Fixing Bad/Terrible Perks GO

I want to Make DBD perks good again, more specifically bad and terrible perks. We are not including Meta/Okay/Strong perks, so we going to pick the least used or just forgotten perks; and if we can collaborate on a Community wide perk balance chances to make them useful and have a place in the game

I will suggest my first two perk change:


Killer perk: Dying Light

Problems: Dying Light is so good in paper and with other builds, but by itself; it has alot of flaws, especially when it benefits the obsession the most as they are never effected at all by the penalty and they get a free 5th perk slot when it comes to the bonus healing speeds and unhooking. It seem bunkers to think a perks mostly likely effecting only two to 3 Survivors at once, especially when you cannot murder your obsession as you will lose the perk effects entirely; yet they are nuisance and can benefit the team massively but healing them fast. Sure, the perks can be strong with pair with other slowdown builds, but the one downside is so massive that it completely outshines the benefits of this perk.

Solution(s) to fix it: I would make this perk effect all the Survivors, regardless if they are the obsession or not; and also make the Benefits of being a obsession, be more of a completely hindrance by slower healing speeds and unhooking; as the point of the Perk is to avoid your obsession entirely to gain massive value in hooking non obsession teammates. Sure, the obsession is the weak link, yet they will be spare from death, so Dying Light can build up massive value in token build up. I would also be fine with tweaking the numbers to adjust to the changes of Dying Light so that it doesn't stack too strong with other slowdown perks like Thanophophia.

Survivor Perk: Autodidact

Problems: I admit, this perk as the greatest potential to be the best healing Perk, when you are able to score Skill Checks often and constantly get alot of progress done when healing teammates. The problem is the rng and lack of skill checks, as well the penalties to used a medkit to get more skill checks to appear more often. Not to mention, alot of other healing perks are far more convenient and useful, like We Will Make It, Boon: CoH, or if they have a medkit to used on their own. That, and losing progress for the first 2 tokens; is very anti efficiency, as well as lack of information to your fellow teammates assisting. It one thing, if you are alone and farming skill checks to get the bonus; it is another when a Claudette comes in with a Emergency medkit and healing build to swoop in and group together to heal your injured teammates to farm all the skill check bonus away.

Solution(s) to fix it: I would grant a token per Aultristic actions, by unhooking or body protection hits; or at least make skill checks pop up more often as well as allow to self heal yourself for tokens. And if were to add one more bonus, make it so that Hemorage Status effect is longer active on Autodidact patients. Also, similar to Leader, let the perk notify your teammates that you have autodidact, so they can stay away and let you farm the tokens.


Go ahead and propose your bad perks changes below

Comments

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261766#Comment_3261766

    Not exactly a risk, more of a delay that pays off significantly, when it comes CoH sake. It kinda hard explain why CoH is problematic and very different then ever Boon perk.

    The problem I see are...

    1.) Every Boon perk, except for CoH are required to be set up in advance in a particular area, especially close to Killer and can be used effectively when down, in chase by the killer, or patrol route as you are ninja stealthinh by running and hiding your scratch marks. CoH is such a very strong Boon perk, as it can be place just about anywhere, but most especially it is a game changing perk when it can be place as far away from the killer as much as possible; or be placed in a hard to reach and hidden spot that cover a huge area of the map, like Coal Tower from Ironwork of Misery for example. CoH can be pretty much guaranteed to be hidden, while the others are mostly likely to get discovered by the killer and get snuff.

    2.) General People that Boon, when the killer comes close or in "Search mode" and looking for Survivors will tend to avoid Boon immediately and try to hide or flee; which is where the risk comes into play. CoH as I said can be placed just about anywhere, but it is far more convenient and stronger when it is away from the killer in the corner of the map where it is for from the Killer's patrol route. This perk can single Handle makes 3 gens situations are to control on the Killer's end; due to the fact that Survivors can relie on that one Boon far beyond the patrol route. The Killer's forced to try stay in a camping/boring playstyle and defend those gens and try to keep the Survivors hook and down and slug near that as much as possible or... throw the game in a ever to snuff a CoH and let the Survivors either gets progress on the gens or reapply CoH as if it is not big deal. Basically, CoH makes thr games stale and can shift the balance in the Survivors favor, especially in SWF case.

    That is why CoH needs a reworks or massive nerf, the one Boon perk that needs to be in line with other Boon perks. While the others boons need some slight buffs.

