A perk balancing pass
Survivor Perks (Buffs)
Aftercare
- Buff is no longer dispelled from all survivors upon being hooked.
- Buff is dispelled from other survivors when they are hooked.
Autodidact
- No longer grants tokens on successful skill checks.
- Now grants tokens upon a completed healing action.
- No longer modifies skill checks or skill check rewards.
- Now grants -15% healing speed (on other survivors) and grants +10% per token.
Babysitter
- Additionally silences the footsteps, breathing, and moans of the unhooked ally for the duration.
- Does not reveal the killers aura (or yours) if the killer is more than 32 meters away (still buffs your ally).
Blood Pact
- Haste duration increased from 6/8/10 to 20/25/30.
- Buff ticks down three times as fast inside the killer's terror radius.
Boil Over
- Hook aura block changed from 10/12/14 meters to the nearest 3/4/5 hooks.
Buckle Up
- Healing a survivor from Dying to Injured (while not exhausted) will now additionally grant the healed ally a 50% speed boost for 4 seconds.
- Exhausts you for 80/70/60 seconds.
Camaraderie
- You don't need to struggle to survive while the perk is active (QOL)
- Now notifies your allies when it triggers.
Deja Vu
- Now reveals the auras of all generators within 32/64/unlimited meters for the entire trial.
- No longer auto-tracks with a map.
Distortion
- No longer uses tokens.
- Now also triggers when vaulting.
- Now also prevents noise bubbles.
- Now has a 60 second cool down.
Flip Flop
- Now converts 100% of recovery progression
- Still caps out at 40/45/50% converted wiggle progress.
Leader
- No longer grants various action speeds.
- While performing a channeled action, reveal your aura to survivors within 16 meters and grant them 3/5/7% movement speed towards you.
Lightweight
- Now additionally causes you to leave no scratches for 5 seconds after being struck.
Lucky Break
- Duration decreased from 120/150/180 to 40/50/60
- Duration is not lost while being mended or healed
- No longer permanently deactivates once the duration expires
- While not injured, recharge at a rate of 1 second per second
No One Left Behind
- Instead of revealing all survivors to you, reveals all survivors to each other.
Off the Record
- While active, additionally causes you to not leave blood or scratch marks if you are outside the killer's terror radius.
Open Handed
- No longer increases aura reading ranges to allies.
- Your perk loadout is displayed next to your status for allies, including when they are active.
- Shares aura reading with allies within 8 meters.
Premonition
- Cooldown reduced from 60/45/30 to 30/25/20
Slippery Meat
- Extra escape attempts do not incur any penalty
- No longer increases odds of escaping a bear trap
Sole Survivor
- No longer reduces the range at which your aura can be read for each dead survivor.
- When your first ally dies, the perk becomes active. When you enter the killer's terror radius, gain a 7% haste effect.
- The haste lasts for 5 seconds per dead ally, stacking up to 3 times.
- 60 second CD.
Solidarity
- Now converts of 100% healing
- Converted healing is still subject to healing penalties on you
Technician
- No longer has a 30/40/50% chance to prevent a generator explosion.
- When a skill check is failed on a generator (either by you or an ally you are working with) you are presented with that skill check again for a second chance (30 second CD)
- The noise and movement of pistons on a generator you are working on will not change as you work on it until you get off the generator or you complete it.
Vigil
- No longer has an aura effect
- Allows you to construct a Campfire by pressing the active ability button while standing still.
- Survivors within 8 meters of the fire are revealed to all other survivors.
- Injured survivors near the fire heal passively at a rate of 0.25 c/s.
- Debuffed survivors near the fire recover twice as fast.
- The fire is destroyed when walked on by the killer or after 30/45/60 seconds.
- Vigil has a 180/120/60 second CD.
Wake Up!
- Silences noises made by opening exit gates, including the horn.
We're Gonna Live Forever
- No longer grants bloodpoints.
- At base, survivors now gain an additional 0/10/15/20/25% bonus bloodpoints post-trial for each emblem, based on quality.
- When you unhook a survivor, are unhooked, take a protection hit, or have a protection hit taken for you, reveal the killer's aura to yourself and the associated survivor for 4 seconds.
Survivor Perks (Nerfs)
Adrenaline
- No longer triggers a speed boost, heal, and exhaustion when the exit gates are powered.
- Now extends the duration of your post-hit sprint to 3/4/5 seconds.
