Survivor Perks Rework (7000+ Words)
I was bored one day, so I decided to write 13K words on how I would change a bunch of lesser used survivor and killer perks. I have also included very slight nerfs to some killer and survivor perks that I feel have some room for abuse. Please leave any feedback you have in the comments.
All references to how often a perk is used do not include those wanting to complete adept challenges or Archive challenges. Buffs to all perks below are for perks that I feel are underwhelming for what they provide and are based off of my own personal experience. I attempted to write "Adds an effect:", Modifies a condition/effect:", or "Rework:" for each buff/nerf to help clarify whether or not I am suggesting a complete change or just an additional effect. I hope this is useful in providing insight or ideas. If an idea says "Alternative:", then I am suggesting an alternative to the idea before it and not necessarily after it. THIS IS ONLY SURVIVOR PERKS BECAUSE OF THE CHARACTER LIMIT ON THE FORUM.
Survivor Perks
Alert - Adds an effect: Reveals the Killer’s aura for 6 seconds if the Killer hits another survivor.
- Justification: Alert is not very commonly used due to its lack of usefulness. Alert can be slightly useful during a chase when a killer breaks a pallet or his general location when he kicks a generator, but those effects have very little value since that information could also be inferred. Revealing the killer’s aura after hitting another survivor would reveal where the killer is at the time of hitting them and reveal where the killer will travel right after the hit, whether that is to continue the chase or to go somewhere else. This could lead to informed decisions on whether to continue working on the generator because the chase is not heading your direction or to flee and get on another generator.
Aftercare - Rework: For 180 seconds, you see the aura of all survivors who
- You rescued from a Hook or who rescued you from one.
- You completed a Healing action on or who completed one on you.
Completing an unhook or completing a heal will reset the timer back to 180 seconds for all survivors revealed by Aftercare. Once the timer runs out, all survivor auras revealed by this perk are reset.
- Justification: Aftercare is another uncommonly used aura reading perk. It normally allows cross map aura reading, but it is heavily restricted because getting hooked will completely reset the perk. In other words, the perk indirectly promotes avoiding getting hooked since the perk becomes reset. If one survivor does not get hooked the entire game, then the chances of 2 or more survivors escaping is significantly reduced. Therefore, the perk should be changed from auras being reset by your hook to some flat timer.
Autodidact - Add the effect: For each token, increase the chances of getting a skill check when the killer is not looking at you by 3%
- Justification: This perk is uncommon due to its inconsistent nature of skill checks that can make Autodidact completely useless and even harmful in rare scenarios. Increasing the chances of getting a skill check will help combat the inconsistency of this perk’s usefulness. However, to keep this perk from becoming too easy to get skill checks while the killer is about to interrupt the healing process or to gain the 5 tokens too easily, the chances of getting a skill check is only increased when the killer is not looking at you and changes based on the number of tokens you have.
Babysitter - Adds an effect: All grunts of pain from the unhooked survivor are silenced. If you are in the healthy state when completing the unhook, then you produce grunts of pain as if you were injured. If you are injured when completing the unhook, gain additional 750 boldness bloodpoints and a 7% Haste status effect for 5 seconds.
- Justification: Babysitter is used very rarely, if at all. This anti-tunneling perk won’t actually stop someone from tunneling if the killer already has visual confirmation of the hooked survivor’s location from tunneling. Borrowed Time would be more effective in this event. Since some killers are opportunists and won’t tunnel if the rescuer can be easily downed, it would be beneficial for this perk to give the illusion that the rescuer is already injured. By the time that the killer hits the rescuer, they most likely won’t be able to locate the other survivor due to the lack of scratch marks, blood pools, and grunts of pain. If the perk user is already injured, then a short little Haste effect would be a small nice effect to possibly prevent getting downed.
Balanced Landing - Modifies an effect: Increase the duration of the speed boost from 3 seconds to 4 seconds.
- Justification: Compared to the other exhaustion perks, it is non-debatable that Balanced Landing is the least usable one due to the lack of tall heights on most maps. There are obvious exceptions such as the Game, but some maps have zero heights which make this perk completely useless. Furthermore, most maps that do have tall heights have only 1 or 2 heights which heavily restricts when and where a survivor can use Balanced Landing. Thus, by slightly increasing its effect duration, this perk will be more usable on those maps without making it overpowered on maps with an abundance of drops. Obviously, this doesn’t fix this perk for maps without any significant heights, so there may need to be additional fixes to make this perk more viable on all maps.
