How would buff or rework bad perks to make them meta or at least good in pubs.

I think I have a good one. it's going to be a nerf buff to Mettle of man.

So to get the nerf out of the way: you cant get Mettle of man multiple times.

Buff: you get stacks of mettle of man through SAFE unhooks( as well as the protection hits like normal)

this change is to reward plays toward helping the team.

Please tell me how you would buff or rework low their perks and if you'd like to tell me how you think of my Mettle of man change

Comments

  • Predator:

    Your instinct to hunt prey guide you

    increase the duration of scratch Mark to 2/3/4 seconds.

    walking now give smaller and spaced out scratch Mark for 2/3/4 seconds.

    scratch marks are directional.

    This will make predator more useful and could help newer player.

  • The last thing this game needs is more second chance perks. MoM is bad in its current state yes, but it shouldn't have been made as another second chance perk in the first place.

    Let's buff the other 80% of the perk roster that could use the buffs much more and aren't second chances.

    Here's a starter:

    Predator- Walking footsteps are 50% louder

    Light Weight- Walking footsteps are silent and running footsteps are 75% quieter.

    Dance with Me- Drop the cooldown down to 20 seconds and extend the duration of no scratch marks to 4 seconds.

    I'm All Ears- Drop the cooldown down to 20 seconds.

    Mad Grit- Survivors hit while carrying also don't get a sprint burst from being injured.

    Spies from the Shadow- Instead of triggering from crows within 36m, it now triggers on crows outside of 36m.

    Boil Over- Hides all hook auras.

    Calm Spirit- Also hides all movement and sound from environmental terrain. IE you don't move grass or make sound going through grass etc etc

    Technician- While working on a gen it is silent, no range requirement. IE if you're working on it and the killer just drives by and listens without actually looking at it, it will sound like it has no progression on it. Only hides the sound when solo on a gen.

    Visionary- Gen auras within 32m are shown to all survivors. Remove the disabling effect from it.

    Wake up- While active, gate sounds and light indicators are all hidden from the killer.

    Blood Echo- Remove the cooldown.

    Coulrophobia- When survivors leave your TR the effect lingers for 15 seconds.

    Blood Warden- If a survivor is hooked once the gates have been touched Blood Warden will activate when opened. Hooking a survivor after Blood Warden has been activated will add 15 seconds more of blocked time.

    Deerstalker- Also slows recovery time on the ground by 20%

    Dying Light- Removing the healing speed bonus for the Obsession.

    Hex: The Third Seal- Blindness status effect also hides survivor portraits. This makes it more difficult to see how much pressure the killer currently has out on the rest the team. Also remove the location ping when a survivor is hooked, this defeats the entire point of not seeing their auras.

    Hoarder- Shows auras for 5 seconds when interacting with a chest or item instead of a location ping. When this activates the killer gains Undetectable for 15 seconds.

    Insidious- Remove its current effect. When a survivor is unhooked and you are at least 32m away gain the Undetectable status for 20 seconds.

    Iron Maiden- Remove the exposed, it's literal just a meme. Instead the killer gains Undetectable for 60 seconds when a survivor leaves a locker. The point of this is so it could actually get repeat value as it wouldn't immediately tell everyone what you're running after 1 activation, never to be seen again. The reload speed can remain.

    Oppression- Drop the cooldown to 40 seconds.

    No Way Out- While active, every 10 seconds you get a location ping of all survivors.

    Remember Me- While opening a gate survivors auras are also revealed.

    Thanataphobia- Up the percentage from 5% to 7% per survivor.

    Monstrous Shrine- Remove its current effect. While a survivor is hooked in the basement and you are at least 32m from the hook you gain the Undetectable status effect. This rewards basement hooks but encourages you to leave the basement instead of camping them.

    Mind Breaker- Up the Exhaustion time from 5 to 15 seconds.

    Overwhelming presence- Remove its current effect. While a survivor is using an item and for 15 seconds after they gain the Oblivious status effect.

    Thrilling Tremors- Remove the cooldown. Allow it to only activate on a survivor once perk down. This removes the unnecessary cooldown without allowing for abuse.

    Trail of Torment- Cooldown dropped to 30 seconds.