Dead Hard
- No longer causes you to dash forward
- No longer causes you to lose collision
- Now grants Endurance for 1 second, causing you to fully ignore damaging attacks during that time
Decisive Strike
- Perk now deactivates if you enter a locker, start healing another survivor, or start repairing a generator.
- Perk now deactivates if another survivor is hooked.
Lithe
- No longer grants a speed boost after fast-vaulting or causes exhaustion
- Now increases vault speed by 8/10/12%
- Vault speed modifiers do not stack (also applies to Resilience, Spine Chill)
Object of Obsession
- Current effect scrapped
- Reveals the killer's aura to you for 2/3/4 seconds when you enter their terror radius.
- Reveals your aura to the killer for 4 seconds when you leave their terror radius.
Sprint Burst
- Haste reduced from 50% to 15%
- Duration increased from 3 seconds to 7
Killer Perks (Buffs)
Beast of Prey
- Effect now applies whenever you begin a chase.
- Effect duration set to 15 seconds.
- Now has a 15 second CD.
- Points bonus is now applied post-trial.
Bloodhound
- Causes blood trails to additionally have a red mist that hovers above them.
Coulrophobia
- No longer causes heal speeds to be reduced inside your terror radius.
- Survivors who attempt to complete a healing action within your terror radius causes the healed survivor to become broken for 30/45/60 seconds.
- Survivors who attempt to complete a generator within your terror radius cause the generator to become blocked for 10/20/30 seconds.
Cruel Limits
- Radius is now centered around the killer.
Dead Man's Switch
- Triggering a generator block with this perk causes the generator to instantly regress by 15%
Deathbound
- Now additionally causes the afflicted survivor to become the obsession.
- If a survivor was healed by cooperative action, the one that is afflicted is random.
Discordance
- Duration changed from 8/10/12 to 8
- Grants +30/40/50% bonus brutality points post-trial (perk has to scale with rank somehow I guess)
Dying Light
- No longer has any interaction with the obsession mechanic.
- Now simply grants 2/2.5/3% action speed penalty for every hook for the rest of the trial.
Fire Up
- Now additionally provides 3/3.5/4% movement speed
- Current buffs have their potency increased to 10/15/20%
- This category also decreases attack CD
- Now only lasts for 30 seconds after a generator is completed
Forced Penance
- Now causes the obsession to swap on trigger
Furtive Chase
- No longer decreases your terror radius in chase.
- Now applies the Oblivious status to all survivors for 5 seconds per token after you put a survivor into the dying state.
Gearhead
- No longer requires stacking.
- Each basic attack activates the perk for 20 seconds, or extends its current duration by that amount if it was already active (max 20/40/60 seconds)
- While active, generators being repaired are indicated in yellow.
Huntress Lullaby
- Is no longer a hex
- Now loses one token when a generator is completed
Retribution
- Is no longer a hex
- Causes a "Dummy Hex" to spawn that will trigger the perk when destroyed
Hex: Ruin
- When Ruin is cleansed, generators it has already caused to begin regressing will not stop regressing (though they will begin regressing at the normal rate).
The Third Seal
- Is no longer a hex
- Now has a 45/60/75 second duration.
- Now hides the auras of survivors as they are hooked.
Iron Maiden
- Now reveals auras for 15 seconds upon exiting a locker.
Mindbreaker
- No longer applies exhaustion.
- Now applies oblivious
- Condition changed from "less than 50% progress" to "for 30 seconds after starting repairs".
Monstrous Shrine
- Escaping a basement hook on your own is now impossible.
- When a survivor is unhooked in the basement, the length of the basement stairs increases by 100/150/200% for 15 seconds.
- If the killer reaches the basement stairs while carrying a body, the carried survivor loses the ability to wiggle.
Overcharge
- When a generator is completed, progressed generators not being worked on begin regressing. Other generators being actively worked on will explode and regress by 15%.
Predator
- Current effect scrapped.
- Reveals the auras of scratch marks within 8/10/12 meters.
Remember Me
- Increased penalty per token to 5 seconds
- Increased maximum tokens to 4/5/6
- Penalty is decreased to 2.5 per token after the killer closes the hatch
Shadowborn
- No longer increases FOV
- Added an FOV slider in settings
- If there are no survivors in your terror radius, gain the undetectable status. This effect will linger for 1/2/3 seconds after a survivor enters what would have been your terror radius.
Surge
- No longer has a CD
- Is no longer restricted to basic attacks
Unnerving Presence
- If a survivor is performing an action that can produce skill checks when they enter your terror radius, they will receive a moderately/considerably/tremendously difficult skill check.
