buff 1 perk you use in every build/killer/survivor

tell me the perk you use in every single build and what buff you'd give it, even if it's already powerful (if it is)


mine is Scourge hooks: pain resonance

Any survivor touching the gen within 5 seconds of blowing up have their aura revealed for 5 seconds.

Comments

  • @FreshCoal said:

    Surge - Remove cooldown and make it activate with special attacks.

    Autodidact - Remove the negative affect.

    yes and yes, keep the 50% bonus but add like 5-10% skill check chances

  • @FFirebrandd said:

    Coup De Grace: Add 2 features.

    1. Lunges that do not go past the maximum lunge range do not consume a token.
    2. Gain a token for every 6/5/4 pallets broken.

    I also use Agitation quite a bit but I don't think it necessarily needs a buff.

    yes and i'd personally get a token on every hook instead of gens

  • @Gwinty said:

    For survivors:

    "Boon: Exponential" now covers 32m instead of 24...I love this Boon...

    For Killers:

    Grim Embrace now looses it stacks once it activates. It can activate once more while all survivors are alive.

    it's the least useful boon so OKAY even tho boons are really strong, honestly why not? if you get all 4 once and you can still get all 4 again why not having 2 uses?

  • @BigChapAlien21 said:

    As Survivor, wouldn't be caught dead without Detective's Hunch. I'd make it so Hex totems glow yellow so you know which totem is the one to go for.

    For Killer, I've come to really love Haunted Grounds. I'd buff it so that each trapped totem has to be popped for the perk to be permanently gone (i.e. it has to be triggered twice normally to be totally gone, 3 with Undying)

    It would make for some extremely scary Hex totem mindgames.

    hunch will be a pain but that's a strong buff and I love haunted idea, sounds great

  • @Kira4Evr said:

    For Survivor:

    Balanced Landing, I would make it reduce the stagger even when you're exhausted

    For Killer:

    BBQ, I want those ✨12 stacks✨

    it was like this before, it was nerfed to be removed, it was too strong sicne you'd always get the stagger value, but it's true it's what made it powerful, I was using it mostly for that, so yea maybe not 75% like it does when not exhausted but maybe 25/30%

  • @CashelP14 said:

    Flashbang is the perk I'd buff. Here's what I'd do:

    1. Only takes 25% to unlock the Flashbang.
    2. Flashbangs stack (similar to Stake Out).
    3. Can craft Flashbangs anywhere.

    Is this balanced? I don't care. I just want more Flashbangs.

    flashbang isn't a pain in anyway so I see no issues

  • @Sonzaishinai said:

    Play with your food now only loses stacks if you actually hit someone

    PLEAAAAAAAAASE

  • Then let's buff this b**** 🥳🥳

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757581#Comment_2757581

    What i dont like about the second part is that alot of times taking a "protection hit" is not up to you. you just have to be healthy an an injured survivor nearby and it counts as a protection hit sometimes

    Possibly. Though changing its registration would help, it would also kill BT body blockers

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757966#Comment_2757966

    it's the least useful boon so OKAY even tho boons are really strong, honestly why not? if you get all 4 once and you can still get all 4 again why not having 2 uses?

    Boons with different radii would add to the game. They in themself are not a problem in my opinion depending on their power. Cycle of Healing is too strong, sure. But I can think about many other "abilities" those Boons could offer that would be just "cool". Think about a Boon with 36 meters radius that shows you the aura of other survivors in the area...or a Boon with a 16 meter radius revealing the aura of the killer...

    They very much depend on their radius for their power...


    And Grim Embrace: High risk, high reward. If you can get to the second activation you have not killed a single survivor all game thus playing very "survivor friendly" and risking quit a lot of gen-speed and progress.

    • STBFL
    • Rancor
    • Blood warden
    • Noed

    Noed is no more a Hex

  • Heres a few I like to use:

    Diversion: Diversion now has a 60 second cooldown, however, no longer requires you to be in the killers terror radius. You can just throw a pebble every minute! You can also put up to 4 pebbles in your pockets if the character has them.

    Inner Strength: Inner Strength no longer requires you to break totems! You just have to chill in a locker for 10 seconds. You deserve the break king.

    Small Game: Once you've found a totem, it's aura shows up in red until it's cleansed. So you know where it is for later use!

    Autodidact: Why stop at 5 stacks! You now can gain an unlimited number of stacks, and get full use of this perk when using a Med-Kit too.

