what perk would you like to see buffed and how would you buff them

like weak perks like coup de grace, cruel limits, buckle up, and lightweight

how would you make them viable maybe even meta.

Comments

  • Vigil:

    For this change the Exhaustion status itself would get a change. When a survivor is exhausted, they breath louder and their sprinting minimally slower (exhaustion perks are strong as they are and elongate a chase way too much). Vigil, additionally to its current effect, neutralizes these negative effects of exhaustion.


    Pharmacy:

    Any time you are injured, you will find a Medkit when searching through a chest (also with Appraisal). Rarity of medkit is not set. Faster searching stays.

  • @piggygooik said:

    like weak perks like coup de grace, cruel limits, buckle up, and lightweight

    how would you make them viable maybe even meta.

    Lightweight: Your scratch marks are 50/60/70% less visible.

    Coup de grace: Your lunge range is increased by 40% at all times.

    Cruel limits: When a survivor vaults a window, all generators become blocked by the Entity for 2/3/4 seconds.

    Buckle up: You can see how recovered a downed survivor is from any range. After picking a survivor off of the ground, that survivor has the endurance status effect for 2/4/6 seconds.


    EDIT: Forgot to incorporate perk tiers into Coup de grace, so 20/30/40%

  • @Mooks said:

    Vigil:

    For this change the Exhaustion status itself would get a change. When a survivor is exhausted, they breath louder and their sprinting minimally slower (exhaustion perks are strong as they are and elongate a chase way too much). Vigil, additionally to its current effect, neutralizes these negative effects of exhaustion.

    Pharmacy:

    Any time you are injured, you will find a Medkit when searching through a chest (also with Appraisal). Rarity of medkit is not set. Faster searching stays.

    i also though that if you a re near a chest like 10 meters you get a heall speed buff

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/251334/what-perk-would-you-like-to-see-buffed-and-how-would-you-buff-them

    Lightweight: Your scratch marks are 50/60/70% less visible.

    Coup de grace: Your lunge range is increased by 40% at all times.

    Cruel limits: When a survivor vaults a window, all generators become blocked by the Entity for 2/3/4 seconds.

    Buckle up: You can see how recovered a downed survivor is from any range. After picking a survivor off of the ground, that survivor has the endurance status effect for 2/4/6 seconds.

    EDIT: Forgot to incorporate perk tiers into Coup de grace, so 20/30/40%

    pretty god buffs but you may have gone a little over bourd on the cou de greace buff

  • Solidarity

    When healing someone with or without a medkit you have a conversion rate of 50%/60%/70%. Survivors you are healing have their pain grunt volume reduced by 75%

    Poised

    When a generator gets completed you and any allies within 5 metres of you leave no scratch marks for 10/12/15 seconds

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205792#Comment_2205792

    pretty god buffs but you may have gone a little over bourd on the cou de greace buff

    Possibly. I don't know EXACTLY how much 40% is, so my math was likely off.

  • Decisive Strike - it procs and can be used both unhooks, so the Killer can be DS’d twice and not just once.

    It’s a true anti-tunnel perk now but getting stabbed once isn’t going to deter true tunnellers, because they know they’re going to be unpunished if they keep doing it. Getting DS’d twice for true tunnelling will really deter them or punish them appropriately.

    I’ve been saying this since DS got fixed. Now it isn’t obscenely busted it should be usable several times.

  • @Judgement said:

    Decisive Strike - it procs and can be used both unhooks, so the Killer can be DS’d twice and not just once.

    It’s a true anti-tunnel perk now but getting stabbed once isn’t going to deter true tunnellers, because they know they’re going to be unpunished if they keep doing it. Getting DS’d twice for true tunnelling will really deter them or punish them appropriately.

