PERK buffs/reworks!

There are so many perks in Dead By Daylight that are weak or useless. I wish that this mid-chapter included some of the buffs/reworks, but sadly it doesn't. The below are my thoughts on perks that need buffs, nerfs and complete reworks.


Survivor perks:


- Decisive Strike - Make the skill check bigger!! This perk is supposed to help you when being tunneled, not test your abilities to hit a hard skill check! Many times I've missed the skill check because my concentration wasn't the best, or simply because my laptop is a bit laggy. How is this an anti-tunneling perk if you make it so hard to use for some of us? It doesn't even guarantee us the escape from tunneling, 'cause many killers will go after the survivor that DS-ed them anyway! Also, missing the skillcheck disables this perk for the rest of the match. WHY???? Why is the tunneled survivor being punished for not being able to hit a hard skill check? Come on, BHVR. Make the skill check bigger, and make it so that even if miss the skill check, the DS will still activate again after the next unhook.

- Dead Hard - remove the invincibility, and then it's good

- Boon perks - need nerf. My suggestion is, unable to rebless until the boon is snuffed. Also, once the boon is snuffed, there's a 60 second cooldown before you can rebless

- Lightweight - buff it from 3 seconds to 4 or 5, it's useless right now

- Counterforce - needs to ignore boon totems and show the aura of the next dull/hex totem that is the furthest away. Boons negate an important part of this perk

- Object of Obsession - needs to guarantee you being the obsession. So many times someone brings this perk and is NOT the obsession at the start of the match, makes this perk pretty much useless

- Saboteur - should NOT go on cooldown after touching a hook, but after successfully sabotaging a hook

- Autodidact - should trigger skill checks at least a bit more frequently. Surprisingly enough, every time I bring this, I struggle to get skill checks / stacks.

- Situational Awareness - make it so it works with Open-handed

- Technician - pretty much useless. If it were a general perk, then I see how it would help new players. But since since it's a paid DLC character perk, many new players won't even get to use it. And once you get used to skill checks, this perk is completely useless. Needs a whole rework, in my opinion.

- Corrective action - Another pretty much useless perk. If this perk also had the effects of Technician (meaning, it would prevent explosion on both your and others' missed skill checks), then it would be better - although still useless imo. I think it needs a complete rework. Why would you ever use this perk??

- Up the Ante - completely useless. The other day I brought Vigo's Jar of Salty Lips, Slippery Meat and Up the Ante, and STILL didn't manage to kobe on hook. Needs a rework or a major buff.

- Buckle Up - pretty much useless. If it had an additional effect (something good), then it could be a really good perk, but it needs something meaningful first.

- Sole Survivor - pretty much useless. Who would ever run this and why? It needs a complete rework or a major buff.


Killer perks:


- Rancor - should activate when the exit gates are powered, not when the last gen is completed.

- Oppression - needs a smaller cooldown!

- Dragon's Grip - needs a smaller cooldown!

- Stridor - the nerf should be reversed imo! So many people run Iron Will and it's unfair that this perk can't help you at all with that. If all 4 people run Iron Will, then this perk is completely useless. This perk should help you listen to sounds. Even with reverting the nerf, it's not gonna be an OP perk, but it WILL be usefull and helpful!

- Hex: Thrill of the Hunt - the nerf should be reversed imo! Doubling the time of booning/cleansing totems is meh. Especially if this totem is the first one to go. Where is the "thrill" in this? The killer getting notified when someone touches a hex totem was a great function! There was the "thrill". It would be thrilling for the survivor to see if they can pull off the cleansing before the killer gets to them. And the killer could defend their totems. Useful in Otzdarva's hex Pig build, etc. Give us the "thrill" of this perk back, please! It was a really good, useful perk, and now it sucks.

- Zanshin Tactics - If you would add the ability to see the auras of totems too, this perk would actually be decent! Useful to track down boons.

- Beast of Prey - completely useless. What's the point of becoming undetectable while in chase? The survivor can see that you're still after them! If the undetectable would linger for 15 seconds or so after you lose bloodlust, then that would be better. Still, even then it wouldn't be that good.

- Coulrophobia - pretty weak. How often do survivors heal INSIDE your terror radius? If you make the effect linger for a while after leaving the terror radius (like 30 seconds), then this perk could actually be useful.

- Overwhelming Presence - Again, how often do survivors use their items in your terror radius? Basically never. This perk needs a major buff.

- Furtive Chase - Pretty much useless. Why would it matter what your terror radius is while you're in chase? The chased survivor can see and hear that you're after them.

- Territorial Imperative - completely useless. Needs a complete rework or a major buff! (like, auras shown within x meters around the killer shack and main building, or something)

- Predator - arguably makes the scratch marks worse than default.

- Monstrous Shrine - probably needs a buff

Comments

  • @Alen_Starkly said:

    There are so many perks in Dead By Daylight that are weak or useless. I wish that this mid-chapter included some of the buffs/reworks, but sadly it doesn't. The below are my thoughts on perks that need buffs, nerfs and complete reworks.

    Survivor perks:

    - Dead Hard - remove the invincibility, and then it's good

    - Boon perks - need nerf. My suggestion is, unable to rebless until the boon is snuffed. Also, once the boon is snuffed, there's a 60 second cooldown before you can rebless

    - Lightweight - buff it from 3 seconds to 4 or 5, it's useless right now

    - Counterforce - needs to ignore boon totems and show the aura of the next dull/hex totem that is the furthest away. Boons negate an important part of this perk

    - Object of Obsession - needs to guarantee you being the obsession. So many times someone brings this perk and is NOT the obsession at the start of the match, makes this perk pretty much useless

    - Saboteur - should NOT go on cooldown after touching a hook, but after successfully sabotaging a hook

    - Autodidact - should trigger skill checks at least a bit more frequently. Surprisingly enough, every time I bring this, I struggle to get skill checks / stacks.