    Stake Out: Much like Autodidact, it now has no limit on how many tokens you can gain, however, this only applies to gens now! You also can gain stacks while in chase.

  • Throwing another log on this fire.

    Insidious:

    Overhaul the perk to - Insidious Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor deactivates Insidious and your TR and Red Stain return to normal over 5 seconds. Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

  • Survivor: Spine Chill, lights the perk up in quadrants to indicate the rough approach direction.


    Killer: HEX: Pentimento allows you to also break boon totems to rebuild them as hex totems.

  • Guardian also shows the Killer's aura to the Survivor you unhooked.

    Survivors affected by Deathbound have an icon displayed on the HUD.

  • Not perks I use but would like to see them changed

    Sole Survivor- For every teammate killed grants you +15% repairing and healing speed

    Dying Light- Remove the free botany knowledge and unhooking speeds for obsession. Replace with every time obsession is hooked, the obsession Gains 11% increased healing and unhooking speeds.

  • @TWiXT said:

    Eruption:

    After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.

    • When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
    • Applies an immediate 6 % Progression penalty.
    • Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 12/14/16 seconds.

    Eruption has a cool-down of 60 seconds.

    The Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk so something that can synergize better with others for slowing gens. For that reason, I also increased the cooldown time of eruption to 60 seconds (was 30), it only seems fair since this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of 6% damage to all of the affected gens on your next down... Maybe I could shorten that a bit though.

    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness.

    This isn't a perk I necessarily USE in all my Builds or on Every killer, but come on... Poor Spies has been needing this level of a QoL Rework for a VERY long time.

    Your idea for spies deserve its own thread. Really good.

  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757688#Comment_2757688

    Your idea for spies deserve its own thread. Really good.

    I actually took it from my own thread:

    @TWiXT said:

    Suggested changes:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.

    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disrurbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field?).

    Surge:

    Remove the cooldown and the Basic Attack requirement.

    Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate it at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. On average it takes a decent m1 killer 20 seconds to down a survivor, and that's not counting the time to find the survivor to chase and down in the first place, but say you snowballed survivors 1 after the other within 20 seconds per chase, that's a maximum of 4 downs in 80 seconds, and a total of 32% damage between multiple gens since survivors won't stay around a downed survivor, much less a gen if getting chased, so overall... you spread the damage out over a possible 4 gens at most over 80 seconds, and that's the best case scenario if this change was implemented. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.

    Oppression:

    Remove or significantly lower the cooldown.

    Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.

    Fire Up:

    Buff the perk- Increase it from 4% to 5%.

    Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.

    However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.

    Insidious:

    Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain at a rate of 20% per second, once this has returned Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game since it came out since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

    As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.

    That's my list so far. Anyone else want to contribute your own ideas, or criticize the concepts I've listed? Feel free to speak up!

    The thread didn't really go anywhere unfortunately, still, I believe the Ideas Presented and shared in it were good ones, and wish the devs would pay attention to them. Maybe I should create an updated list and include some of the newer ones as well.

  • Flashbang: Make it activate faster.

    BBQ: Increase BP gains to 200 % max. (and make it with WGLF as well if it works)

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758159#Comment_2758159

    Boons with different radii would add to the game. They in themself are not a problem in my opinion depending on their power. Cycle of Healing is too strong, sure. But I can think about many other "abilities" those Boons could offer that would be just "cool". Think about a Boon with 36 meters radius that shows you the aura of other survivors in the area...or a Boon with a 16 meter radius revealing the aura of the killer...

    They very much depend on their radius for their power...

    And Grim Embrace: High risk, high reward. If you can get to the second activation you have not killed a single survivor all game thus playing very "survivor friendly" and risking quit a lot of gen-speed and progress.

    boons should have aura colors meaning which once does what at range and to know which range it has, for exemple if there's 2 boon 1 is shadow step and the other is circle of healing, CoH will have a blue aura on the totem and shadow step will have a red aura, if the survivor who blessed to totem had both boons the totem will share both colors so you will know from a distance what the boons are and know how close you must be to it.


    And that is very true, but still taking away 80 seconds total of gen is a big deal

  • @C3Tooth said:

    • STBFL
    • Rancor
    • Blood warden
    • Noed

    Noed is no more a Hex

    what would be their buffs?

  • @TheTomosaurusRex said:

    Heres a few I like to use:

    Diversion: Diversion now has a 60 second cooldown, however, no longer requires you to be in the killers terror radius. You can just throw a pebble every minute! You can also put up to 4 pebbles in your pockets if the character has them.