    I’ve been saying this since DS got fixed. Now it isn’t obscenely busted it should be usable several times.

    fair change but we both know that wont stop tunnelers

  • For survivor

    Lightweight: Also reduces footstep noises, and is 5 seconds rather than 3

    Wake Up: Progress is 100% faster instead of 15%, you can determine gate progress by their aura

    Distortion: Each time you escape a chase without being damaged you gain another token

    Camaraderie: Works once for each hook state, people are notified when you have it

    Hope: Activates when gates are powered or when you're on your last hook (but only once per round)

    For killer

    Blood Echo: Also applies Broken

    Coulrophobia, Overwhelming Presence, and Unnerving Presence: Effect persists for 10 seconds after leaving terror radius, Unnerving removes great skill checks while affected

    Gearhead: Lasts 45 seconds, each hit while active extends it by 15 seconds

    Hex Blood Favor: Not a hex

    Knock Out: Works on any downed survivor, not just survivors downed by a basic attack

    Monstrous Shrine: While carrying a survivor an entity portal will appear at the basement entrance which the killer can drop the survivor in and it will place them on a basement hook automatically (so they can put survivors down there without having to walk all the way down and back)

    Predator: Scratch marks occasionally pulsate, indicating which direction they are going

    Spies From the Shadows: Instead of a basic noise indicator you get a loud cawing sound, and remove the black hole notification that takes up half the screen preventing you from seeing anything

  • @Jacoby2041 said:

    For survivor

    Lightweight: Also reduces footstep noises, and is 5 seconds rather than 3

    Wake Up: Progress is 100% faster instead of 15%, you can determine gate progress by their aura

    Distortion: Each time you escape a chase without being damaged you gain another token

    Camaraderie: Works once for each hook state, people are notified when you have it

    Hope: Activates when gates are powered or when you're on your last hook (but only once per round)

    For killer

    Blood Echo: Also applies Broken

    Coulrophobia, Overwhelming Presence, and Unnerving Presence: Effect persists for 10 seconds after leaving terror radius, Unnerving removes great skill checks while affected

    Gearhead: Lasts 45 seconds, each hit while active extends it by 15 seconds

    Hex Blood Favor: Not a hex

    Knock Out: Works on any downed survivor, not just survivors downed by a basic attack

    Monstrous Shrine: While carrying a survivor an entity portal will appear at the basement entrance which the killer can drop the survivor in and it will place them on a basement hook automatically (so they can put survivors down there without having to walk all the way down and back)

    Predator: Scratch marks occasionally pulsate, indicating which direction they are going

    Spies From the Shadows: Instead of a basic noise indicator you get a loud cawing sound, and remove the black hole notification that takes up half the screen preventing you from seeing anything

    these are pretty damn good expect blood favor that perk needs a range increase like 32 meters since it has a 4o sec cooldown already

  • Vigil

    In addition to reducing the duration of bad affects, it increases the duration of positive ones. Total percentage increased by like 15% but no longer stacks with itself, so no cheesing 4 vigils for super long sprint bursts or whatever.

    Also now affects perk cooldowns like Q&Q and limited time perks like lucky break and off the record.

  • No one left behind: Literally just make this perk activate when the gates are powered, like Hope. Problem solved.

    Mettle of man: Remove the downside of this perk, where the killer gets to see your aura. Totally unnecessary for such a niche perk.

    Sole Survivor: Give the benefit of the perk when your team gets hooked, rather than killed. Still would be pretty trash, but better than before.

    Self-preservation: Make it map wide and last for 30 seconds. A cooldown for this would be fine.

    Red Herring: Make it activate when you touch another gen, rather than a locker. This allows you to be productive while using the perk, and still distracting the killer.

    Solidarity: I’d say you could bump the 50% conversion rate to 90%, maybe even 100%. It’s already a niche scenario for it to work, so the effect should be strong.

    Wake Up: This might sound extreme, but I think the % could go from 15% to 100% speed when opening gates. The fact that this perk only impacts exit gates is already bad enough, but opening it in half the time could make it alright.

    Premonition: Should give the user some kind of benefit when the perk is activated, so that it’s not just a way worse version of Spine Chill.

    Distortion: Give survivors an extra token when safely unhooking a teammate. Encourages altruism, and makes the perk more dynamic.

    Breakdown: Could also break the two closest hooks to the one you get rescued from. The time would have to be cut down from 180 seconds though.

    Just some ideas

  • Dark devotion, so it affects the first person hit every x seconds instead of obsession.