Suggested Survivor Perk Buffs

Heads up, another long post! This time around, I went looking through every perk in Dead by Daylight and came up with ideas and suggestions to make underused perks better or more appealing to use. Let's be honest, the survivor perk meta has been stale for a while, and while I do think a few perks could be toned down, I would much rather the weaker perks be buffed first to add more variety. Strap yourselves in, and please leave feedback and suggestions in the comments.


Any Means Necessary: I can kind of understand why a perk like this would need a cooldown, since pallets are a precious resource, and being able to reset them to use again is a potentially strong effect. That being said, killers will usually break most pallets unless they are unsafe, so it's hard to get value out of the perk, and the lengthy cooldown can often mean there ends up being multiple dropped pallets that you cannot reset right away. I think it's fine for killers to control which pallets take priority and potentially have to deal with a reset pallet later, but my wish is to make the perk a little more readily available for those situations where more than one pallet is dropped.

Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet to reset it to its upright position.

Any Means Necessary has a cool-down of 40/35/30 seconds.


Autodidact: I actually really like the idea behind this perk, but there are a lot of issues with it. It being reliant on Skill Checks is an obvious one, but there's also the fact that it can take a long time to get any benefit from it if you are particularly unlucky. One of the small things I would do to make it better and keep it potentially strong is to reduce how many tokens you need to get the maximum effect to 4. Essentially, your first healing skillcheck would regress healing, but every Skill Check after that would add progress. I have another thing in mind to help the perk, but I'll talk about it later when I get to another perk.

You start the Trial with a -10% progression penalty for Skill Checks to heal Survivors.

For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 2/3/4 Tokens.

Each Token grants you a +15% bonus progression for a successful Skill Check while healing Survivors.

Great Skill Checks cannot be performed while using Autodidact.

Autodidact is not active when using a Med-Kit to heal.


Boil Over: Boil Over is in desperate need of a buff, but it's also a perk that you have to be careful with balancing. The perk was designed to hinder the Killer's main objective: hooking survivors. If you make that too easy to do, it breaks the game. The aura reading blocking is a potentially useful effect, but the range is not really enough to be all that helpful.

Your Struggle Effects on the Killer are increased by 25/50/75%.

You obscure the Killer's ability to the Auras of Hooks that are within a range of 14/16/18 meters.


Breakdown: I've found this perk to be pretty fun to use, but only being able to get the effects of the perk twice is really hindering. I thought it might be interesting to make it so the perk also works when you unhook teammates, but the hook only remains broken for, oh say, a minute. Just like Boil Over, if the perk is buffed too much, it could become potentially too strong, as it would make hooking too difficult to do.

Any time you are unhooked, unhook a survivor or unhook yourself, the Hook breaks and the Killer's Aura is shown to you for 4/5/6 seconds.

A Hook broken when you are unhooked takes 180 seconds to respawn.

A Hook broken when you unhook a survivor take 60 seconds to respawn.


Déjà Vu: This perk isn't really a bad perk in my opinion, but there isn't really an incentive to use it, since most experienced players will do their best to avoid a 3-gen scenario even without using this perk. Giving an incentive to work on the generators highlighted by the perk would be beneficial.

The Auras of 3 Generators in closest proximity to each other are revealed to you for 30/45/60 seconds, at the start of the Trial and each time a Generator is completed.

Gain 50% more bloodpoints in the Objective category when working on a generator highlighted by Déjà Vu.

If you are holding a Map that can track Objectives, Generators revealed by Déjà Vu are added to the Map.


Distortion: I actually really love Distortion, but only having 3 tokens with no method of getting them back restricts the perk a little. I think having only 3 tokens for the perk is fine, as long as there is a way to get them back.

You start the Trial with 3 Tokens.

Whenever the Killer reads your Aura, Distortion activates and a Token is consumed.

For the next 6/8/10 seconds while Distortion is activated, your Aura and Scratch Marks will not be shown to the Killer.

For each 15 seconds you are standing within the Killer's Terror Radius and are not in a Chase, you gain a Token.

Distortion does not activate when you are in the Dying State or affected by Traps.


Diversion: I think Diversion can be fixed pretty simply: give the perk a simple cooldown instead of requiring being in the Killer's terror radius. Diversion can be a useful wild card to throw off Killers, but it's not so useful that it should need this requirement.

Press the Active Ability button while crouched and motionless to throw a pebble, which creates a distraction for the Killer at a distance of 10/15/20 meters.

The distraction consists of:

A Loud Noise Notification

Scratch Marks

Diversion has a cool-down of 45 seconds.


Fixated: This perk is almost perfect as it is, but making it so that it works even when injured will make it that much more useful.

You can see your own Scratch Marks at all times, and you walk 10/15/20 % faster.


Flip-Flop: This perk can be useful in slugging scenarios, but is difficult to get value out of due to the 50% conversion rate. Buffing this perk is a bit of a tightrope walk, however, as it can't be too easy to wiggle out of the Killer's grasp or else the game would break. Keeping the maximum at 50% is enough to balance the perk.

While in the Dying State, your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 40/45/50 % total wiggle progression.


Hope: This perk is basically just a worse version of Adrenaline, so rather than making it strictly an endgame perk, this perk should be useful throughout the match, keeping in theme with the perk's flavor text of "growing odds of a successful escape".

Each time a Generator is completed, you gain a 5/6/7 % Haste Status Effect for 20 seconds.

When the last Generator is powered, you gain a 5/6/7 % Haste Status Effect for 120 seconds.


Lightweight: Players have suggested a few times that Lightweight might be more useful if it also made the sounds of your footsteps quieter, and I think that might be an interesting effect.

Your footsteps are 20% quieter.

Scratch Marks stay visible 1/2/3 seconds less than normal.


Lucky Break: Not leaving blood behind is a somewhat useful upside, but not enough that it needs to be a limited resource. I think it would be interesting and potentially more beneficial to reduce the effects of the Mangled status.

Lucky Break activates any time you are injured.

While Lucky Break is active, you won't leave trails of blood, and the Mangled Status Effect is reduced by 20/25/30 seconds.