    Inner Strength: Inner Strength no longer requires you to break totems! You just have to chill in a locker for 10 seconds. You deserve the break king.

    Small Game: Once you've found a totem, it's aura shows up in red until it's cleansed. So you know where it is for later use!

    Autodidact: Why stop at 5 stacks! You now can gain an unlimited number of stacks, and get full use of this perk when using a Med-Kit too.

    Stake Out: Much like Autodidact, it now has no limit on how many tokens you can gain, however, this only applies to gens now! You also can gain stacks while in chase.

    Mhhh why not?

    That would make it so busted holy ######### XD

    why not really, but maps would be close to useless, which they kinda already are anyway

    5 is fine, I just think increasing the odds to get a skill check should be given, giving more tokens would boost it up crazy tho XD imagine 1 skill check and fully healed lmao

    Removing the token limit would be a really great buff really, in chase maybe at half the speed?

  • @TWiXT said:

    Throwing another log on this fire.

    Insidious:

    Overhaul the perk to - Insidious Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor deactivates Insidious and your TR and Red Stain return to normal over 5 seconds. Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

    I really like it

  • @voorheesgt said:

    Survivor: Spine Chill, lights the perk up in quadrants to indicate the rough approach direction.

    Killer: HEX: Pentimento allows you to also break boon totems to rebuild them as hex totems.

    premonition would be useless then XD might aswell mix both


    YES GOD YES!!!

  • For the People - Heals target to full health, even from the downed state while only requiring one health state.

    Broken status lasts 30 seconds for 1 health state. 60 seconds for 2 health states

  • @Yippiekiyah said:

    Not perks I use but would like to see them changed

    Sole Survivor- For every teammate killed grants you +15% repairing and healing speed

    Dying Light- Remove the free botany knowledge and unhooking speeds for obsession. Replace with every time obsession is hooked, the obsession Gains 11% increased healing and unhooking speeds.

    so pretty much old left behind during the game instead of the end game, why not, not that's OP and would help when you are less likely to win

    I like this change, would make the perk less punishing to use

  • @Heliosse said:

    Forced penance: I love how tr1nity did it so i will skip this one (even tho i love this perk)

    Trail of torment: whenever a gen regress, you are undetectable until the gen(s) start to progress again. A gen that is regressing will glow in a yellow aura for all survivors until it start being worked on

    Deathbound: when a survivor heal another survivor outside of the killer terror radius, they become inflicted with the exhausted status effect for 30s after the heal. If the two survivors separates (more than 16 meters), they will both scream and be afflicted with the exposed status effect for 45s

    Shadowborn: (this one is badly designed but i don't care, i love it)

    When the killer is unseen by survivors, he gains 10% bonus speed and the undetectable status effect.

    Whenever the killer is seen, he will be alerted (perk notifications) and loses the bonuses granted by this perk until he steps back into the shadows again

    i am addict to the shadowborn fov and i think it should be basekit but that is just me i know (it s so cool to see the game normaly)

    Brutal strength:

    Increases the destruction speed by 40%, you can hit a destructible object with an m1 to apply the effect of a kick on hit (the destruction bonus does not apply to this)

    Monstrous shrine:

    Hooking a survivor in the basement grant the killer a stack. Press a button (config it i guess) to consume a stack and gains 10% speed for 15s, the activation of this perk will make the killer "growl" when he/she speeds up

    Iron grasp: reduces by 90% the effect of wiggling, the time a survivor takes to wiggle of the killer's grasp is 50% longer, if a survivors stuns the killer by any means, the killer does not loses it's prey directly, instead the survivor wiggle bar progress instantly by 35%

    Yeah, i guess i would destroy the game if i ever worked with behaviour but i think some more crazy perks could help having more builds and fun. This is all killer perk bc im a pyramid otp, so i have no idea for survivors.

    yea tr1 did well

    isn't what it already does?

    does it add an extra 15 seconds to the current timer or it resets it to 45 seconds? sounds interesting tho, making healing very dangerous.

    mhhhhhh so in indoor maps it would be brokenly strong since you will go at 120/125% until they see you, it should need a cooldown tbh so it can't be used too much in chases, like a 20 seconds cooldown once revealed or something, the undetectable is too strong since it makes every killer in the game stealth killers, but it's a nice idea.

    I legit think even 60% wouldn't be too strong, but yes it need a boost 100%, and why not about the M1.

    I think iron grasp should do just that, you don't let go the survivor but they gain a big % of wiggle, like 50% instead of 35%, this would mean unless there's a hook right next to the killer, survivors can body block to save the carried survivor.

