A Compilation of Underpowered Survivor Perk Buffs
Ace in the Hole: Second Addon max rarity from uncommon to Rare
Aftercare: Does not reset on hook
Alert: Increase duration to 10 seconds
Boil Over: You now wiggle automatically, the movement keys can be used to control your (increased) struggle effect on the killer.
Breakout: Extend Range from 6 to 12 meters. Speed boost from 7 to 10%
Buckle up: Remove range limitation, give endurance to the survivor who is healed out of the dying state for 15 seconds (like BT but for slugs)
Calm Spirit: Should affect the crow bombs on swamp maps
Camaraderie: Remove trigger requirement, you activate this perk with the dead hard button while hooked, can now be used on first stage of hook. While active all other survivors receive 10% repair speed boost and an icon similar to prove thyself so they know theyre affected by it.
Dance with me: Shorten cool down to 20 seconds
Dark Sense: Increase duration to 10 seconds, 20 seconds when all gens completed
Deja Vu: Any effect that would regress one of these generators is half as effective (regular regression, pop, ruin, ect.)
Deliverance: You struggle automatically, can attempt escape during the second phase if this perk is activated.
Detective's Hunch: Increase duration to 30 seconds
Distotion: Start with 3 tokens, gain another token every time you complete a generator. Max 5 tokens.
Fixated: Walk speed buff applies while injured
Hope: Lasts 180 seconds up from 120
Leader: Increase buff to 33%
Lithe: Vaults that activate lithe will always be a running vault, regardless of run up or angle (because SB/DH activate anytime, BL activates and something otherwise not beneficial, lithe activates when you used something that puts distance between you and killer, basically when you need it the least. This way it allows you to play a risky window safely for a single vault before getting out of there)
Lucky Break: Remove time limitation
Mettle of Man: Either change the requirement to 3 unhooks (not protection hits) or reduce needed protection hits to 2.
No Mither: Broken Status rework, broken status prevents healing but no longer makes you inherently injured. The killer cannot tell you are broken from this perk (plague updated to make her sickness cause injury upon becoming fully sick, so as not to nerf her, every other killer broken status injures you anyways and is unaffected)
No One Left Behind: Action speed bonus increased to 100%
Off the Record: Time increased to 120 seconds
Open Handed: Increase range bonus to 16 meters. Does not stack with itself
Pharmacy: Change medkit to purple medkit
Poised: Increase to 15 seconds, give aura reading immunity for the duration
Premonition: Only triggers in the center of your screen so you know the killers exact direction, reduced cooldown to 20 seconds.
Resil: Percentage to 10% (why is it even 9 lol) merge effect on This is Not Happening into this perk, new perk for This is not Happening.
Sabo: Aura Reading Triggers on survivor being downed instead of being picked up
Second Wind: Make the condition completing a heal rather than getting equivalent 1 full heal because equivalent 1 full heal is almost always 2 heals
Sole Survivor: The Obsession gets a base aura reading immunity range of 24 meters. Non obsessions get a 16 meter immunity range
Stake Out: Gain tokens even when in chase, increase max tokens from 4 to 5
Streetwise: Increase effect to 40%, does not stack with itself
This is not happening: Merge effect into Resil, make this a new perk
Up The Ante: Make luck a not half baked mechanic
Vigil: Percentage Increased to 35%. Now also effects perk cool downs and charge ups (Q&Q,dance with me, stake out, diversion) Additionally makes positive statuses last longer (Dance with me's effect, haste) . Does not stack with itself.
We'll Make It: Give WGLF's BP effect to this perk, make WGLF a brand new perk
Any Means Necessary: Reduce pallet pickup time to 3 seconds. Reduce cooldown to 60 seconds.
Better Together: Change gen aura range to 128 meters (map wide)
Bond: If you see a survivor's aura with this perk, they see yours as well.
Breakdown: The killer is not notified that you have been unhooked
Diversion: Charge up reduced to 20 seconds, charges in chase
Flip Flop: Wiggle Conversion is 1:1 instead of 1:2, but still caps to 50% wiggle
Left Behind: No longer have to be last survivor in the trial
Lightweight: Reduces the noise of your footsteps and interaction with the environment by 75%
Slippery Meat: You can no longer be grabbed by the killer during any interaction
Small Game: Cone Reduced to just the very center of the screen (so you can see more precise direction)
Technician: Can force a skill check to appear during any interaction that has them. 20 second cooldown
Solidarity: Healing happens at 1:2 ratio instead of being one 50% boost when you finish a heal. Medkit heals and skill check progress count for this.
