How I would buff (almost) all of the weak and under-used perks
Dear people of the Fog,
many perks on both sides are underwhealming. This is how I would buff them to make them more useful while keeping their core. I do not aim to create new meta perks with this nor do I think of broken perk combinations. These are just ideas. All values are for tier 3 and additionally to the existing effects unless stated otherwise.
SURVIVOR:
- Lightweight: Make the scratchmarks fainter and not as bright (= harder to see).
- This Is Not Happening: Get 50% more time after the skillcheck notification.
- Calm Spirit: All normal grunts or noises are silent. So no sqeaky noises when doing totems/ chests, when falling down (yes yes) etc.
- Streetwise: Make it global
- Sole Survivor: Make it more functional with new Object (which is global!), tweak the distance so you are kinda save from BBQ on most maps when the second to last survivor dies. (48m with 2 tokens on tier 3 is just not enough and sometimes there is just no locker or the killer has Iron Maiden.) Reimplement that the perk lights up, whenever it blocks an aura and give a noise notification (like Premonition)
- Object of Obsession: Let the player use it when they like, but keep the 30s cooldown. Edit: Since a DS can completely rob you of this perk if the killer has no aura reading, give it to non-Obsessions but with 60s cooldown.
- Up the Ante: Buff the numbers, but (like Open Handed) only once per team.
Left Behind: Obsolete since you can find hatch by walking over it.- No Mither: 100% Noise reduction, you leave NO BLOOD 4 ONI; You start the trial HEALTHY and hide that broken status from the killer (no more getting tunneled). You can never be healed, recovering speed reduced by 35% (only if broken status is hidden!).
- Wake Up!: You wake up from Freddy's Dream World, sprint for 5s at 150% and get 5% action speed to vaulting, cleansing, sabotage and healing (also Jigsaw Boxes!) for 60s. Causes 60s exhaustion. (together with an Adrenaline nerf: no more sprint boost. Only heal one health state. Still causes exhaustion!)
- Vigil: Make it global and buff the numbers to 30%, but only once per team.
- Pharmacy: Maybe put random add-ons on it (green rarity max.)
- Boil Over: Buff it to 20m
The PebbleDiversion: Lower the activation timer to 20s- Autodidact: More skillchecks so you get tokens faster (it is such a pain to get to 5) OR get 20% (instead of 15) which are applied instantly in both cases (like STBFL; right now, you only get the bonus for the next skillcheck), give the other survivor a notification (like Prove Thyself) if they are in a 4m radius, so the other person knows you have the perk.
- Distortion: 5 tokens Edit: OR (as Rework) the Killer can never see your aura, but you are Oblivious the whole match (could be a Boon: perk? Maybe?)
- Buckle-up: Make it visible for the whole team
- Mettle of Man: Make it counter any insta down even if you are healthy and make it usable while being already in Deep Wound Status, remove the downsides and reduce necessary protection hits to 2 OR keep the downsides and let safe hook rescues and pallet/FL saves count as well.
- Better Together: Make it global
- Fixated: Let you see other Survivor's scratch marks as well.
- Babysitter: Reduce injured noises by 100% for 8s
- Cameraderie: Activates on both hook phases. Health bar does not flash for the killer so they're not alearted that another survivor is near
- Second Wind: Hide the broken status from the killer! Edit: add a token system (max 2 tokens) so that if you happen to heal 2 people before getting hooked, you have both auto-heals ready. Also don't let it consume a token if the killer tunnels you and downs you before you get the heal.
- Red Herring: I seriously have no idea....
- Visionary: Remove the cooldown.
- Smash Hit: Let stuns count where the killer breaks the pallet simultaneously (more viable vs Bubba, Billy etc.)
- Counterforce: Totems cleansed by others count too and show the totem that was the furthest away from that position.
- Bite the Bullet: Include other healing teammates.
KILLER:
- Monstrous Shrine: No self-unhook possible (without Deliverance), after 2 escape attempts you go in "Phase 2" (you will get a little debuff-icon after you did one attempt), Hook progression is accelerated by 15%. OR make it a Hex: (seriously, no-one likes basement campers) but let it affect all hooks (maybe....) Edit: OR make a Scourge Hook: out of it if affecting all hooks would be too bad.
- Unnerving Presence: Let it effect EVERYTHING or make it global so more killers could benefit from it. (Experienced players won't care either way.)
- Predator: Make the scratch marks brighter and more vibrant. Remove the rest.
- Stridor: Return to old state (together with a) Iron Will nerf: If you are injured you do not groan in pain, but breath normally; b) Spirit Nerf: No injured sounds audible while phasing, injured survivors are treated like the have Iron WIll)
- Dying Light: 5% per token; include Obsession into debuff; keep tokens after Obsession dies (like STBFL).
- Hex: Third Seal: Include hook bubbles and other notification bubbles. (including utility aras like Jigsaw Boxes would make it too strong, but I would be interested in a test nontheless)
- Overwhealming Presence: Make it global.
