/6/7% Haste status effect for 30 seconds.
Comments
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When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.
- 2 Tokens: Gain a 3/4/5 % Haste Status Effect.
- 3 Tokens: Survivors suffer from the Exposed Status Effect.
- 5 Tokens: Grants the ability to kill Survivors by your own hand.
The Hex effects persist as long as the related Hex Totem is standing.
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@BloodyTapp "No Mither Broken status effect icon isn’t displayed in the HUD."
This would literally do nothing because the killer would still know you have No Mither if you start the trial injured.
The rest I agree with, though I think the BP boost should be 50/75/100%. Since you basically have half the time being always injured it makes sense you earn double the bloodpoints.
I would also add that No Mither grants the ability to always fast vault when running as a means to give you just a little bit more of a chance during a chase.
I would like to see something done about Left Behind. That perk is absolutely worthless now that EGC is a thing.
For killers I hope to see Dying Light reworked to not be a tunnel perk.
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I made a killer perk change suggestion thread a little while ago, but I suggested that for Devour, remove the 2 token buff and instead the totem does not light up until 1/2/3 tokens are earned (similar to NOED where it would just pick a totem at random). This way at tier 3 you can be sure they don't get your Devour right away and you at least have a chance to earn tokens. And for lower tiers it just means there is a chance they will get it early, but not before you get at least 1 hook (at tier 1).
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"after getting hit by the killer" - A small reminder of what I'd written that tells you wouldn't start injured to not give the perk off
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That's a no from me then. Part of reason to use NM is to get the synergy from perks that require you to be injured. Now you are saying you have to actively seek out the killer, get hit, ESCAPE A CHASE, only to get the benefit of the perk when used in combination from other perks.
A better option to hide a NM status is to have more perks where you start the trial in the Broken state. For example, change Deliverance so that you start the trial Broken for 100/80/60 seconds. At the end of the day it's really kind of the same perk, but now the killer might be able to tell "okay this guy either has NM or Deliverance". More balanced for the killer without changing the perk, AND it helps NM.
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Huntress Lullaby should't reveal itself at the beginning of a match, only when it recieves its first token.
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Small game: remove cooldown and/or be able to tell the difference between traps and totems.
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No Mither is hard mode, that's how it is.
Buff it to make it "way powerfull"? No.
Buff it to gain more bloodpoints? Yes.
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Yeah, i like that idea too.
I just HATE this useless thing being on my fav Perk.
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Hex: No more Cosmetics more Game Health and Balance
tier 1 one dev starts doing their job
tier 2 half the team starts doing their job
tier 3 cosmetic team goes on a vacation while the rest of the devs actually start doing their jobs
Long name but super strong perk really op honestly.
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The second part sounds way more appealing.
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Btw, you make it sound like it secures that it stays up, while also saying the Totem simply isn't lit.
Do you mean...
- The Hex is already on a Totem, but it simply doesn't look like a Hex Totem?
Or...
- The Hex is only on a random Totem once you have enough Tokens?
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It's like NOED where the totem is selected when it activates. So when you get 1/2/3 tokens it just picks a random dull that available and puts the Hex on that totem.
So then in theory the only way to stop your Devour before it procs is to do all the totems like you would NOED.
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Dayum, i'm not sure they'd ever allow that.
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Really like improving "no one left behind" since it has, over the course of the game's life, become worthless. Really needs to do something that pops, gets attention from people. Maybe have it grant 10/30/50% faster altruism action speed, depending on the hook state of the survivor you're helping (10 being not hooked, 30 being hooked but not on death hook, and 50 being on death hook), with a passive 33% more altruism bp throughout the game.
As for small game, remove the cool down, and have it show you the aura of everything small game has discovered within 20/30/40 meters (not changing the discovery range, just making it easier to find anything you might have barreled past in a chase)
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Survivor : Left Behind, Autodidact, Boil Over, Solidarity.
Killer : Hex:Huntress Lullaby, Beast of Prey, Monstrous Shrine, Dying Light.
