Bad perks and how would you change them?

What bad perks would you like to see buffed and how?

I personally think M.Shrine would be cool if it gave a permanent debuff to anyone hooked in basement for the rest of the game

And Unrelenting should be 50% instead of 30% and i also think it could have a very small STBFL effect like 7% or something

Comments

  • Unrelenting used to do that, it was nerfed because of some crazy attack speed killers got.

    I'd like to see *insert basically any perk here* get perhaps a 10-25% increase in numbers. As a whole, perks are pretty bad due to their numbers just not being worth it.

    Action speed increase perks probably not though, barring fire-up, that needs 1-2% extra per stack.

  • Just some quick ideas:


    No Mither: Added 5/10/15 Seconds to each hook stage.

    Diversion: Faster charge rate.

    Distortion: A way to get back tokens, still limited to a maximum of 3 tokens.

    Solidarity: Works now with a medkit.

    Poised: Added aura hiding after completing a gen.

    Buckle Up: Added speedbonus for healing survivors who are in the dying state. (Shouldnt' be to much, though)

    Lucky Break: Now only lasts for 10/20/30 seconds, but you can recharge the perk by staying healthy.


    Beast of Prey: Gain bloodlust faster.

    Cruel Limits: Longer duration.

    Mindbreaker: Removed the 50% generator requirement or longer exhaustion.

    Zanshin Tactics: Shortened cooldown.


    I know there are more bad perks, but I don't have an idea for them :/

  • @Xzan said:

    Just some quick ideas:

    No Mither: Added 5/10/15 Seconds to each hook stage.

    Diversion: Faster charge rate.

    Distortion: A way to get back tokens, still limited to a maximum of 3 tokens.

    Solidarity: Works now with a medkit.

    Poised: Added aura hiding after completing a gen.

    Buckle Up: Added speedbonus for healing survivors who are in the dying state. (Shouldnt' be to much, though)

    Lucky Break: Now only lasts for 10/20/30 seconds, but you can recharge the perk by staying healthy.

    Beast of Prey: Gain bloodlust faster.

    Cruel Limits: Longer duration.

    Mindbreaker: Removed the 50% generator requirement or longer exhaustion.

    Zanshin Tactics: Shortened cooldown.

    I know there are more bad perks, but I don't have an idea for them :/

    I think No Mother could use some pretty big buffs more so than hook timer

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261750#Comment_1261750

    I think No Mother could use some pretty big buffs more so than hook timer

    But what would you add to it? At the moment it's a high risk, low reward perk. It needs to be a high risk, high reward perk.

  • @Xzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262612#Comment_1262612

    But what would you add to it? At the moment it's a high risk, low reward perk. It needs to be a high risk, high reward perk.

    Increased hook time. Way faster pick up speed if your slugged. Probably a blood point multiplier too

  • Monstrous Shrine - Shows the Aura of any Survivor that enters the basement, slows down the Unhook action in the basement by 10/20/30%.

    Territorial Imperative - Remove the Aura reading for the basement and instead show Survivors opening chests across the map if they are within 64/48/32 meters away from you.

    Just two perks off of the top of my head. It's lilke 5 AM right now and I cant think.

  • @Entity_Hugs said:

    Mettle Of Man:

    For <x/x/x> seconds and within <x> range, after you unhook a Survivor, if they get hit, you take the damage state instead. You WILL cry out as if hit. This CAN incap you. The original target still takes any on-hit effects (Hemorrage, blind, deep wounds, etc).

    As long as the range is short and there is a super clear indicator that you hit a different target I think that would be pretty cool

  • No cd at all for Windows of Opportunity or Zanshin Tactics. No cd for Surge either, or change it to the x nearest generators.

    Pharmacy gives either green medkit with charge add-ons or purple medkit (with or without add-ons).

    Autodidact should increase healing skillcheck chances when tokens are below 5.

    Second Wind should could any health state healed, as long as its altruistic (not your own). So, medkits, co-op, etc.

    @Entity_Hugs said:

    Mettle Of Man:

    For <x/x/x> seconds and within <x> range, after you unhook a Survivor, if they get hit, you take the damage state instead. You WILL cry out as if hit. This CAN incap you. The original target still takes any on-hit effects (Hemorrage, blind, deep wounds, etc).

    Sounds like a solid BT rework. :thumbs up:

  • @PigNRun said:

    No cd at all for Windows of Opportunity or Zanshin Tactics. No cd for Surge either, or change it to the x nearest generators.

    Pharmacy gives either green medkit with charge add-ons or purple medkit (with or without add-ons).

    Autodidact should increase healing skillcheck chances when tokens are below 5.

    Second Wind should could any health state healed, as long as its altruistic (not your own). So, medkits, co-op, etc.

    https://forum.deadbydaylight.com/en/discussion/comment/1262659#Comment_1262659

    Sounds like a solid BT rework. :thumbs up:

    I agree with everything. I think pharmacy should give a purple med kit with add ons.

