Perk buffs version 2 (survivors)

Hello folks,

This is the second version of my ideas for perk buffs, which i uploaded a while ago. This time I had to split the discussion into two, because it became too long for only one.

https://forums.bhvr.com/dead-by-daylight/discussion/435966/perk-buffs-version-2-killers/p1?new=1

I tried to remove unneccesarry conditions from perks and add new effects I would like to see. My goal was to make more perks viable and good to increse perk variety in matches, which would benefit the game a lot. Therefore I suggest some of my ideas in hopes, that behvior might make more of them better sooner than later and maybe behavior puts some of them into the game, which would be quite cool.

If you have any more ideas for perk buffs feel free to add them and please give some constructive feedback. While I tried to make them as balanced (but also as strong) as I could, l will probably have slept on some of them and it is always interesting to read the different opinions on things.

If there is a new status effect you don`t know, it is probably a new one, which you find in the buttom. There are also changes to existing ones.

A thank you to @UndeddJester and @Xernoton , who looked into some of my ideas beforehand.

Survivor

Ace in the whole (partially basekit)

  • When retrieving an Item from a Chest , there is a chance an Add-on will be attached to it: 75 % chance for an Add-on of common rarity or higher. 50 % chance for the second Add-on of common rarity or higher.
  • Ace in the Hole allows you to keep any Add-ons your Item has equipped upon escaping.

To make searching chests a lot more interesting and better.

Ace in the whole (new version)

  • When retrieving an Item from a Chest, there is a 100 % chance for an ultra rare or very rare Add-on to be attached to it and a 100% for a second Add-on with a uncommon or higher rarity
  • Adds a random third addon to your braught item once the trial begins (new)
  • Allows to find event addons on items from chests. (new)

Adrenaline

  • This perk activates after the exit gates are powered.
  • Instantly heal one health state (was if you are injured or in the dying state) and sprint at 150% of your normal running speed for 3 seconds
  • Adrenaline ignores the exhausted status effect. Causes exhausted status effect for 40s.

A one time use endgame perk should never deactivate by such a random thing like getting hooked at the wrong time. Right now it is a more conditional/ situational one time use sprint burst, which especially punishes soloq.

Aftercare

  • You and your teammates (was only yourself) see the aura of every survivor that:
    • You rescue from a hook or rescue you from a hook.
    • You complete a healing action on or complete a healing action on you.
  • They also see your aura.
  • This occurs for up to 1/2/3 survivors. All effects of aftercare reset when you are hooked by the killer.

It would have the potential to reveal the aura of every survivor to every survivor.

Any means necessary

  • You see the aura of dropped pallets and the remains of broken pallets (new).
  • Press the active ability button 1 for 3s (was 4s) while standing beside a dropped pallet to reset it to its upright position
  • Press the active ability button 1 at the remains of a broken pallet for 3s to build a party pallet with the help of the entity. This ability unlocks itself after getting chased by the killer for 40s (new)

I know many will say, too strong, but since party pallets aren’t strong in the anniversary event. This would be fine.

Appraisal

  • Start the trial with 3 tokens. (removed) When a chest has already been opened, consume a token to rummage through it for an item. Rummaging can be performed 2 (was 1) times per chest.
  • Increases Rummaging speed by 40/60/80%.

Autodidact

  • You start the trial with a -15% progress penalty for skill checks to heal other survivors. For very successful skill check while healing another survivor, you receive a token up to a maximum of 5. Each one grants a 15% progress bonus. Great skill checks cannot be performed while using autodidact. Autodidact does not affect medkits.
  • Increase the chances of getting skill checks while healing by 10% (new)

To reduce the gamble by a bit. In most matches I don’t even reach four stacks, because I don’t get skill checks.

Balance landing

  • After falling from a height, you benefit from the following effects: Reduces the duration of the Stagger upon landing by -75 %. Suppresses all noises associated with falling. Grants a 50 % Haste Status Effect for 3 seconds upon landing. Balance Landing causes the Exhausted Status Effect for 50/40/30 (was 60/50/40) seconds.
  • Reduces the duration of the Stagger upon landing by -20 % when Exhausted. (new)

The stagger reduction (with -75%) got removed a long time ago, because it created infinites on certain maps, but since most maps got nerfed and changed, a low reduction of stagger would be fine.