    If It were up to me to Rework this problematic Boon perk; I would wish for either 2 options:

    Option A.) That CoH removes the ability to self care and it becomes more like a Half Empathy and Half we will make it type of Healing perk; when Boon is lit; all injured teammates in the Boon Radius is reveal to the entire team. The Survivor can group up and give 50% bonus healing speed, which add up to a 100% within Killer's Terror Radius. Medkits/healing perks cannot be stack with this perk.

    Option B.) Self Care is allowed; but no healing bonus at all and no healing perks or Medkits will be stack. The stats are the same as old self care, in which it 50% healing penalty. Slightly stronger then current self-care yet not as strong as bring a common medkit. (If we wanted to make this perk better slightly, with over killing it with nerfs; I will allow the ability to self care without making a sound. Give it a free Bite the Dust perk along with Self-Care in the Boon Radius for you and your team that has no medkits with them.)

    If only CoH has a true risk in which you need the killer to be close to the boons proximity in order to be effective like every Boon perk; then I think we would reach good balance in Boons be in the game.

    I don't really mind this, except for healing speed not affecting healing, that's what it's supposed to be used for otherwise the perk would state "when healing others" like WGLF, empathatic connection, or NOLB

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261857#Comment_3261857

    I don't really mind this, except for healing speed not affecting healing, that's what it's supposed to be used for otherwise the perk would state "when healing others" like WGLF, empathatic connection, or NOLB

    Exactly... if only CoH just gives you a Self-Care only attribute alone and doesn't offer any healing bonus, nor stack with medkits. I would be fine with this nerf proposal. There is no penalty, like our current Self-Care.. if only it just striaght up make you heal in 16 seconds flat, or longer if effected my Mangled and Hemorage effects. Then it is a balance Boon perk.

    The ability to heal without a medkit is very strong on it own; it doesn't need healing bonus added to it. It makes Killer's not have to deal with 4-8 seconds healing speed when it is stack with other healing perks.

  • I've had several of these floating around in my head, here are just some of the ideas I've had.


    Solidarity

    -Increases altruistic healing speed by 25% while injured

    -Grants complete and total immunity to the Hemorrhage status effect

    -No longer loses self-healing when cooperatively healing alongside another survivor


    Bite the Bullet

    -In addition to hiding noises, also hides auras

    -Activates when another survivor is healing you

    -Effects linger for 3 seconds after the healing action is interrupted

    -While self-healing, the Mangled status effect is ignored


    Fixated

    -While walking, your scratch marks fade 10% faster


    Resurgence

    -Also activates on being picked up from the dying state or wiggling free from the killer's grasp

    -Healing caused by Resurgence cannot be regressed by the Hemorrhage status effect


    Aftercare

    -Instead of losing all aura-reading effects of this perk when hooked, the effects are lost only for the survivor who most recently activated the perk


    Any Means Necessary

    -Pallet reset time reduced to 3 seconds

    -Killers stunned with a pallet reset by this perk are stunned for 10% longer


    Corrective Action

    -Whenever a survivor fails a skill check anywhere on the map, a token is consumed and the failed skill check is ignored

    -You and the affected survivor see each other's auras for 7 seconds


    Second Wind

    -Heals you to healthy even if you are suffering from the Deep Wound status effect


    Dragon's Grip

    -Cooldown reduced to 60 seconds

    -The cooldown is not incurred if a survivor does not activate the perk in time


    Fire Up

    -Each token also increases lunge movement speed


    Grim Embrace

    -Generator block duration increased to 60 seconds

    -If the obsession is the final survivor hooked, all other survivors' auras are revealed instead


    Knock Out

    -Basic attack restriction removed

    -All negative effects applied to the dying survivor last until the survivor is healed or picked up instead of for the first 15 seconds of being downed


    Mad Grit

    -Unlocks the ability to break pallets. breakable walls, and vault windows at 75% the normal speed while carrying a survivor


    Predator

    -Scratch marks left by running survivors are visible through walls in a 24 meter radius

  • @LiveBritishReaction said:

    I've had several of these floating around in my head, here are just some of the ideas I've had.

    Solidarity

    -Increases altruistic healing speed by 25% while injured

    -Grants complete and total immunity to the Hemorrhage status effect

    -No longer loses self-healing when cooperatively healing alongside another survivor

    Bite the Bullet

    -In addition to hiding noises, also hides auras

    -Activates when another survivor is healing you

    -Effects linger for 3 seconds after the healing action is interrupted

    -While self-healing, the Mangled status effect is ignored

    Fixated

    -While walking, your scratch marks fade 10% faster

    Resurgence

    -Also activates on being picked up from the dying state or wiggling free from the killer's grasp

    -Healing caused by Resurgence cannot be regressed by the Hemorrhage status effect

