Perk Reworks/Buffs/Nerf suggestions!

Some Perks are just Trash and Nobody uses it (Yeah im talkin about Monstrous shrine, Hope and Fire Up)

Some Perks are just... Evryone uses it... (BBQ, NOED, Selfcare, Dead Hard...)


So here are my suggestions to Rework/Buff or Nerf these:

BBQ: fine as it is you can easily outplay it

EDIT: NOED: Still like now BUT: the effects stays for 30 seconds after cleansed or when every totem is cleansed so it wouldnt activate (otherwise it would be a waste to take it with you after the small game update)

AND (the effect stays after the totem is cleansed either to be a bit more fair for the killer when it isnt active (anymore). The Exit gates should be blocked for Survivors in the Dying State so they wont stay and get downed crawling out of the exit just to tease you even more.

Selfcare: Fine as it is

Dead Hard: You shouldnt Dead Hard over a Trap otherwise its fine as it is.

Fire Up: Srsly? look at this useless perk you get max 4% Action speed for each finished gen... Make it 10% and people will use it.

Unrelenting: do it for Special attacks too and it would be nice. A shorter cooldown after a chainsaw sprint or faster recovery speed after smashing with the Oni would make it easier (they still suffer a cooldown so dont cry surv mains)

Play with Your food: useless 1 hit and you lose 5% movement speed. Useless with Blight or Trickster cuz after a rush token is consumed (not the first) you lose a pwyf stack (should only be consumed when you swing your weapon) 3 blades with the trickster and its gone... Wow make him even more worse thanks for wasting our hopes and Money...

Monstrous Shrine: Rework it completely that survs cant sabotage hooks OR (that means not both surv mains dont cry) Survivors die faster on hook and have a reduced success chance to escape without Deliverance (If you are near to a hook they die slower against campers and that the surv mains wont cry)

HEX Crowd Control: Why is it a Hex? srsly? That is just a sad depressed version of Bamboozle... increase the block time and dont make it a hex so it would be nice.

Coup de Grâce: receive a token when a totem is cleansed. Consume the Token when you get a successful hit only.

Hoarder: Decrease the Chance for survivors to get no more items of Ultra Rare or Very Rare Quality.

Blood Warden: It should activate when you Mori a survivor too.

Insidious: You should be able to activate it every 120 seconds for 60 seconds (Prevents at least a bit leatherfaces from basement camping)

Territorial imperative: Should activate when survivors are in the Killer Shack or Near Hooks (Exposed effect when in the Basement ONLY when you are further than 32 Meters away)


Those are the Perks sliding through my mind which should be buffed because nobody will use them except for Test Builds or Achievements.

Comments

  • A change for Fire Up? I have an idea. It is called: "Reject modernity, embrace tradition".

    Fire Up

    The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

    Each time the Survivors complete repairs on a Generator, Fire Up grows in power and grants a speed bonus to pick up, drop, Pallet break, Generator damage and vaults.

    • 2 Tokens: receive 6/8/10 % action speed bonus.
    • 3 Tokens: receive 8/10/12 % action speed bonus.
    • 4 Tokens: receive 10/12/14 % action speed bonus.

    "Now why don't you just ######### die?" — Freddy Krueger

  • I have a change for need that might encourages hooking instead of killing and I hope I can put it in here

    No one escape death

    You are determined to please your master.

    For every hook gain a token up to the maximum of 12 token

    For every 3 token gain a affect:

    3 token gain 100% more bloodpoint in the sacrifices category

    6 token gain a 7% haste for 60 seconds after hooking a survivor

    9 token survivors suffer from the exposed status affect for 30 second after hooking a survivor

    12 token gain 100% bonus bloodpoints in all catagories

    This change doesn't change the core of the perk while make it less annoying

  • This is gonna get moved to the suggestions section.

  • ######### is this survivor mains dont cry thing lmfao

    not a survivor main but that's really cringy, just sayin

  • My buffs to perks that don’t get used are

    Lightweight=Your scratch marks are tremendously spread out and they disappear 3/4/5 seconds sooner.

    Technician=when you fail a skillcheck it prevents the Gen from exploding but still gives 5% regression. The Gen is sound is silent from 8 meters. Technician has a cooldown of 30/25/20 seconds.

  • @Chilli_man2400 said:

    My buffs to perks that don’t get used are

    Lightweight=Your scratch marks are tremendously spread out and they disappear 3/4/5 seconds sooner.

    Technician=when you fail a skillcheck it prevents the Gen from exploding but still gives 5% regression. The Gen is sound is silent from 8 meters. Technician has a cooldown of 30/25/20 seconds.

    I Do like the changes so I will show my version of technician

    Technician

    You are apt at handling machinery with greatest care and precision.

    The noises caused by your repairs and their hearing distance are reduce by 8 metre.

    for every successful great skillcheck you receive a token up to a maximum of 10 token.

    Each token grant you 10% chance of a prevented generator explosion.

    The generator loses progress as usual.I

    Increase chance of getting skillchecks

    “I'm gonna stealth this one”- feng Min

    I made it like this so the perk so encourage played to hit greats and get a reward from doing so.

