Killer Perk Changes Feedback

Please let us know if you have any feedback about any Killer perk changes - the more specific, the better. Thank you!

Tagged: Co-ordinatorMod

Comments

  • Monstrous Shrine: Please ensure the perk visually indicates when I'm within and outside the 24m radius. I have no idea how to judge that distance otherwise.

    Thank you!

  • @nikodemo said:

    Monstrous Shrine: Please ensure the perk visually indicates when I'm within and outside the 24m radius. I have no idea how to judge that distance otherwise.

    Thank you!


    I kind of think the point of not knowing is to prevent you from proxy camping just outside of that range. The perk is meant to encourage leaving the hook area entirely.

  • I do like a lot of the changes but this specifically. This is just better Call of Brine as this says while not being repaired presumably meaning if the survivor leaves the gen it'll start regressing again or in other words kick the gen to apply a temporary ruin, and this can be applied up to 3 gens. Will Call of Brine be buffed to compensate for this or do you think the information from CoB roughly evens it out?

    Nvm misunderstood.

    image.png
  • Seeing that we're modifying perks like Agitation and Iron Grasp to have better T1/T2 stats, why not just get rid of perk tiers? If the difference between tiers is going to be minor and we're going to keep getting new perks every few months added to the pool, it would be a lot better for the playerbase as a whole if we just didn't have perk tiers anymore.

  • @Crowman said:

    Seeing that we're modifying perks like Agitation and Iron Grasp to have better T1/T2 stats, why not just get rid of perk tiers? If the difference between tiers is going to be minor and we're going to keep getting new perks every few months added to the pool, it would be a lot better for the playerbase as a whole if we just didn't have perk tiers anymore.

    i agree with this but think it would be a nightmare to rework the entire prestige system to accommodate this change so it will probably never happen lol

  • [Giga Buffed/Reworked]

    Machine Learning

    Holy lord. That's a lot. Okay.

    Shattered Hope

    Classified as Giga Buff because it was worthless before, and now strictly is not.

    [Solid Buff/Rework]

    Distressing

    Was cute before, but nice to see if have value payout beyond TR.

    Dominance

    Now synergizes with Thrill monstrously well at the loss of chests.

    Hex: Nothing but Misery

    Lower token count and vault slow will mean value is more likely. But still a totem so no giga.

    Hex: Thrill of the Hunt

    Weird rework. Potentially stronger than before on high speed killers.

    Knock Out

    Excellent. Worth running now.

    Spies from the Shadows

    Range enhancement pushes it into being useful.

    Whispers

    Haste is a bit weird, but out-of-chase mobility is a cute addition.

    Scourge Hook: Monstrous Shrine

    Loss of faster decay will suck, but good buff. Needs a visual indicator of range, or will lose pick rate due to inconsistent value.

    [Buffed but still won’t run it. Underwhelming value.]

    Bitter Murmur

    Longer Aura read on generator completion can't compare to BBQ triggering more. A few seconds of Aura is enough.

    Fire Up

    Only returns true value when things are at their worst. Mostly only tennable for strong late-game killers/players.

    Game Afoot

    In the current alignment to how obsessions work, this ones an annoyance to get value out of even with the buff.

    Unbound

    5/25 is nice, but too conditional for these values. I'd sooner run batteries for something I can consistently count on.

    Help Wanted

    Strong but trying to do too much. When stacked would be nice, but DR kills stacking, making this an awkward duck.

    Dark Arrogance

    Adding attack CD is nice as a poor mans bam/SBTFL. But I'd rather run BAM and SBTFL. I'm sure someone will love this.

    Ravenous

    It's like Pain Res and Agitation had the ugliest baby. And no one is going to love it.

    Insidious

    Linger makes it functionally more useful but still too niche to matter.

    Superior Anatomy

    Some people will love this. Again, I see no reason to run this when Bam exists.

    Undone

    This one is actually rather good. But the value of a single kick after three hooks isn't sufficient to me personally.

    Unrelenting

    If you're missing that much you're probably in the kind of trouble a perk can't fix.

    [Considerable nerf. Probably deserved.]

    Dead Man's Switch

    Borderline dead with the 2s interval. Rightfully so.

    Dissolution

    Strong for M1's, destroyed for all else. I'm fine with this.

    Hex: Blood Favor

    Strong for M1's, destroyed for all else. I'm fine with this.

    [Little or No Meaningful change.]

