Try and create a second meta shake-up
Rules are simple, create a meta shake-up similar to the 6.1 patch, so you need to give atleast 1 general gameplay change for each side and 40 perk changes. Its all in good fun for who has time to think about this stuff, don't take it to serious, but try to think of a more healthy meta or game for everyone, regardless if you play survivor or killer. You can explain some of your changes if you. No specific killer changes (there wasn't any in the 6.1 patch, so buffs or nerfs for specific killers).
General changes - Survivor:
All 4 survivors must start together next to a generator that will be blocked for 60 seconds. When a survivor is injured on its last hook it gains a 7% Haste speed while in chase (deactivates in end game). When a survivor dies the rest of the team receives a 15% stackable speed boost to repairs and healing. Boon totens are destroyed if snuffed by the killer but have their range increased to 28m. BNPs rework, they now can be activated in a gen that has atleast 50% progress, that gen cannot regress past 50% progress by any means (they no longer do 25% instantly and no more skill checks). Only 2 survivors can be working on the same gen at the time.
General changes - Killer:
After a unique hook (first hook of a survivor), that killer receives a 7% Haste speed for 15 seconds and the next gen it kicks will regress 10% extra besides the regular 2.5%. Hook grabs are removed. When all survivors are downed, hooked or dead the killer sees the aura of all survivors. In end game if a survivor is its last hook the killer can mory that survivor without needing an offering or perk.
Perks Killer:
Call of Brine: After kicking a gen it will regress at 200% regression, the perk then enters a 60 second cooldown before can be used again.
Eruption: Removed the cooldown, removed the incapacitated status effect
Overcharge: After hooking a survivor, the next gen you kick becomes overcharged, it will regress at 200% regression and when a survivor touches that gen, the will explode loosing an extra 6% and that survivor becomes Hindered (8%) for 30 seconds.
Beast of Prey: After hooking a survivor gain the undetectable status effect for 30 seconds, loose the undetectable effect after entering a chase.
Brutal Strength: Increases the base regression from 2.5% to 4% for kicking a gen.
Dragon's Grip: After kicking a gen, it become trapped, if a survivor touches that gen in 30 seconds after you kicked it, the survivor screams and becomes exposed for 60 seconds. The cooldown is 60 seconds and starts if a survivor becomes exposed.
Fire up: Increase to 5% stacks, to a maximum of 25%
Furtive Chase: When a non obsession survivor rescues a hooked survivor, that survivor becomes your new obsession. Your obsession suffers from the oblivious status effect while it is the obsession.
Hex: Pentimento: When a survivor cleanses a totem after 15 seconds that totem is rekindled into a Hex: Pentimento token (You loose the ability to manually rekindle a totem)
Hex: Ruin: Gens not being worked on loose progress at 200% normal rate. For each gen charge lost by Ruin, the perk looses one charge, when you reach 0 charges the totem becomes a regular totem. You start the match with 90 charges.
Nemesis: Every time you get stunned by a pallet that survivor becomes your obsession and you see their aura for 8 seconds. After every 60 seconds you see your obsession aura for 8 seconds
Nowhere to hide: Added a 60 second cooldown after each kick.
Oppression: Cooldown reduced to 60 seconds.
Overwhelming Presence: For the first 120 seconds of a match survivors can't use their itens. After a survivor gets hooked, every item on the map ( not including unopened chest), will loose 33% of its charges.
Pop goes the weasel: After hooking a survivor your next kick will make that gen loose 15% of progress
Remember me: After 4 hits on your obsession, the perk activates. Reduces gate opening speed by 50%, after 15 seconds of a gate not being touched, that gate looses all progression. This perk deactivates if the obsession is dead.
Septic Touch: Remove terror radius requirement, just fearmonger for healing, no other requirements.
Shattered Hope: You gain the ability to destroy totens, when you do you can see the aura of all survivors for 12 seconds
Surveillance: Rework, when a survivor hits a good skill check on a gen within 64m from you, you get a notification and their location for 4 seconds
Grim Embrace: Gain a token after each unique survivor hooked, for each token you reduce the success hit cooldown on basic attack by 5% up to a maximum of 20%. This perk doesn't stack, it will apply which value is higher (basically if you combine the perk with save the best for last, it will apply whichever perk would give the most value). Why rework the perk, its has nothing to do with gen blocking, honestly because blocking gens after you do all of this work sounds like a really underwhelming reward that couldn't be fixed. It would be just a win more perk you buff it even further. So a total rework and giving other option besides STBF to improve chase sounded fun)
Perks Survivor:
Boil over: Rework, falling from a great high removes all noise and 100% of the fall stagger, this perk has a cooldown of 60 seconds
Boon: Dark Theory: While inside the boon radius you get to see aura of all other survivor and the killer inside the boon radius
Calm Spirit: You open chest, cleanse and bless totens 50% faster.
Corrective action: Rework, when you start working on a gen that is regressing you will get hit with 3 cossecutive hard skill checks (think the current version of BNPs), for each successful skill check you get instant 5% of progress to that gen to a maximum of 15%, this perk has a 90 second cooldown.
Dance with me: You vault windows and pallets 15% faster, after a fast vault on a window or pallet you leave no scratch marks for 5 seconds, this action has a cooldown of 30 seconds
Decisive Strike: After sunning the killer you get a 3 second 50% haste
Deja Vu: Everyone on the team sees the aura of the highlighted gens and receives the speed boost, the speed boost will not stack with other Deja vus on the team.