    Aftercare

    -Instead of losing all aura-reading effects of this perk when hooked, the effects are lost only for the survivor who most recently activated the perk

    Any Means Necessary

    -Pallet reset time reduced to 3 seconds

    -Killers stunned with a pallet reset by this perk are stunned for 10% longer

    Corrective Action

    -Whenever a survivor fails a skill check anywhere on the map, a token is consumed and the failed skill check is ignored

    -You and the affected survivor see each other's auras for 7 seconds

    Second Wind

    -Heals you to healthy even if you are suffering from the Deep Wound status effect

    Dragon's Grip

    -Cooldown reduced to 60 seconds

    -The cooldown is not incurred if a survivor does not activate the perk in time

    Fire Up

    -Each token also increases lunge movement speed

    Grim Embrace

    -Generator block duration increased to 60 seconds

    -If the obsession is the final survivor hooked, all other survivors' auras are revealed instead

    Knock Out

    -Basic attack restriction removed

    -All negative effects applied to the dying survivor last until the survivor is healed or picked up instead of for the first 15 seconds of being downed

    Mad Grit

    -Unlocks the ability to break pallets. breakable walls, and vault windows at 75% the normal speed while carrying a survivor

    Predator

    -Scratch marks left by running survivors are visible through walls in a 24 meter radius

    You forgot to add the deafness effect back to knock out :(

  • @[Deleted User] said:

    Buckle Up: Upon healing a dying Survivor to injured, the injured Survivor breaks into a sprint moving at 150% their normal running speed and is given the Endurance status effect for 3/4/5 seconds

    Predator: When a Survivor stops running, they continue to leave scratch marks for an additional 1/2/3 seconds. Increases the brightness of scratch marks by 50%

    Buckle up just becomes a better WGLF lol

  • @LiveBritishReaction said:

    I've had several of these floating around in my head, here are just some of the ideas I've had.

    Solidarity

    -Increases altruistic healing speed by 25% while injured

    -Grants complete and total immunity to the Hemorrhage status effect

    -No longer loses self-healing when cooperatively healing alongside another survivor

    Bite the Bullet

    -In addition to hiding noises, also hides auras

    -Activates when another survivor is healing you

    -Effects linger for 3 seconds after the healing action is interrupted

    -While self-healing, the Mangled status effect is ignored

    Fixated

    -While walking, your scratch marks fade 10% faster

    Resurgence

    -Also activates on being picked up from the dying state or wiggling free from the killer's grasp

    -Healing caused by Resurgence cannot be regressed by the Hemorrhage status effect

    Aftercare

    -Instead of losing all aura-reading effects of this perk when hooked, the effects are lost only for the survivor who most recently activated the perk

    Any Means Necessary

    -Pallet reset time reduced to 3 seconds

    -Killers stunned with a pallet reset by this perk are stunned for 10% longer

    Corrective Action

    -Whenever a survivor fails a skill check anywhere on the map, a token is consumed and the failed skill check is ignored

    -You and the affected survivor see each other's auras for 7 seconds

    Second Wind

    -Heals you to healthy even if you are suffering from the Deep Wound status effect

    Dragon's Grip

    -Cooldown reduced to 60 seconds

    -The cooldown is not incurred if a survivor does not activate the perk in time

    Fire Up

    -Each token also increases lunge movement speed

    Grim Embrace

    -Generator block duration increased to 60 seconds

    -If the obsession is the final survivor hooked, all other survivors' auras are revealed instead

    Knock Out

    -Basic attack restriction removed

    -All negative effects applied to the dying survivor last until the survivor is healed or picked up instead of for the first 15 seconds of being downed

    Mad Grit

    -Unlocks the ability to break pallets. breakable walls, and vault windows at 75% the normal speed while carrying a survivor

    Predator

    -Scratch marks left by running survivors are visible through walls in a 24 meter radius

    Some of these perks proposals is nice, others are situational... let me tell my quick review on each one.

    Solidarity: Not a bad proposal, considering that Hemorrhage pretty indirectly nerf the useful of this perk and makes such a waste perk alot. Your proposal keep not only the progress permanent, but gives a add benefit counter to Hemorrhage status effect.

    Bite the Dust: also not a bad change; makes it practical to used against Nurse's Calling or any killer detection perks while healing. Yet, I am considering that would make Nurse's Calling terrible perk to run, so I would rather if it used for solo healing builds. I would definitely leave Mangled Status Effect, as one additional benefit, as it fits the theme of taking on the pain.

    Fixated: Not a bad buff, it would fit well with ninja builds.

    Resurgence: Seem bit strong, for both. I will probably only applied to one of the stats, like pickup from the ground specifically. Having both would make healing very strong. Also I like the added Hemorrhage status effect not being applied.