    Deerstalker

    One of my favorite perks, but an extra second doesn't merit comment on this one.

    Agitation

    Only level changes.

    Iron Grasp

    Only level changes.

  • Little disappointed that some buffs were just changing their T1 T2 numbers, which players will only use for 1-2 games before being able to level them up properly.

    Aside from that Dark Arrogance unironically might be one of the best new chase perks especially on killers that can force the pallet predrop. Whispers seems like it could be really good on slower killers like GF who have trouble finding survivors, then they know to start stealthing now that people are in range. Monstrous Shrine could be extremely powerful on high tiers especially with something like Jagged Compass. Ravenous will probably be one of my favorite new perks.

  • @nikodemo said:

    Monstrous Shrine: Please ensure the perk visually indicates when I'm within and outside the 24m radius. I have no idea how to judge that distance otherwise.

    Thank you!

    There is an icon next your perks when Monstrous Shrine is active. So, yes it let's you know when you're within or outside of the 24meters. Additionally, you can also look at generators and see if they show the regression animation

  • Whispers T3 range should be 26m not 24m to enable interaction Whispers, Monitor & Abuse, Insidious for basic 32 terror radius killers, it doesn't make sense that Whispers encourages keeping itself at lower tiers specifically to enable that interaction and make the best out of it

  • @Balrog said:

    Please let us know if you have any feedback about any Killer perk changes - the more specific, the better. Thank you!

    Monstrous shrine feels very underwhelming as a gen regression perk. If you need to fully leave the hook to use it, then by the time you start a chase to push someone off a gen the survivor is likely getting saved. I think it should be changed to give either a timer of 200% gen regression after the survivor is unhooked for like 15-30 seconds or something, or it should give an instant regression when the survivor is unhooked, so like a reverse pain resonance.

  • Genuinely love the changes, tried out Ravenous, help wanted, machine learning, unrelenting, dark arrogance, unbound, Monstrous, Undone, fire up and Superior anatomy, all of them felt really good and if they go to live server I definitely gonna spice some things up

  • A lot of good changes, however, I feel like whispers should give 10% haste instead of 5%. Personally, one thing I enjoyed from the Krasue ptb that never made it to live was low mobility killer haste when you hook someone new. I personally feel like this should be a base mechanic still as it would help killers like trapper and them a lot do things killers like Blight can do and that’s moving across the map quickly. I feel like it should be strongly considered to increase this to 10% so killers such as trapper can make progress much faster and catch up to the action like how high mobility killers can to shorten the gap more.

  • Most of these changes are good/fine. I do wish some anti-heal perks got changed though.

  • There is conflicting terminology in perk descriptions, now.

    These inconsistencies in terminology go against the perk description overhaul initiative's objective of streamlining DBD terminology, and could cause confusion.

    Unrelenting and Help Wanted use the term "Basic Attack Cooldown" (and so does Houndmaster's Knotted Rope addon)

    image.png image.png image.png

    The new Dark Arrogance uses the terminology "Basic-attack recovery"

    image.png
  • Can anybody clarify for me how Help Wanted works now? Is it you get Ruin for two minutes or is it a one time event when the gen pops?

  • @Xendritch said:

    Can anybody clarify for me how Help Wanted works now? Is it you get Ruin for two minutes or is it a one time event when the gen pops?

    Yee. After the gen pops, you get a ruin like effect

  • Hello,

    Shattered hope clearly needed a change as it was useless given the low usage of boon perks. However if I understand correctly, setting up a boon immediately reveals it to the killer for 20 seconds (and thus his location)???

    That's a huge hit to boon perks, that are already not that common. Why not make the aura reveal of the Boon Totems only trigger when a totem is cleansed or destroyed (and not blessed)? It still gives a counter to Boons, but does not immediately punish a survivor setting up one.

  • @Anruin said:

    Hello,

    Shattered hope clearly needed a change as it was useless given the low usage of boon perks. However if I understand correctly, setting up a boon immediately reveals it to the killer for 20 seconds (and thus his location)???

    That's a huge hit to boon perks, that are already not that common. Why not make the aura reveal of the Boon Totems only trigger when a totem is cleansed or destroyed (and not blessed)? It still gives a counter to Boons, but does not immediately punish a survivor setting up one.

    I think the entire point of the perk is to be an anti-boon perk that punishes them for setting up boons.

  • @Anruin said:

    Hello,

    Shattered hope clearly needed a change as it was useless given the low usage of boon perks. However if I understand correctly, setting up a boon immediately reveals it to the killer for 20 seconds (and thus his location)???