- This can only occur once every 15 seconds on any one survivor.
Unrelenting
- Additionally recuces the CD of successful attacks by 10/15/20%
- Does not stack with Save the Best for Last
Killer Perks (Nerfs)
Barbecue & Chilli
- No longer provides bloodpoints
- Killers, at base, now gain an additional 0/10/15/20/25% post-trial bloodpoints for each emblem, based on quality.
Hex: No One Escapes Death
- Now causes all totems to light up at the end of the game, up to 3/4/5 totems.
- If there are other surviving Hexes, NoED will inhabit those totems alongside it.
- Movement speed boost changed from 2/3/4% to 2% per surviving totem.
- While Hex: No One Escapes Death is active, all survivors suffer from the Exposed status.
- Any time a survivor is brought directly from the Healthy state to the Dying state due to Exposure from this Hex, one random Hex totem is consumed.
- Obligatory "Not my Idea", look up Rowby on youtube. I normally fall into the crowd that think this perk is fine (if a bit lame), but this just seems more interesting and makes "do bones" a more viable counter.
Monitor & Abuse
- No longer modifies your FOV (See Shadowborn)
- Terror Radius modifier rescaled from 8 to 6/7/8
- (I mean, I guess it's technically a nerf, but is it really?)
Comments
One question, why is Ruin not with the killer perk nerfs? It is a lot stronger than it was before.
Because Ruin does not need any nerfs.
We're Gonna Live Forever: it seems good to me as it is now because people only use it for the point multiplier.
dh: If they do that, I definitely stop using that perk lol, because it would be like giving him a free hit.
fire on: is this a nerf or a buff? because this perk nobody uses it and if it changes like this, less they will use it. I would say just increase your speed.
Monstrous Shrine: the length of the stairs increases? Are you saying that the basement will have to go lower? because yes, I am sure it could generate many errors if the devs put it.
Shadowborn: there is already a perk similar to this and it is motorization and abuse.
Monitor and abuse: this is very op, when the survivors listen to the terror radius, the killer is about to give a hit.
the rest of the perks seem excellent to me.
How is this version of Monitor OP?
It's literally the same perk, but without the FOV modifier and with a lower TR modifier at low tiers.
DH: If by "giving him a free hit" you mean "Giving the survivor a free health state", yes that's true. I fail to see how this is bad.
Fire Up: This is a massive buff. It goes from doing basically nothing to turning you into a monster every time a gen gets done.
Monstrous Shrine: Funhouse ######### happens in the basement, yes. This shouldn't be much harder to code than gens opening doors on The Game.
Shadowborn: Similar in purpose, but very difficult in function. You use this with other Undetectable effects to have the stealth linger a bit longer, or as a pseudo Whispers.
Monitor: This version of the perk is, in no way, shape, or form, overpowered. It's strictly worse than the old version (even if only at low tiers).
So my perk deactivates when I, a solo survivor, was farmed by another survivor and am now slugged on the floor as the survivor that unhooked me is getting hooked and the killer is making his way to me and there I am, slugged with no DS.
Seems fair to me. Any upsides to this nerf?
Seems like just a blatant nerf with no balance changes.
To stop cruel limits from being trash and make it a niche pick the effect needs to be map wide but last like 10-15 sec and when all gens pop it jumps to 30 sec
If you got farmed and the killer tries to tunnel you and put you right back on the hook... DS still works.
DS is supposed to be an anti tunneling perk. This just means that it's less useful if you're not being tunneled.
So where's the balance?
You've just nerfed the perk, what if the killer had NOED and downed 2 of us as soon as I was off the hook.
There are many scenarios where DS has saved my life from unfair circumstances. I'm still waiting to see what the BALANCE part in your post is.
2 nerfs to a perk isn't a balance. I never stated I was working on a gen, or healing someone, or jumping in a locker. I'm slugged while the killer is hooking someone else and my DS is gone?
Why? Because killers want a perk nerfed because it's so difficult to count to 60? Because they fail to go for someone else and just proxy camp the hook, I should be punished for it?
There are some exceptions, but overall the majority of these actually seem really good imo. Well done.
So many of these look decent enough that I'd consider running them. If all these changes happened we'd such a diversity of perk usage for sure. Many of them look good enough to be worth a perk slot finally.
The balance is that it's getting straight nerfs because it's too good.
Yes, we can "beat" your DS by standing over your body for 60 seconds.
If you actually think about that for a moment, you realize killers don't have 60 seconds to waste.
If the counter to a perk is "throw the game to spite this #########", it's too good.