Better than new

  • When using your Medkit for altruistic healing: Increases your Medkit healing efficiency by 25/50/75%. (new, @UndeddJester)
  • Increases the altruistic healing speed of a medkit by 30% (new)
  • Completing a Healing action on another Survivor grants them the following benefits until they are next hooked: Increases their Action speeds for Blessing, Cleansing, Healing, Unlocking by 30% (was 16%)

The current effect would be better, which is very low and make using your medkit for teammates more worthy.

Better Together

  • The aura of the generator you are currently repairing is revealed to all other Survivors located within 32 meters.
  • While you are repairing a Generator, the Auras of all other Survivors are revealed to you (was for 8/9/10s whenever the killer downs someone).
  • While repairing a generator together with another survivor, you and they see the aura of the killer within 22-32 meters of your location. (new)

I’ve played it some time ago and I liked watching my teammates run around while I do the gen.

Bite the bullet

  • When somebody is getting healed or heals another Survivor within 8 meters of your location (did only work, when you healed someone, for both of you or when you healed yourself), you and they benefit from the following effects: Suppresses all noises and auras (new) related to Healing and Grunts of Pain.
  • Failed Healing Skill Checks do not trigger a loud noise notification. Reduces the Penalty to 3/2/1 % of the total Progression.
  • The grunts of pain of other survivors within a 8 meter radius of your location are reduced by 75%. (new)

This perk's only use was to bypass the iron will nerf. Now that iron will is reverted there is no real point in playing it and it definitely needs some additional effects. Why doesn’t it work when others heal me?

Breakout

  • When within 6m (was 5m) of a carried Survivor, you gain the haste status effect, moving at 7% increased speed. The carried survivor’s wiggle speed is increased by 25% and if the killer misses a swing, the carried survivor gets 5-10 % wiggle progress (new).

The small range makes it too tricky to use and making the killer miss would be rewarded.

Blood rush

  • After unhooking yourself or being unhooked, Blood Rush activates for 40/50/60 seconds (removed)
  • Press the Active Ability button to instantly recover from the Exhausted, which causes you to temporarily get the injured and the Broken Status Effect when you are healthy or the deep wound status effect when you are injured for 28/24/20seconds while you are automatically healing back one health state. (reintroduced)
  • Blood Rush is deactivated after use or performing a Conspicuous Action. Blood Rush is disabled for the remainder of the Trial once the Exit Gates are powered (removed)

It is not strong enough for all of those requirements and I liked it’s old, lose a health state and heal you back part.

Bond

  • The Auras of all other Survivors (also from carried survivors, which it currently doesn’t) are revealed to you within 20/28/36 metres.

Boons

  • Have a 32m (was 24m) range
  • Are a lot quieter 

The range often is too small, which leads to not enough space being covered and the boon makes such a loud sound, that the killer needs to be deaf to not stumble upon it.

Boon: Circle of healing

  • Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem. Soft chimes ring out in a radius of 32 metres. All Survivors benefit from the following effects when inside the Boon Totem's radius:
    • Increases altruistic healing speeds by 150 (was 100) %
    • Unlocks the self care ability, allowing you to self heal without a medkit at 45% of the normal healing speed. (new)
    • If a Survivor is injured, their Aura is revealed to all other Survivors.
  • To make this fair killers would be able to destroy boon totems completely by kicking them (basically shattered hope basekit)

This perk is pretty much useless in soloq. It got completely overnerfed. It doesn't even make up the time you spend blessing it. Before anyone says it’s OP like before the nerf. The last version with self healing allowed you to self heal at 100% healing speed. This one allows you to self heal at 45% self healing speed. This is much slower and additionally killers are able to break boons basekit. To put this into perspective: Old 16s healing time or faster depending on the version - This version 35,5s healing time.