  • @RakimSockem said:

    For the People - Heals target to full health, even from the downed state while only requiring one health state.

    Broken status lasts 30 seconds for 1 health state. 60 seconds for 2 health states

    Anti-haemorrhagic syringe? is that you???


    would make the perk crazy good but damn

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758244#Comment_2758244

    Mhhh why not?

    That would make it so busted holy ######### XD

    why not really, but maps would be close to useless, which they kinda already are anyway

    5 is fine, I just think increasing the odds to get a skill check should be given, giving more tokens would boost it up crazy tho XD imagine 1 skill check and fully healed lmao

    Removing the token limit would be a really great buff really, in chase maybe at half the speed?

    So most of my ideas were less serious, and would make the perks crazy.

    Except Stake out, I really wish they would up the amount of tokens you could gain cause 4 honestly is nothing. Plus it's not consistent in how their used. Maybe if it worked like Fast Track, and all tokens you've gained were used up at once?

    My main problem with Autodidact though is how inconsistent it is, cause I love running it. Maybe if using the perk made it so you would get healing skill checks 15% (random number, no reasoning for it) more often as well since it starts off pretty bad. Just something to boost the chances to get to 5 stacks by just a little bit.

  • @TheTomosaurusRex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759156#Comment_2759156

    So most of my ideas were less serious, and would make the perks crazy.

    Except Stake out, I really wish they would up the amount of tokens you could gain cause 4 honestly is nothing. Plus it's not consistent in how their used. Maybe if it worked like Fast Track, and all tokens you've gained were used up at once?

    My main problem with Autodidact though is how inconsistent it is, cause I love running it. Maybe if using the perk made it so you would get healing skill checks 15% (random number, no reasoning for it) more often as well since it starts off pretty bad. Just something to boost the chances to get to 5 stacks by just a little bit.

    yea all autodidact need is a skill check odd bonus, 5% would be balanced I think.

    and yea stake out isn't good, at all, good way to know the killer is coming or close if the TR is quiet, but the little amount of tokens is a pain

  • Sloppy Butcher needs a buff to deal with the CoH healing. I shouldn't need to play Vommy Mommy to counter it.

    Keep the base the same but have it increased if the survivor is affected by a blessing. This would allow survivors who want to heal outside of CoH or if CoH isnt in play without having a unbalanced split.

  • @VikingDragonXii said:

    Sloppy Butcher needs a buff to deal with the CoH healing. I shouldn't need to play Vommy Mommy to counter it.

    Keep the base the same but have it increased if the survivor is affected by a blessing. This would allow survivors who want to heal outside of CoH or if CoH isnt in play without having a unbalanced split.

    I like this idea

  • Some Gas before this fire burns out:

    Predator:

    Add in an additional effects - Survivors footsteps are increased by 50/75/100% in volume, and the range in which they can be heard is increased by 8 meters.


    Not a Perk that's actually in the game, but one I would like to see added:

    Carrion Craving:

    As the the trial grounds begin to reek of death, the Entity's minions become impatient. Crows now begin Harassing Injured survivors for every 40 seconds they remain in the injured state. For every survivor on their Death Hook, or Dead, The crows in the trial grounds take 10/15/25% less time to begin harassing injured, hiding, or inactive survivors.

  • @TWiXT said:

    Some Gas before this fire burns out:

    Predator:

    Add in an additional effects - Survivors footsteps are increased by 50/75/100% in volume, and the range in which they can be heard is increased by 8 meters.

    Not a Perk that's actually in the game, but one I would like to see added:

    Carrion Craving:

    As the the trial ground begin to reek of death, the Crows become impatient. Crows now begin Harassing Injured survivors for every 40 seconds they remain in the injured state. For every Dead survivor, or survivor in the Death Hook Phase, The crows in the trial grounds take 10/15/25% less time to begin harassing injured, hiding, or stationary survivors.

    love both

  • Spies from the shadows.

    Disturbing crows now causes one to follow around that survivor for 4 second revealing their location, but have it with a longer cooldown than current spies

  • surge or whatever that demo perk is, make it work for m2 😁

  • @espooked said:

    surge or whatever that demo perk is, make it work for m2 😁

    we simply wait for it D'X

  • I do too because CoH just negates Sloppy Butchers slow healing effect. Sloppy needs some love at the moment it's just a tracking perk.

  • Yea I think they will change Surge to work with m2s just it will be some time.

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