Every Survivor Perk Balanced

Any survivor perk that doesn't show up here means I think it is balanced.

Also, balanced doesn't always mean it competitively balanced or meta, just that it doesn't need any changes. All perks are in alphabetical order


Any Means Necessary - Add a passive +10% speed to vaulting pallets. (just pallets)

Autodidact - Each token now only gives +10% bonus progression. Remove the -25% progression penalty.

Babysitter - Rescued survivor also receives a 7% haste bonus along with the hiding of their scratch marks and blood. Increase the duration of the above bonuses to 15 seconds.

Balanced Landing - Make the 75% stagger duration to be passive again, but keep the noise reduction to only work when not exhausted.

Better Together - Increase the aura reading of other survivors to 60 seconds

Blood Pact - You now also heal the obsession 100% faster.

Boil Over - You now also struggle out of the killers grasp 15% faster. Increase the range of hiding hooks to 20 meters instead of 14. The Killer is no longer shown the Boil Over symbol when carrying a survivor.

Breakout - Increase the wiggling speed to 30%, and the effect persists for 5 seconds upon leaving the 6 meter range of the killer.

Buckle Up - You can now always see the recovery progress regardless of range. You also instantly pick up any survivor that is 90% or more recovered.

Built to Last - Built to Last now refills 75% of its charges.

Dance With Me - Dance with Me now hides your scratch marks for 5 seconds instead of 3

Dark Sense - Add a passive ability to see the aura of the killer within 16 meters of a generator that you are currently repairing.

Dead Hard - Dead Hard now makes you roll forward instead of dashing forward, which doesn't gain you any distance but still makes you invincible to attacks. Dead Hard now cannot be used to avoid bear traps

Decisive Strike - Does not deactivate upon unhooking another survivor

Desperate Measures - You now receive a 20% increased speed for every injured, downed, and hooked survivor instead of 14%

Distortion - Receive an extra token upon safely unhooking another survivor

Fast Track - You receive a 2% bonus progression bonus per token.

Hope - The 7% haste status effect is permanent upon all generators being completed

Iron Will - Iron Will now only reduces grunts of pain by 75% instead of 100%

Leader - Increase action speed by 50% instead of 25%

Lightweight - Your scratch marks disappear 5 seconds faster instead of 3

Lucky Break - Lucky Break slowly replensishes itself when you are healthy.

No one Left Behind - The effects of No one Left Behind now begin when the exit gates are powered instead of opened.

Plunderer's Instinct - Plunderer's Instinct now guarantees a yellow item or better in every chest you unlock

Poised - You now also receive a 7% haste status effect for the duration of the perk.

Power Struggle - Power Struggle is not revealed to the killer upon it being used.

Premonition - Cooldown reduced to only 15 seconds. You receive a 10% bonus speed to repairing, cleansing, healing, and opening exit gates for 5 seconds upon Premonition triggering.

Repressed Alliance - Activates after only 40 seconds of repairing generators

Resurgence - Instantly gain 70% of your healing progress upon being unhooked

Self-Preservation - Now activates in a 24 meter range instead of 16

Solidarity - Now works with a Medkit. It also now has a 60% conversion rate instead of 50%.

Stake out - Receive a token every 10 seconds instead of 15 seconds, and increase the cap of tokens to 6.

Streetwise - Increase the depletion rate to 35%, and increase the range to 16 meters

Technician - Technician now decreases the regression penalty from a missed skill check by 5% instead of increasing it by 3%

Tenacity - You now also recover 50% faster

Vigil - Increase the recovery rate to 50%.

Visionary - Visionary now doesn't disable upon a generator being completed

Wake up - You now open exit gates 75% faster.


Thank you for coming to my ted talk

Comments

  • I like most of these, but built to last would be OP. People have already shown how powerful it is with genrush toolboxes.

  • Most of these are good, but there is a massive (one could say infinite) reason that Balanced Landing had its permanent stagger reduction removed.

    I'd also really not buff Lucky Break like that without severely reducing the active timer to 10 or even 5 seconds, it's already one of the strongest and unfairest perks in the game and hasn't left my build since it was buffed, even without Iron Will.

  • @CoalTower said:

    I like most of these, but built to last would be OP. People have already shown how powerful it is with genrush toolboxes.

    I disagree with this because receiving 75% more charges on a toolbox would only save about 10 seconds off a gen with the strongest toolbox (commodious with socket swivels and wire spool). Brand New Parts is much stronger than that and cannot be used with Built to Last. I would also argue that a perk slot is more valuable than an item with 75% of its charges.