Boon: Dark theory

  • Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem. Soft chimes ring out in a radius of 32 meters. All Survivors benefit from the following effects when inside the Boon Totem's radius:
    • Grants survivors a 3% (was 2%) haste status effect and 5% vaulting speed increase (new)
    • While running, recover exhaustion at a 50% decreased rate (new; from @Xernoton)
    • These effects linger for 4s after leaving the boon’s range.

This way it would be the looping boon perk. 2% haste isn’t enough for setting up a boon and also not good.

Boon: exponential

  • Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem. Soft chimes ring out in a radius of 32 metres. All Survivors benefit from the following effects when inside the Boon Totem's radius:
    • 100% bonus to the Recovery speed.
    • Unlocks the Self-Recovery ability, allowing you to fully recover
    • Shows the aura of all hooks to all downed survivors (new)
    • Downed survivors can crawl 50% faster (new)

To make it less situational.

Boon: illumination (option 1)

  • Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem. Soft chimes ring out in a radius of 32 metres. All Survivors benefit from the following effects when inside the Boon Totem's radius:
    • The Auras of all Chests, hooks, totems, exit gates and Generators (was chests and generators) are revealed to you in blue.
    • Increases your Action speeds for Blessing and Cleansing by 50 % (was 10%) while you have a lit Boon Totem.
  • You can go to the boon and interact with it, which makes your arms glow blue and you carry the boon’s effects with yourself for 70 seconds. (New, Undeddjester)

Boon: illumination (option 2)

  • Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem. Soft chimes ring out in a radius of 32 metres.(removed) All Survivors benefit from the following effects when inside the Boon Totem's radius (removed):
    • The Auras of all Chests, hooks, totems, exit gates and Generators (was chests and generators) are revealed to you in blue.
    • Increases your Action speeds for Blessing and Cleansing by 50 % (was 10%) while you have a lit Boon Totem.

For this one you should make an exception and let it work differently like a hex (map wide). This would open up the introduction of more interesting and different working boons. Its effect is not powerful enough for those limitations. Making it map wide would make it a decent team perk and the higher blessing speeds would make it useful to relocate your boon.

Boon: Shadow Step

  • Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem. Soft chimes ring out in a radius of 32 metres. All Survivors benefit from the following effects when inside the Boon Totem's radius:
    • Scratch marks are suppressed, auras are hidden from the killer and footstep sounds are suppressed (new). These effects linger for 4s after leaving the boon totem’s range.

The range increase would probably be enough since it is actually an okey perk, but the footstep part would make sense when you consider its name.

Botany knowledge

  • Increases healing speed by 50%
  • Healing item efficiency is reduced by 20% (removed)

Ever since medkits got super hard nerfed into having only one version and one heal, this should have been removed.

Calm spirit

  • Prevents crows from being alerted by your proximity and flying off, unless they are being step on
  • Suppresses the urge to scream from any cause at all times (also when falling, which it currently doesn’t)
  • Suppresses all noises related to opening chests or cleansing or blessing totems
  • Reduces the Interaction speeds with Chests and Totems by 40/35/30% (removed)
  • Unlocks the revealed status effect (new, from 2v8)

Having such a huge drawback on an already not good perk makes it just detrimental to use.

Camaraderie

  • 10 seconds after you are hooked (was only in the struggle phase), camaraderie activates. If the killer (was another survivor) is within 16m of you while Camaraderie is activated, the hook timer is paused for 34 seconds
  • Grants the escapist status effect (new)

Far too conditional for its weak effect.

Counterforce

  • You cleanse and bless (new) Totems 70-80% faster (was 20% + 20% per totem)
  • After cleansing or blessing (new) a Totem, the Aura of all Totems (was farthest) from you is revealed to you for 2/3/4 seconds.

It is simply not good in what it is supposed to counter and now it would be a nice perk for boons as well.

Dark sense

  • Whenever a Generator is completed, gain one stack. Press the active ability button 2 to activate Dark Sense and consume one stack (was when the killer enters a 24 meter radius): The Aura of the Killer is revealed to you for 6 seconds (was 10s).
  • Whenever you see the killer with a clear line of sight, their aura is revealed to you and any survivor within 4 meters of your location. (new)

It would be a nice aura chase perk. The aura, when looking at killers, would work similar to the scout from 2 vs 8. It was a very useful ability to help you keep track of the killer.