Mettle of Man: I don't ever wish for this perk to be reverted back to its overpowered version, but I also think that the requirements to activate the perk are a little too difficult to meet. Some players have suggested making Safe Unhooks count towards activation, but I personally think that it would make the perk's activation a little too unpredictable for the Killer. I think it might be okay to reduce the number of protection hits needed to activate the perk, since the downside of revealing yourself to the Killer after healing is enough to warrant the perk's strong effect.

After you earn 2 Protection Hit Score Events, Mettle of Man activates.

Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 meters from the Killer.

Mettle of Man will deactivate the next time you are put into the Dying State.

Increases the odds of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.


No Mither: There have been a lot of suggestions to make No Mither worth running, and they all have different ideas about what exactly needs to be changed to keep the idea behind No Mither intact but reducing the severe downsides. This perk was very tricky to think about, because it's a bit like Play With Your Food; it doesn't sound very good on paper, and it might do better with a buff, but if you buff it just a little too much, it becomes way too strong. I wanted to identify all the problems with No Mither and consider the ones that truly needed to be resolved, separating them from the downsides that are meant to balance the perk. No Mither in my eyes has a clear, intended purpose: turning the Survivor into a glass cannon, making them able to stealth slightly easier with no blood pools and quieter groaning, always having the ability to recover from the dying state, and allows faster action speeds when paired with perks like Resilience. The primary issue with this is that, from the very start of the match, the Killer knows when a survivor is using No Mither, rendering half of the perk's benefits nearly useless, since the Killer now knows not to slug you. I think No Mither should be a secret weapon that the Killer won't know about right away, but can figure it out if they're attentive when they realize you're not healing the entire match. This change would make No Mither better, but it would retain the risks that balance out the benefits. I also tweaked some of the benefits to make the perk just a little better at what it's meant to do.

Once injured, you are affected by the Broken Status Effect for the duration of the Trial.

The Killer is not notified of the Broken Status Effect caused by No Mither.

You do not leave Pools of Blood.

Grunts of Pain caused by injuries are reduced by 50/65/80 % at any time.

Grants the ability to fully recover from the Dying State.


No One Left Behind: I think this perk is almost fine the way it is, but seeing as it's meant to be an endgame perk, I don't see why the effects shouldn't apply after the final generator is completed, rather than when the Exit Gates are opened. This would make it useful in those situations where the killer has hooked a survivor before the Exit Gates are opened and you can't afford to go open one to get the faster unhooking speed.

When the last Generator is powered, gain 50/75/100% more Bloodpoints for actions in the Altruism Category and perform them 30/40/50% quicker.

The Auras of all other Survivors are revealed to you.


Pharmacy: I actually like this perk as it is right now, but something I would like to see to tie in with the perk's theme is being able to get an Emergency Medkit whenever you wanted with the Active Ability key.

Unlocking Chests is 40/60/80% faster and the hearing distance of noises this causes is reduced by 8 meters.

When unlocking a Chest, press the Active Ability button to guarantee an Emergency Medkit upon completing the chest unlock.


Second Wind: I think the requirement to activate this perk is a little too strict, considering you'll only ever get the benefits of the perk twice at the most. Making it so the perk activates when you complete a healing action on a survivor (meaning, you heal them until they change health states) makes the perk more readily available when you do get hooked.

When you heal survivors from the Dying State to the Injured State, or from Injured to Healthy, Second Wind activates.

While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken Status Effect.

After a total duration of 34/32/30 seconds, Second Wind automatically heals you from Injured to the Healthy State.

Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.

You will lose the Broken Status Effect once Second Wind deactivates.

Second Wind does not activate if you are already afflicted by the Broken Status Effect.


Slippery Meat: This might be a controversial opinion, but I think Slippery Meat needs to be completely reworked. When it doesn't work due to RNG, it's essentially a waste of a perk slot. When it does work, it directly counters a single Killer (Trapper, of course), which I think is wrong. This is more of an issue with how Trapper's Bear Traps function and the Luck stat as a whole, but ultimately, the perk is due for a redesign. Being able to unhook survivors faster and also be unhooked faster keeps in theme with the perk and is not dependent on RNG to work.

Increase the speed at which you unhook survivors and be unhooked by 20/25/30%.


Small Game: I think this perk is perfectly fine as it is, allowing you to detect where Traps and Totems are without actually telling you where they are. My proposed change is therefore more a quality of life change, which is making it so the perk doesn't activate while you're cleansing a Totem (so it doesn't trigger the cooldown and also spam a notification).

Get an auditory warning when looking in the direction of Killer Traps and Totems in a 45° cone within a range of 8/10/12 metres.

Small Game has a cool-down of 15/12/10 seconds each time it activates.

Only works on Traps that are set by Killers.

Small Game does not activate while you are cleansing a Totem.


Sole Survivor: I really dislike this perk from a design standpoint, but I admit that a perk that gets stronger the more of your teammates die is an interesting idea. My problem is that the benefit the perk gives you is, in my opinion, not nearly enough in the dire case of a survivor dying. I think making action speeds faster is a much more useful benefit, turning you into a true "Final Girl" that will make it out alive at all costs.

Grants 4/5/6 % increased action speeds for each killed or sacrificed Survivor.

Increases the odds of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.


Solidarity: Solidarity is meant to be a time saving perk when healing other survivors, and I feel that it should do that better. Making the healing conversion rate 1:1 will accomplish that without making it too strong.

While injured, healing a Survivor without using a Med-Kit also heals you at a 90/95/100% conversion rate.


Up the Ante: Instead of reworking or buffing the perk itself, there is a pretty simple way to make Up the Ante better: rework the Luck stat. My personal idea is to make it so Luck no longer affects escaping from Bear Traps and Hooks, but instead affects the frequency of Skill Checks. Skill Checks are a mostly neutral mechanic, you succeed them to avoid a failed action or gain bonus progression, or you fail them. Being able to affect the frequency of Skill Checks with Luck keeps in theme with the stat but also provides a reasonable benefit to those that can reliably hit Skill Checks. Influencing Skill Checks with Luck would also slightly buff perks like Autodidact and Stake Out.