    Coup De Grace- Remove its current effect. Now it starts the game with 5 tokens and works as a reverse Fired Up. You gain 5% increased lunge on attacks per token. Each gen completed removes 1 token. This makes it very strong early game and periodically get weaker as the game goes on until it's totally dead at end game.

    Cruel Limits- Make the blocked windows be within a 32m radius of the killer, not the completed gen.

    Dark Devotion- Up the Undetectable duration from 30 to 60 seconds.

    Beast of Prey- Remove its current effect. After dropping chase gain the Undetectable status effect for 15 seconds.

    Brutal Strength- Kicked gens also regress at 200% of normal regression speed. Basically Ruins rate of regression but only on individual gens you've kicked and only until they've been touched.

    Fire Up- Raise its 4% per gen completed up to 7% per.

    Hangmans Trick- Raise the aura reading range to within 10m of any hook while carrying.

    Hope- The timer is paused when you are unable to benefit from the haste effect. IE on the hook, slugged, healing etc.

    No One Left Behind- Allow the bonus blood points to go over the cap.

    Poised- In addition to its current effect it also hides scratch marks for 3 seconds any time you let go of a generator.

    Red Herring- Allow the survivor to pick which gen the sound notification goes off on similar to how Freddy targets which gen to teleport to.

    Camaraderie- Applies not just in the struggle hook phase, but now also during first hook if the killer is within 16m of the hook.

    Breakdown- Now also shows the killers aura to you for 6 seconds when any survivor is taken off a hook, not just when you are.

    Tenacity- You are also silent while on the ground.

    Up The Ante- Luck now also increases the chance of getting skill checks.

    Left Behind- Now also causes 2 hatches to spawn when you are the last survivor remaining in the trial.

    Distortion- Also hides all sound notification pings you would generate.

    Bloodhound- It's current effect is baked into the Hemorrhage status effect. Bloodhounds new effect shows blood auras at a 5m range. This is to say you will see the aura of drops of blood on the other side of walls.

    Numbers are to be determined, just focus on the concept itself. These are fun perks that allow for more skilled mind games, not just 3rd health states for doing things you'd already be doing normally.

  • @zombitehdeath said:

    Predator:

    Your instinct to hunt prey guide you

    increase the duration of scratch Mark to 2/3/4 seconds.

    walking now give smaller and spaced out scratch Mark for 2/3/4 seconds.

    scratch marks are directional.

    This will make predator more useful and could help newer player.

    what do you mean by scratch marks are directional

  • The scratch marks go into the direction the survivor was facing when the scratch marks was produced.

  • This has been my suggestion for Predator for at least a year now.

    Predator: Survivors now leave a secondary pearl white with a black outline wavy entity Tendril legs?(How else would you call the Entity's hook sacrifice limbs) scratch-mark trail.

    This secondary scratch-mark trail will try to Near perfectly follow the survivor's movements and lasts for 3/2/1 seconds less time then normal scratch marks.

    This fixes one of predator's main issues as the current predator prevents scratch-marks on walls making finding survivors with said scratch marks worse which makes current predator solely a DEBUFF.

    It also fixes the likely hood that the scratch marks will be inaccurate with two trails trying to track the survivor.

  • @Blueberry said:

    The last thing this game needs is more second chance perks. MoM is bad in its current state yes, but it shouldn't have been made as another second chance perk in the first place.

    Let's buff the other 80% of the perk roster that could use the buffs much more and aren't second chances.

    Here's a starter:

    Predator- Walking footsteps are 50% louder

    Light Weight- Walking footsteps are silent and running footsteps are 75% quieter.

    Dance with Me- Drop the cooldown down to 20 seconds and extend the duration of no scratch marks to 4 seconds.

    I'm All Ears- Drop the cooldown down to 20 seconds.

    Mad Grit- Survivors hit while carrying also don't get a sprint burst from being injured.

    Spies from the Shadow- Instead of triggering from crows within 36m, it now triggers on crows outside of 36m.

    Boil Over- Hides all hook auras.

    Calm Spirit- Also hides all movement and sound from environmental terrain. IE you don't move grass or make sound going through grass etc etc

    Technician- While working on a gen it is silent, no range requirement. IE if you're working on it and the killer just drives by and listens without actually looking at it, it will sound like it has no progression on it. Only hides the sound when solo on a gen.