Dance with me

  • When performing a fast vault or leaving a locker in a sprint, you leave no scratch marks for 5 seconds (was 3s). Dance with me has a cooldown of 20s

The duration is too short to do something in most cases. With this change it’s better on its own without requiring lithe to even get some value.

Deception

  • Interacting with a locker while sprinting will trigger a loud noice notification at your location and cause you to leave no scratch marks for 4s (was 3s). Deception goes on cooldown for 20s.
  • You can no longer enter lockers while sprinting, when this perk is active.

The duration is often too short.

Desperate Measures 

  • Increases your Action speeds for Healing and Unhooking by 16 % (was 10/12/14 %) for each injured, hooked, dead (new) or dying Survivor.

It should count dead survivors and a small buff doesn’t hurt to make it not just a worse botany knowledge.

Empathic connection

  • (Was whenever another survivor is injured,) Survivors see your aura within a range of 96m.
  • You heal (was only other survivors) 30% faster

Nice soloq perk, but the conditions are unnecessary.

Empathy

  • The Auras of injured, carried (new) or dying Survivors are revealed to you within 64/96/128 metres.

Exultation

  • Stunning the Killer with a Pallet upgrades the Rarity of your held Item to the next tier.
  • Whenever you stun the killer, recharge the Item by +25 %. (was when upgrading the item)
  • Exultation has a cool-down of 40/35/30 seconds.(removed)

Stunning the killer is already hard enough, it doesn’t need those limitations.

Finesse

  • This perk activates when you are healthy (removed).
  • Your fast vaults are 20% faster
  • This perk goes on cooldown for 30s after performing a fast vault.

Fixated

  • Increases your Walking, entering locker, slow vault and pallet drop speed (was only walking speed) by 10/15/20 %.
  • Unlocks the ability to see your own Scratch Marks.

It would increase the speed of all kinds of slow interactions.

Fog wise

  • Succeeding a Great Skill Check while repairing a Generator (removed) reveals the Aura of the Killer to you for 4/5/6 seconds.

Now works while healing as well.

Hardened

  • After unlocking a Chest and either blessing or cleansing a Totem, Hardened activates: (removed)
  • Suppresses the urge to scream from any cause (also when falling, which it currently doesn’t) and instead causes the Aura of the Killer to be revealed to you for 3/4/5seconds
  • Unlocks the revealed status effect (new, from 2v8)

Like with calm spirit the conditions are unnecessary and that you still scream when falling makes no sense.

Head on

  • After standing in a locker for 3 seconds, Head activates: While head on is activated, it shows survivors the aura of the locker you are in in a radius of 24m (new) and perform a rush action to leave the locker to use head on. If the killer is within Head on’s effective range, the killer gets stunned for 3s, which causes the exhaustion effect for 40s. Head on can not be used while exhausted.

Allowing your teammates to see in which locker you are in, would make this perk a lot more useful for soloq.

Invocations

  • Survivors can activate all their invocations after one ritual, instead of doing them one after another, but each additional invocation increases the maximum required time by 20 seconds. Additionally Invocations should have different downsides fitting to their effect.

Invocation: treacherous crows

  • When in the Basement near the circle, press the Active Ability button 1 to begin the Invocation, which takes 30 (was 60) seconds to complete. During an Invocation, your Aura is revealed to all other Survivors and they can join in, accelerating the process by +100 %, if they too have an Invocation Perk equipped, or by +50 %, if they have not. Once the Invocation is completed, the following effects apply:
  • Whenever the Killer scares a Crow while a Survivor is inside their Terror Radius, their Aura is revealed to all Survivors for 1/1.5/2 seconds.
  • You automatically become oblivious (was; enter the injured state and become Broken) for the remainder of the Trial and any survivor within 16 meters of your location becomes temporarily oblivious.
  • Completing an Invocation disables all Invocation Perks for the remainder of the Trial for all Survivors.