Vigil: A lot of players seem to suggest making it so Vigil recovers Exhaustion even while sprinting, but I really think this is a bad idea. Exhaustion perks were changed to the way it is now for a reason. However, I think something that would make the perk a bit more useful is to make it so that Status Effects that would normally be permanent (like the Mangled Status from Sloppy Butcher) would instead be reduced to 60 seconds. (Only the Status Effects that Vigil helps recover from would be affected here, so no reducing the Exposed Status Effect)

You and your Allies within a range of 8 meters recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20% faster.

Any of these Status Effects that would be permanent instead has a duration of 60 seconds.

Once out of range, this effect persists for 15 seconds.


Wake Up!: I don't have too many ideas to make Wake Up! a better perk, but one of the things that kind of annoyed me is that the perk called "Wake Up" doesn't wake you up from the Dream World.

Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 meters.


Wake Up! will wake you up if you are asleep when it triggers.

While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 meters.

While Wake Up! is active, you open Exit Gates 5/10/15% faster.

Comments

  • Wait so does luck mean MORE skill checks or LESS skill checks?

  • @NuclearBurrito said:

    Wait so does luck mean MORE skill checks or LESS skill checks?

    More Skill Checks. This is just a suggestion to make Luck more interesting, of course. Luck could very easily be changed to do something else, but that's what I would like to see.

  • Luck should reduce the chances of getting facecamped by the killer

  • Just wanted to give a little update after seeing this month's Developer Update. Any Means Necessary is getting its cooldown buffed to 60 seconds, which is great!

  • @Timeman63 said:

    Heads up, another long post! This time around, I went looking through every perk in Dead by Daylight and came up with ideas and suggestions to make underused perks better or more appealing to use. Let's be honest, the survivor perk meta has been stale for a while, and while I do think a few perks could be toned down, I would much rather the weaker perks be buffed first to add more variety. Strap yourselves in, and please leave feedback and suggestions in the comments.

    Any Means Necessary: I can kind of understand why a perk like this would need a cooldown, since pallets are a precious resource, and being able to reset them to use again is a potentially strong effect. That being said, killers will usually break most pallets unless they are unsafe, so it's hard to get value out of the perk, and the lengthy cooldown can often mean there ends up being multiple dropped pallets that you cannot reset right away. I think it's fine for killers to control which pallets take priority and potentially have to deal with a reset pallet later, but my wish is to make the perk a little more readily available for those situations where more than one pallet is dropped.

    Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet to reset it to its upright position.

    Any Means Necessary has a cool-down of 40/35/30 seconds.

    Autodidact: I actually really like the idea behind this perk, but there are a lot of issues with it. It being reliant on Skill Checks is an obvious one, but there's also the fact that it can take a long time to get any benefit from it if you are particularly unlucky. One of the small things I would do to make it better and keep it potentially strong is to reduce how many tokens you need to get the maximum effect to 4. Essentially, your first healing skillcheck would regress healing, but every Skill Check after that would add progress. I have another thing in mind to help the perk, but I'll talk about it later when I get to another perk.

    You start the Trial with a -10% progression penalty for Skill Checks to heal Survivors.

    For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 2/3/4 Tokens.

    Each Token grants you a +15% bonus progression for a successful Skill Check while healing Survivors.

    Great Skill Checks cannot be performed while using Autodidact.

    Autodidact is not active when using a Med-Kit to heal.

    Boil Over: Boil Over is in desperate need of a buff, but it's also a perk that you have to be careful with balancing. The perk was designed to hinder the Killer's main objective: hooking survivors. If you make that too easy to do, it breaks the game. The aura reading blocking is a potentially useful effect, but the range is not really enough to be all that helpful.

    Your Struggle Effects on the Killer are increased by 25/50/75%.

    You obscure the Killer's ability to the Auras of Hooks that are within a range of 14/16/18 meters.

    Breakdown: I've found this perk to be pretty fun to use, but only being able to get the effects of the perk twice is really hindering. I thought it might be interesting to make it so the perk also works when you unhook teammates, but the hook only remains broken for, oh say, a minute. Just like Boil Over, if the perk is buffed too much, it could become potentially too strong, as it would make hooking too difficult to do.

    Any time you are unhooked, unhook a survivor or unhook yourself, the Hook breaks and the Killer's Aura is shown to you for 4/5/6 seconds.

    A Hook broken when you are unhooked takes 180 seconds to respawn.

    A Hook broken when you unhook a survivor take 60 seconds to respawn.

    Déjà Vu: This perk isn't really a bad perk in my opinion, but there isn't really an incentive to use it, since most experienced players will do their best to avoid a 3-gen scenario even without using this perk. Giving an incentive to work on the generators highlighted by the perk would be beneficial.

    The Auras of 3 Generators in closest proximity to each other are revealed to you for 30/45/60 seconds, at the start of the Trial and each time a Generator is completed.

    Gain 50% more bloodpoints in the Objective category when working on a generator highlighted by Déjà Vu.

    If you are holding a Map that can track Objectives, Generators revealed by Déjà Vu are added to the Map.

    Distortion: I actually really love Distortion, but only having 3 tokens with no method of getting them back restricts the perk a little. I think having only 3 tokens for the perk is fine, as long as there is a way to get them back.

    You start the Trial with 3 Tokens.

    Whenever the Killer reads your Aura, Distortion activates and a Token is consumed.

    For the next 6/8/10 seconds while Distortion is activated, your Aura and Scratch Marks will not be shown to the Killer.

    For each 15 seconds you are standing within the Killer's Terror Radius and are not in a Chase, you gain a Token.

    Distortion does not activate when you are in the Dying State or affected by Traps.

    Diversion: I think Diversion can be fixed pretty simply: give the perk a simple cooldown instead of requiring being in the Killer's terror radius. Diversion can be a useful wild card to throw off Killers, but it's not so useful that it should need this requirement.

    Press the Active Ability button while crouched and motionless to throw a pebble, which creates a distraction for the Killer at a distance of 10/15/20 meters.

    The distraction consists of:

    A Loud Noise Notification

    Scratch Marks

    Diversion has a cool-down of 45 seconds.

    Fixated: This perk is almost perfect as it is, but making it so that it works even when injured will make it that much more useful.

    You can see your own Scratch Marks at all times, and you walk 10/15/20 % faster.