    That's a huge hit to boon perks, that are already not that common. Why not make the aura reveal of the Boon Totems only trigger when a totem is cleansed or destroyed (and not blessed)? It still gives a counter to Boons, but does not immediately punish a survivor setting up one.

    totally agree

  • @maybesarahhh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117450#Comment_4117450


    I kind of think the point of not knowing is to prevent you from proxy camping just outside of that range. The perk is meant to encourage leaving the hook area entirely.

    the ignorance just isn't helpful. as a player i'd rather be able to make informed decisions around chases and when to trade the regression or lean into the regression.

    we already have the self unhook bar for campers. no need to withhold info.

  • fantastic, thank you!

  • Hello! Just want to preface that I love this update in terms of just how much is actually changing and I hope it continues in the future! If mid-chapters moving forward even have 30 perks change on this kind of a scale every time we get a new mid-chapter, then this is a very good sign for the future.

    For my feedback:

    - Unbound reverted back to 10% haste but reduced to 5s, 5% for 25s doesn't really do much to help the Killers that actually would like using this perk, those Killers typically value heftier amounts of haste over longer ones.
    - Help Wanted regression reduced to 125% or Ruin buffed back to 200% now that Thrill is reworked. It feels completely absurd that you just get Ruin for free with Help Wanted's activation now, though I do feel 2 minutes for this effect is fair the regression in particular just either needs tuned down or Ruin needs rebuffed to what it was.
    - Dissolution & Blood Favor reduced to 10s, these perks are still a little too oppressive for my liking and in all honesty I would just prefer them get full reworks in the future, but until that happens I absolutely think they should go down to 10s.
    - Distressing upped to 10% at least, 8% is a very big nothingburger especially when its not always going to be applying to every Survivor working on a generator.

    - Dominance should retain its interaction with chests, it rarely happens but you do get info from it occasionally and its just a nice thing to have.
    - Thrill changed to each remaining totem period, not just hexes for the block duration. This is how the perk has always worked and it should stay consistent, in addition to allowing for a little more flexibility in terms of hex perk selections.
    - Insidious reduced back to 1s activation, up linger to 10s. There's just no reason to nerf this perk guys, you could make this effect 20s or even 30s and it wouldn't be that good for crying out loud. Let it have the 1s activation period at least.
    - Knock Out range reduced to 8m. 10m feels a little too big to consistently get value out of atm and I think extending the duration would be a mistake, so I think decreasing the range to 8m would be a nice middleground between live and PTB values.

    - Ravenous changed to include 4% faster pickup per token as well, perhaps buff it to 5% for each effect as well tbh. Its a small enough effect until you start getting stacks going and you're already not going to be running this with Forever Entwined, so I think including this for Ravenous as well as an slightly weaker alternative to Forever Entwined is a good idea.
    - Shattered Hope buffed to 25s for all effects, snuffing making totems break made basekit. 20s is a little too low, second part should be self-explanatory by this point I would hope. Literally everybody and their mother has been saying this is how snuffing boons should work, they should've launched with this feature basekit straight up.
    - Undone buffed to 12% and 12s per token. 10% and 10s per token feels a little low but as to not creep on Pop's niche too much I think it'd be good to increase it 12% and 12s respectively.
    - Whispers increased to 10% haste. This perk is very, very nice to have on stealth Killers but it really lacks the oomph needed to make a difference in your average match. Increasing this to 10% would allow stealth Killers to much more easily quickly maneuver around the map whilst retaining good information on who's nearby and possibly calling out the Killer's location to the Survivor's teammates. All this is possible as well bc its never going to proc whilst you're in chase, so I think this perk is very much able to receive a sizeable buff like this.

  • Why on earth, as a survivor, do I have to get crippled—because 20% for 5 seconds is massive—just because I dared to leave a loop?

    What kind of logic is that? Not to mention there are tiles that are completely unsafe against certain killers or just unsafe in general that you can't rely on anyway. What is this, the loop police?

    That Knock-Out buff is insane and illogic.

  • @Balrog said:

    Please let us know if you have any feedback about any Killer perk changes - the more specific, the better. Thank you!

    Whispers could probably get buffed to 10% or maybe even a little more since it deactivates as soon as you are near survivors, and 5% amounts to like an extra 2 seconds faster traversing around which isn't really that much.

