The Perk buff, nerf and rework suggestions Thread

Meta perks will always be meta as people will always pick them but maybe by buffing the weaker perks they will give players incentive to use them more confidently at higher ranks. These are just some suggestions i feel would work, please feel free to let me know what you think and what changes you would make. Reasonable suggestions just like the ones below please


Poised: *Buff* You will now not leave scratch marks for 8/10/12 seconds up from 6/8/10

Unnerving Presence: buff/ Skill Check Triggering Odds are increased by 15% (from 10%)

Skill Check success zones are reduced by 45/55/65% (from 40/50/60%)

Up the Ante: *rework* Needs a complete rework as it is the worst and weakest perk in the game

Dark Devotion: buff / After hitting the Obsession with your basic attack causes them to emit a terror radius of 30 meters (from 32m) for the next 30/35/40 seconds. (From 20/25/30s)

This Is Not Happening: When injured, the Success zone of Great Skill Checks

 while Repairing, Healing, and Sabotaging is increased by  10/20/30 %. Buff: Removed Sabotaging and increased zones by 15/25/35%

Red Keys: NERF!!!!!!! Hatch rework?

Franklins Demise: buff/ After 3 attacks to a key the key bends thus ruining it and making it unusable

Shadowborn: buff/ FOV is increased by 11/14/17% (up from 9/12/15%)

Distressing: buff Your terror radius is increased by 24/26/28% (up from 22/24/26)


I'll randomly throw this in here:

Nemises (buff) His tenticle ability should only grant a sprint burst on the second to last hit. Zombies need fixing. Increase zombie speed?

Comments

  • They should remove the 32 meter drawback on territorial that perk is terrible on basically every killer

  • @humanbeing1704 said:

    They should remove the 32 meter drawback on territorial that perk is terrible on basically every killer

    Its funny because i was looking at that perk but didnt mention it here. I thought/think it needs a change/buff

  • Idea for Predator I had for a while now but didn't know where to share.

    Rework: Predator

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

    After a survivor stops running, they still leave scratch marks for 2/3/4 seconds.


    The idea is to make it more Predator-ish if that makes sense, to still be able to find prey even if they think they lost you. As it is now, Predator is an active disadvantage, but this could give the perk more situations and uses.

  • Monstrous shrine should give some permanent debuff to repair and healing speeds if you get basement hooked.

    Unrelenting should work if you miss a survivor and hit a wall. It should also have two stacks of stbfl on it.

    Amy means necessary should not have a cool down.

    Gear head should also work on great skill checks.

    Totem spawns need to be fixed or hexes need a weak lingering effect.

    Hemorrhage should drain your healing progress if you aren't getting healed.

    Vigil should make you recover from all debuffs a lot faster.

    A lot of perks get held back by cooldowns for no reason.

    No mither should start you healthy,and them break you upon taking damage.

  • Perk rework for remember me

    Every time you hit your obsession you gain a token up to 4 tokens. Every time a survivor let’s go of an exit gate switch the gate will be blocked for 15 seconds. During this time it will lose 50% of it’s total progress and consume 1 token

  • @Steah said:

    Monstrous shrine should give some permanent debuff to repair and healing speeds if you get basement hooked.

    Unrelenting should work if you miss a survivor and hit a wall. It should also have two stacks of stbfl on it.

    Amy means necessary should not have a cool down.

    Gear head should also work on great skill checks.

    Totem spawns need to be fixed or hexes need a weak lingering effect.

    Hemorrhage should drain your healing progress if you aren't getting healed.

    Vigil should make you recover from all debuffs a lot faster.

    A lot of perks get held back by cooldowns for no reason.

    No mither should start you healthy,and them break you upon taking damage.

    • Monstrous Shrine suggestion: This is a funny one because of: Self-Unhook difficulty is increased by 5/10/15 %  when in fact you only have a 4% chance of unhooking yourself lol also Self-Unhook penalty is increased by 3/6/9 % but its not like the survivor are trying to attempt escapes with that 4% chance now penalized greater as it misses! I don't necessarily agree with your debuff to repair and healing speeds because theres already Dying Light, Sloppy Butcher, Thanatophobia etc but it definitely needs to be looked at.
    • Unrelenting suggestion: I think this perk is fine the way it is. Its a perk for very beginners until they get adjusted to the game better.
    • Any Means Necessary: There needs to be cooldown on this perk. A survivor should not be able to lift two thrown down pallets in a row.
    • Gear Head: I agree with your perk buff suggestion for Gear Head
    • Totems: I think Totems spawns are fine the way they are, they used to be in worse locations from the killers perspective
    • On Hemorrhage: That would make Sloppy Butcher WAY too strong

    Vigil You recover 10/15/20 % faster from the Blindness, Exhaustion, Haemorrhage, and Hindered Status Effects.

    • This effect also applies to all other Survivors within 8 metres of you and lingers for 15 seconds   

    Buff: You recover 12/17/22% faster from Blindness, Exhaustion, Hemmorage and Hindered status effects

    This effect also applies to all other survivors within 10 meters of you and lingers for 15 seconds is what i suggest


    No Mither: I think its fine the way it is but why do you think this perk should be buffed?

  • @Phasmamain said:

    Perk rework for remember me

    Every time you hit your obsession you gain a token up to 4 tokens. Every time a survivor let’s go of an exit gate switch the gate will be blocked for 15 seconds. During this time it will lose 50% of it’s total progress and consume 1 token

    Interesting

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281559#Comment_2281559

    • Monstrous Shrine suggestion: This is a funny one because of: Self-Unhook difficulty is increased by 5/10/15 %  when in fact you only have a 4% chance of unhooking yourself lol also Self-Unhook penalty is increased by 3/6/9 % but its not like the survivor are trying to attempt escapes with that 4% chance now penalized greater as it misses! I don't necessarily agree with your debuff to repair and healing speeds because theres already Dying Light, Sloppy Butcher, Thanatophobia etc but it definitely needs to be looked at.
    • Unrelenting suggestion: I think this perk is fine the way it is. Its a perk for very beginners until they get adjusted to the game better.
    • Any Means Necessary: There needs to be cooldown on this perk. A survivor should not be able to lift two thrown down pallets in a row.
    • Gear Head: I agree with your perk buff suggestion for Gear Head
    • Totems: I think Totems spawns are fine the way they are, they used to be in worse locations from the killers perspective
    • On Hemorrhage: That would make Sloppy Butcher WAY too strong

    Vigil You recover 10/15/20 % faster from the Blindness, Exhaustion, Haemorrhage, and Hindered Status Effects.

    • This effect also applies to all other Survivors within 8 metres of you and lingers for 15 seconds   

    Buff: You recover 12/17/22% faster from Blindness, Exhaustion, Hemmorage and Hindered status effects

    This effect also applies to all other survivors within 10 meters of you and lingers for 15 seconds is what i suggest

    No Mither: I think its fine the way it is but why do you think this perk should be buffed?

    I think for No Mither you should star the trial healthy, and then become broken upon taking damage

  • Vigil: Now works on Broken as well. (This makes it synergise with For the People, Deliverance and Second Wind)

    Autodidact: When healing another survivor without a medkit for three seconds, press the active ability button to set skill check chance to 100% for one second. 20 second cooldown. (This reduces RNG reliance and guarantees a baseline number of skillchecks.)

    For the People: Beckoning reveals your aura to survivors within 8 meters and declares this perk to them. (Helps to convince people to let you take the one second you need to steal their injury mid-chase.)