    Flip-Flop: This perk can be useful in slugging scenarios, but is difficult to get value out of due to the 50% conversion rate. Buffing this perk is a bit of a tightrope walk, however, as it can't be too easy to wiggle out of the Killer's grasp or else the game would break. Keeping the maximum at 50% is enough to balance the perk.

    While in the Dying State, your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 40/45/50 % total wiggle progression.

    Hope: This perk is basically just a worse version of Adrenaline, so rather than making it strictly an endgame perk, this perk should be useful throughout the match, keeping in theme with the perk's flavor text of "growing odds of a successful escape".

    Each time a Generator is completed, you gain a 5/6/7 % Haste Status Effect for 20 seconds.

    When the last Generator is powered, you gain a 5/6/7 % Haste Status Effect for 120 seconds.

    Lightweight: Players have suggested a few times that Lightweight might be more useful if it also made the sounds of your footsteps quieter, and I think that might be an interesting effect.

    Your footsteps are 20% quieter.

    Scratch Marks stay visible 1/2/3 seconds less than normal.

    Lucky Break: Not leaving blood behind is a somewhat useful upside, but not enough that it needs to be a limited resource. I think it would be interesting and potentially more beneficial to reduce the effects of the Mangled status.

    Lucky Break activates any time you are injured.

    While Lucky Break is active, you won't leave trails of blood, and the Mangled Status Effect is reduced by 20/25/30 seconds.

    Mettle of Man: I don't ever wish for this perk to be reverted back to its overpowered version, but I also think that the requirements to activate the perk are a little too difficult to meet. Some players have suggested making Safe Unhooks count towards activation, but I personally think that it would make the perk's activation a little too unpredictable for the Killer. I think it might be okay to reduce the number of protection hits needed to activate the perk, since the downside of revealing yourself to the Killer after healing is enough to warrant the perk's strong effect.

    After you earn 2 Protection Hit Score Events, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

    The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 meters from the Killer.

    Mettle of Man will deactivate the next time you are put into the Dying State.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    No Mither: There have been a lot of suggestions to make No Mither worth running, and they all have different ideas about what exactly needs to be changed to keep the idea behind No Mither intact but reducing the severe downsides. This perk was very tricky to think about, because it's a bit like Play With Your Food; it doesn't sound very good on paper, and it might do better with a buff, but if you buff it just a little too much, it becomes way too strong. I wanted to identify all the problems with No Mither and consider the ones that truly needed to be resolved, separating them from the downsides that are meant to balance the perk. No Mither in my eyes has a clear, intended purpose: turning the Survivor into a glass cannon, making them able to stealth slightly easier with no blood pools and quieter groaning, always having the ability to recover from the dying state, and allows faster action speeds when paired with perks like Resilience. The primary issue with this is that, from the very start of the match, the Killer knows when a survivor is using No Mither, rendering half of the perk's benefits nearly useless, since the Killer now knows not to slug you. I think No Mither should be a secret weapon that the Killer won't know about right away, but can figure it out if they're attentive when they realize you're not healing the entire match. This change would make No Mither better, but it would retain the risks that balance out the benefits. I also tweaked some of the benefits to make the perk just a little better at what it's meant to do.

    Once injured, you are affected by the Broken Status Effect for the duration of the Trial.

    The Killer is not notified of the Broken Status Effect caused by No Mither.

    You do not leave Pools of Blood.

    Grunts of Pain caused by injuries are reduced by 50/65/80 % at any time.

    Grants the ability to fully recover from the Dying State.

    No One Left Behind: I think this perk is almost fine the way it is, but seeing as it's meant to be an endgame perk, I don't see why the effects shouldn't apply after the final generator is completed, rather than when the Exit Gates are opened. This would make it useful in those situations where the killer has hooked a survivor before the Exit Gates are opened and you can't afford to go open one to get the faster unhooking speed.

    When the last Generator is powered, gain 50/75/100% more Bloodpoints for actions in the Altruism Category and perform them 30/40/50% quicker.

    The Auras of all other Survivors are revealed to you.

    Pharmacy: I actually like this perk as it is right now, but something I would like to see to tie in with the perk's theme is being able to get an Emergency Medkit whenever you wanted with the Active Ability key.

    Unlocking Chests is 40/60/80% faster and the hearing distance of noises this causes is reduced by 8 meters.

    When unlocking a Chest, press the Active Ability button to guarantee an Emergency Medkit upon completing the chest unlock.

    Second Wind: I think the requirement to activate this perk is a little too strict, considering you'll only ever get the benefits of the perk twice at the most. Making it so the perk activates when you complete a healing action on a survivor (meaning, you heal them until they change health states) makes the perk more readily available when you do get hooked.

    When you heal survivors from the Dying State to the Injured State, or from Injured to Healthy, Second Wind activates.

    While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken Status Effect.

    After a total duration of 34/32/30 seconds, Second Wind automatically heals you from Injured to the Healthy State.

    Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.

    You will lose the Broken Status Effect once Second Wind deactivates.

    Second Wind does not activate if you are already afflicted by the Broken Status Effect.

    Slippery Meat: This might be a controversial opinion, but I think Slippery Meat needs to be completely reworked. When it doesn't work due to RNG, it's essentially a waste of a perk slot. When it does work, it directly counters a single Killer (Trapper, of course), which I think is wrong. This is more of an issue with how Trapper's Bear Traps function and the Luck stat as a whole, but ultimately, the perk is due for a redesign. Being able to unhook survivors faster and also be unhooked faster keeps in theme with the perk and is not dependent on RNG to work.

    Increase the speed at which you unhook survivors and be unhooked by 20/25/30%.

    Small Game: I think this perk is perfectly fine as it is, allowing you to detect where Traps and Totems are without actually telling you where they are. My proposed change is therefore more a quality of life change, which is making it so the perk doesn't activate while you're cleansing a Totem (so it doesn't trigger the cooldown and also spam a notification).

    Get an auditory warning when looking in the direction of Killer Traps and Totems in a 45° cone within a range of 8/10/12 metres.

    Small Game has a cool-down of 15/12/10 seconds each time it activates.

    Only works on Traps that are set by Killers.

    Small Game does not activate while you are cleansing a Totem.