Invocation: weaving spiders

  • When in the Basement near the circle, press the Active Ability button 1 to begin the Invocation, which takes 50 (was 60) seconds to complete. During an Invocation, your Aura is revealed to all other Survivors and they can join in, accelerating the process by +100 %, if they too have an Invocation Perk equipped, or by +50 %, if they have not. Once the Invocation is completed, the following effects apply:
    • Permanently reduces the Repair Charges requirement of all Generators in the Trial by 8/9/10 Charges.
    • You automatically lose one hook state like with shoulder the burden or when you are already on death hook you lose nothing (was; enter the Injured State and become Broken).
    • Completing an Invocation disables all Invocation Perks for the remainder of the Trial for all Survivors

This would make me consider using those perks. Broken for the rest of the trail gives you such a huge disadvantage while not really gaining much. 

Light footed

  • When you are healthy this perk activates (now always active)
  • When your running footsteps are silent
  • This perk goes on cooldown for 20s after performing a rushed action.

Too conditional, I would rather make it deactivate through being exhausted.

Light weight

  • Reduces the Lifetime of your Scratch Marks by 3/4/5 seconds.
  • Reduces the Spawn chance of patches of Scratch Marks by -60 %, making their spacing inconsistent.
  • Footstep sounds are reduced by 30%. (new)

Fits the perk and it would be a nice additional effect.

Lucky break

  • Lucky break activates any time you are running and injured (was only injured). While Lucky break is active, you won’t leave trails of blood or scratch marks for a total of 60s
  • While healthy, (removed) Healing 2% of healing progress increase Lucky break’s duration by 0,5s (was 1s for 1s).

Cool perk, but you can’t stop it from running out of time while you aren’t even near the killer and refilling it takes too long.

Made for this 

  • Whenever you are not exhausted (was when deep wounded), Made for This activates and you benefit from the following effects: Gain a 2% (was 3%) Haste Status Effect (was only while running). Gain the Endurance Status Effect for 6/8/10 seconds after completing a Healing action on another Survivor. Made For This does not cause exhaustion
  • Shows the killer a little icon of the perk in chase. (new)

Overnerfed. We have a lot more strong exhaustion counters now and since boon dark theory is no problem, this wouldn’t be either.

No mither

  • Grunts of pain caused by injuries are reduced by 100% (was 75%)
  • Your recovery speed is increased by 50% (was 25%) and you can completely recover from the dying state.
  • You don’t leave pools of blood.
  • Unlocks old dead hard:
    • Press the Active Ability button to perform a Dash for 0.5 seconds.
    • Grants the ability to ignore any damage taken during the Dash.
    • Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds. Dead Hard cannot be used when Exhausted.

Please make it somehow better, so you don’t lose automatically when getting it in chaos shuffle or a random perk challenge. Also when teammates take it, you have already lost, which is bad design in a team game. It would be interesting to see how many people would play it just for old dead hard?! - I would.

Parental Guidance

  • After stunning the killer by any means Parental guidance suppresses your scratch marks, pools of blood, grunts of pain and footstep sounds (new) for 12s (was 7s)

Either the killer sees where you are running to, which makes the effect not very useful or when it comes into play, it runs out too fast. It’s too situational most times.

Poised

  • Whenever a Generator is completed, you benefit from the following effect for 10/12/14 seconds: Suppresses the creation of scratch marks.
  • First starting to repair a given Generator reveals the Aura of the Killer to you for 6 seconds.
  • Your scratch marks and auras are hidden whenever in a radius of 7 meters of a completed generator, this effect lingers for 3s (new, this effect should only be limited to one floor. No idea how to write that)

The inspiration for the buff came from batteries included, but instead of giving haste it makes you more stealthy.

Reassurance

  • When within a 18 meter (was 6m) radius around a hooked survivor, use the active ability button 2 to pause their struggle progression for 30 seconds and to apply the escapist status effect (new).
  • If they are on the struggle phase, it also pauses the struggle skill checks.
  • Reassurance can only be triggered once per survivor per hook state.

In most cases you can just unhook, when you are already in front of the hook. It would allow to activate it from further away and make the anti face camp more effective.

Repressed alliance

  • Repressed alliance gains one stack up to 2 (new) after repairing generators for a total of 40% (was 45s).
  • When repairing a generator while the perk has one stack, press the active ability button 1 to consume one stack, which calls the entity to block the generator for 30s.