Better Together - Adds an effect: All other survivors see your aura for 8/9/10 seconds when another survivor is downed. Increase the aura reading of the generator from 32 meters to 40 meters. Better Together also reveals your aura to survivors along with the generator’s when in range.
- Justification: Better Together is not often seen due to better team-based options such as Kindred. Therefore, by revealing the perk-user’s aura, it will help better decision making for all survivors on who is the closest and should get the save which will help it compete with Kindred. The primary effect of the perk also has minimal practicality because many maps’ generators are further than 32 meters apart. Plus, once a survivor is already within a 32 meter range, they most likely can either easily see that you’re on that generator or they have no other generators to go to anyway. Allowing this perk to reveal the survivor’s aura is a small change that’ll help distinguish the rare scenarios where a killer is using Trail of Torment and a survivor is using Better Together.
Blood Pact - Adds an effect: If the Haste status effect has been activated at least once before, then you see each other’s auras for the remainder of the trial. Adds an effect: Allows the Haste Status effect to persist for 7 seconds after exiting the 16m radius. Alternatively: Allows the Haste status effect to reappear if the 16m radius is reestablished within 3 seconds after exiting it.
- Justification: Blood Pact was buffed, but still requires direct communication between the Obsession and the perk-user to be truly beneficial. By revealing the aura permanently after the first time the Haste status effect has been activated would be more beneficial for competent solo queue survivors. By allowing the Haste status effect to remain active for a short period of time out of the radius would just ever so slightly increase the quality of life. Alternatively, allowing the Haste status effect to reappear after a short disconnect would also help survivors identify the correct range and overall help coordinate the usage of this perk.
Boil Over - Adds an effect: After you have already reached the struggle phase, your wiggle speed is increased by 12% when you are picked up by the killer. (This has unlimited uses when your next hook is your death hook.)
- Justification: The effects of Boil Over are incredibly weak when used against a somewhat experienced killer. Most killers realize that there is a set distance between hooks and can somewhat predict their spawns, so hiding the aura of nearby hooks is not that powerful, especially on open maps. The 75% increase in wiggle effects may be annoying for the killer, but will only play a role in wiggling free in a very low percentage of all wiggling survivors wiggling off. Thus, in order to allow this perk to make somewhat of a more powerful role, the survivor should be able to wiggle off faster, but only when they are on their last hook (death hook). This would allow survivors to have more power when they are about to die while also ensuring it is not abusable every time they are picked up.
Bond - Adds an effect: Allows other survivors within 20/28/36 meters to see your aura as well.
- Justification: Bond is a highly useful information tool and is generally more common than most aura reading perks. However, Bond does absolutely nothing for other survivors when the other survivors cannot see you when they are being chased and can lead the killer right to you and your nearly-completed generator. This buff would not only help prevent chases interrupting a generator in solo queue, but also makes Bond accurately fit its description more.
Borrowed Time - Modifies an effect: Increase the mending time from 12 seconds to 16 seconds. (Not the deep wounds timer.)
- Justification: Borrowed Time is already a powerful tool in countering camping and tunneling. However, there is a point where it can be abused to waste the Killer’s time. In order to balance this without destroying the fundamental purpose of the perk, increasing the time it takes to fully mend from 12 to 16 seconds would slightly counteract the time the killer wasted during the mid or early game chases while unaffecting the end-game hook rescue scenarios.
Breakdown - Adds an effect: Being unhooked from a basement hook blocks all basement hooks for 20 seconds.
- Justification: Breakdown is an underused perk meant to counter killer momentum, but is completely countered by basement hooks. Basement hooks were originally implemented to be unable to be sabotaged because the old hooks would permanently disappear when sabotaged but now that is no longer the case. Since this perk was meant to counter killer momentum, it might as well be able to do that in all scenarios too.
Buckle Up - Modifies an effect: Distance goes up to max range (128 meters). Adds an effect: Healing a survivor from the dying to injured state grants a 7% Haste speed boost for 15 seconds to both survivors.
- Justification: Buckle Up is rarely used, if at all, since it currently does not work outside of 48 meters and provides no actual benefit that a SWF group can’t communicate. Increasing the range of the aura-reading is a minor quality of life change for this perk which would only affect solo queue survivors. The more impactful change of allowing a temporary Haste status effect would definitely bring more popularity to this perk without becoming too much of a buff.
Calm Spirit - Adds an effect: Crows will not be alerted by other nearby survivors as long as the crow is within a 12 meter range. Killers can still disturb affected crows.