    Visionary- Gen auras within 32m are shown to all survivors. Remove the disabling effect from it.

    Wake up- While active, gate sounds and light indicators are all hidden from the killer.

    Numbers are to be determined, just focus on the concept itself. These are fun perks that allow for more skilled mind games, not just 3rd health states for doing things you'd already be doing normally.

    Lightweight should have the ability to avoid trap by walking on them and slightly narrow the scratch Mark

    Predator buff won't change it much and I already said my changes for it.

    Spies change is a nerf since they could be gone when you get to the location of the notification. The change I would make is the ability to not disturb the crows.

    Technician change would be broken on certain map and useless on other. The change I would make is:

    for every great skillcheck gain a token up to 10.

    For every token there is a 10% chance of no explosions.

    Boil over and mad grit doesn't seem like good ideas but I wouldn't know how to change them.

    the rest are fine in my opinion.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154282#Comment_2154282

    Lightweight should have the ability to avoid trap by walking on them and slightly narrow the scratch Mark

    Predator buff won't change it much and I already said my changes for it.

    Spies change is a nerf since they could be gone when you get to the location of the notification. The change I would make is the ability to not disturb the crows.

    Technician change would be broken on certain map and useless on other. The change I would make is:

    for every great skillcheck gain a token up to 10.

    For every token there is a 10% chance of no explosions.

    Boil over and mad grit doesn't seem like good ideas but I wouldn't know how to change them.

    the rest are fine in my opinion.

    Perks should not be countering specific killers. The devs have already been rectifying this and do not want it to be a thing.

    Spies point is not to get there in time. The point is have information of where the survivors are on the map for micromanaging. Its current state is worthless.

    Your technician change would make it still be worthless. The silence wouldn't be OP on certain maps it would be a niche stealth build.

  • @Warcrafter4 said:

    This has been my suggestion for Predator for at least a year now.

    Predator: Survivors now leave a secondary pearl white with a black outline wavy entity Tendril legs?(How else would you call the Entity's hook sacrifice limbs) scratch-mark trail.

    This secondary scratch-mark trail will try to Near perfectly follow the survivor's movements and lasts for 3/2/1 seconds less time then normal scratch marks.

    This fixes one of predator's main issues as the current predator prevents scratch-marks on walls making finding survivors with said scratch marks worse which makes current predator solely a DEBUFF.

    It also fixes the likely hood that the scratch marks will be inaccurate with two trails trying to track the survivor.

    This is kinda like my changes on predator

  • Yep but my changes are specifically to fix some of the downsides current predator has given how much tracking scratch-marks on walls gives you in more open maps(Like the corn maps were scratch-marks on trees are one of the few tracking options that's un-obscured by the corn) as the current predator removes these scratch-mark.

    Hence the secondary trail with the current effect that also keeps the wall scratch-marks.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154322#Comment_2154322

    Perks should not be countering specific killers. The devs have already been rectifying this and do not want it to be a thing.

    Spies point is not to get there in time. The point is have information of where the survivors are on the map for micromanaging. Its current state is worthless.

    Your technician change would make it still be worthless. The silence wouldn't be OP on certain maps it would be a niche stealth build.

    your changes for technician would make it op since killers rely on audio if the gen is being repaired or not to save time but they will have to check everytime.

    mine depend on how many skillchecks appears but it can encourage people to hit greats which will help people improve. I could change it to 20% per token and have a maximum of 5 or increase the rate of skillcheck to appear.

    For lightweight I do get but I don't think making footsteps quieter would help it.

    For spies I would compromise with not being able to disturb crows and have a notification outside of 36 metres. This would help with tracking within 36 metre and know where the survivors is outside of 36 metres.

  • Head On: Remove the 3 second windup, increase the range + radius.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154332#Comment_2154332

    Yep but my changes are specifically to fix some of the downsides current predator has given how much tracking scratch-marks on walls gives you in more open maps(Like the corn maps were scratch-marks on trees are one of the few tracking options that's un-obscured by the corn) as the current predator removes these scratch-mark.

    Hence the secondary trail with the current effect that also keeps the wall scratch-marks.