To make it more available and to bring it more in line with other generator progress perks.

Residual manifest

  • After a successful Killer Blind or stun (was only blind), the Killer suffers from the Blindness Status Effect for 45s (was 30) seconds.
  • Allows to bypass the blinding immunity of lightborn, but blinding takes 50% longer. (new)
  • Moving killers get blinded 50%. (new)
  • Residual Manifest grants the ability to rummage through an opened Chest once per Trial and will guarantee a (was basic) Flashlight.

Blindness is too short, a yellow flashlight isn’t really good or interesting and lightborn can make it completely useless. Those changes would make it an interesting perk.

Rockie spirit

  • Complete 3 good or great skill checks while repairing generators to activate Rocky Spirit for the remainder of the trial. Once active, (removed) you and your team (was only yourself) see the aura of regressing generators.
  • Repair regressing generators 150% faster. (New, @UndedJester)

The conditions make an interesting perk not so interesting.

Saboteur

  • See hook auras in a 56m radius from the pick up spot if another survivor is being carried. Scourge hooks are shown in yellow.
  • Unlocks the ability to sabotage hooks without a toolbox, which takes 2s (was 2.3s)
  • The sabotage action has a 40s (was 60s) cooldown after successfully sabotaging the hook (was after starting to sabotage)
  • The aura of sabotaged hooks remain shown to the killer for 15 seconds, after they got sabotaged. (new)

There is nothing more frustrating than starting to sabo the hook as you try to heal your teammate, which puts it on a cooldown. The persisting hook aura would be a nice way to trick killers into thinking this hook is still available.

Self care

  • Unlocks the self care ability, allowing you to self heal without a medkit at 45% (was 35%) of the normal healing speed.

Overnerfed. Everytime someone uses it now, it is like a fifth perk for the killer and hurts the survivor team so much more than it helps.

Self preservation

  • Whenever another survivor within 24m (was 16m) of you gets hit by a basic or special attack, self preservation activates.
  • Your scratch marks, pools of blood, grunts of pain and footstep sounds (new) are hidden for 30s (was 10s)

The perks duration is far too low and using it for flashlight saves is difficult, because the killer always hears your footsteps when trying to save another survivor.

Slippery meat

  • Grants up to 3 extra escape attempts on the hook
  • Hook escape attempts have a 6% (was 4%) increased chance to succeed
  • Grants the escapist status effect (new)

To make it less of a throwing perk.

Small game

  • Get an auditory warning when looking in the direction of Totems in a 45 degree cone within a range of 12 meters. Small game has a cooldown of 12 seconds each time it activates. For each Dull Totems and Hex Totem cleansed by any player, gain a token. Small game detection cone is reduced by 5 degrees per token.
  • When you are in the killer’s terror radius and small game activates, reveal the killer’s aura for 6 seconds. (new)

This would make it very fun to use and give it an use outside of finding totems.

Spine chill

  • If the Killer is within 36 metres of your location and looking at you with a clear line of sight, Spine Chill activates:
  • Increases your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, vaulting (new) and Unlocking by 4/5/6 %.
    • This effect lingers for 0.5 seconds after the Killer loses line of sight or exits the range.
  • Unlocks the revealed status effect (new, from 2v8)

It is worse than calm spirit right now, which is very difficult to achieve. It doesn’t do anything useful.

Strength in the shadows

  • When you are in the basement strength in shadows activates: Unlock the strength in shadows ability, allowing you to heal at 90% (was 70%) of the normal Healing speed.
  • Upon finishing a heal in the basement the aura of the Killer is revealed to you for 6/8/10 seconds.

To make up for the self care buff, so it is twice as much as self care.

Technician

  • Makes the generator and your repairing noises silent, when you are working on it (was reduces generator noises by 8m)
  • Suppresses the explosion of accompanying loud noise notification when missing a skill check
  • Failing a Skill Check instantly regresses the Generator by 5/4/3 % of its maximum possible Progression in addition to the default Progression penalty.

Would be a lot more fun to use that way and make it a stealth perk for gens.