    Sole Survivor: I really dislike this perk from a design standpoint, but I admit that a perk that gets stronger the more of your teammates die is an interesting idea. My problem is that the benefit the perk gives you is, in my opinion, not nearly enough in the dire case of a survivor dying. I think making action speeds faster is a much more useful benefit, turning you into a true "Final Girl" that will make it out alive at all costs.

    Grants 4/5/6 % increased action speeds for each killed or sacrificed Survivor.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    Solidarity: Solidarity is meant to be a time saving perk when healing other survivors, and I feel that it should do that better. Making the healing conversion rate 1:1 will accomplish that without making it too strong.

    While injured, healing a Survivor without using a Med-Kit also heals you at a 90/95/100% conversion rate.

    Up the Ante: Instead of reworking or buffing the perk itself, there is a pretty simple way to make Up the Ante better: rework the Luck stat. My personal idea is to make it so Luck no longer affects escaping from Bear Traps and Hooks, but instead affects the frequency of Skill Checks. Skill Checks are a mostly neutral mechanic, you succeed them to avoid a failed action or gain bonus progression, or you fail them. Being able to affect the frequency of Skill Checks with Luck keeps in theme with the stat but also provides a reasonable benefit to those that can reliably hit Skill Checks. Influencing Skill Checks with Luck would also slightly buff perks like Autodidact and Stake Out.

    Vigil: A lot of players seem to suggest making it so Vigil recovers Exhaustion even while sprinting, but I really think this is a bad idea. Exhaustion perks were changed to the way it is now for a reason. However, I think something that would make the perk a bit more useful is to make it so that Status Effects that would normally be permanent (like the Mangled Status from Sloppy Butcher) would instead be reduced to 60 seconds. (Only the Status Effects that Vigil helps recover from would be affected here, so no reducing the Exposed Status Effect)

    You and your Allies within a range of 8 meters recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20% faster.

    Any of these Status Effects that would be permanent instead has a duration of 60 seconds.

    Once out of range, this effect persists for 15 seconds.

    Wake Up!: I don't have too many ideas to make Wake Up! a better perk, but one of the things that kind of annoyed me is that the perk called "Wake Up" doesn't wake you up from the Dream World.

    Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 meters.

    Wake Up! will wake you up if you are asleep when it triggers.

    While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 meters.

    While Wake Up! is active, you open Exit Gates 5/10/15% faster.

    I'll give my opinion on each suggestion from the top since I enjoy threads like this:

    Any Means Necessary: Probably a bit much considering getting pure value from this against killers who prioritize who “aren’t” kicking pallets to let you use it. Returning even 2~3 pallets already gives it enough value to be run in it’s current form with a 120 second cooldown. Being able to do it 5~6+ before the killer realizes and starting to forced to religiously kick every pallet is a bit much for a single perk slot. Personally, don’t think it’s really in a weak enough spot to warrant a buff (though it definitely isn’t one of the strongest perks either).

    Autodidact:  Okay with a simple buff like this as this is one of the few perks with a direct downside in using the perk – usually taking too long to get rolling to be worth running and usually just has you nerfed for a bit too long needlessly just to start getting value from it.

    Boil Over: That aura block has potential to be incredibly frustrating to play against as a Killer on indoor maps like Lerys where hook spawns are obscured usually (I guess it could promote killer going to find the hook before daring to pick a survivor up). Sabotage teams making use of that information would be hell though, not to mention if they run hook spreading offerings ontop of that.

    The buff should be more of a small increase to wiggle out time like 2/3/4% (Since most new players assume that’s what the perk does at first upon reading it anyway) so it would have actual synergy with things like Flip Flop and Breakout. The Boil over indicator would remain but Breakout should also have an indicator for the killer if this buff were to come in so the killer can make an informed decision to drop the survivor earlier against saboteur teams.

    Breakdown:  Sort of the same issue with Boil Over where making it too strong gives Sabo teams a lot of power to “frustrate” the killers. The proposed change here would be reasonable though and I wouldn’t really mind it from either side to get the perk used a bit more.

    Déjà Vu: The bonus bloodpoints “toward” your 8k cap never really sat well with me and would still make it an underused perk once new players realize it’s meaning. If it gave additional stacks much like We’re gonna live forever” for each completed generator that was highlighted and gave a 25% bonus for post-game BP it would be the complimentary “grinding” build especially since it’s a general perk that all new players have access to.

    Distortion: Perfectly acceptable buff for me even though I personally “hate” pure stealth playstyles… the perk has it’s informational uses too but there is now a HUGE plethora of things that deplete your stacks quickly that the perk doesn’t really see use. Being able to restore some stacks eventually would make this perk far more powerful than Laurie’s “Lone Survivor” perk which should also be looked at.

    Diversion: Adding scratch marks to the “pebble” being thrown is overkill and would devastate most killers new and veteran. Other than that – perfectly okay with removing the TR requirement to charge it and would make the perk far more use able rather than just a meme.

    Fixated: Being able to see your own scratch marks is already fairly powerful for stealth feedback which is supposedly the main trade off for having to be healthy to enjoy the speed benefit. Currently this competes against Urban evasion (28.25% → 56.5% movement) vs the 56.5% → 67.8%). Both are popular as is but I would like to see the scratch marks benefit moved to “Lightweight” and just increase the walking speed of Fixated to 75% without the requirement to be “Healthy”.

    Flip-Flop: Just to point out the max is 50% of 95% (given they aren’t running Unbreakable, No Mither or Soul Guard) not 100%. So the cap should be 47.5% if you’re balancing it this way. Other than that – I’m fine with it as long as Flip-Flop is announced to the killer with an Icon much like “Boil Over” so they can make an informed decision.

    Hope:  Probably far too powerful if it came from every generator because most killers wouldn’t realize that slight speed difference for a bit until they’ve already wasted an additional 20~ seconds chasing a survivor who they had no hope of even hitting (if the survivor is competent) as a 115% M1 killer. It’s actually fairly good since it lasts the entire duration of the end game collapse (2 minutes). Would rather see it just outright combined with “No One Left Behind” (and completely reworking that perk into something new) in giving more BP, and altruistic actions being faster since it’s a higher risk “end game” perk. If a survivor decides to make an “End game” build with Adernaline, Wake Up and Hope – it should be possible and rewarding as they’re effectively playing the bulk of the match with a single perk.