  • @zombitehdeath said:

    I have a change for need that might encourages hooking instead of killing and I hope I can put it in here

    No one escape death

    You are determined to please your master.

    For every hook gain a token up to the maximum of 12 token

    For every 3 token gain a affect:

    3 token gain 100% more bloodpoint in the sacrifices category

    6 token gain a 7% haste for 60 seconds after hooking a survivor

    9 token survivors suffer from the exposed status affect for 30 second after hooking a survivor

    12 token gain 100% bonus bloodpoints in all catagories

    This change doesn't change the core of the perk while make it less annoying

    I actually like this...

    Reward the killer for playing well. It is like an extra "F U" to the survivors when they finally finish all gens. It also shouldn't feel like bullshit like before, when the killer gets his movement speed buff and one-shots.

    I personally am still for an immediate warning for survivors if they are exposed. But that is my opinion.


    @DrNick said:

    Some Perks are just Trash and Nobody uses it (Yeah im talkin about Monstrous shrine, Hope and Fire Up)

    Some Perks are just... Evryone uses it... (BBQ, NOED, Selfcare, Dead Hard...)

    So here are my suggestions to Rework/Buff or Nerf these:

    BBQ: fine as it is you can easily outplay it

    NOED: No HEX anymore BUT (Survivor mains will complain instantly) for every totem left you gain 1% movement speed (so just cleanse and stop crying instead of genrush)

    Selfcare: Fine as it is

    Dead Hard: You shouldnt Dead Hard over a Trap otherwise its fine as it is.

    Fire Up: Srsly? look at this useless perk you get max 4% Action speed for each finished gen... Make it 10% and people will use it.

    Unrelenting: do it for Special attacks too and it would be nice. A shorter cooldown after a chainsaw sprint or faster recovery speed after smashing with the Oni would make it easier (they still suffer a cooldown so dont cry surv mains)

    Play with Your food: useless 1 hit and you lose 5% movement speed. Useless with Blight or Trickster cuz after a rush token is consumed (not the first) you lose a pwyf stack (should only be consumed when you swing your weapon) 3 blades with the trickster and its gone... Wow make him even more worse thanks for wasting our hopes and Money...

    Monstrous Shrine: Rework it completely that survs cant sabotage hooks OR (that means not both surv mains dont cry) Survivors die faster on hook and have a reduced success chance to escape without Deliverance (If you are near to a hook they die slower against campers and that the surv mains wont cry)

    HEX Crowd Control: Why is it a Hex? srsly? That is just a sad depressed version of Bamboozle... increase the block time and dont make it a hex so it would be nice.

    Coup de Grâce: receive a token when a totem is cleansed. Consume the Token when you get a successful hit only.

    Hoarder: Decrease the Chance for survivors to get no more items of Ultra Rare or Very Rare Quality.

    Blood Warden: It should activate when you Mori a survivor too.

    Insidious: You should be able to activate it every 120 seconds for 60 seconds (Prevents at least a bit leatherfaces from basement camping)

    Territorial imperative: Should activate when survivors are in the Killer Shack or Near Hooks (Exposed effect when in the Basement ONLY when you are further than 32 Meters away)

    Those are the Perks sliding through my mind which should be buffed because nobody will use them except for Test Builds or Achievements.

    I LOVE your suggestion for PWYF. Only consume a token on an actual INJURE. Same goes for Bubba: consume a token for every survivor he hits, not every token.

    The Unrelenting one I also like, but then, in my opinion, they should take away or greatly reduce cooldown and reload add-ons. Especially Deathslinger and Huntress. Bubba also has a brown cooldown addon, which may have to be looked at, if this is happening.

    There are a few I am not a fan of: especially NOED and CC not being a hex.

    The Blood warden one I am also not a fan of. It is a hook perk for a reason. I don't like the idea that a killer can block survs from leaving for a full minute, without moving from their position. Same goes for PHead, I wouldn't be a fan of Blood Warden triggering from caging someone.

  • predator:

    Your acute tracking ability allows you to hone in on disturbances left by running Survivors.

    after hitting a survivor there scratch marks will spawn slightly/moderately/considerably closer together for 10 seconds


    bloodhound:

    Like a hunting scent hound, you smell traces of blood at a great distance.

    pools of blood are shown in bright red and emit trails of blood vapor ( like little lines of red coming of the ground so you can see it through grass) blood also lasts 2/3/4 seconds longer than normal

  • @LiunUK said:

    predator:

    Your acute tracking ability allows you to hone in on disturbances left by running Survivors.

    after hitting a survivor there scratch marks will spawn slightly/moderately/considerably closer together for 10 seconds

    bloodhound:

    Like a hunting scent hound, you smell traces of blood at a great distance.

    pools of blood are shown in bright red and emit trails of blood vapor ( like little lines of red coming of the ground so you can see it through grass) blood also lasts 2/3/4 seconds longer than normal

    The predator change I don't like since that is a nerf to the already weak perk and the change punish the killer for a duration because of a hit (the reason why people think predator is Seamus because having a thinner scratch marks wouldn't go on wall which make it harder to track the survivors, the only tied of predator that I think is great and should be the actual width is the second tier and I would go on about scratch Mark but this discussion isn't a place for it)

    my idea for this which I'm proud of is

    scratch marks last 2/3/4 second longer and walking produce a small space out scratch marks (which I call cut marks) which last for 2/3/4 seconds.

    for bloodhound I kinda like but I will change a few thing about it like the vapor is higher like survivor chest level high and it will last for 10/15/20 second while healthy

    These are my ideas for the two

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119358#Comment_2119358

    I actually like this...