    Mine is also specifically fixing it downside by removing the current affect it has and giving it a way better affect so I don't get why you made this comment.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154340#Comment_2154340

    Mine is also specifically fixing it downside by removing the current affect it has and giving it a way better affect so I don't get why you made this comment.

    Ah then I misread you're suggesting I thought it also said running scratch marks were also smaller not just the new walking ones.

    My bad.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154417#Comment_2154417

    Ah then I misread you're suggesting I thought it also said chase scratch marks were also smaller not just the new walking ones.

    My bad.

    it ok. We all make mistake.

    • Monstrous Shrine: When a survivor is hooked inside the basement 20/40/60 seconds is instantly removed from their life bar.
  • @DbD_Enjoyer said:

    • Monstrous Shrine: When a survivor is hooked inside the basement 20/40/60 seconds is instantly removed from their life bar.

    That sounds hilariously awful. Removing a hook state from a survivor just because you have a perk. It would allow you to tunnel the survivore right into death hook

  • @Airless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154536#Comment_2154536

    That sounds hilariously awful. Removing a hook state from a survivor just because you have a perk. It would allow you to tunnel the survivore right into death hook

    Well, its not my fault if they get downed near the basement, it would encourage new builds which would attempt to hook everyone in the basement, so there is the variety the OP is asking for.

  • ACE IN THE HOLE

    Proposed Change: Guarantees add-ons are Uncommon, Rare or Very Rare.

    ANY MEANS NECESSARY

    Proposed Change: Any Means Necessary also allows survivors to break breakable walls.

    AUTODIDACT

    Proposed Change: Autodidact rewards a token for healing one health state.

    BABYSITTER

    Proposed Changes: Unhooked survivor also receives 7% haste status effect for 30 seconds. Buff other effects to 10 seconds.

    BETTER TOGETHER

    Proposed Changes: You also see the aura of generators other survivors are working on in yellow in the same range.

    BOIL OVER

    Proposed Changes: Wiggle Effects on the killer increased 100%. When in the basement, Wiggle Progression is increased by 20%

    BOND

    Proposed Changes: Increase Aura reading to 40 Meters

    BREAKDOWN

    Proposed Change: When you successfully unhook a survivor, the hook breaks for 30 seconds.

    BREAKOUT

    Proposed Change: See the Aura of any survivor being carried by the Killer while being carried within 32 meters

    BUCKLE UP

    Proposed Change: Survivors in the dying state within 32 meters of you crawl 30/40/50% faster

    CALM SPIRIT

    Proposed Change: While crouched, sounds made are 50% quieter.

    CAMARADERIE

    Proposed change: Survivors with Camaraderie appear in yellow instead of red, and when camaraderie is activated, they appear as White.

    DANCE WITH ME

    Proposed Change: Dance with me Hides scratchmarks for 5 seconds

    DARK SENSE

    Proposed Change: Makes you less likely to be the obsession.

    DECEPTION

    Proposed Change: You can also enter a locker, and hit the active ability button. This will mark the locker in yellow. While Deception is active, you can hit the active ability button again to cause a loud notification from that locker.

    DEJA VU

    Proposed Change: Deja Vu also shows the aura of the generators to the other survivors.

    DELIVERANCE

    Proposed Change: Broken Status effect reduced to 65/55/45 seconds

    DISTORTION

    Proposed Change: When you are unhooked, you regain one token.

    DIVERSION

    Proposed Change: Creates more scratchmarks than it does, leading 10 meters away from where it was thrown.

    FLIP-FLOP

    Proposed Change: While in the dying state, see the aura of all hooks. Convert 100% of your recovery progress to wiggle progression up to 50%

    HOPE

    Proposed Change: Receive a 7% haste status effect for 3 seconds every time a generator is repaired.

    LIGHTWEIGHT

    Proposed Change: Grass and bushes do not rustle when not moving or walking.

    METTLE OF MAN

    Proposed Change: Allow safe unhooks to count toward mettle of man, then increase the number needed to activate to 4.

    NO ONE LEFT BEHIND

    Proposed Change: Let it work when the exit gates are powered. Unhooking speed is given throughout the trial.