Tenacity: Increase Crawl Speed Boost to 100%
Wake up: Percentage increase to 30%, affects other surviors in 8 meter radius, lasts 15 seconds after leaving radius. Does not stack with itself
WGLF: New Perk
Windows of Opportunity: Remove cooldown (do the same for zanshin tactics, but this is survivor perk thread so)
For The People: Broken status update from earlier, perk cannot be used while injured or broken.
Comments
Updated the main post with some changes
removed prove thyself since it got buffed when coop repair was nerfed.
Lithe, No Mither, MoM, Left Behind, Tenacity and Breakout are fine as they currently are. They dont need any tweaks.
I dont get the point of Technician though. Why would you want to force a skillcheck outside of maybe Autodidact? More so, why would I want to trigger skillchecks as a new player or stealth player (who this perk is aimed at)?
Diversion could just be a cooldown really.
My only problem with Streetwise is how better it is compared to Botany Knowledge when using medkits. Sure, BK also boosts speed, but I think that BK should be better when it comes to medkits than Streetwise.
Not sure how I feel about Breakdown. You mean like no sound notification after being unhooked or literally preventing the Killer from seeing your current status?
Others are fine. I especially like Boil Over. Finally someone that doesnt say "It ShOUlD mAkE yOu WiGgLe fAsTEr".
Lithe is pretty much objectively worse than all the other exhaustion perks. No mither literally just makes you weaker and has no place outside of a meme or gimmick, Mettle of man requires you to basically throw the game to activate. Tenacity probably still isn't even good with my change, breakout is underwhelming as hell and basically requires a full build to even possibly get value out of it. Perks should be at the very least okay outside of a synergy build, and none of these perks are and when put in a synergy build, you can get a good effect out of it, but not as good as just running meta perks that are actually decent that don't require to run a full holy grail/synergy to actually effect the game in an impactful way.
For Breakdown mean no notification.
Technician is aimed at players who can hunt for great skill checks, but also can be good in an autodidact build
Yeah that diversion adjustment is also fine, but it's still kind of a meme perk regardless and I don't think anything short of a total rework will ever make it anything other than that, but that's okay.
Edit: As for the streetwise thing, a 7% difference in efficiency isn't a huge difference and because of the speed botany is still probably better specifically on a med kit.
Also decided to elaborate a little more on my Mettle of Man change because it's a powerful effect and that can be a bit of a sore spot.
So change 1: 3 Safe Unhooks (does not accept protection hits.) This change is good because in addition to being a pretty hefty requirement for activation, it also effectively limits the number of mettle of mans in a game to 1 99% of the time. You can only possibly get 6 unhooks in a game. (unhooking yourself doesn't count even if you mange it somehow and people die on their 3rd hook, cant unhook from that.) This means you have to get HALF of all the unhooks you can possibly get in order to trigger this perk. I think people underestimate how hard that is to pull off. If there is a second mettle of man it's going to be almost impossible one of the mettles to get their perk because of competition for the unhooks. There's only 8 possible unhooks across the entire team and even if the opportunity for all 8 presents itself across the game both mettles will have to account for all but 2 of them. 3 or 4 mettle triggers is literally impossible and it will even make it harder for everyone else due to more unhook competition.
Change 2: 2 Protection Hits, so as it is right now for a protection hit, you are almost always letting the killer get a hit on you. So in order to get this perk currently you basically have to let the killer hit you 3 times. Even if someone else heals you every time. Thats still 48 seconds the two of you could have gotten an entire gen done in. At least at two protection hits you don't have to throw the game giving the killer free pressure as hard as you used to to activate your perk.
a lot of perks here are fine as they are,why buff something that's already more than decent
Wow Camaraderie would be overpowered.
"Detective's Hunch: Increase duration to 30 secondsis not neededBond: If you see a survivor's aura with this perk, they see yours as well. Would become better Aftercare (even after your buff)Stake Out: Gain tokens even when in chase, increase max tokens from 4 to 5Nope, they should however change it's behaviour to be similiar to DiversionAnd the rest i guess are fine?