- Justification: Calm Spirit is rarely used, but can hard-counter specific perks and killers such as Infectious Fright and the Doctor. All killers may sometimes use crows when tracking survivors over a long distance too. Having Calm Spirit be applicable to other nearby survivors would be a fine small quality-of-life buff.
Camaraderie - Adds an effect: After 10 seconds after being hooked, the hook timer is indefinitely paused if there are no survivors nearby and the killer is within a 20 meter range. The timer will resume if the killer exits the range or if he engages a chase with a survivor within the range. The timer can start any time after 10 seconds has passed. This specific effect cannot occur during when exit gates are powered or all survivors are on the hook. (The current effect remains unaffected).
- Justification: Perks involving hook stages are already unpopular due to either difficult consistency or flat out lack of effect. Therefore, having this perk counter direct camping would bring this perk into high popularity. If a killer is camping after the initial 10 seconds of hooking, pausing the timer will force the killer to either guarantee the escapes of other survivors or to leave the hook. This also discourages killers from coming back to the hook right before a hooked survivor dies in order to ensure the sacrifice. However, due to the obvious need of proximity camping when the exit gates are powered obviously, this specific effect should not work during these scenarios. The normal effect of the perk should only activate if the killer is not nearby.
Dance With Me - Modifies a cooldown: Reduce the cooldown to 40/30/20 seconds.
- Justification: Dance With Me is weak in the sense that there is very little control of when the survivor can activate this perk and provides little use in most cases of random activation. Therefore, in order to give more possible occurrences of losing or at least confusing the killer, this perk should have its base cooldown reduced.
Dark Sense - Add the condition: If you complete a generator, the time duration of Dark Sense is doubled.
- Dark Sense is often considered a beginner’s perk, but can be useful in determining where the survivor should go to look for their next generators based on the killer’s position. However, the perk’s effects are generally not very powerful. Therefore, allowing survivors who actually do generators to receive a more powerful version of the perk’s effects would incentivize doing objectives while also making the perk more useful at determining the killer’s next moves.
Dead Hard - Adds an effect: Prevent the exhausted effect from appearing Dead Hard is activated while downed.
- Justification: When Dead Hard fails, it becomes incredibly aggravating to see that Dead Hard should have worked but didn’t due to latency, lag, or desync. Therefore, by preventing the exhaustion cooldown from appearing while downed, it would reduce any anger at the connection to the server which is already out of their control.
Decisive Strike - Adds a condition: If the killer is in chase with you, the timer pauses and will resume when you are no longer in a chase. If the killer downs you and at least one other survivor is in the trial, then timer pauses indefinitely. If the killer hooks another survivor, then Decisive Strike immediately deactivates. This condition triumphs against all pauses. Decisive Strike can be used up to two times, once per unhook. (These would be added onto BHVR’s suggested balance changes)
- Justification: Decisive Strike (DS) is already a powerful tool, but sometimes fails to work properly as an anti-tunneling perk. If a killer is in a chase with you while DS is active, then the killer is most likely tunneling you. Sometimes, a competent survivor may be able to extend the chase for 60+ seconds and yet is unable to use DS when it should be applicable. Along with that, sometimes a killer will wait out the DS while essentially camping the dying survivor. As long as the killer hooks another survivor or if the survivor does any action from BHVR’s suggested changes, DS will end, so there will be minimal room for abuse. Allowing DS to activate multiple times seems overpowered on paper, but this will actually only ever affect killers who tunnel directly frequently. As I mentioned earlier, there is little room for utilizing DS when the killer is not tunneling. I’ve been both on the receiving and giving end where a tunneling killer can still tunnel and get the kill and DS was unable to save them. Keep in mind that any mindful and competent killer is still able to hook another survivor to completely negate DS and can still slug the survivor with an active DS.
Déjà Vu - Modifies an effect: The aura of the 3 closest generators remain revealed for an indefinite duration until one of them is completed. When one of those 3 generators are completed, then the aura changes to the next 3 closest generators for an indefinite duration. Adds an effect: While you are working on one of the 3 highlighted generators, the next 3 closest generators will be highlighted until you stop working on the generator.
- Justification: This perk is meant to counter a 3-gen in which 3 generators are in very close proximity, allowing the killer to easily patrol and defend his last generators. To increase the strength of the perk, allowing the auras to remain permanently active will reduce the rare scenarios where the perk could not properly utilized. Furthermore, allowing the survivor to see the second best 3-gen while currently eliminating the best 3-gen will help the survivor team plan ahead and coordinate efforts much further in advance.