    NO MITHER

    Proposed Change: Start the trial healthy. After being hurt, become broken. Killer cannot see the broken status effect unless 'broken' is caused by something else (such as Deliverance or Plague's vomit)

    OFF THE RECORD

    Proposed Change: Also hides scratchmarks (This is the perk that should get that affect, NOT Lucky Break)

    POISED

    Proposed Change: When the exit gates are powered, you will not leave any scratchmarks for 15 seconds.

    PREMONITION

    Proposed Change: Get An auditory warning (different) every time a teammate enters chase.

    RED HERRING

    Proposed Change: Scratchmarks appear leading away from the generator.

    SECOND WIND

    Proposed Change: Second Wind now just requires you to heal someone up one health state.

    SOLE SURVIVOR

    Proposed Change: Every time a survivor is hooked, your scratchmarks are hidden for 6/8/10 seconds and the killer will receive no noise notifications from you. When you're the last survivor remaining in the trial, for 70/80/90 seconds you will leave no scratchmarks and make no noise notifications.

    SOLIDARITY

    Proposed Change: Let it work with Med Kits.

    THIS IS NOT HAPPENING

    Proposed Change: Total Rework. While uninjured, all good skill checks while healing count as great skill checks. Receive bonus 50/75/100% BP in the boldness category. You will be oblivious throughout the trial.

    UP THE ANTE

    Proposed Change: Also increases rarity of items.

    WAKE UP

    Proposed Change: Increase to 15/20/25% opening exit gate speed

    BAMBOOZLE

    Proposed Change: Buff the Vault Speed to 15/20/25%

    BEAST OF PREY

    Proposed Change: Beast Of Prey effects remain for 8/10/12 seconds after losing bloodlust

    BLOOD ECHO

    Proposed Change: Also applies the mangled status effect to injured survivors.

    BLOOD WARDEN

    Proposed Change: Survivors within exit gate areas are exposed.

    BLOODHOUND

    Proposed Change: See the auras of Injured survivors within 4 meters

    COULROPHOBIA

    Proposed Change: Survivors outside of your terror radius get a 15/20/25% penalty to healing progression speed

    COUP DE GRACE

    Proposed Change: Let Killers choose when their lunge will be longer.

    CRUEL LIMITS

    Proposed Change: Close all windows/vaults on the map after a generator is completed for 10/15/20 seconds.

    DARK DEVOTION

    Proposed Change: Increase Duration to 20/30/40 seconds

    DEAD MAN'S SWITCH

    Proposed Change: Increase the duration to 40/50/60 seconds. Gens blocked by Dead Man's Switch regress at normal rate

    DEERSTALKER

    Proposed Change: When a Survivor gets healed up from the dying state, receive an auditory notification.

    DYING LIGHT

    Proposed Change: Reduce the healing speed buff for the obsession to 15%

    FIRE UP

    Proposed Change: Buff the numbers to 5/6/7%

    FURTIVE CHASE

    Proposed Change: Works on anyone, not just the obsession. Still creates an obsession every time there's an unhook.

    GEARHEAD

    Proposed Change: Skill check odds are increased by 20%. Works with Great Skill Checks too.

    HANGMAN'S TRICK

    Proposed Change: Increase the range to 4/6/8 meters

    HEX: BLOOD FAVOUR

    Proposed Change: Blocks all pallets within 16 meters for 15 seconds after entering chase. Retains the cooldown.

    HEX: HUNTRESS LULLABY

    Proposed Change: Can also receive backwards skill checks. Regression buffed to 8%.

    HEX: THE THIRD SEAL

    Proposed Change: Survivors affected by the third seal, see all hex totems as dull totems.

    HEX: THRILL OF THE HUNT

    Proposed Change: No longer Token Based. Just increases totem cleansing time as long as its active.

    MONSTROUS SHRINE

    Proposed Change: Survivors hooked in the basement suffer from the blindness status effect. Upon being unhooked, survivors are Mangled and suffer from the Oblivious, Blindness, and Exhausted status effect for 30/35/40 seconds.

    OVERCHARGE

    Proposed Change: Applies an immediate regression of 2.5% to a generator

    OVERWHELMING PRESENCE

    Proposed Change: Survivors in your terror radius are affected by a 5/10/15% repair speed debuff

    PREDATOR

    Proposed Change: Makes Scratchmarks brighter.