    Reward the killer for playing well. It is like an extra "F U" to the survivors when they finally finish all gens. It also shouldn't feel like bullshit like before, when the killer gets his movement speed buff and one-shots.

    I personally am still for an immediate warning for survivors if they are exposed. But that is my opinion.

    https://forum.deadbydaylight.com/en/discussion/243693/perk-reworks-buffs-nerf-suggestions

    I LOVE your suggestion for PWYF. Only consume a token on an actual INJURE. Same goes for Bubba: consume a token for every survivor he hits, not every token.

    The Unrelenting one I also like, but then, in my opinion, they should take away or greatly reduce cooldown and reload add-ons. Especially Deathslinger and Huntress. Bubba also has a brown cooldown addon, which may have to be looked at, if this is happening.

    There are a few I am not a fan of: especially NOED and CC not being a hex.

    The Blood warden one I am also not a fan of. It is a hook perk for a reason. I don't like the idea that a killer can block survs from leaving for a full minute, without moving from their position. Same goes for PHead, I wouldn't be a fan of Blood Warden triggering from caging someone.

    Because there are some Reasons why i said it for Blood Warden because: If you want to block the gates for hooking someone the last 3 if they are alive will prevent you from hooking maybe even flashlight saving and there is not everywhere a wall you can just look at. Its for Toxic Survivors Teabagging at the exit thinking they are gods just because they dropped 1 pallet on the killer and jumped over 2 windows rushing the Gens like my Engineering classmates. if you kill someone in the gates they should get blocked cuz they would teabag in the animation window we all know it so they get punished for being such a mass of... I cant say it in here it is forbidden an i am not that polite but i have to.

    Also it shouldnt work with PH cages eiter

  • @DrNick said:

    Some Perks are just Trash and Nobody uses it (Yeah im talkin about Monstrous shrine, Hope and Fire Up)

    Some Perks are just... Evryone uses it... (BBQ, NOED, Selfcare, Dead Hard...)

    So here are my suggestions to Rework/Buff or Nerf these:

    BBQ: fine as it is you can easily outplay it

    NOED: No HEX anymore BUT (Survivor mains will complain instantly) for every totem left you gain 1% movement speed (so just cleanse and stop crying instead of genrush)

    Selfcare: Fine as it is

    Dead Hard: You shouldnt Dead Hard over a Trap otherwise its fine as it is.

    Fire Up: Srsly? look at this useless perk you get max 4% Action speed for each finished gen... Make it 10% and people will use it.

    Unrelenting: do it for Special attacks too and it would be nice. A shorter cooldown after a chainsaw sprint or faster recovery speed after smashing with the Oni would make it easier (they still suffer a cooldown so dont cry surv mains)

    Play with Your food: useless 1 hit and you lose 5% movement speed. Useless with Blight or Trickster cuz after a rush token is consumed (not the first) you lose a pwyf stack (should only be consumed when you swing your weapon) 3 blades with the trickster and its gone... Wow make him even more worse thanks for wasting our hopes and Money...

    Monstrous Shrine: Rework it completely that survs cant sabotage hooks OR (that means not both surv mains dont cry) Survivors die faster on hook and have a reduced success chance to escape without Deliverance (If you are near to a hook they die slower against campers and that the surv mains wont cry)

    HEX Crowd Control: Why is it a Hex? srsly? That is just a sad depressed version of Bamboozle... increase the block time and dont make it a hex so it would be nice.

    Coup de Grâce: receive a token when a totem is cleansed. Consume the Token when you get a successful hit only.

    Hoarder: Decrease the Chance for survivors to get no more items of Ultra Rare or Very Rare Quality.

    Blood Warden: It should activate when you Mori a survivor too.

    Insidious: You should be able to activate it every 120 seconds for 60 seconds (Prevents at least a bit leatherfaces from basement camping)

    Territorial imperative: Should activate when survivors are in the Killer Shack or Near Hooks (Exposed effect when in the Basement ONLY when you are further than 32 Meters away)

    Those are the Perks sliding through my mind which should be buffed because nobody will use them except for Test Builds or Achievements.

    I forgot Visionary: Who tf uses this (except for Newbies or Achievements)

    Visionary should be like:

    -Shows the Killers aura while you repair a gen when he is in 8/16/24m range

    -Still see Generator Auras in range.

    -You leave no scratch marks for 3 seconds after repairing a gen for 5 seconds.

    So it would be more useful and survivors wont touch the gen at the loop just to get rid of you easier.