Deliverance - Modifies an effect: Having this ability activated allows for you to attempt even after all survivors are dead, sacrificed, or escaped. Adds an effect: Have some indicator of an active Deliverance next to the survivor’s icon for all survivors.
- Justification: Deliverance won’t work if you are the last survivor in the trial. Combo’d with DS, Deliverance can save you from your very first hook when the exit gates are opened and teammates are forced out. Even if DS is not used, there is still a rare possibility of escaping. Even if the survivor is caught and does not have DS available, the extra points for both the survivor and killer is still a nice benefit. On another note, having some indication of an active Deliverance would help close the performance gap between SWF and solo queue survivors which is one of the main problems with balancing the game.
Desperate Measures - Modifies an effect: Change the percentages based on specific statuses: 10/12/14 % for each injured survivor, 18/20/22 % for each dying, hooked, sacrificed, and dead survivor.
- Justification: Desperate Measures was intended to be an anti-momentum perk, yet does not have large enough of an effect to consistently and reliably help. Therefore, by increasing the percentages for specifically more pressuring states such as sacrificed survivors, the effects of Desperate Measures will more accurately match its name.
Detective’s Hunch - Add an effect: If you complete a generator yourself, the effects of Detective’s Hunch are increased to 36/44/72 meters.
- Justification: Detective’s Hunch is primarily used for finding and clearing totems. However, a nice quality of life buff would be to reward the perk-user for manually fulfilling the perk’s requirement with a slightly increased range.
Distortion - Reworks the token system: Start with 0 tokens. Each time a survivor completes a generator, gain one token. Each time you complete a generator, gain two tokens. Reduce the duration of each token from 6/8/10 seconds to 5/6/7 seconds.
- Justification: Distortion is very uncommon to see mainly due to its lack of control of using the very few tokens you already have. By adjusting the token system to reward the player with more tokens for completing generators, Distortion would be applicable in more than just 3 scenarios.
Diversion - Adds an effect: Adds a loud noise notification for the survivor to indicate where the pebble landed
- Justification: Revealing the location of the pebble for the survivor is a good quality of life change so that information can be more easily communicated.
Empathy - Adds an effect: Reveals the auras of the same survivors for 3 seconds after they no longer meet the conditions for Empathy. Injured survivors are able to see survivors using Empathy.
- Justification: Empathy generally isn’t frequently used compared to other aura-reading perks. By allowing the injured survivor to see the person using Empathy, they can save time and start healing faster instead of the injured player running to the furthest corner of the map to Self-Care with.
Flip-Flop - Modifies a limit: Increase the conversion rate to 100% while keeping the current maximum wiggle progression.
- Justification: Flip-Flop is generally not frequently used, but when it is, it’s usually used with Unbreakable. Without Unbreakable, this perk is debatably completely useless with only one rare scenario of it being used. Increasing the conversion rate would make Flip-Flop generally more viable by itself along with its combinations.
For the People - Modifies a cooldown: Reduce the timer of the broken status effect to 80/70/60 seconds. Adds an effect: Grants a 7% Haste Status effect to the user for 10 seconds upon using this perk.
- Justification: Generally, For the People is rarely used, if at all, due to the lack of benefit. The length of the broken status effect is hardly justified by the single instant heal and ultimately restricts the practical usage of this perk to the end game. Reducing the broken status effect timer would make For The People more viable in the early and mid game where the exit gates are not powered. Adding a Haste status effect would give some sort of additional benefit of using this perk since the applications of injuring yourself to heal someone up will usually result in your own demise.
Head On - Adds an effect: Reveals the area of effect for Head-On when active.
- Justification: Better consistency of the area of effect will make Head-On more reliable and usable.
Hope - Adds an effect: The 7% Haste Effect timer resets to 3 minutes once Endgame Collapse starts. (The 120 second duration remains for when the exit gates are powered.)
- Justification: With the introduction of End Game Collapse (EGC), Hope has become less viable since Hope may not even last through 1 minute of EGC before running out of time. By resetting the timer to a set point for when EGC starts, Hope will be a lot more consistent and will last for at least ¾ of EGC.
Inner Strength - Adds an effect: Fast vaulting into a locker shortens the time-to-heal duration by 50%.