    SPIES FROM THE SHADOWS

    Proposed Change: Increase change to 26/34/42 meters

    SURGE

    Proposed Change: Radius increased to 40 meters. Cooldown reduced to 50/40/30 seconds.

    SURVEILLANCE

    Proposed Change: Bring back the bug that let us see gens that are fully regressed still in white.

    TERRITORIAL IMPERATIVE

    Proposed Change: Also applies to killer shack.

    THRILLING TREMORS

    Proposed Change: Reduce cooldown to 50/40/30 seconds

    UNNERVING PRESENCE

    Proposed Change: Increases the progression penalty to 20%, Gets rid of Great SKill zone altogether.

    UNRELENTING

    Proposed Change: Reduces missed attack cooldowns by 30/40/50%

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154417#Comment_2154417

    Ah then I misread you're suggesting I thought it also said chase scratch marks were also smaller not just the new walking ones.

    My bad.

    This was a mistake. (Duplicate)

    Don't know why I can't remove it.Just ignore it

  • i know how to fix every bad survivor perk.

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

    -Mettle of man: You also get stacks for safe unhooks and full heals, maybe increase the amount of stacks to 4 or 5

    -Flip Flop: The conversion is 1:1 but at maximum 50%, that way you might get more value out of the perk

    -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. Also allows you to get to 99% recovery instead of 95%

    -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, the same effects of buckle up will apply to you (your teammates will be able to see how much you have recovered, they will heal you faster). This next change might be a bit overkill but it gives teammates the endurance status effect for 4 seconds when you pick them up

    -Distortion: You can get tokens back by staying in the killers terror radius while not in a chase for 40 seconds

    -Lightweight: Footsteps are 25/35/50% quieter, you vault 5% faster

    -Second wind: Remove the broken status effect. The killer will just tunnel you if he knows you have second wind active

    -Poised: You also don't leave pools of blood and make no grunts of pain

    -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: You can press the active ability button to pause your hook timer instead of having a survivor come to you. Works in any hook stage

    -Small game: You cleanse totems 15/20/25% faster

    -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 100% of conversion if you are also injured

    Wake up!: Increase exit gate opening speed to 15/25/35%. While in the exit gate, you see the aura of all survivors

    -Technician: If you are working on a generator alone, gain a 10% speed boost. Grants 100% more bloodpoints for repairing

    -Leader: You get 40/45/50% 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 start the trial with 3 tokens, each token soaks up killer effects (except for exposed). You can regain 1 token by getting a safe unhook. Tokens soak up effects like sloppy butcher, clown bottle effects, madness, and various addon effects

    -Stake out: You can have up to 2/4/6 tokens at once, using a stake out token automatically gives 2% of progress

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154322#Comment_2154322

    Perks should not be countering specific killers. The devs have already been rectifying this and do not want it to be a thing.

    Spies point is not to get there in time. The point is have information of where the survivors are on the map for micromanaging. Its current state is worthless.

    Your technician change would make it still be worthless. The silence wouldn't be OP on certain maps it would be a niche stealth build.

    your crazy, they can't buff killer perk like that. Some people literally run Corrupt+Ruin+POP on killer builds and even though these perks have absolutely zero synergy in terms of slowing down generators. Its literally better than most of killer perks individually. so ideas of adding more.... of those like brutal strength with 200% regression, dying light, thanotophobia....oppression...surge. Its why freddy got gutted pretty much even though he wasn't that bad at least compare to what your suggesting.

    Its like if i suddenly started improving potentially powerful survivor perks. Like second wind no longer requires you to heal a full health state and instead just heals your automatically after an unhook, Deliverance no longer requires a safe unhook, It works automatically from the start of a match. MoM activates on safe unhooks and only requires 2 tokens.

    I am unsure but I feel like a lot of the perks that are not great numerically but have great effect might be bad because they're afraid that the stacking of the same effect might prove to be too powerful, so their mechanic/number are set to a very under-performing value. 7% fire up might not seem all that bad for individual perk slot, but if you combine it with brutal strength at 2 generator remaining, Its 41% pallet break. Funny enough a lot of the perks that have useful effect but a bad mechanic behind simply end up not getting used at all in the end.