    @MadLordJack said:

    Most of these are good, but there is a massive (one could say infinite) reason that Balanced Landing had its permanent stagger reduction removed.

    I'd also really not buff Lucky Break like that without severely reducing the active timer to 10 or even 5 seconds, it's already one of the strongest and unfairest perks in the game and hasn't left my build since it was buffed, even without Iron Will.

    I know that the permanent stagger reduction could make some loops extremely strong, but I would argue that those loops need to be better designed. Balanced Landing is the second worst exhaustion perk in the game and some maps you can't even use it on

  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271145#Comment_2271145

    I disagree with this because receiving 75% more charges on a toolbox would only save about 10 seconds off a gen with the strongest toolbox (commodious with socket swivels and wire spool). Brand New Parts is much stronger than that and cannot be used with Built to Last. I would also argue that a perk slot is more valuable than an item with 75% of its charges.

    https://forum.deadbydaylight.com/en/discussion/comment/2271153#Comment_2271153

    I know that the permanent stagger reduction could make some loops extremely strong, but I would argue that those loops need to be better designed. Balanced Landing is the second worst exhaustion perk in the game and some maps you can't even use it on

    https://youtu.be/OpoOdnDbdDw


    Enough said

  • In this video he pretty much used all of his perks just to get a really strong medkit. This means he has to for-go using much stronger standard survivors perks such as dead hard, adrenaline, iron will, etc. Healing really fast is nice but I don't think that would have payed off had he gone against a better killer and not a rank 13. For the toolbox part it seems that he was able to queue with his friend again and that's why they finished a generator extremely quickly. Again, having to use built to last and streetwise cost him 2 valuable perk slots that he could have used for better perks.

  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271177#Comment_2271177

    In this video he pretty much used all of his perks just to get a really strong medkit. This means he has to for-go using much stronger standard survivors perks such as dead hard, adrenaline, iron will, etc. Healing really fast is nice but I don't think that would have payed off had he gone against a better killer and not a rank 13. For the toolbox part it seems that he was able to queue with his friend again and that's why they finished a generator extremely quickly. Again, having to use built to last and streetwise cost him 2 valuable perk slots that he could have used for better perks.

    I wasn't referring to the medkit part

  • I talked about the toolbox as well

  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271145#Comment_2271145

    I disagree with this because receiving 75% more charges on a toolbox would only save about 10 seconds off a gen with the strongest toolbox (commodious with socket swivels and wire spool). Brand New Parts is much stronger than that and cannot be used with Built to Last. I would also argue that a perk slot is more valuable than an item with 75% of its charges.

    https://forum.deadbydaylight.com/en/discussion/comment/2271153#Comment_2271153

    I know that the permanent stagger reduction could make some loops extremely strong, but I would argue that those loops need to be better designed. Balanced Landing is the second worst exhaustion perk in the game and some maps you can't even use it on

    The perk was nerfed because it was severely limiting game design. The Devs didn't actually care about the infinites it had already created, they were sick of having to take into account one single perk every time they made a new map.

  • Can you do a killer one :3?

    My favs that you changed are:

    - Plunder

    - Buckle Up

    - Better Together

    - Dead Hard (not sure about the roll but it should not be immune to bear traps).

  • I do like how you "nerf" some Perks, not many will even consider doing that when they want to "balance" things. But, yes, those Perks are very strong and to be balanced they need to be weakened.

    So, let's get into some comments.

    Balanced Landing - Have a passive 25% stagger reduction and when non-Exhausted you get an extra 50% stagger reduction and no grunts.

    Desperate Measures - Either your suggested change OR make it "for each injured, hooked, dying, killed, or sacrificed Survivor" so you keep the current boost when others are out of the Trial.

    Distortion - Also gain a token on a protection hit, but tokens are capped at 3.

    Hope - Always moving at 107% is going to be really rough for Killers to deal with, especially if it is at the point the Exit Gates are powered. Maybe make it read "As soon as the Exit Gates are powered: (bullet point) You gain a 5/6/7 % Haste Status Effect for 120 seconds. (bullet point) You run 5% faster." So for that 120 seconds you're moving at 112% at a run but as soon as the Haste effect wears off you only run at 105%.

    (Added after reading Streetwise) Leader - Make it 16 metres to match Streetwise (and Vigil).