    Lightweight: The quieter footsteps would be nice but also adds to one of the biggest downsides to the perk – that is not being able to tell if the perk is actually doing anything without Fixated’s effect to see scratch marks you are leaving behind. I would like to see that part of Fixated just moved over here instead to make the perk more cohesive… also it’s a general perk that new survivors have access to teach them about scratch marks through immediate gameplay is healthier.

    Lucky Break:  A bit powerful to effect healing speed vs mangled if you’re also removing the duration – one time per match part of it that already completely counters the killer perk Bloodhound. I think the developers want the killer’s perks to overwrite a survivors – look at Iron Will vs Stridor currently where Stridor nulls most of Iron Will’s effectiveness. That said Lucky break should be no longer dropping blood at all UNLESS the killer has the Hemorrhage status effect to make them actually bleed past the perk’s effects to a normal amount of blood. It would still find it’s niche uses combined with other stealthy perks for a build like Iron Will or Off the Record.

    Mettle of Man: At this point I would take anything that makes this perk even remotely useable after testing the nerfed version over 20 games. Protection score events are extremely finicky in it’s coding and standing on another survivor’s ass to literally bodyblock a hit should always result in one (It occasionally doesn’t – while standing 10m away just might). People would probably just make use taking hits when a killer picks up the survivor to be more confident in getting perk value later – which I’m perfectly fine with personally to trade free hits and momentum for as a killer but there is a lot of wailing on these forums about Survivors’ second chances so doubt this would be a welcomed change.

    No Mither: Actually a reasonable buff for the perk that could be sus’d out by an attentive killer (and enables the other stealthy build as a red herring for No Mither). The broken status should still be visible to other survivors though.

    No One Left Behind:  Fine with this proposed buff but think it would still be underused if selected at all. Would like to see it just combined with Hope’s effects especially since the Devs “want” End Game Collapse to start and never really intended for the 99% ever door meta that has developed to counter Blood Warden. Would like this perk to just get a full rework into something else.

    Pharmacy:  Grabbing more than one Green Med Kit from the match seems a bit much – this is already pretty powerful as is but wouldn’t mind the option to hold the action key to “take” the medkit instead of randomly rolling for a different item at first and opting for the med kit later in the match (as needed). Just the choice alone would make the perk worth running for it’s “as the situation develops” type of perk.

    Second Wind:  Wasn’t entirely sure what you were buffing here since I thought this was already the activation condition of healing another survivor for 1 health state. I guess you just have to finish them rather than do 100% yourself… that’s fair enough considering how people recover and get healed slightly before you get to them.

    Honestly I would be okay with the status effect if it had a “held” effect against broken status so it could actually synergism with Deliverance (so after 60s second wind would activate) instead of hoping for a KOBE or being rescued by someone else. It’s fairly niche as it is to take up a perk slot (effect isn’t really strong enough) and can even get countered by having Borrowed Time activated on you that would just eat the heal while you are trying to mend for 12 seconds after running away a bit.

    Slippery Meat:  Would be okay with this perk just because hook animation mechanics in general are frustrating enough for most survivors that people would run this perk just to help deal with face/hover camping.

    Small Game: Also fine with this minor QoL buff – I usually just start looking away from the totem as I’m about to finish breaking it so it’s off cooldown when I go sus out the next totem. It’s not necessary to change it because of that but wouldn’t hurt either.

    Sole Survivor:  Reminds me of a revised version of the old Left Behind perk combined in. Not opposed to the idea but think it would still be underused because it’s another perk design to approach the match assuming the team will fail.

    Solidarity:  Might be a bit too powerful of a buff in reversing the match state with a single perk – the real only QoL buff this perk honestly needs is that it ANNOUNCES to your teammate that you are running the perk. Solidarity should also reveal your location to other injured survivors as a reverse empathy when you are injured. So many survivors refusing to take the heal first by spamming shift when they are injured because “They have DS, DH or greeding bloodpoints etc etc” can make the perk more frustrating to use than it should be considering you HAVE to be in a situation where you are both injured, finding the other injured survivor who is usually actively running from you like a flighty cat AND the first to heal them for value.

    Up the Ante: Okay with this buff and general rework to Luck – getting more 1% progressions through skill checks can feel slightly rewarding rather than snoozing holding M1 while looking at my other monitor. Not sure if it would really make Stake Out any more useful than it is which is nearly zil.

    Vigil:  Fine with this buff but it shouldn’t have any direct effectiveness against the Hindered given it’s integral to Clown’s kit and even Freddy to an extent (Plus some addons like Huntress or Blight etc. It’ll still be a niche use but players who make good use of Vigil can actually get a ton of Exhaustion perk value from it already and it’s a fun perk I use already when I want to constantly be chased.

    Wake Up!:  As much as I hate Freddy sometimes– killer power specific counter perks are bad and Devs have acknowledged this as well and began shying away from them. If the 99% gate meta is fixed and Blood Warden becomes a bigger issue – this perk should be more of something to alleviate that PERK as well rather than just being a direct opposite to Remember Me as it is.  

  • The survivor perks that you suggested giving a buff are really good and potentially change up the meta and for that I applaud you for these welly though out changes. However there are some changes I would make to your suggestions to make it stronger.

    Any Means Necessary: they are going to buff this perk to make it good but to add on to the buff I would say make it see the auras of dropped pallets anywhere in the map. That way you could get even more use out off it.

    Flip Flop: to make it more viable on top of what is already there we could make it so that you see the auras of hooks when your in the dying state. That way you could make sure your not by the hook and have a greater chance to wiggle off.

    Hope: overall I like your hope buff but the fist effect seems a bit overpowered. If a person is running the killer and have hope and the gens get finish they could get a unnecessary speed bost and prolong the chase. I say just make it so that they don't get the haste status effect when they are in a chase.

    No Mither: I feel to make this perk better they should make it so that you get the broken status effect when you are hooked for the first time and not when your injured.