    I don't know, I think community is very fragile when it comes to perks being very impactful to gameplay which is why you see very little perks changes in general.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154329#Comment_2154329

    your crazy, they can't buff killer perk like that. Some people literally run Corrupt+Ruin+POP on killer builds and even though these perks have absolutely zero synergy in terms of slowing down generators. Its literally better than most of killer perks individually. so ideas of adding more.... of those like brutal strength with 200% regression, dying light, thanotophobia....oppression...surge. Its why freddy got gutted pretty much even though he wasn't that bad at least compare to what your suggesting.

    Its like if i suddenly started improving potentially powerful survivor perks. Like second wind no longer requires you to heal a full health state and instead just heals your automatically after an unhook, Deliverance no longer requires a safe unhook, It works automatically from the start of a match. MoM activates on safe unhooks and only requires 2 tokens.

    I am unsure but I feel like a lot of the perks that are not great numerically but have great effect might be bad because they're afraid that the stacking of the same effect might prove to be too powerful, so their mechanic/number are set to a very under-performing value. 7% fire up might not seem all that bad for individual perk slot, but if you combine it with brutal strength at 2 generator remaining, Its 41% pallet break. Funny enough a lot of the perks that have useful effect but a bad mechanic behind simply end up not getting used at all in the end.

    I don't know, I think community is very fragile when it comes to perks being very impactful to gameplay which is why you see very little perks changes in general.

    "your crazy, they can't buff killer perk like that. Some people literally run Corrupt+Ruin+POP on killer builds and even though these perks have absolutely zero synergy in terms of slowing down generators. Its literally better than most of killer perks individually. so ideas of adding more.... of those like brutal strength with 200% regression, dying light, thanotophobia....oppression...surge. Its why freddy got gutted pretty much even though he wasn't that bad at least compare to what your suggesting."

    There's a limit of 4 perks. You act like you can stack all this stuff when you can't. All this does is make more variety of perks. You also are overreacting to these perks power levels, they aren't that crazy.

    "Its like if i suddenly started improving potentially powerful survivor perks. Like second wind no longer requires you to heal a full health state and instead just heals your automatically after an unhook, Deliverance no longer requires a safe unhook, It works automatically from the start of a match. MoM activates on safe unhooks and only requires 2 tokens."

    You aren't understanding power levels appropriately. The changes I made are not as significant as the examples you're providing. My changes only gets them to reasonable power levels while your examples are making busted perks. Apples and oranges.

    "I am unsure but I feel like a lot of the perks that are not great numerically but have great effect might be bad because they're afraid that the stacking of the same effect might prove to be too powerful, so their mechanic/number are set to a very under-performing value. 7% fire up might not seem all that bad for individual perk slot, but if you combine it with brutal strength at 2 generator remaining, Its 41% pallet break. Funny enough a lot of the perks that have useful effect but a bad mechanic behind simply end up not getting used at all in the end."

    Those stacking isn't that big of a deal because by the time Fire Up gets that high there aren't many pallets left anyway. Part of the reason people just stack gen slow down perks currently is because it almost always has a higher impact that the games chase perks. We need those chase perks numbers high enough for their impact on the game to be relative to the slow perks and make them worth considering instead.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155361#Comment_2155361

    "your crazy, they can't buff killer perk like that. Some people literally run Corrupt+Ruin+POP on killer builds and even though these perks have absolutely zero synergy in terms of slowing down generators. Its literally better than most of killer perks individually. so ideas of adding more.... of those like brutal strength with 200% regression, dying light, thanotophobia....oppression...surge. Its why freddy got gutted pretty much even though he wasn't that bad at least compare to what your suggesting."

    There's a limit of 4 perks. You act like you can stack all this stuff when you can't. All this does is make more variety of perks. You also are overreacting to these perks power levels, they aren't that crazy.

    "Its like if i suddenly started improving potentially powerful survivor perks. Like second wind no longer requires you to heal a full health state and instead just heals your automatically after an unhook, Deliverance no longer requires a safe unhook, It works automatically from the start of a match. MoM activates on safe unhooks and only requires 2 tokens."

    You aren't understanding power levels appropriately. The changes I made are not as significant as the examples you're providing. My changes only gets them to reasonable power levels while your examples are making busted perks. Apples and oranges.