  • Survivor Perks:

    This is Not Happening - When healthy, receive a 3/6/9% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.

    Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger

    Slippery Meat - Instead of increasing escape attempts, escape attempts take 50/75/100% less of the hook bar.

    Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%

    Babysitter - Unhooked survivor also sees the killer's aura

    Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds

    No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened

    Solidarity - Med-kits count.

    Camaraderie - Works even when not in the struggle phase.

    Open Handed - If someone sees your aura, you can also see theirs

    Small Game - Add a Totem counter

    Autodidact - 25% more likely to receive skill check while healing survivors

    Off the Record - Killer does not receive a sound notification when you are saved from the hook.

    Buckle Up - Heal survivors from the dying state 20/25/30% faster

    Poised - 8/10/12 seconds

    Boil Over - Increase hook aura range to 16/18/20 meters

    Red Herring - Works on lockers instead of Generators.

    Diversion - Only takes 30 seconds to activate.

    Fixated - No healthy requirement

    Distortion - Cleansing a totem will give you one token

    Flip-Flop - See the aura of hooks within 20 meters of where you are.

    Killer Perks:

    Monstrous Shrine - Makes 3/4/5 dull totems appear as hex totems.

    Mindbreaker - Works on all gens, not just those with less than 50% completion

    Overwhelming Presence - Survivors in your terror radius also suffer a repair efficiency of 10/15/20%

    Furtive Chase - Decreases terror radius outside of a chase as well

    Territorial Imperative - Also applies to the Killer Shack.

    Unrelenting - Cooldown of missed basic attacks by 40/45/50%

    Predator - You're able to tell which direction the scratchmarks were going in

    Hangman's Trick - 6/8/10 meters

    Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius

    Coulrophobia - Also applies to totem cleansing speed

    Beast of Prey - Bloodlust activates faster

    Cruel Limits - Map Wide

    Unnerving Presence - Also removes Great Skill Check area entirely

    Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.

    Third Seal - Also applies oblivious status effect

    Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.

    Dying Light - Obsession's healing speed is reduced to 20% instead of 33%

    Huntress Lullaby - Start with 1 token.

    Overcharge - Any time a survivor starts to work on a generator, they are met with a tremendously difficult skill check.

    Surge - 40 meters instead of 32

  • @Xzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262612#Comment_1262612

    But what would you add to it? At the moment it's a high risk, low reward perk. It needs to be a high risk, high reward perk.

    Its really unfortunate when you face a oni though i had to do the escape as no mither challenge for rift and i got multiple onis which there was nothing i could do but basically be there as a infinite source of blood.

  • @KingFrost said:

    Survivor Perks:

    This is Not Happening - When healthy, receive a 3/6/9% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.

    Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger

    Slippery Meat - Instead of increasing escape attempts, escape attempts take 50/75/100% less of the hook bar.

    Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%

    Babysitter - Unhooked survivor also sees the killer's aura

    Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds

    No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened

    Solidarity - Med-kits count.

    Camaraderie - Works even when not in the struggle phase.

    Open Handed - If someone sees your aura, you can also see theirs

    Small Game - Add a Totem counter

    Autodidact - 25% more likely to receive skill check while healing survivors

    Off the Record - Killer does not receive a sound notification when you are saved from the hook.

    Buckle Up - Heal survivors from the dying state 20/25/30% faster

    Poised - 8/10/12 seconds

    Boil Over - Increase hook aura range to 16/18/20 meters

    Red Herring - Works on lockers instead of Generators.

    Diversion - Only takes 30 seconds to activate.

    Fixated - No healthy requirement

    Distortion - Cleansing a totem will give you one token

    Flip-Flop - See the aura of hooks within 20 meters of where you are.

    Killer Perks:

    Monstrous Shrine - Makes 3/4/5 dull totems appear as hex totems.

    Mindbreaker - Works on all gens, not just those with less than 50% completion

    Overwhelming Presence - Survivors in your terror radius also suffer a repair efficiency of 10/15/20%

    Furtive Chase - Decreases terror radius outside of a chase as well

    Territorial Imperative - Also applies to the Killer Shack.

    Unrelenting - Cooldown of missed basic attacks by 40/45/50%

    Predator - You're able to tell which direction the scratchmarks were going in

    Hangman's Trick - 6/8/10 meters

    Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius

    Coulrophobia - Also applies to totem cleansing speed

    Beast of Prey - Bloodlust activates faster

    Cruel Limits - Map Wide

    Unnerving Presence - Also removes Great Skill Check area entirely

    Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.

    Third Seal - Also applies oblivious status effect

    Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.

    Dying Light - Obsession's healing speed is reduced to 20% instead of 33%

    Huntress Lullaby - Start with 1 token.

    Overcharge - Any time a survivor starts to work on a generator, they are met with a tremendously difficult skill check.

    Surge - 40 meters instead of 32

    Thanks for giving me something to do for the next couple minutes!

    This is a funny twist on the perk name and a nice Resilience counterpart. Tone down boost to 4/5/6 to prevent genrushing.