- Justification: Inner Strength usage is not very prevalent due to the maximum amount of 5 usages and combined time to cleanse a totem and waiting in a locker.. By allowing fast vaults into a locker to reduce the time to heal to 5/4.5/4 seconds, more synergy between perks are created while also making Inner Strength save some time.
Kindred - Adds an effect: When the killer hits a survivor while you are hooked, the killer’s aura is revealed for 3 seconds to all survivors. When the killer hits a survivor while another survivor is hooked, the killer’s aura is revealed to you for 3 seconds.
- Justification: The normal effect of Kindred could be slightly misleading in that a running survivor can be interpreted as someone going for a rescue or someone being chased. By allowing the aura of the killer to be revealed to all survivors after hitting another survivor will eliminate any possible confusion on who will be going for the rescue.
Leader - Adds an effect: Leader now applies to the survivor using Leader, but only when another survivor is within the perk’s range. Extra: Increase the range of effect to 16 meters.
- Justification: Leader is not often used for a big reason: It has no effect on the person actually using the perk. This is pretty important as most perks have effects on the perk-user as well. It is understandable why this perk would not affect the user at all times; medkit healing would be 25% faster, self-care healing would go to 75% of default speed, and just a flat out buff. However, because of this lack of self-effect, this perk becomes much more situational than if it had affected the user. By allowing this perk to be applicable to the user as long as another survivor is receiving the effects of it, Leader will feel more impactful to the perk-user and generally be used more often as a result. If that isn’t enough to increase usage, then increasing the range of effect by 8 meters will definitely help.
Left Behind - Rework: If at least 60% of all completed generators have been completed by you, at least 2 generators have been completed, and the hatch has been closed by the killer, then this perk activates. When Left Behind is active, then unlock the ability to open the hatch with a 8 second animation that must be completed in one sitting. The hatch’s aura will be revealed within a 24/28/32 meter range.
- Justification: Generally, this perk is risky to use because it requires that you are the last one in the trial and you may not even find the hatch first. If the killer closes the hatch, you are still “left behind” and most likely will not be able to escape unless the exit gates are too far apart for the killer to patrol. It doesn’t justify a perk slot for just a slightly increased chance of escaping through the hatch which also happens to require your team to all have escaped or to be dead. Having a relatively lengthy animation for unlocking the hatch will prevent toxic behavior for the killer to watch as the survivor waits on the closed hatch since if the killer interrupts the animation, the survivor cannot resume the animation where they left off.
Lightweight - Adds an effect: Noises from running are reduced by 25%.
- Justification: Lightweight is not often used since the decrease in seconds of visibility of scratch marks is so small and affects only very specific situations that it is most often not worth a perk slot. By reducing running noises, you can traverse around the killer without being as detected as easily.
Lithe - Adds an effect: Vaulting speed is increased by 10%. Does not apply while exhausted.
- Justification: Lithe is one of the lesser-used exhaustion perk despite having many opportunities for activation. This is most likely due to the frequent occurrence of getting hit through a window. By helping counteract that with a 10% vault speed boost, Lithe will be more viable compared to options such as Sprint Burst or Dead Hard. Obviously, the vault speed boost would need to be restricted to only when Lithe will activate.
Lucky Break - Rework: Each blood pool has a default luck value of 50% to not appear. The time limit is removed. Luck can be modified by perks, addons, and offerings. (I wrote this prior to the developer update buff)
- Justification: Lucky Break is just so situationally useful that it is not practical. Three minutes that is not based on your control or even luck makes it difficult to practically use it when you actually need it. When the killer is not nearby, this perk has no use and the timer keeps ticking, even during healing. By reworking this perk to work based off of luck, you’ll ironically have a perk that works more consistently since luck can be manipulated by other perks and offerings.
Mettle of Man - Modifies an effect: Allows the perk to be activated when fully healthy.
- Justification: Due to the difficult nature of activating this perk (3 protection hits), it should be more rewarding in the sense that survivors should be able to tank an insta-down hit.
No Mither - Rework: Start off the trial healthy. Any regular hit will put you into the broken state. Adds an effect and condition: For every survivor you safely unhook while injured, gain a 25% reduction in sounds of injury and a 5 % recovery speed boost while in the dying state. Start off with a 50% reduction in sounds of injury and 10% recovery speed bonus while in the dying state.