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left behind
for each dead survivor gain the haste status effect for the rest of the trial up to 6% and see the aura of the hatch when in 10/15m
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I really don't see any of these happening, but these would be my dream changes:
Autodidact
You start the Trail with a -25% progression penalty for Skill Checks to heal Survivors.For every successful Great Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens.
Each Token grants you a +10% bonus progression for a successful Great Skill Check while healing Survivors.
Great Skill Checks cannot be performed while using Autodidact.Autodidact is not active when using a Med-kit to heal.No longer has the penalties, allowed to use a Med-kit, and rewards skill. This version would let you combine it with Stake Out and This Is Not Happening (next perk), and would still add up to the +50% bonus. (From -25/-10/5/20/35/50% to 0/10/20/30/40/50%)
This Is Not Happening
You perform at your best when you are under extreme stress.
Great Skill Check success zones when repairing, healing, and sabotaging get 10/20/30% bigger
when you are injured.That's it.
Wake Up!
Unlocks potential in one's Aura-reading ability.
Once all Generators are powered, Exit Gates are revealed to you when within 128 metres of range.
While opening the Exit Gates, reveal your Aura to other Survivors within 128 metres of range.
While Wake Up! is active, you open the Exit Gates 10/20/30% faster.
The perk is pretty situational as it is now, and as much as I love it, it doesn't really do much. The current 5/10/15% saves you 1/2/3 seconds (20 to 19/18/17), this is a simple doubling of the bonuses to 10/20/30% for 2/4/6 seconds saved (20 to 18/16/14).
Resilience
You are motivated in dire situations.
Grants 4/8/12% additional speed when repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching Chests while Injured.
Another simple change, just buffing the values from 3/6/9% to 4/8/12%. It would make this a bit more useful without going overboard.
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This idea for an Overcharge buff:
https://forum.deadbydaylight.com/en/discussion/46266/overcharge-buff
Unnerving Presence skill checks now have a 40/50/60% (these values are just placeholders) chance to go counter-clockwise. The Great Skill Check success zone would also be removed completely. Counter-clockwise skill checks could confuse Survivors, leading to more failed skill checks. As it is right now, getting good at skillchecks can make this perk nearly useless. Ruin would override the removal of great skill checks because RNGesus could decide to give you a lot of skill checks and make working through Ruin extremely boring. Who wants to get a gen to 70-80% only to receive a crap ton of skill checks and have it regress to 5-10% because there is no great skill check to hit? If the totem also happens to be in a good spot, then that could easily give the Killer a free 4 man 5 gen game.
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No Mither - All damage received puts you in deep wounds.
I don't agree with No Mither being hard mode. Unless you are ONLY equipping No Mither and nothing else hard mode would be just playing without perks. No Mither only exist so survivors can Dead Hard right away because of David's kit. If it's truly a hard mode perk give the survivor a huge bloodpoint bonus as a reward for using it.
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Regardless on if it happens or not I'd like Left Behind, No One Left Behind and Monstrous Shrine to get touch ups. Regardless on if they have a plan or not I'd like BHVR to let us know any ideas they've already discussed.
Here's my awful suggestion for Left Behind
Left Behind - Receive a token for each survivor that has been sacrificed or killed. During End Game Collapse gain 5% movement and action speed per token. Cannot gain more tokens during End Game Collapse.
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I'd like Spine Chill to receive a quality of life change to the tooltip. Pretty sure that perk affects all actions even though it only list a specific amount of actions. It would be nice if the description reflected this. Someone correct me if I'm wrong on this but pretty sure it affects vault speed and opening gates too and that isn't listed. It would be nice if the description just stated ALL ACTIONS to simplify the perk.
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Why would anyone run autodidact with 25% when they can just simply run botany knowledge with 33%?
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Decisive strike disables if a different survivor is hooked during its duration.
Adrenaline only heals a single health state. It doesn't apply if you're on hook. No speed boost - if you want the speed boost, run Hope with it.
Huntress's Lullaby and Ruin no longer notify survivors that they're active. They're easy to disable, and easy to read as-is.
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DS change:
Timer doesnt go down if you are getting chased. If other survivor gets hooked the perk gets disabled.
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