    Good

    Infinite escape attempts is a bit too much, I'd rather it stay the same and have +4% kobe chance, changing overall chance from 21.7% with the perk up to 39.4% chance with the perk.

    This change makes no sense flavor wise, my idea would be it stays the same but with infinite duration and aura reading on survivors within 32m of those gens and aura intensity based on the gen's progress.

    Would be nice to also grant a Haste effect but your idea works

    Makes sense

    Idk why this isn't already the case

    Good

    Good

    Good

    Totem counter should be base, small game should increase cleansing speed and bloodpoints

    Good

    Good

    Good

    Obscuring your aura would also be nice

    Good

    I just want it to pause the gen's regression

    Good

    Good

    Good

    Maybe make this only work while downed? Otherwise it's now a sabo perk which feels wrong

    The perk no longer affects basement or hooks. This is not Monstrous Shrine

    Should also be a noticeable amount of exhaustion, not just enough to 99 Sprint Burst

    Repair inefficiency? If you mean co-op speed 20% is overkill and 5-10% is more reasonable

    This change makes no sense because it's called Furtive Chase, not Furtive Patrol

    This works

    Sure, w/o doing the math it looks fine

    Great

    Sure

    Sure

    Totem cleansing debuff should be reduced otherwise this with TotH sounds pretty oppressive

    Good

    Great

    Great

    Still a worse Thrilling Tremors imo, it needs character

    Good

    Flavorful

    Sure, but it would also be nice if the debuff still applied while the obsession is dead

    Sure-ish

    Bleh it should just pause progress for 5 seconds whether or not the skill check is failed imo

    Sure, but the cooldown is still a bit unreasonable imo


    Again, thanks for keeping me busy <3

  • Cruel Limits should hit all vaults for 30 seconds mapwide, no cooldown. Force them to pace gens better

  • Open-Handed - Share the auras that you see to Survivors within 8 metres from you. This effect persists on other Survivors for 15 seconds after leaving Open-Handed's range.

    Technician - Explosion prevention goes up to 100%. Grunts of Pain caused by injuries are reduced by 50% while repairing.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262632#Comment_1262632

    Its really unfortunate when you face a oni though i had to do the escape as no mither challenge for rift and i got multiple onis which there was nothing i could do but basically be there as a infinite source of blood.

    That's a god damn shame

  • @KingFrost said:

    Survivor Perks:

    This is Not Happening - When healthy, receive a 3/6/9% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.

    Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger

    Slippery Meat - Instead of increasing escape attempts, escape attempts take 50/75/100% less of the hook bar.

    Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%

    Babysitter - Unhooked survivor also sees the killer's aura

    Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds

    No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened

    Solidarity - Med-kits count.

    Camaraderie - Works even when not in the struggle phase.

    Open Handed - If someone sees your aura, you can also see theirs

    Small Game - Add a Totem counter

    Autodidact - 25% more likely to receive skill check while healing survivors

    Off the Record - Killer does not receive a sound notification when you are saved from the hook.

    Buckle Up - Heal survivors from the dying state 20/25/30% faster

    Poised - 8/10/12 seconds

    Boil Over - Increase hook aura range to 16/18/20 meters

    Red Herring - Works on lockers instead of Generators.

    Diversion - Only takes 30 seconds to activate.

    Fixated - No healthy requirement

    Distortion - Cleansing a totem will give you one token

    Flip-Flop - See the aura of hooks within 20 meters of where you are.

    Killer Perks:

    Monstrous Shrine - Makes 3/4/5 dull totems appear as hex totems.

    Mindbreaker - Works on all gens, not just those with less than 50% completion

    Overwhelming Presence - Survivors in your terror radius also suffer a repair efficiency of 10/15/20%

    Furtive Chase - Decreases terror radius outside of a chase as well

    Territorial Imperative - Also applies to the Killer Shack.

    Unrelenting - Cooldown of missed basic attacks by 40/45/50%

    Predator - You're able to tell which direction the scratchmarks were going in

    Hangman's Trick - 6/8/10 meters

    Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius

    Coulrophobia - Also applies to totem cleansing speed

    Beast of Prey - Bloodlust activates faster

    Cruel Limits - Map Wide

    Unnerving Presence - Also removes Great Skill Check area entirely

    Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.

    Third Seal - Also applies oblivious status effect

    Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.

    Dying Light - Obsession's healing speed is reduced to 20% instead of 33%

    Huntress Lullaby - Start with 1 token.

    Overcharge - Any time a survivor starts to work on a generator, they are met with a tremendously difficult skill check.

    Surge - 40 meters instead of 32

    I like a lot of the changes. I think some perks are still going to be too situational or weak unless they get reowrked like unrelenting

  • Windows of Opportunity- allow you to see trap pallets or completely remove the cooldown time.

  • @Feiten said:

    Windows of Opportunity- allow you to see trap pallets or completely remove the cooldown time.

    I think that and Zanshin tactics shouldn't have a cooldown.