Fast Track: Rework, you have higher chance of being the obsession, for each survivor who gets hooked you gain 5 tokens on fast track to a maximum of 45. For each token increases your repair speed by 1%. When a survivor is hooked your aura is shown to the killer for 5 seconds, when you get hooked you loose all current tokens. The perk deactivates if you are not the obsession.
For the people: Rework, you have a higher chance of being the obsession, when healthy and healing a survivor press the ability button to instantly heal that survivor by 1 health state. Your aura is shown to the killer for 5 seconds, and the perk enters a 120 seconds cooldown. For the people cannot be used if you are not the obsession.
Guardian: When unhooking a survivor from a hook, you and that survivor gain a 7% Haste effect and leave no scratch marks while you are within 16m of each other, you can see the killer aura for 8 seconds.
Head-on: Gain a 3 second of 50% haste after a stun.
Hyperfoccus: You have increased chances of triggering skill checks while repairing a gen, the perk no longer works while healing or using a toolbox
No Mither: Rework, you have higher chance of being the obsession, when downed if another survivor looses a health state you can instantly pick yourself of the ground, both you and the survivor that lost a heath state gain a 3 second 50% haste. This perk has a cooldown of 60 seconds and your aura is shown to the killer for 5 seconds. This perk cannot be used if you are not the obsession.
Object of obsession: Rework, you have higher chance of being the obsession, when the killer sees your aura the perk activates, you see the aura of the killer for as long as he sees you and for the next 30 seconds you get a 15% boost to repair, healing, sabotage, cleasing, blessing and vaulting.
Parental Guidance: After blinding or stunning a killer, for the next 10 seconds you make no noises, leave no scratch marks or pools of blood, and you see the killer's aura.
Potential energy: You now only loose the stacks when hooked instead of injure.
Prove thyself: Gives you a 15% repair bonus while working with other survivor on the same gen, increases the radius at which the killer can hear you working on gens.
Repressed Alliance: For each second you work on a gen you gain a charge for repressed alliance. By pressing the ability button, the last gen you worked becomes blocked, as long as their is no other survivor working on it. While blocked you loose 1 charge per second. When you get hooked the gen stops being blocked and you loose all charges. This perk can get a maximum of 60 charges. Blocked gens cannot be repaired but also cannot be regressed or interacted by any means. You can release the gen at any moment by pressing again the ability button.
Self-care: Unlocks the ability to heal yourself at normal speed, you need 16 tokens to fully heal yourself and you use them while doing it. You can regain tokens by healing other teammates, you gain 1 token for each 2 seconds healing another teammate.
Technician: While working on a gen, missed skill checks dont trigger notifications for the killer and they only loose half of normal progression penalty. While you work on that gen, that gen cannot regress by any other means (this means that while you work on that gen, perks like jolt, eruption and pain res dont affect that gen, but only while you work there).
Comments
I'm new here so I have no idea how to delete my random comment
https://forums.bhvr.com/dead-by-daylight/discussion/359684/changes-that-will-please-both-side#latest
I wrote about my concept, so I'll just throw a link
No. When you make it so your have to relearn the game every few months you alienate casual players. It's exhausting. The old meta was that way for years. That's why an attempt was made at changing it.
All this stuff is just extreme power creep at well. Could some perks use tweaks? Definitely. Do they all need to be busted and obnoxious for both sides? Hell no.
Let's balance the game! Why don't we punish the killer for hooking survivors by slowly transforming them into Flash? But hey, they can now see the downed survivors when they are all dead already!...
To shift the current meta they only need to address how people is playing, and what you are suggesting is basically break the killer knees to "address" camping and buffing survivors until is impossible for the killer to catch anybody. So I will take you advice and not take seriously anything of what you said.
The meta can't be thought by anyone before it changes, for the only reason that the meta is defined by how players are playing the game in that moment with what they have available. They can change mechanics and metaperks so the current meta is not a viable way to play for either side, but even if BHVR expected those changes to make the players play in a certain way there is no guarantee that would be the case. So the only thing we can do is simple address the Gen Rush vs Gen Regression meta and then we can only wait for another meta to settle and start complaining again about what the other side is doing.
I think that shifting meta changes everytime a new chapter is released would be a good pacing. After all, new killer, new survivors, new perks, so the game have to adapt to those even if you don't pretend to change the meta by itself.
And yes, it's obvious where he want to go with this well thoughts perk reworks. My favorite is "Corrective action": Up to 15% insta progression with the enough cooldown to finish a gen by yourself and go to the next. Pretty well balanced, without doubt 🤣
Dude's got fast track with a +45% repair speed. Insane.
Like you said it's better for the meta to change with chapter releases. It's more natural.
Nope, the idea is to give a quick burst of progress to a gen that was damaged by the killer, since the gen needs to be regressing. While i dont want gen rush to be dominant i also want to give tools to counter regression, just to make sure situations like the infinite 3 gens dont happen again. Also the idea was to nerf the early tunneling, so yes the survivors becoming the flash and giving other survivors better tools once one of them is dead.
Also i just wanted to release ideas in a one fell swoop fro the fun of it. I dont have any power on what bhvr does. I just wanted to show some cool ideas and see if more people have cool concepts. But sure 45% on fast track, so your entire team is dead, you need to be the obsession, not been hooked once and constantly notifying the killer on where you are, yeah sure im a filthy survivor that just wants survivors to be broken. I am pretty some of the ideas are broken or problematic but 45% on fast track would be broken on a nice youtube thumbnail. (Honestly the early numbers might just be to high and reduce it from 5 tokens to 4, 45 to 36. Just wanted to share the idea)