- Justification: No Mither is undeniably the worst survivor perk in the game. By starting off the trial healthy, there is a chance that the killer may not tunnel the No Mither player right off of the bat. Since No Mither has no real benefit beyond the unlimited recoveries from the dying state, there needs to be some sort of reward from some risk of being injured for the rest of the trial. By implementing a token system to reduce sounds of injury and recovery speed, No Mither could potentially be strong towards the endgame. Theoretically, this rework could counter enable No Mither to serve as a combination of buffed Iron Will and Unbreakable. The max number of tokens/unhooks would be 6 which would result in a 200% reduction in sounds of injury and 40% recovery speed bonus which is highly situational.
No One Left Behind - Modifies an effect: Increase the altruism speed boost to 100/150/200%.
- Justification: This perk already requires that the End Game Collapse has started. Given the smaller proportion of matches with this condition, it should provide a much more powerful effect beyond revealing survivor auras and more bloodpoints.
Off The Record - Adds an effect: Off the Record applies for any survivor you unhook. Modifies an effect: Increases the reduction in grunts of pain from 100% to 150%
- Justification: Off The Record acts like a temporary Iron Will plus the addition of blocking the killer’s aura reading on you. However, because Off The Record is only temporary, it’s obviously under-shadowed by Iron Will. By having Off The Record counter Stridor, it could grant a very slight advantage against spirits using Stridor. By allowing Off The Record to apply to survivors you unhook, Off The Record can be a great perk to help other survivors without Iron Will, especially when combined with Borrowed Time.
Open-Handed - Modifies the stacking effect with multiple survivors using Open-Handed: 1 stack is increased to 16 meters. The effect of each consecutive stack is decreased by 50%. (16 meters for 1, 16+8=24 meters for 2, 16+8+4=28 meters for 3, 30 meters for 4)
- Justification: Open-Handed is generally completely untouched due to the lackluster range boost while also being only good if multiple players use it. By buffing the singular stack of Open-Handed and decreasing the effect of each additional stack, the perk becomes more viable without requiring multiple stacks while also ensuring that the perk does not provide an enormous aura reading buff with 4 survivors using it. If Open-Handed receives the flat buff that was proposed by the developers, then situations where Open-Handed is used more than once by other survivors
Pharmacy - Modifies an effect: Increase the speed of chest opening to 60/80/100%. Adds an effect: adds a septic agent addon to the Emergency Medikit.
- Justification: Pharmacy is generally not a desirable perk since chest-based perks are not that impactful unless survivors are specifically going for a chest build. Giving a septic agent addon to the Emergency Medkit allows for a backup plan in case healing gets interrupted.
Poised - Add the condition: If you complete a generator, the time duration of Poised is doubled. Adds an effect: Activating Poised decreases sounds of footsteps by 25% for its duration.
- Justification: Obviously, most players realize that the value of Poised is generally not of high value considering how situational it is. Even so, by granting an additional 10 seconds of no scratch marks when survivors complete the generators themselves, there will be more incentive to use this perk and more potential for running away before the killer arrives at the completed generator. Adding a decrease in the audio of footsteps will help this perk possibly avoid the killer.
Power Struggle - Modifies the conditions: Decrease the minimum struggle requirement to 25/20/15%.
- Justification: Obviously, the purpose of the struggle requirement for Power Struggle is to prevent survivors to be picked up to instantly slam down the pallet without any other perks. But by decreasing the minimum struggle requirement, Power Struggle will have more usage both with and without other perks in the event that the killer walks through a pallet on their own will or in tandem with Flip-Flop. This would make Power Struggle more achievable without being strictly broken.
Premonition - Adds an effect: Activating premonition grants a 100% increase in action speed (all actions except vaulting) for 2 seconds. The cooldown remains as it currently is.
- Justification: Using Premonition as a killer detection perk is generally overshadowed by Spine Chill due to the lack of a cooldown on Spine Chill. I suggest buffing this perk in a way that doesn’t related to Spine Chill. By granting Premonition a short action speed boost when it activates, a survivor may be able to cleanse a Hex totem just barely in time to save themselves or their team. The same could be said for a generator. Since the perk does have a cooldown already associated with it, there is no need to remove it since an action speed buff is already relatively potentially powerful by itself.
Red Herring - Modifies the condition: Reduce the time requirement to highlight the generator yellow to 1 second.
- Justification: Red Herring is already rarely used because the chances of the killer going to the generator are not consistent due to the 3 second minimum generator progress and getting into a safe locker in a reasonable manner. By reducing the minimum 3 second progress to only 1, Red Herring will be easier to use and give more time for the survivor to enter a nearby locker, thus making it more viable.