    Second Wind: the buff you suggested is good but I have to ask is it just changing the health state of the survivor your healing or you have to heal them fully? Also decrease the time from 30 seconds to 25 or 27 seconds.

    Slippery meat: this perk is also getting a buff, but i feel a better buff would be to take off the bear trap chance, and keep the increase the number of chance you get to unhook yourself, but also increase wiggle speeds by 10 or 5%

    Solidarity: This buff to this perk is good and I agree with it but seems a little over powered against killers that can put you into the injured state quickly. So I would say keep your suggestion but make it a token system. Everytime you heal fully with Solidarity you use one token.

    Vigil: I would say to buff viglil would be to also include oblivious and exposed status effect but in return lower the percentage from 20 to 15 or 18%

    Overall i agree with everything you suggested for the other perks. They are really good and would love to see your approach to killer. There are also a few more perks I would like to see yout suggestions for a buff.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/194140/suggested-survivor-perk-buffs

    I'll give my opinion on each suggestion from the top since I enjoy threads like this:

    Any Means Necessary: Probably a bit much considering getting pure value from this against killers who prioritize who “aren’t” kicking pallets to let you use it. Returning even 2~3 pallets already gives it enough value to be run in it’s current form with a 120 second cooldown. Being able to do it 5~6+ before the killer realizes and starting to forced to religiously kick every pallet is a bit much for a single perk slot. Personally, don’t think it’s really in a weak enough spot to warrant a buff (though it definitely isn’t one of the strongest perks either).

    Autodidact:  Okay with a simple buff like this as this is one of the few perks with a direct downside in using the perk – usually taking too long to get rolling to be worth running and usually just has you nerfed for a bit too long needlessly just to start getting value from it.

    Boil Over: That aura block has potential to be incredibly frustrating to play against as a Killer on indoor maps like Lerys where hook spawns are obscured usually (I guess it could promote killer going to find the hook before daring to pick a survivor up). Sabotage teams making use of that information would be hell though, not to mention if they run hook spreading offerings ontop of that.

    The buff should be more of a small increase to wiggle out time like 2/3/4% (Since most new players assume that’s what the perk does at first upon reading it anyway) so it would have actual synergy with things like Flip Flop and Breakout. The Boil over indicator would remain but Breakout should also have an indicator for the killer if this buff were to come in so the killer can make an informed decision to drop the survivor earlier against saboteur teams.

    Breakdown:  Sort of the same issue with Boil Over where making it too strong gives Sabo teams a lot of power to “frustrate” the killers. The proposed change here would be reasonable though and I wouldn’t really mind it from either side to get the perk used a bit more.

    Déjà Vu: The bonus bloodpoints “toward” your 8k cap never really sat well with me and would still make it an underused perk once new players realize it’s meaning. If it gave additional stacks much like We’re gonna live forever” for each completed generator that was highlighted and gave a 25% bonus for post-game BP it would be the complimentary “grinding” build especially since it’s a general perk that all new players have access to.

    Distortion: Perfectly acceptable buff for me even though I personally “hate” pure stealth playstyles… the perk has it’s informational uses too but there is now a HUGE plethora of things that deplete your stacks quickly that the perk doesn’t really see use. Being able to restore some stacks eventually would make this perk far more powerful than Laurie’s “Lone Survivor” perk which should also be looked at.

    Diversion: Adding scratch marks to the “pebble” being thrown is overkill and would devastate most killers new and veteran. Other than that – perfectly okay with removing the TR requirement to charge it and would make the perk far more use able rather than just a meme.

    Fixated: Being able to see your own scratch marks is already fairly powerful for stealth feedback which is supposedly the main trade off for having to be healthy to enjoy the speed benefit. Currently this competes against Urban evasion (28.25% → 56.5% movement) vs the 56.5% → 67.8%). Both are popular as is but I would like to see the scratch marks benefit moved to “Lightweight” and just increase the walking speed of Fixated to 75% without the requirement to be “Healthy”.

    Flip-Flop: Just to point out the max is 50% of 95% (given they aren’t running Unbreakable, No Mither or Soul Guard) not 100%. So the cap should be 47.5% if you’re balancing it this way. Other than that – I’m fine with it as long as Flip-Flop is announced to the killer with an Icon much like “Boil Over” so they can make an informed decision.

    Hope:  Probably far too powerful if it came from every generator because most killers wouldn’t realize that slight speed difference for a bit until they’ve already wasted an additional 20~ seconds chasing a survivor who they had no hope of even hitting (if the survivor is competent) as a 115% M1 killer. It’s actually fairly good since it lasts the entire duration of the end game collapse (2 minutes). Would rather see it just outright combined with “No One Left Behind” (and completely reworking that perk into something new) in giving more BP, and altruistic actions being faster since it’s a higher risk “end game” perk. If a survivor decides to make an “End game” build with Adernaline, Wake Up and Hope – it should be possible and rewarding as they’re effectively playing the bulk of the match with a single perk.

    Lightweight: The quieter footsteps would be nice but also adds to one of the biggest downsides to the perk – that is not being able to tell if the perk is actually doing anything without Fixated’s effect to see scratch marks you are leaving behind. I would like to see that part of Fixated just moved over here instead to make the perk more cohesive… also it’s a general perk that new survivors have access to teach them about scratch marks through immediate gameplay is health.

    Lucky Break:  A bit powerful to effect healing speed vs mangled if you’re also removing the duration – one time per match part of it that already completely counters the killer perk Bloodhound. I think the developers want the killer’s perks to overwrite a survivors – look at Iron Will vs Stridor currently where Stridor nulls most of Iron Will’s effectiveness. That said Lucky break should be no longer dropping blood at all UNLESS the killer has the Hemorrhage status effect to make them actually bleed past the perk’s effects to a normal amount of blood. It would still find it’s niche uses combined with other stealthy perks for a build like Iron Will or Off the Record.

    Mettle of Man: At this point I would take anything that makes this perk even remotely useable after testing the nerfed version over 20 games. Protection score events are extremely finicky in it’s coding and standing on another survivor’s ass to literally bodyblock a hit should always result in one (It occasionally doesn’t – while standing 10m away just might). People would probably just make use taking hits when a killer picks up the survivor to be more confident in getting perk value later – which I’m perfectly fine with personally to trade free hits and momentum for as a killer but there is a lot of wailing on these forums about Survivors’ second chances so doubt this would be a welcomed change.