    "I am unsure but I feel like a lot of the perks that are not great numerically but have great effect might be bad because they're afraid that the stacking of the same effect might prove to be too powerful, so their mechanic/number are set to a very under-performing value. 7% fire up might not seem all that bad for individual perk slot, but if you combine it with brutal strength at 2 generator remaining, Its 41% pallet break. Funny enough a lot of the perks that have useful effect but a bad mechanic behind simply end up not getting used at all in the end."

    Those stacking isn't that big of a deal because by the time Fire Up gets that high there aren't many pallets left anyway. Part of the reason people just stack gen slow down perks currently is because it almost always has a higher impact that the games chase perks. We need those chase perks numbers high enough for their impact on the game to be relative to the slow perks and make them worth considering instead.

    "There's a limit of 4 perks. You act like you can stack all this stuff when you can't. All this does is make more variety of perks. You also are overreacting to these perks power levels, they aren't that crazy."

    I think you under estimate those perks. the fact that you see at least one generator related perk on average if not all 3 of them in tandem shows how prevalent those perks are and how much the game gets baidaid fixed by them. Like i said, those perks do not have any synergy and yet you see people run ruin+pop+corrupt as their main builds.

    "You aren't understanding power levels appropriately. The changes I made are not as significant as the examples you're providing. My changes only gets them to reasonable power levels while your examples are making busted perks. Apples and oranges."

    your changes are significant. I play both survivor and killer and I rarely see Deliverance, Second Wind or MoM past someone doing adepts. those changes wouldn't be any different from your suggestions in making those perks meta compare classics of dh, ds, bt, iron will, spine+resilience etc.

    "Those stacking isn't that big of a deal because by the time Fire Up gets that high there aren't many pallets left anyway. Part of the reason people just stack gen slow down perks currently is because it almost always has a higher impact that the games chase perks. We need those chase perks numbers high enough for their impact on the game to be relative to the slow perks and make them worth considering instead."

    I personally use gen perks so I can go for many chases and play less lame. Of course, some of the killers, I am forced to slug because the generator perks are either unreliable or do not mend well with some killers(Like Twins or Nurse for example). Chases perks are well-balanced and they're probably 2nd most reliable perks to run to boaster most M1 killers, They just do not used purely because generators fly to fast vs good players. I am sure they're afraid of killers stacking a bunch of chase perks together and being really good in in 1vs1.

    I do find it funny that some of the perks like fire+up brutal strength get put into killer powers like Billy,Leatherface, Blight and soon to be demo, but the perks themselves end up being so far behind from their killer counter-parts. Even looking at coup de grace, The new wraith has that perk in his uncloak now with no restrictions and yet the perk is bogged by limited tokens. so they're afraid to make good perks but end up making killer powers from those perks.

    very comical.

  • Mostly Survivor Perks that are kind of unused.

    Bond - You can see the aura of UNINJURED survivors at an unlimited range and all survivors within 36 meters

    Leader - Now effects user

    Botany Knowledge - 80% healing speed on other injured survivors

    Lightweight - You leave scratch marks for 3/4/5 seconds less, the noise your footsteps make are silenced

    We're gonna live Forever - Gain a token for each generator activated for a 10/15/20% bonus to bloodpoints, you repair generators 1% faster for each unrepaired generator still on the map, excluding the final 3.

    Inner Strength - activates without the need to break a totem, 20 second heal time, 120 second cooldown.

    Babysitter - Unhooking a survivor silences their grunts of pain, their aura can not be read, and they leave no scratch marks for 15 seconds.

    Spine Chill - Decrease the percentage to 5%

    Resilience - Increase the percentage to 15%, increases grunts of pain by 25/20/15%

    Breakdown - Hooks broken by the perk do not show their aura to the killer, only works on one hook at a time.

    Wake Up - Gate opening increased to 25%, aura of gates or opener no longer shown

    Pharmacy - Guarantees Rare or higher rarity items from opened chests, medkits now have 50% greater efficiency.

    Autodidact - Flat healing great skill check 100% bonus progress, no increase to skill check chance.

    Better Together - Shows the aura of gens you work on, intensity of aura shows how close it is to completion

    Visionary - Shows the aura of all generators to you, intensity of aura shows how much progress is on the gen

    Diversion - 60/50/40 second cooldown, functions the same as it always did

    That's all I've got