    Lucky Break - I had a full body shudder at seeing your suggestion. As a Killer Main I am so, so, SO happy more people don't run this Perk. Most everyone seems to be sleeping on it, which I am very fine with. Having it refresh over time just, no. Everyone would run it and Killers would never be able to find anyone when combined with something like (the buffed) Distortion and Quick & Quiet. As soon as the Survivor breaks line of sight and can get to an even half-way descent hiding spot they are gone. It refreshing over time is a nightmare. That said I do think it could use a small change, maybe something like adding 20 seconds to its timer each time you are Hooked? That would give you an extra 40 seconds total after your second Hook. Make it so this "extra time" can go above the "base time" of 60 seconds to make up for if you are just in a bad position and can't get away from the Killer after being hit. Or go with your suggestion of it "refreshing" but also go with @MadLordJack's bit of lowering the timer on it. Maybe have it read "Whenever you are in the Injured State Lucky Break activates: (bullet point) Bleeding and Scratch Marks are suppressed for 4/6/8 seconds after which Lucky Break deactivates and becomes disabled. (New line) @madkingcrow Lucky Break is reenabled if it is disabled if you have been in the Healthy State for 8 seconds after having recovered from the Injured State."

    Repressed Alliance - Make it 50 seconds of interaction with gens, 40 is a bit low for being able to stop the Killer form interacting with a gen for 30 seconds but I agree that the current 60 is indeed too much.

    Solidarity - One or the other. Either it works with a med-kit and does 50% of healing or it doesn't work with a med-kit and does 75%. It could even have both effects and read "When injured, healing another Survivor also heals you with a Conversion rate of: (bullet point) 65/70//75% without using a Med-Kit (bullet point) 40/45/50% while using a Med-Kit"

    Stake Out - Max of 5 tokens.

    Technician - Only take the normal 10% penalty, remove the extra based on Tier and instead of reducing the regression penalty instead reduce the normal 3 second non-interaction time to 1.5 at T3.

    Tenacity - Uhh, Unbreakable at its best only gives you 35%, so 50% here is pretty crazy. 85% recovery when used together? Make Tenacity so you always crawl 50% faster at base and instead the Tier is recovery speed that matches Unbreakable at 25/30/35% so when combined you only have 70% faster recovery. This makes the two Perks almost identical expect for what they give you "at base" but they are already very similar so it doesn't matter too much. With so many Perks in the game you're bound to have overlapping Perks.

    Vigil - Make it 30% and bump the range to 16 metres (to match Leader and Streetwise). Making Vigil 50% seems a bit much, especially when it comes to Exhaustion. Maybe up it to 35%, because 40% feels a bit iffy. I do agree that the current 20% isn't good enough though.

    Wake Up! - 25% faster. Maybe up to 40% but anything more than that is pretty nuts. I agree that 15% is too low but opening an Exit Gate should be somewhat risky unless the Killer is on the other side of the map.

    Anything I didn't mention that you did I agree with you one-hundred percent on.

    <Line break goes here. Ignore this space.>

    And below are ones you already though were balanced and thus didn't list yourself but I feel need a change.

    Alert - Make it 8 seconds, because sometimes 5 seconds isn't enough time to even notice it triggers unless you are already looking that way.

    For the People - Only 80 seconds of being broken.

    Left Behind - See the Hatch within 64 meters.

    Self-Care - 55%. Being 50% is a bit low and painful to see people using. If it was just a bit faster but still not as good as being healed by someone else I wouldn't mind my teammates using it so much when I play Survivor or feel so bad for the other Survivors when I see it as Killer.

    This Is Not Happening - Also increases the odds of triggering Skill Checks while injured by 25%. What's the point of having larger Great zones if you never get any Skill checks?

    <Another line break goes here. Also Ignore this space.>

    And special bound round! Kindred is removed from the game and all Survivors not on hooks see each other's Auras when anyone is on a Hook. The Killer's Aura is not revealed.

  • @FancyMrB said:

    Can you do a killer one :3?

    My favs that you changed are:

    - Plunder

    - Buckle Up

    - Better Together

    - Dead Hard (not sure about the roll but it should not be immune to bear traps).

    I'm not a killer main but sure I'll do one

  • An engineers toolbox with wire spool and scraps can save 27 seconds using Built to Last.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271205#Comment_2271205

    An engineers toolbox with wire spool and scraps can save 27 seconds using Built to Last.

    Wow thats like 1 brand new part

  • Without needing to hit the skill checks or an ultra rare addon. Your suggestion would push it to over 30 seconds saved. That's not even adding in Streetwise. I love Built to Last, but that would be broken. If anything I wish it would refill any depleted item by 50%. Meaning if I grab multiple things from chests it procs multiple times.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2299930#Comment_2299930

    Without needing to hit the skill checks or an ultra rare addon. Your suggestion would push it to over 30 seconds saved. That's not even adding in Streetwise. I love Built to Last, but that would be broken. If anything I wish it would refill any depleted item by 50%. Meaning if I grab multiple things from chests it procs multiple times.