    No Mither: Actually a reasonable buff for the perk that could be sus’d out by an attentive killer (and enables the other stealthy build as a red herring for No Mither). The broken status should still be visible to other survivors though.

    No One Left Behind:  Fine with this proposed buff but think it would still be underused if selected at all. Would like to see it just combined with Hope’s effects especially since the Devs “want” End Game Collapse to start and never really intended for the 99% ever door meta that has developed to counter Blood Warden. Would like this perk to just get a full rework into something else.

    Pharmacy:  Grabbing more than one Green Med Kit from the match seems a bit much – this is already pretty powerful as is but wouldn’t mind the option to hold the action key to “take” the medkit instead of randomly rolling for a different item at first and opting for the med kit later in the match (as needed). Just the choice alone would make the perk worth running for it’s “as the situation develops” type of perk.

    Second Wind:  Wasn’t entirely sure what you were buffing here since I thought this was already the activation condition of healing another survivor for 1 health state. I guess you just have to finish them rather than do 100% yourself… that’s fair enough considering how people recover and get healed slightly before you get to them.

    Honestly I would be okay with the status effect if it had a “held” effect against broken status so it could actually synergism with Deliverance (so after 60s second wind would activate) instead of hoping for a KOBE or being rescued by someone else. It’s fairly niche as it is to take up a perk slot (effect isn’t really strong enough) and can even get countered by having Borrowed Time activated on you that would just eat the heal while you are trying to mend for 12 seconds after running away a bit.

    Slippery Meat:  Would be okay with this perk just because hook animation mechanics in general are frustrating enough for most survivors that people would run this perk just to help deal with face/hover camping.

    Small Game: Also fine with this minor QoL buff – I usually just start looking away from the totem as I’m about to finish breaking it so it’s off cooldown when I go sus out the next totem. It’s not necessary to change it because of that but wouldn’t hurt either.

    Sole Survivor:  Reminds me of a revised version of the old Left Behind perk combined in. Not opposed to the idea but think it would still be underused because it’s another perk design to approach the match assuming the team will fail.

    Solidarity:  Might be a bit too powerful of a buff in reversing the match state with a single perk – the real only QoL buff this perk honestly needs is that it ANNOUNCES to your teammate that you are running the perk. Solidarity should also reveal your location to other injured survivors as a reverse empathy when you are injured. So many survivors refusing to take the heal first by spamming shift when they are injured because “They have DS, DH or greeding bloodpoints etc etc” can make the perk more frustrating to use than it should be considering you HAVE to be in a situation where you are both injured, finding the other injured survivor who is usually actively running from you like a flighty cat AND the first to heal them for value.

    Up the Ante: Okay with this buff and general rework to Luck – getting more 1% progressions through skill checks can feel slightly rewarding rather than snoozing holding M1 while looking at my other monitor. Not sure if it would really make Stake Out any more used than it is but.

    Vigil:  Fine with this buff but it shouldn’t have any direct effectiveness against the Hindered given it’s integral to Clown’s kit and even Freddy to an extent (Plus some addons like Huntress or Blight etc. It’ll still be a niche use but players who make good use of Vigil can actually get a ton of Exhaustion perk value from it already and it’s a fun perk I use already when I want to constantly be chased.

    Wake Up!:  As much as I hate Freddy sometimes– killer power specific counter perks are bad and Devs have acknowledged this as well and began shying away from them. If the 99% gate meta is fixed and Blood Warden becomes a bigger issue – this perk should be more of something to alleviate that PERK as well rather than just being a direct opposite to Remember Me as it is.  

    I'm making a note of these suggestions. Thank you for your input. I never actually considered your idea for Solidarity, and now I'm just thinking: How did I not think of this? Wake Up! not waking up survivors was more of a mild annoyance to me, I just think it's strange how Adrenaline does this but not this perk.

  • @dspaceman20 said:

    The survivor perks that you suggested giving a buff are really good and potentially change up the meta and for that I applaud you for these welly though out changes. However there are some changes I would make to your suggestions to make it stronger.

    Any Means Necessary: they are going to buff this perk to make it good but to add on to the buff I would say make it see the auras of dropped pallets anywhere in the map. That way you could get even more use out off it.

    Flip Flop: to make it more viable on top of what is already there we could make it so that you see the auras of hooks when your in the dying state. That way you could make sure your not by the hook and have a greater chance to wiggle off.

    Hope: overall I like your hope buff but the fist effect seems a bit overpowered. If a person is running the killer and have hope and the gens get finish they could get a unnecessary speed bost and prolong the chase. I say just make it so that they don't get the haste status effect when they are in a chase.

    No Mither: I feel to make this perk better they should make it so that you get the broken status effect when you are hooked for the first time and not when your injured.

    Second Wind: the buff you suggested is good but I have to ask is it just changing the health state of the survivor your healing or you have to heal them fully? Also decrease the time from 30 seconds to 25 or 27 seconds.

    Slippery meat: this perk is also getting a buff, but i feel a better buff would be to take off the bear trap chance, and keep the increase the number of chance you get to unhook yourself, but also increase wiggle speeds by 10 or 5%

    Solidarity: This buff to this perk is good and I agree with it but seems a little over powered against killers that can put you into the injured state quickly. So I would say keep your suggestion but make it a token system. Everytime you heal fully with Solidarity you use one token.

    Vigil: I would say to buff viglil would be to also include oblivious and exposed status effect but in return lower the percentage from 20 to 15 or 18%

    Overall i agree with everything you suggested for the other perks. They are really good and would love to see your approach to killer. There are also a few more perks I would like to see yout suggestions for a buff.

    I somehow overlooked that when brainstorming ideas for Hope. Sorry about that. I actually don't think Hope is terrible, but it's an unfortunate case of "Why use this when that exists?".

  • @Timeman63 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643712#Comment_1643712

    I somehow overlooked that when brainstorming ideas for Hope. Sorry about that. I actually don't think Hope is terrible, but it's an unfortunate case of "Why use this when that exists?".

    I can definitely see why you would think that