Repressed Alliance - Modifies a condition: Decrease the generator repair requirement from 80/70/60 to 50/40/30 seconds.
- Justification: Repressed Alliance seemed to be designed as the counter to Pop Goes the Weasel back when it was the main regression perk used in 99% of all matches. However, after Pop’s complete dominance had been slightly decreased, the already little need for Repressed Alliance has also decreased even further. Decreasing the requirement for generator repair would help allow this perk to be used more often in more scenarios such as with Ruin.
Saboteur - Modifies an effect: Adjust the cooldown of the perk so that the cooldown of the perk is started after a hook has been completely sabotaged, not after the animation starts.
- Justification: This change to Saboteur is a massive quality of life change since a 60 second cooldown for starting and then cancelling an already-interruptible animation is just too punishing. Saboteur already cannot be used after being hit while sabotaging since all killers have a hit cooldown less than 2.5 seconds, so allowing Saboteur to preserve its sabotage wouldn’t be a guaranteed hook sabotage.
Second Wind - Modifies a condition: Adjust the cooldown of the perk from 28/24/20 seconds to 24/20/16 seconds.
- Justification: The value usage of Second Wind is not much beyond the saving of having another survivor commit to a 16 second (or 20 second with Sloppy Butcher) heal. Furthermore, this perk has many opportunities of not working. If you get hooked before being able to fully heal a teammate, this perk doesn’t work. If you get hit right off the unhook, then this perk doesn’t work. If a killer comes back to the hook and sees that they have been saved by another survivor, and the unhooked survivor is broken, then that’s a huge indicator and motivator for the killer to tunnel the broken survivor before they get that value from Second Wind. Overall, a general reduction will help reduce the scenarios of survivors getting downed before their Second Wind will activate while also saving an extra 4 seconds of productivity.
Self-Care - Rework: Once per match, the survivor is able to heal themself without a medkit at 200% of the normal healing speed. Once the survivor has started the self-healing process without a medikit, they will not be able to heal using med-kit or be healed by another survivor until they have fully completed the self-heal. Once the Self-Care is complete or if the survivor is put into the dying state after starting the heal, the survivor can no longer Self-Care themselves. The healing speed of the Self-Care can be affected by other perks. The efficiency of Med-Kit self-heal is increased by 10/15/20%.
- Justification: Self-Care has been quite controversial among players. Some argue that it actually saves time, while others blatantly claim that it is a free killer perk. Personally, Self-Care has been nothing but trouble, so I suggest a rework instead. Essentially, self-care could be used as a one-time quick heal in a critical moment. The last part is the same as the regular Self-Care.
Slippery Meat - Adds an effect: Allows survivors to pass up to 2 difficult skill checks while in the struggle phase to pause the timer for 5 seconds each.
- Justification: Just like any other perk relating to hook phases, most do not have a high popularity due to specific limitations to a particular phase. By allowing Slippery Meat to have some effect in the struggle phase, the particular applications of this perk increases. For example, if a teammate saves you in the first phase, you can still use Slippery Meat to slightly slow down the struggle phase.
Small Game - Adds an effect and condition: Looking in the 45 degree direction of Hex totems in a range of 24 meters has a unique auditory warning. (I wrote this prior to the developer update buff)
- Justification: Players who use Small Game generally are rare to find. Small Game usually does what most people could do with their eyes and ears, so buffing Small Game to assist in easily finding Hex totems.
Sole Survivor - Rework: Your aura cannot be read by the killer temporarily up to a 20 meter radius per survivor in the dying state or is hooked until they are no longer hooked or in the dying state. Your aura cannot be read permanently by the killer up to a 20/22/24 meter radius per survivor who is either sacrificed, dead, or disconnected. If at least one survivor is already dead, sacrificed, or disconnected, then your aura cannot be read by the killer up to 12/14/16 meters per injured survivor, including yourself. All effects are cumulative. Increases the odds of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
- Justification: Sole Survivor relies on one thing, dead or sacrificed survivors. This alone is already a problematic condition as many matches won’t even have that condition. Furthermore, having the killer’s aura-reading disrupted won’t save you in the end if you’re the last survivor alive. By making Sole Survivor based on dying or hooked survivors and dead, sacrificed, or disconnected survivors, Sole Survivor will at least have some form of aura-disruption without having 2 or more survivors dead.
Solidarity - Modifies a condition: Increase the conversion rate to 95%. Alternatively: Allows the use of a med-kit for this perk.