    Aftercare: Glad you agree with us, on the whole not losing every stacks and just make it applied to only losing one stack. Aftercare is has the potionial to be just as good as Empathy and bond and kindred; yet it hard to earn the tokens everytime you get hook. I think being hook should remove a token, or the last Survivor whom saved you.

    Any Means Necessary: Good change; I do not know why it takes such a long time to reset a pallet, so it should be three; and it definitely would be great if you can stun the killer by a extra 10% along with being somewhat a good counter to Endurance abit.

    Corrective Actions: It definitely would be a nice buff to fix new player mistakes; yet it might be a terrible perk still; if you have Team whom constantly fill skill checks or facing a doctor; or a killer running Hex Huntress's lullaby. I feel like there needs to be more ways to earn more tokens like doing good skill checks or something; so that you can carry your pathetic team from making mistakes. I don't know. 2nd affected is nice; so that you have a reason to hate on the one teammates whom keeps screwing up skill checks.

    Second Wind: Not a bad buff, considering that Adrenaline is more powerful and offers a speed boost; it would be far rewarding to rescue survivor, get hooked and then broken along with the deep wound after the killer hits you. And suddenly, you can be fully recovered and healthy.

    Dragon's Grip: Yes, I would make both the cooldown and the lasting effects of being exposed be 60 Seconds. They should take inspiration from Make Your Choice, and make the activation and cooldown together; everytime a Survivor touch the kicked generator. 80 seconds is too long, it deactivate for the cooldown even if no one touch the generator, and there is obviously no value if a injured Survivor touch the gen. I would also add another debuff, like no exhaustion perk to injured Survivors for touching the gen; so that it would encourage them to heal. Or wait out 60 seconds on the kick gen.

    Fire Up: I like that, but it would be nice if they buff numbers abit by one percent or two. Maybe I am asking much, but it would make it worth running by itself; but it also might make it strong on some builds, especially Myers.

    Grim Embrace: I like those buffs, adds a new strong Gen Blocking perk that rewards killer for hooking every unique survivor. The obsession buff is also can be bit op, as I do not know if the aura reading lasts for a few seconds or for the entire of the perks effects. It can be busted on strong killers like Nurse.

    Knock Out: Basic Attack Restriction needs to be removed, as it restrict the perk to half the killer roster that doesn't relie on special Attacks. The movement speed penalty while down would make a great Anti Tenacity and will help killers track down invisible slugged teammates; it would be nice if I can add one single buff; in which the killer can detect the the Survivor; with aura reading, similar to deerstalker; but only within 6 meters. Just to help killer's find hard to spot slugged Survivor.

    Mad Grit: Sounds not physically possible, nor realistic; it would be neato; if I can walk through a obstacles like that; at the cost of 10% of the survivor wiggling progress, yet paused the wiggle by 3 seconds. Window vaults is not possible, but it can help you break drop pallets and Breakable walls.

    Predator: I would love to see that possible, especially in some of the strongest loops like jungle gym or main buildings in some maps; it would very awesome to used this information to make good mindgame decisions to catch up with a Survivor whom hold w at loops or juke the other way at killer shack when attempting a mindgame as killer.

  • @[Deleted User] said:

    Buckle Up: Upon healing a dying Survivor to injured, the injured Survivor breaks into a sprint moving at 150% their normal running speed and is given the Endurance status effect for 3/4/5 seconds

    Predator: When a Survivor stops running, they continue to leave scratch marks for an additional 1/2/3 seconds. Increases the brightness of scratch marks by 50%

    I would have preferred perks that do not cannibalizing other perks, and lean towards brand new and unique design. Not saying you perk is bad change, but I rather not have perk be better then WGLF.

    Predator on the other hand is not a bad buff; as it would allows killers to track sneaky Survivor attempting to get away with the end of scratch marks better. Brightness is not bad, as the scratch marks could lose their visually quickly after a few seconds.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261895#Comment_3261895

    Some of these perks proposals is nice, others are situational... let me tell my quick review on each one.

    Solidarity: Not a bad proposal, considering that Hemorrhage pretty indirectly nerf the useful of this perk and makes such a waste perk alot. Your proposal keep not only the progress permanent, but gives a add benefit counter to Hemorrhage status effect.

    Bite the Dust: also not a bad change; makes it practical to used against Nurse's Calling or any killer detection perks while healing. Yet, I am considering that would make Nurse's Calling terrible perk to run, so I would rather if it used for solo healing builds. I would definitely leave Mangled Status Effect, as one additional benefit, as it fits the theme of taking on the pain.

