Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

Balance Change Ideas for All Survivor Perks

These are just ideas that I though of. Feel free to offer your thoughts/ideas below. A few perks are balanced as is, but a majority need some sort of fix. Sorry for this long post in advance, there's just a lot of perks.


Ace in the Hole: balanced

Adrenaline: If a survivor is downed, functions as is. If a survivor is injured in chase, gains 1 health state and 3 sec speed boost. If not in chase but injured, gain 1 health state only. No affect on healthy survivors.

Aftercare: No reset factor. See aura of someone you safely unhooked or fully healed by yourself.

Alert: balanced

Any Means Necessary: lower all current cooldown times by 20 seconds.

Autodidact: 5 tokens for each tier of the perk, slightly/moderately/considerably increases odds of triggering a skillcheck added.

Babysitter: rescued survivor also makes no grunts of pain, increase all times of effect by 2 secs.

Balanced Landing: balanced

Better Together: unlimited aura range for others to see the gen you are working on; after another survivor is downed while you are working on a gen see aura of other survivors and this persists until 4/7/10 secs after the killer has hooked the survivor (Deactivates if you stop working on the gen).

Boil Over: change the hook aura obscuring aspect to slows the killer down by 4/6/8% while carrying you. (Percents can vary)

Bond: increase all aura reading values by 4m.

Borrowed Time: change it from terror radius to killer proximity, killer must be within 24m of the hooked survivor for a total of 10 seconds for the perk to activate for other survivors (time doesn't reset if killer leaves 24m range and comes back). [Seconds can vary]

Botany Knowledge: healing item efficiency increased by 20/35/50%, healing speed stays the same.

Breakdown: aura reading times increased to 6/8/10 secs, no scratch marks for 3/4/5 secs after unhook too.

Breakout: balanced

Buckle Up: no range to determine how healed someone is, see the killers aura if they are within 16/20/24m of the downed survivor, no change to seeing killers aura when you heal the downed survivor.

Calm Spirit: do not cause birds to fly and do not scream, can detect when others (includes killer) scare birds within 12/16/20m.

Camaraderie: hooked progress bar is paused for 8/12/16 secs when a survivor is within 16m of the hooked survivor (can apply to both hook states). A psuedo-terror radius is also created as long as the killer is within 16m of the hook (affects killers that are undetectable).

Dance With Me: cooldown times now 60/45/30 secs.

Dark Sense: if you were working on the generator as it was completed, gain a 7% haste that lasts for 5 secs.

Dead Hard: can not dead hard over traps.

Decisive Strike: all active DS's deactivate when another survivor is hooked; does not work on locker grabs when survivor is in chase.

Deja Vu: shows the aura of all gens at the start of the match (3 closest gens after gen completions). Shows auras of any survivors that are on the 3 closest gens after completing a gen.

Deliverance: balanced

Detective's Hunch: include killer belongings and auras of survivors working on gens within range.

Distortion: 4 tokens

Diversion: reduce time in TR to 30 secs, throwing near window/pallet centers the noise notification on that object.

Empathy: balanced

Fixated: balanced

Flip-Flop: increases the wiggle bar speed by 4/6/8% as well.

Head On: balanced

Hope: lasts the rest of the game.

Inner Strength: balanced

Iron Will: doesn't affect downed survivors

Kindred: balanced

Leader: 16m range from 8m

Left Behind: reduces noise made by hatch to 4m.

Lightweight: your scratch marks last for 8/6/4 secs. (10 is normal duration)

Lithe: balanced

Lucky Break: no time limit, does not work on downed survivors. (Still produces blood orbs against Oni).

Mettle of Man: can only be activated once, must make 2 safe unhooks or protection hits; causes the perk holder to be slowed by 10% for 40/30/20 seconds once extra hit is taken.

No Mither: no grunts of pain (except when downed), gain a 3/4/5% haste status effect when on death hook.

No One Left Behind: for each safe save you make that results in an escape during EGC before you can escape, gain a 25% stackable bonus (up to 100%) to bloodpoints in all categories (awarded post trial). Altruistic actions performed 20/25/30% faster during EGC.

Object of Obsession: balanced

Open Handed: increases aura reading ranges by 8/12/16m for everyone; you also see the auras of what your teammates see when they are using items/addons (Does not apply to their perks).

Pharmacy: make no noise when searching chests, the rest functions as is

Plunderer's Instinct: balanced

Poised: include the effect of no footstep sounds when running, when the last gen is completed you also leave no pools of blood for the perk's duration.

Premonition: 20/15/10 sec cooldown

Prove Thyself: reduce percent per person to 8%

Quick & Quiet: balanced

Resilience: 4/7/10% increase

Saboteur: grants the ability to sabotage the basement hooks for a short duration, make no noise when sabotaging hooks, and sabotage speed increases to 75% when the killer is carrying a survivor within 16m of the hook.

Second Wind: time durations of 28/24/20 seconds to be healed.

Self Care: balanced

Slippery Meat: as is, but chances of unhooking yourself/freeing yourself from a bear trap increase by 15/20/25%.

Small Game: balanced

Sole Survivor: aura cannot be read within 8m of the killer, increases by 8/12/16m for each survivor killed/sacrificed.

Solidarity: medkit healing applies, reduces the range their auras can be detected while healing by 10/12/14m.

Spine Chill: balanced

Sprint Burst: balanced

Stake Out: reduced time in TR to 8 secs per token, tokens max out at 4/5/6.

Streetwise: increase range to 16m, percents increased to 30/35/40%.

This is Not Happening: 30/40/50% bigger great skill check zones while injured.

Technician: make no noise when working on gens

Tenacity: balanced

Up the Ante: gives all survivors +2% chance of unhooking themselves; for each survivor dead, remaining survivors gain an additional 3/4/5% increased chance of unhooking themselves.

Unbreakable: balanced

Urban Evasion: balanced

Vigil: allies within 8m recover from status effects 40/50/60% faster (does not stack).

Wake Up: can detect exit gates at any range, open exit gates 15/20/25% faster, and exit gates make no siren sound as long as you open it fully. (Siren will commence once someone without the perk begins opening the exit)

We'll Make It: balanced

We're Gonna Live Forever: balanced

Windows of Opportunity: 24/32/40m range, vault 10% faster

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