- Overcharge: Make it 10% but remove the effect after the gen stopped regressing.
- Territorial Imperative: If at least 32m away from a hooked survivor, if another survivor gets 8m or closer to that hook get a notification and show the aura for 5s. Remove the basement part.
- Fire Up: Buff it to 5% (25% total) and give a 5% MS bonus for 10s every time a gen is completed ORgive a stackable 1% MS bonus for every completed gen for the rest of the trial (=5% after all gens are done)
- Remember Me: Return it to the pre EGC state and buff the numbers to a total of 60s gate opening time (40s from the perk itself). Show the location of the Obsession when all gens are done for 5s. It was gutted back then and not buffed again after the issue with the EGC was resolved. For any issues regarding the EGC after hatch is closed see my other post:
@LapisInfernalis said:
Concerning: Remember Me, Blood Warden, NOED, Rancor, Bitter Murmur and No Way Out
Dear people of the Fog,
why are these perks not treated equally when the killer closes the hatch? Well actually it makes sense for some of these, namely Blood Warden (you are the last person, so it would never be activated anyway) and Bitter Murmur (no Gen is activated, so no aura, which is ok). But why does No Way Out work, while Remember Me was gutted? Why does NOED work and not Rancor?
Numbers:
No Way out (4 tokens, Tier 3) - 60s blocked + 20s gate = 80s total AND the killer gets a notification
Remember Me (4 tokens) - 16s + 20s gate = 36s total, NO notification (only for non Obsessions)
Rancor - Obsession Exposed & Mori (+ aura/location if a Gen is completed; not in effect here)
NOED - all Exposed+4% more MS until Totem cleansed
A little bit of history: When the EGC was implemented, they nerfed Remember Me from 30s to 16s so that Survivors were still able to get the gate open, but No Way Out is allowed these numbers? (Seriously, buff Remember Me)
NOED's speed boost can be a huge advantage if the gates are close to each other and if the Totem is cleansed it gives the Killer a notification. Whereas Rancor only effects the Obsession.
What I propose:
Either disable all of these perks if the killer closes the hatch (description key word "after all gens are completed") or enable all of them and tweak No Way Out's numbers (if Remember Me had to be nerfed to the ground this would be just).
I would prefer if either
A) NONE of these perks would activate after closing the hatch
OR
B) they ALL activate. In this case No Way Out, Remember Me and NOED should have 2 different versions. One weaker for when the hatch was closed and a stronger one for regular EGC. This would include some number tweaking. For example the old pre nerf Remember Me for the regular EGC and the live version for after the hatch has been closed. No Way Out should either not have the notification or shorter activation time and NOED should not have the speed boost. Rancor only effects one person, who my not even be the last person alive. I think it is OK as it is.
- Surveillance: Remove the yellow aura notification if the gen goes empty. It is so confusing....
- Rancor: After all gens are completed, highlight the Obsession's Location OR show their aura for 4s.
- Furtive Chase: Make the TR smaller fot the whole time (not just in chase). Keep tokens when the Obsession dies.
- Cruel Limits: Don't block the windows around the gen, but the killer.
- Dead Man's Switch: Worked kinda before PGTW numbers were nerfed. Therefore this is actually a nerf... or maybe not? Reduce it to 35s but "kick off" survivors working on the gen with the most progress (like Surge/Eruption). Does not work on other gens.
- Forced Penance: No idea.
- Deathbound: No idea.
- Dragon's Grip: Reduce cooldown to 60s. (If MYC can activate for 60s every 60s, then this is fair.)
- Hex: Blood Favour: 24m and remove the Hex: OR the cooldown (since Hex perks should be so strong that they justify being able to be removed)
- Coup de Grâce: Add another button I have to press (SHIFT would fit), so I don't waste it.
Comments
Decent job in the complete review. Of course like the 50% of your changes need to be more or to be less to be actually balanced, like some tweaks, you know?, but there are okay.
"Perfect buffs" on: lightweight, streetwise, distorsion (not the rework), counterforce, dying light, surveillance, furtive chase, dragon grip, hex: blood favour and coup de grace.
If you want, you can check my list of survivor perks, also you missed a few perks that are on my list and you can see ideas for the ones you couldn't change like red herring. I hope you liked them and keep the good work. :)
https://forum.deadbydaylight.com/en/discussion/235591/buffs-reworks-ideas-for-bad-survivors-peks-2-0/p1?new=1
Thank you! This was more of a brain storm anyway (and it was the middle of the night lol). Therefore I didn't expect it to be perfect.
Yeah, I understand, but still is better than the devs doing nothing for years.
LOL
I really like the Mettle of Man idea, that makes it counter an insta-down.
These are fun ideas.
Bite The Bullet used to do that, but I think it was a bug they patched out.
No Mither is good too. It's long overdue for a rework.