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
Comments
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Everything that lets you vault faster is not good. Everything else is cool.
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i wont agree with adredaline and Borrow time
adredaline only works when the last gen pops up now what happend if the killer have lets say.. noed or a killer that have a huge mobility like spirit or billy or oni i personally think that this perks its fine since theres alot of things that you can counter it
borrow time why TR the old borrow time was crap some killers can hide theyre TR you know like wraith pig even killers with insidious and i wont like that borrow time its fine right now no change
and the rest i agree
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I personally think these are the 2 most clutch perks in the game that save so many people and have basically no downside to them. I would agree noed is the equivalent on the killers side, but at least noed can be taken out by cleansing totems. A killer has no way of counteracting these 2 perks. I would say borrowed time is definitely more in need of a nerf then adrenaline, but I also feel the effects of Adrenaline are excessive.
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I personally wish ace in the hole gave ultra rare add ons but that would probably never happen
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Iron will already doesn't work on downed survivors as far as I know.
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Iron will already doesn't work on downed survivors as far as I know.
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I'm not going to criticize this seriously. You nerfed BT to make it quite inefficient and complicated and you put We're gonna live forever as balanced. Vault speed boosts are also obnoxious.
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Borrowed time is meant to counteract camping, hence why the killer must be in range of the hook for a set period of time (based on my idea). BT now is just abused for free unsaves that generally are right in the killer's face. I'm open to other suggestions but this would not render the perk useless, it would just take away its abusive aspect. We're gonna live forever is balanced, as it's just a way of getting more bloodpoints in a match (similar to BBQ for killer). And the vault speed stuff could be changed to something else, those were just the first things that came to mind with those specific perks. I personally don't see why increased vault speed is such an issue but I see others think it would be.
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My BT idea: IT'S BALANCED
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Botany knowledge is just a better self care dude, and think about it. I think botany knowledge is balance in my opinion
Post edited by justaSpirit_phase on0 -
BT is overtuned. It needs a nerf.
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Borrowed time slowly gains charge as the killer remains within 24m of a hooked survivor (1 charge per second, to a maximum of 60 charges). Borrowed time slowly loses charges while the killer is outside 24m of a hooked survivor (1 charge every 5 seconds) while a survivor is hooked. Borrowed time quickly loses charges while no survivors are hooked (1 charge every 2.5 seconds). When unhooking a survivor, if borrowed time has 20 or more charges borrowed time will expend up to 30 charges and the unhooked survivor will have Endurance for 15 seconds. If the survivor endures a hit this way they will go to the Deep Wounds state and has 10/15/20 seconds to mend themselves. Borrowed Time does not gain charges if a survivor has been hooked in the last 10 seconds.
I like my version, it keeps all the good aspects of Borrowed time and stops it from being abused. If you think my version is too complicated, you care too much for simplicity and not enough for game balance. Tell me if you spot any errors in my design.
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I like most of your ideas, but the one that stood out to me is the Up The Ante change. You're proposing a pretty big nerf. Its main utility comes from the stackable +9% it gives every survivor from the start. 4 survivors can run this to get a 40% chance to unhook themselves, pairing it with Slippery Meat as a fail-safe. This perk is definitely not overpowered, especially since it's very risky to try to use without all four survivors running it and SM.
Besides that, a lot of buffs you suggested basically slapped on needless aura reading to a perk that doesn't need it. Calm Spirit showing you survivor's auras isn't necessary, and the Better Together buff would show survivor's auras for way too long.
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Better together would be a Kindred for slugging so not that op but I agree with you on other points.
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If that's what you're going for, making is so that you can read the aura of all survivors when one survivor is on the ground would be much more balanced. Though personally, I'd prefer the flat 10 seconds of aura reading we get now.
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10 extra seconds won't hurt, especially with the huge downside
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What huge downside? You just have to be on a gen when someone goes down. That's pretty common.
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You refuse to acknowledge how useless 10 seconds is.
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Idk, it's been pretty useful to me.
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Not when all you can do is sit on gens
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My idea for Up the Ante was meant to be a buff but i accidentally made it a nerf. My thought was to increase the values so that it is more useful if only one person runs the perk since it feels so insignificant currently. Calm Spirit wouldn't be an aura reading perk, but would add a function similar to Spies from the Shadows for killer. For Better Together, I'm thinking of a way to make it more viable than it is currently, so giving it a similar effect to something like Kindred was my idea.
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oh, those idears are just so cool, but I think the devs will feel overwhelmed. LOL by the way, I like that idear about the saboteur.
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Dude what do you think about my BT idea?
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@Waffleyumboy I feel as your idea is the same as mine but with extra steps. It would actually be worse with your idea because you would need the killer to remain in 24m to build up the 20+ charges to even activate the perk. What i proposed was that if the killer remains within the 24m range for 10 secs (# of secs flexible) then the perk activates for all who have it equipped. It's meant to prevent the rushed unhooks in the killer's face from happening, while also keeping the anti-camping aspect of the perk alive. It would also work against no TR killer's, preventing them from camping as well since it would be based on distance rather than TR.
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My only issue with that is teleporting killers will have a much larger advantage over it.
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Honestly gj. Mine and yours would be the exact same if I doubled the rate BT gains charges. Except yours gains charges as soon as the survivor is hooked and yours is active permanently. Therefore, all I have to do is double the charge rate and my design is yours except less abusable. You did well though tbh.
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