    That would be even better than a one time 75% use. Wire Spool and Scraps are as expensive as a brand new parts

  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2299945#Comment_2299945

    That would be even better than a one time 75% use. Wire Spool and Scraps are as expensive as a brand new parts

    It would be better if you got good items out of the chest. It's always a craps shoot what you'll get from a chest. I mentioned ultra due to the relative rarity, not the cost.

  • @Product said:

    Any survivor perk that doesn't show up here means I think it is balanced.

    Also, balanced doesn't always mean it competitively balanced or meta, just that it doesn't need any changes. All perks are in alphabetical order

    Any Means Necessary - Add a passive +10% speed to vaulting pallets. (just pallets)

    Autodidact - Each token now only gives +10% bonus progression. Remove the -25% progression penalty.

    Babysitter - Rescued survivor also receives a 7% haste bonus along with the hiding of their scratch marks and blood. Increase the duration of the above bonuses to 15 seconds.

    Balanced Landing - Make the 75% stagger duration to be passive again, but keep the noise reduction to only work when not exhausted.

    Better Together - Increase the aura reading of other survivors to 60 seconds

    Blood Pact - You now also heal the obsession 100% faster.

    Boil Over - You now also struggle out of the killers grasp 15% faster. Increase the range of hiding hooks to 20 meters instead of 14. The Killer is no longer shown the Boil Over symbol when carrying a survivor.

    Breakout - Increase the wiggling speed to 30%, and the effect persists for 5 seconds upon leaving the 6 meter range of the killer.

    Buckle Up - You can now always see the recovery progress regardless of range. You also instantly pick up any survivor that is 90% or more recovered.

    Built to Last - Built to Last now refills 75% of its charges.

    Dance With Me - Dance with Me now hides your scratch marks for 5 seconds instead of 3

    Dark Sense - Add a passive ability to see the aura of the killer within 16 meters of a generator that you are currently repairing.

    Dead Hard - Dead Hard now makes you roll forward instead of dashing forward, which doesn't gain you any distance but still makes you invincible to attacks. Dead Hard now cannot be used to avoid bear traps

    Decisive Strike - Does not deactivate upon unhooking another survivor

    Desperate Measures - You now receive a 20% increased speed for every injured, downed, and hooked survivor instead of 14%

    Distortion - Receive an extra token upon safely unhooking another survivor

    Fast Track - You receive a 2% bonus progression bonus per token.

    Hope - The 7% haste status effect is permanent upon all generators being completed

    Iron Will - Iron Will now only reduces grunts of pain by 75% instead of 100%

    Leader - Increase action speed by 50% instead of 25%

    Lightweight - Your scratch marks disappear 5 seconds faster instead of 3

    Lucky Break - Lucky Break slowly replensishes itself when you are healthy.

    No one Left Behind - The effects of No one Left Behind now begin when the exit gates are powered instead of opened.

    Plunderer's Instinct - Plunderer's Instinct now guarantees a yellow item or better in every chest you unlock

    Poised - You now also receive a 7% haste status effect for the duration of the perk.

    Power Struggle - Power Struggle is not revealed to the killer upon it being used.

    Premonition - Cooldown reduced to only 15 seconds. You receive a 10% bonus speed to repairing, cleansing, healing, and opening exit gates for 5 seconds upon Premonition triggering.

    Repressed Alliance - Activates after only 40 seconds of repairing generators

    Resurgence - Instantly gain 70% of your healing progress upon being unhooked

    Self-Preservation - Now activates in a 24 meter range instead of 16

    Solidarity - Now works with a Medkit. It also now has a 60% conversion rate instead of 50%.

    Stake out - Receive a token every 10 seconds instead of 15 seconds, and increase the cap of tokens to 6.

    Streetwise - Increase the depletion rate to 35%, and increase the range to 16 meters

    Technician - Technician now decreases the regression penalty from a missed skill check by 5% instead of increasing it by 3%

    Tenacity - You now also recover 50% faster

    Vigil - Increase the recovery rate to 50%.

    Visionary - Visionary now doesn't disable upon a generator being completed

    Wake up - You now open exit gates 75% faster.

    Thank you for coming to my ted talk

    Excellent and well thought out post. I agree. I’d also like to see ds tweaked a bit. It’s useless now as is and most people I know stopped using it.

  • Um nah DS is fine how it is thanks. If your still having trouble finding a way to use it, it means you're not being tunneled.