    Fixated: Not a bad buff, it would fit well with ninja builds.

    Resurgence: Seem bit strong, for both. I will probably only applied to one of the stats, like pickup from the ground specifically. Having both would make healing very strong. Also I like the added Hemorrhage status effect not being applied.

    Aftercare: Glad you agree with us, on the whole not losing every stacks and just make it applied to only losing one stack. Aftercare is has the potionial to be just as good as Empathy and bond and kindred; yet it hard to earn the tokens everytime you get hook. I think being hook should remove a token, or the last Survivor whom saved you.

    Any Means Necessary: Good change; I do not know why it takes such a long time to reset a pallet, so it should be three; and it definitely would be great if you can stun the killer by a extra 10% along with being somewhat a good counter to Endurance abit.

    Corrective Actions: It definitely would be a nice buff to fix new player mistakes; yet it might be a terrible perk still; if you have Team whom constantly fill skill checks or facing a doctor; or a killer running Hex Huntress's lullaby. I feel like there needs to be more ways to earn more tokens like doing good skill checks or something; so that you can carry your pathetic team from making mistakes. I don't know. 2nd affected is nice; so that you have a reason to hate on the one teammates whom keeps screwing up skill checks.

    Second Wind: Not a bad buff, considering that Adrenaline is more powerful and offers a speed boost; it would be far rewarding to rescue survivor, get hooked and then broken along with the deep wound after the killer hits you. And suddenly, you can be fully recovered and healthy.

    Dragon's Grip: Yes, I would make both the cooldown and the lasting effects of being exposed be 60 Seconds. They should take inspiration from Make Your Choice, and make the activation and cooldown together; everytime a Survivor touch the kicked generator. 80 seconds is too long, it deactivate for the cooldown even if no one touch the generator, and there is obviously no value if a injured Survivor touch the gen. I would also add another debuff, like no exhaustion perk to injured Survivors for touching the gen; so that it would encourage them to heal. Or wait out 60 seconds on the kick gen.

    Fire Up: I like that, but it would be nice if they buff numbers abit by one percent or two. Maybe I am asking much, but it would make it worth running by itself; but it also might make it strong on some builds, especially Myers.

    Grim Embrace: I like those buffs, adds a new strong Gen Blocking perk that rewards killer for hooking every unique survivor. The obsession buff is also can be bit op, as I do not know if the aura reading lasts for a few seconds or for the entire of the perks effects. It can be busted on strong killers like Nurse.

    Knock Out: Basic Attack Restriction needs to be removed, as it restrict the perk to half the killer roster that doesn't relie on special Attacks. The movement speed penalty while down would make a great Anti Tenacity and will help killers track down invisible slugged teammates; it would be nice if I can add one single buff; in which the killer can detect the the Survivor; with aura reading, similar to deerstalker; but only within 6 meters. Just to help killer's find hard to spot slugged Survivor.

    Mad Grit: Sounds not physically possible, nor realistic; it would be neato; if I can walk through a obstacles like that; at the cost of 10% of the survivor wiggling progress, yet paused the wiggle by 3 seconds. Window vaults is not possible, but it can help you break drop pallets and Breakable walls.

    Predator: I would love to see that possible, especially in some of the strongest loops like jungle gym or main buildings in some maps; it would very awesome to used this information to make good mindgame decisions to catch up with a Survivor whom hold w at loops or juke the other way at killer shack when attempting a mindgame as killer.

    Just a quick FYI, Grim Embrace's aura reading is for 5 seconds, so once activated with this buff it basically serves as a one-time better BBQ.

    Also, I definitely do not think Resurgence getting healing on those added scenarios would be insanely strong. There are much stronger healing perks in the game, and I think that getting off Resurgence like, three or four times at most per match wouldn't be all that insane.

  • @LiveBritishReaction said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265921#Comment_3265921

    Just a quick FYI, Grim Embrace's aura reading is for 5 seconds, so once activated with this buff it basically serves as a one-time better BBQ.

    Or Bitter Murmur, for that matter. Yet, I think Bitter Murmur is better then BBQ as you can get free passive aura reading per gen loss, and 10 seconds of aura reading value.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265947#Comment_3265947

    Or Bitter Murmur, for that matter. Yet, I think Bitter Murmur is better then BBQ as you can get free passive aura reading per gen loss, and 10 seconds of aura reading value.

    I was saying better BBQ since the perk triggers upon hooking a survivor.

    Also, regarding one more thing you said: Killers vaulting or breaking while carrying someone would entirely be physically possible, especially given the immense strength they are granted supernaturally by the Entity.

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