- Justification: Solidarity is too reliant on other perks to be used productively given that it relies on a specific scenario where you and at least another survivor have been injured. Increasing the conversion rate from 50% to 95% will speed up healing while not being powerful enough to have 2 survivors heal up at the same time. This would also help counter anti-healing builds. The alternative also works since that the conversion rate is already limiting you to 50%, there’s less room to abuse it, but that also requires the perk to be reliant on items brought into the trial which is why it is an alternative idea.
Stake Out - Modifies a limit: Increase the limit of 2/3/4 tokens to 6/8/10 tokens. Adds an effect: For each token available at the time, increase the chances of getting a skill check while repairing a generator by 1%. If the killer is in a chase with another survivor while you are in their terror radius, then the rate of getting a token is doubled.
- Justification: Stake Out generally isn’t considered good because it requires a large investment of time in the killer’s terror radius for only an additional 1% progression boost for skill checks that are not consistent in appearing. Drastically increasing the max number of tokens will allow the survivor to save up on their tokens for when they really need to use Stake Out such as in a 3-gen.
Technician - Removes an effect: Remove the additional penalty for missing a skill check.
- Justification: The 10% penalty and the pausing of the progression bar is already enough for missing a skill check. Further punishing a survivor for using a perk to compensate for missing a skill check will annoy more experienced players. Technician is already meant to help people who can't reliably hit skill checks, but to punish them for it with an additional regression? Let’s say someone wanted to use Technician for the 8 meter reduction in repair noises. If they get off the generator and a skill check happens to pop up, there’s an additional regression for something out of their control with no benefit. The prevention of the loud noise notification from a failed skill check isn’t game breaking in any sense.
Tenacity - Adds an effect: Sounds of pain while in the dying state are reduced by 75%.
- Justification: Tenacity is generally used in tandem with Unbreakable. By making the sounds of pain while in the dying state reduced, survivors using Tenacity could have a high chance of surviving a slugging killer.
This Is Not Happening - Adds an effect: While injured, the chances of receiving a skill check increases by 15%.
- Justification: The whole point behind this build is to ensure the higher chance of Great Skill Checks, but this won’t do anything to increase the occurrences of skill checks. Adding an increase in skill check occurrences will make the perk more viable and can synergize well with other perks.
Up The Ante - Adds an effect: Up The Ante’s luck bonus is temporarily doubled for another survivor within a 12 meter radius of them. (Essentially, doubled luck for yourself)
- Justification: Luck should play a larger role in the game, but not too large. Many perks could be revised to include some sort of “luck” element such as Lucky Break and having this perk amplified based on proximity could lead to some fun combinations.
Vigil - Adds an effect: Having Vigil active allows for the recovery of exhaustion while running at a rate of 10/15/20% of the normal recovery rate. Recovering exhaustion rates between multiple Vigils do not stack.
- Justification: Vigil as a stand alone perk isn’t too powerful as its effects do not last long enough to make a significant difference and the range is already short. A rate of 20% exhaustion recovery while running is extremely slow. A 40 second exhaustion status effect would take 200 seconds (3.33 minutes) to recover completely, so exhaustion perks are most likely impossible to use more than once during chase (while always running).
Visionary - Removes a cooldown: Remove the cooldown on this perk. Alternative: Increase the aura reading range to 64 meters instead but keep the cooldown.
- Justification: Visionary as a perk in itself is extremely useless, especially in open maps, because there are so many cues of the location of generators. Unlike Windows of Opportunities, having no cooldown on an aura revealing perk won’t utterly break the game considering the short range of Visionary will only reveal 1-2 generators max (excluding the one you would be working on). Unless the perk revealed every generator on the entire map, I don’t see why a cooldown would be necessary.
Wake Up - Adds an effect: While opening an exit gate, the survivor can see the auras of all other survivors. The opening sounds of the exit gates can be audibly heard by all survivors when the survivor opening the gate is using this perk. Modifies an effect: Increase the 5/10/15 % buff to 15/20/25 %.
- Justification: Like most other endgame perks, Wake Up is not highly popular or particularly useful. This perk could easily come in handy if you are the last survivor alive and the killer closes the hatch, but this is so extremely situational and requires tight timing that I wouldn’t even bother considering to use this perk. If the gate-opening survivor can see all other survivor auras as they’re opening a gate, they’ll be able to plan out their next course-of-action easily. Furthermore, allowing other survivors to hear the progress of a gate would help out non-SWF survivors.
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