Tenacity

  • Your ferocious tenacity in dire situations, allows you to crawl 50% faster and recover at the same time. Grunts of pain while in the dying state are reduced by 100% (was 75%)

With this change you might be able to get into a bush, safety or hide in time if the killer leaves you on the ground. When plot twist can have it, why not this one?

Teamwork: Collective stealth

  • Whenever another Survivor finishes healing you, Teamwork: Collective Stealth activates, and both you and the Survivor who healed you benefit from the following effect: (removed)
  • Suppresses your and the Scratch Marks of other survivors for as long as you stay within 8/12/16 metres of one another.
    • This effect lingers for 4 seconds once out of range and resumes upon re-entering it before that timer elapses.
    • Survivors can only be affected by one instance of Teamwork: Collective Stealth at a time. (removed)

The conditions of this perk only exist to make both teamwork perks work similar, but they are completely unnecessary on this perk.

This is not happening

  • Increases the Success zone of Great Skill Checks while Repairing and Healing by 10/20/30 % when in the Injured State (Removed).
  • The great skill zone is in the middle of the skill check. (New)

Too restricted by the injured requirement and by spawning the great skill checks in the middle of skill checks it helps beginners.

Visionary

  • The Auras of Generators are revealed to you and your teammates (was only yourself) within 32 metres of your location.
  • Each time a Generator is completed, Visionary is deactivated for 20/18/16 seconds. (Removed)

Could be a nice perk to help your team.

We’ll make it

  • When you rescue a survivor from a hook, gain a 100% speed increase while healing (was only healing others) for 90s

Does not need it but wouldn’t hurt.

Wicked

  • You self-unhook attempts in the basement always succeed.
  • When you are unhooked or unhook yourself, you see the killer’s aura for 20 seconds
  • Allows 3 self-unhook attempts on death hook and removes the struggle skill checks. (new)
  • Grants the escapist status effect (new)

It should always have had this effect, where you can attempt to unhook yourself in the second struggle phase.

Wiretap

  • After completing a total of 33% (was 40%) worth of repair progress, gain one token up to two (was it activated).
  • Press the active ability button while near a partially progressed generator to install wiretap, which will consume one token. Wiretap stays active until the killer damages the generator by any means (and was only active for 120s)
  • The aura of trapped generators are revealed to all survivors in yellow.
  • Whenever the Killer comes within 14 metres of the Trapped Generator their Aura is revealed to all Survivors.

It would be a lot better and more available. Please at least make it 33% again. It is far too limited right now and can instantly be removed by the killer. These changes won’t do much, even when they sound very strong on paper.

Status effects:

  • Blindness: Hides killer objects, which are shown map wide outside of a 32 meter range or reduces the aura reading range of killer objects with a range limit by 8 meters (new additional effect).

This would make it more useful on some killers.

  • Mangled / Hemorrhage: The timer stops ticking down while being in chase or on hook.

Currently the effects often expire while in chase or on hook, which makes them go away before they do something.

  • Hemorrhage: Instead of leaving pools of blood, affected survivors leave trails of blood (was made them spawn a bit more often) 

It would make sense since you lose a lot more blood when bleeding, which would create trails of blood.

  • Escapist status effect (new): Increases the anti camp radius by 12m and increases your luck by 1% for each 4% of the anti camp bar.

A way to buff all perks, which are related to being hooked.

  • Revealed status effect (from 2v8): Shows you when your aura is revealed and for how long.

This could be helpful to know when your aura is revealed, so you don’t hide next to the killer and instead start running.

  • Silence status effect (new): You hear nothing but silence and the visual heart beat sensor deactivates.

This would be an upgraded version of oblivious, that also hides lullabies and makes survivors deaf. It could get added to a lot of addons and perks, which would make them very interesting.

  • Fog status effect (new): A wall of fog blocks your view outside of a 24 meter range and you don’t see auras through it.

I got that idea from silent hill 2, where the fog is really close and doesn’t allow you to look very far. It would be very cool for dbd, even when it is just a buff to the fog offerings. If you have ideas to which perk this effect fits, please tell me.

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Thanks for reading!

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