  • Insidious overall seems very interesting, however as it stands, I don't think its quite there in paying for a perk slot with it's effect. I would either reduce the minimum duration needed being still back to 1s, or make it so that the lasting undetectable applies to other sources.(like a lethal pursuer for undetectable)
    Something like:
    "After being idle for 2s, you gain Undetectable. If you are undetectable for more than 1s by any means, when you stop being undetectable, it lingers for 8s."

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472298/killer-perk-changes-feedback

    Whispers could probably get buffed to 10% or maybe even a little more since it deactivates as soon as you are near survivors, and 5% amounts to like an extra 2 seconds faster traversing around which isn't really that much.

    100% agree. 5% of haste is a lot IN CHASE, which is specifically something you cannot get with this perk. For actual map traversal, 5% is very little.

  • Whispers Feedback: (ignoring lower tiers)

    - While within 24m of a survivor, you randomly hear whispers.
    - While outside of 24m of a survivor, you gain 15% haste. Lingers for 2 seconds (BUFF)
    - This perk deactivates after closing the hatch (NERF)

    This is actually such a high potential perk for M1 killers with no map mobility, which we should definitely embrace. This perk alone can SAVE an entire class of killers, so an overall GOATED idea by the devs. Therefore, a non-shy buff of 15% haste is more than safe, compared to the map mobility of mobility killers nowadays.

    As an equal debuff, we disable the perk in a 1v1 scenario so that it doesn't kill end-game Gate gameplay.

    I really hope the Devs can get this perk right, because getting this perk right might be more important than they initially realize ❤️

  • Knock out is too much in many loops.
    Loops are too short and sometimes you have to drop a pallet to stun the killer and gain distance, but this perk is a lose-lose situation for survivors.

    You ran away? Killer just go around the pallet and catch up easily, you decided to stay on the loop? Killers will blood lust until they hit you because loops are shorter than lunges.
    And is gonna be a nightmare on S tier killers already, Nurse will blink just one to hit you, killers like Kaneki, Billy, Blight, Singularity will be unstoppable.

  • @Yoshirama said:

    Knock out is too much in many loops.
    Loops are too short and sometimes you have to drop a pallet to stun the killer and gain distance, but this perk is a lose-lose situation for survivors.

    You ran away? Killer just go around the pallet and catch up easily, you decided to stay on the loop? Killers will blood lust until they hit you because loops are shorter than lunges.
    And is gonna be a nightmare on S tier killers already, Nurse will blink just one to hit you, killers like Kaneki, Billy, Blight, Singularity will be unstoppable.

    Its a famously rare thing to drop pallets against nurse..

  • uuhhhhh, how is this not the best gen regression perk in the game now?

  • killer Perk Feedback for the 10.2.0 PTB.
    i believe this time around the majority of changes are great and will only share the few pain points of the perk changes for killer in this PTB.
    Game afoot : a big factor holding this perk back is how it does not work on special breaks . The buff is nice however the perk will remain niche.
    Help Wanted : This one seemed slightly overtuned from my testing . Being able to get ruin levels of regression for 2 minutes at a time felt quite strong . I actually really like the idea but the duration could be shortened to 90 or 80 seconds since we can compromise up to 3 generators now.
    Dissolution : yes this perk was very uninteractive on certain killers . I would much prefer a complete rework with a new effect ( maybe it activates in chase and breaks up to 3 pallets that were vaulted during chase once you down that survivor ) so it would reward winning chases without breaking a pallet inchase but not affect the chase itself . Anyhow the perk was allready niche despite being uninteractive and it is now worst . Better to have it that way but a complete rework would have been the best.
    Dominance : would benefit alot from being a hex perk . It does not have synergy with retribution , pentimento, undying or thrill of the hunt . The buff is nice on paper but since it is not a hex it greatly limits your perk slots for actuall hexes.
    Insidious : could have been kept at 1 second activation and it would be fine .
    Ravenous : good change i just wanted to say that

    Whispers : i was very excited to see this perk on the list but there are a few problems . Biggest one is that this perk activates on hooked survivors . This has always been the case and one of the main reason i myself and i'm certain many others get turned of the perk . This just creates confusion and will keep this perk niche. The 5% haste is nice but if the intent was ever to help with map traversal it could be bumped to 10% since again this will never take place during chase . Now i would only change one of these either a greater haste or the perk ignores hooked survivor and we could be looking at whispers being a great tracking perk.