    - Situational Awareness - make it so it works with Open-handed

    - Technician - pretty much useless. If it were a general perk, then I see how it would help new players. But since since it's a paid DLC character perk, many new players won't even get to use it. And once you get used to skill checks, this perk is completely useless. Needs a whole rework, in my opinion.

    - Corrective action - Another pretty much useless perk. If this perk also had the effects of Technician (meaning, it would prevent explosion on both your and others' missed skill checks), then it would be better - although still useless imo. I think it needs a complete rework. Why would you ever use this perk??

    - Up the Ante - completely useless. The other day I brought Vigo's Jar of Salty Lips, Slippery Meat and Up the Ante, and STILL didn't manage to kobe on hook. Needs a rework or a major buff.

    - Buckle Up - pretty much useless. If it had an additional effect (something good), then it could be a really good perk, but it needs something meaningful first.

    - Sole Survivor - pretty much useless. Who would ever run this and why? It needs a complete rework or a major buff.

    Killer perks:

    - Rancor - should activate when the exit gates are powered, not when the last gen is completed.

    - Oppression - needs a smaller cooldown!

    - Dragon's Grip - needs a smaller cooldown!

    - Stridor - the nerf should be reversed imo! So many people run Iron Will and it's unfair that this perk can't help you at all with that. If all 4 people run Iron Will, then this perk is completely useless. This perk should help you listen to sounds. Even with reverting the nerf, it's not gonna be an OP perk, but it WILL be usefull and helpful!

    - Hex: Thrill of the Hunt - the nerf should be reversed imo! Doubling the time of booning/cleansing totems is meh. Especially if this totem is the first one to go. Where is the "thrill" in this? The killer getting notified when someone touches a hex totem was a great function! There was the "thrill". It would be thrilling for the survivor to see if they can pull off the cleansing before the killer gets to them. And the killer could defend their totems. Useful in Otzdarva's hex Pig build, etc. Give us the "thrill" of this perk back, please! It was a really good, useful perk, and now it sucks.

    - Zanshin Tactics - If you would add the ability to see the auras of totems too, this perk would actually be decent! Useful to track down boons.

    - Beast of Prey - completely useless. What's the point of becoming undetectable while in chase? The survivor can see that you're still after them! If the undetectable would linger for 15 seconds or so after you lose bloodlust, then that would be better. Still, even then it wouldn't be that good.

    - Coulrophobia - pretty weak. How often do survivors heal INSIDE your terror radius? If you make the effect linger for a while after leaving the terror radius (like 30 seconds), then this perk could actually be useful.

    - Overwhelming Presence - Again, how often do survivors use their items in your terror radius? Basically never. This perk needs a major buff.

    - Furtive Chase - Pretty much useless. Why would it matter what your terror radius is while you're in chase? The chased survivor can see and hear that you're after them.

    - Territorial Imperative - completely useless. Needs a complete rework or a major buff! (like, auras shown within x meters around the killer shack and main building, or something)

    - Predator - arguably makes the scratch marks worse than default.

    - Monstrous Shrine - probably needs a buff

    Giving Laurie Strode a weak perk Is so sick and twisted buff sole survivor please

  • some objections and notes


    1 Rancor will become more situational than it currently is, this will make it even less valued and used, losing the chance to kill the obsession once the generators are done to change it when "gates are opened".

    2 perks that have the effect inside the killer's terror radius are good and not useless. Terror radius is not the same thing as red stain. The terror radius is felt when you hear the approach chase music that ranges from 32-24 meters, and can be increased with perks like Agitation. So it's quite common for survivors to heal or use items inside the killer's terror radius.

    3. Hex: Thrill of the Hunt - it was "nerfed" (better reworked) because the artist would easily interrupt any action on the totem with birds, and since every cleanse action on totem restarts from zero, it would be impossible. I would only agree to any changes if the cleanse action progress could be save


    As for the others, I have nothing to object to.

  • @randonly said:

    some objections and notes

    1 Rancor will become more situational than it currently is, this will make it even less valued and used, losing the chance to kill the obsession once the generators are done to change it when "gates are opened".

    2 perks that have the effect inside the killer's terror radius are good and not useless. Terror radius is not the same thing as red stain. The terror radius is felt when you hear the approach chase music that ranges from 32-24 meters, and can be increased with perks like Agitation. So it's quite common for survivors to heal or use items inside the killer's terror radius.

    3. Hex: Thrill of the Hunt - it was "nerfed" (better reworked) because the artist would easily interrupt any action on the totem with birds, and since every cleanse action on totem restarts from zero, it would be impossible. I would only agree to any changes if the cleanse action progress could be save

    As for the others, I have nothing to object to.

    1) You misunderstood me. I didn't say Rancor should activate when the exit gates are opened, but when they are powered . The gates are powered when either the last gen gets done, or when the hatch is closed. Powered gates still need to be opened. Right now, if there's 1 survivor remaining, and not all gens are done, and the killer closes the hatch, they cannot insta-down and mori the last person (if they are the obsession), because of the current limitations. Closing the hatch powers the gate, and immediately activates Rancor on the obsession.

    2) Ask anyone on their opinion about Coulrophobia and Overwhelming Presence, I think people generally don't find those perks good. I never use them, 'cause they are bad. Unnerving presence on the other hand feels okay.

    3) You make a good point. I see how the perk would be OP on the Artist. However, the old Thrill of the Hunt is a fabulous perk, and I feel that instead of nerfing it because of one killer, they should adjust the 1 killer to the perk.


    Thanks for sharing your thoughts!