How to fix every bad survivor perk

this is how i would fix certain bad survivor perks to make them more viable to newer players & discourage the usage of only meta perks. youre free to disagree with these changes.

-Autodidact: increase the rate of skill checks by 10/15/20%

-Mettle of man: You also get stacks for safe unhooks

-Flip Flop: All of your recovery is converted to wiggle progress. The maximum amount of wiggle progress you can get from flip flop is 50%

-Tenacity: Increase crawl speed to 40/50/60. Your aura was hidden and grunts of pain were muffled when the killer is within 8-10m

-Up the ante: Luck itself needs a rework

-This is not happening: Increase the skill check bonus to 30/35/40% and make it work when youre in the killers terror radius, not just injured

-Buckle up: Heal survivors in the dying state 15/20/25% faster. If you are in the dying state, other survivors will be able to see the intensity of your aura based on how much you have recovered

-Distortion: You can get tokens back by staying in the killers terror radius while not in a chase for 60 seconds

-Lightweight: Footsteps are 25/35/50% quieter

-Open-handed: Increase range bonus to 8/10/12 OR make it so you can see the killer's perks and scrap aura reading bonus

-Poised: If a generator gets done while you are on a hook, as soon as you get off it you leave no scratch marks for 10 seconds

-Slippery meat: When the killer hits you, you get a 10/15/20 speed bonus (might be a bit op since i dont know what that would look like)

-Camaraderie: When camaraderie activates, you do not have to spam the struggle key.

-Small game: Add the thing that triggered it to a map in case you have one & increase action speed on totems by 3/6/9%

-Sole Survivor: For every sacrificed survivor, get a token. Each token makes all actions except for repairing (even vaulting) 10% faster

-Deja vu: When you start working on a generator that is highlighted by Deja vu, you get a 2/3/5% repair speed bonus

-Solidarity: Healing an injured survivor gives you 25/50/75% of conversion if you are also injured

Wake up!: Increase exit gate opening speed to 20/40/50%

-Leader: You get 15/30/45% of the other survivor's bloodpoints when they're being affected by leader

-No mither: There's so many ways to rework no mither so i am not going to put anything here

-Vigil: You can recover exhaustion while running at 50% of the speed

-Stake out: You can have up to 2/4/6 tokens at once

let me know which ones you disagree with

Comments

  • Stake out would need more than just more tokens. Here’s my idea

    For every 30 seconds you’re in the killers terror radius while outside a chase you gain 1 token up to 5. Each token increases the skill check odds by 10%, makes the great skill check zone 10% bigger and increases great skill check progress by 1%

  • Who will buy DLCs if all perks r good?

  • @UnentitledBunnyMan said:

    Who will buy DLCs if all perks r good?

    most of these perks still arent on par with the meta. theyre just good enough to be worth a perk slot

  • I love the Lightweight, Distortion, Small Game, Leader changes, maybe some with higher numbers, but;


    • Autodidact needs a guarantee, a percentage increase is still RNG dependent which shouldn't be. Maybe a gurantee skillcheck at midway point each heal, once per heal.
    • Mettle of Man would be overpowered like that. You can consistently get 1-3 extra health states a game with an unhooking build.
    • That's how Flip Flop already works?
    • Lets not have any perks that removes sound when on the ground. It's not overpowered or anything but reaaally annoying as the killer.
    • Open Handed is already going to get that buff.
    • That Poised buff wouldn't do much at all to be honest, maybe also add removing injured sounds and blood pools like a couple other perks.
    • That Slippery Meat is overpowered, speed bonuses are very strong and should never be given that freely.
    • Camaradie change doesn't really buff the perk. It's fine though, it's used a lot in tournaments.
    • Sole Survivors problem is that it relies on losing in a way, I would say it needs a whole rework.
    • Solidarity change wouldn't do much. If you are healing alone it would still require 2 people and if you are healing with a third person you would need 3 people instead of 4. Main thing this perk needs is an indicator on nearby survivors like We'll Make It.
    • A good way to touch No Mither is to make it so the killer doesn't see you are broken and you start the game healthy.
    • That Vigil is basically old exhaustion, waay too overpowered. Vigil is fine as is, the problem is how unpunishing most status effects are.

    I'm indifferent about the Deja Vu and Wake Up changes, those speed bonuses are always a dangerous territory so I would have to see it to judge it. Also the Stake Out change is okay but I think its good as is, it's a perk that speeds up every action basically.

  • @DawnMad said:

    I love the Lightweight, Distortion, Small Game, Leader changes, maybe some with higher numbers, but;

    • Autodidact needs a guarantee, a percentage increase is still RNG dependent which shouldn't be. Maybe a gurantee skillcheck at midway point each heal, once per heal.
    • Mettle of Man would be overpowered like that. You can consistently get 1-3 extra health states a game with an unhooking build.
    • That's how Flip Flop already works?
    • Lets not have any perks that removes sound when on the ground. It's not overpowered or anything but reaaally annoying as the killer.
    • Open Handed is already going to get that buff.
    • That Poised buff wouldn't do much at all to be honest, maybe also add removing injured sounds and blood pools like a couple other perks.
    • That Slippery Meat is overpowered, speed bonuses are very strong and should never be given that freely.
    • Camaradie change doesn't really buff the perk. It's fine though, it's used a lot in tournaments.
    • Sole Survivors problem is that it relies on losing in a way, I would say it needs a whole rework.
    • Solidarity change wouldn't do much. If you are healing alone it would still require 2 people and if you are healing with a third person you would need 3 people instead of 4. Main thing this perk needs is an indicator on nearby survivors like We'll Make It.
    • A good way to touch No Mither is to make it so the killer doesn't see you are broken and you start the game healthy.
    • That Vigil is basically old exhaustion, waay too overpowered. Vigil is fine as is, the problem is how unpunishing most status effects are.

    I'm indifferent about the Deja Vu and Wake Up changes, those speed bonuses are always a dangerous territory so I would have to see it to judge it. Also the Stake Out change is okay but I think its good as is, it's a perk that speeds up every action basically.

    Flip flop gives you 50% of your recovery. the buffed one would give you all of it but it would still be capped at 50% just so you might be able to get some value out of it. i can see mettle being overpowered like that but maybe a more "balanced" way to buff it is by making it only require 2 protection hits. and now that i think about it, vigil would be pretty overpowered like that. also when i said that tenacity should muffle grunts of pain in the dying state i meant to reduce the grunts of pain by like 50 or 75% and make it harder to track the survivor on the ground