  • Strange that most common build I go for - Corrupt, Pain res, pop and eruption and other most used meta perks are completely untouched. Doesn't look like metashake up really. While buffs are good, the best perks remain best perks and are run because they are strong and help you defend gens for long enough to achieve victory. Most people won't swap those perks for passive regressions. The one thing in this patch that I'm worried about and will cause a lot of frustration is buff to basic attack cooldowns. Dark Arrogance with Save The Best For last allow you to two tap people and I don't know if I actually like this direction after buff to save the best for last. But perk after perk…

    I will skip numeric changes to t1 and t2.

    Bitter Murmur - cool change, not very popular perk over BBQ, Floods of Rage or Nurses Calling but might see some love now. Good.

    Fire Up - decent changes, now gives you Forever Entwined, Double Brutal Strenght and Infinite Superior Anatomy in the endgame. Has potential.

    Game afoot - paired with nemesis or friends till the end can find some use in hunting down obsessions easier. Decent change.

    Spies From The Shadows - I'm glad they left the og effect. Small buff. Handy.

    Unbound - has potential to make a lot of hits that you otherwise would miss by an inch. Cool.

    Help Wanted - limited ruin on top of og effect now easier to trigger, cool! Good.

    Machine Learning - small buff, needed. The perk was already strong now will be slightly better and might be reasonable to run. Good.

    Dark Arrogance - not a fan of decreased basic cooldown, paired with STBFL it creates very little counterplay to be two tapped, and massive frustration against killers like Clown or Freddy who will get those first hits much easier. STBFL, celestial witness with Nothing but misery was already rising in the recent meta. We'll see. I think two tapping won't be received well and result in nerfs eventually. If I count well, you can now have 52 % faster cooldown = 1.3s cooldown with STBFL and dark arrogance.

    Dead Man's Switch - good change, probably only perk that needed it to remove synergy with pain res, clock, eruption, surge, infections, yamori mask etc.

    Disoclution + Blood favor - I feel that most opressive killers it was good on was Ghoul and Lich who will still utilize it the same. The dissolution Krasue is over, which in the end is a huge nerf for the killer who's not very popular.

    Distressing - cool change.

    Dominance - buffing totem defence is acutally wild. Might be better than Thrill ever was.

    Nothing But Misery - good change. Decent.

    Thrill - in full hex build on top tier killers will be even stronger than it used to on weaker killers will be useless. Weird change.

    Insidious - decent change, might be longer but it's ok.

    Knock Out - good change. If healthy, we'll see.

    Ravenous - effect per each first hook would be better but it's still a buff.

    Monstrous Shrine - will be either insane or useless depending on altruism of the survivors.

    Rest of perks are good changes that I don't need to comment about - superior, undone, shattered hope.

  • As I said in another post, these changes have virtually no impact on the meta, and no one playing competitively is ever going to use those perks.

  • @Balrog said:

    Please let us know if you have any feedback about any Killer perk changes - the more specific, the better. Thank you!

    Here's my feedback:

    Agitation, iron grasp, deerstalker: i put them all together because they received kinda useless changes, deerstalker ok i'm not complaining about a 1 second buff but agi and iron grasp literally didn't get changed, Just remove the perk tiers when the new rebuild of the game comes and we're ok

    Bitter murmur: the perks itself Is just outclassed, why should i lose a gen just to not even get the auras of all Survivor but only the one close to It? The perks still remain niche at best

    Fire up: i love Fire up don't get me wrong, but 8% feels kinda meh, buffing It to 10% per token would make It feel Better, giving you a huge boost when all generators are repaired, or make It a compromise style perk, where completed gens gives you a huge 40/50% boost in the category already buffed by Fire up for 60/120 sec

    Game afoot: i'm not wasting time here, the perks Is still trash, the limitation of only getting this effects while chasing the longest Chase time Survivor Is TOO situational, change the obsession swapping prerequisite

    Spies from the Shadows: good change, love It

    Unbound: good change i Guess? Idk if making It return to 10% for 10 second world break the game honestly, but i'm not complaining nonetheless

    Help wanted: woah... Compromised perk are the coolest idea of perk ever, but the requirement to activate It was infuriating at minimum and only machine learning was worth running, now with the 3 compromised limit and the change to help wanted i can safely say that this category of perk finally found it's cool niche, approved

    Machine learning: good change, not complaining

    Dark arrogance: if i had the dev who made this change right in front of me i would gladly marry them, this perk got the biggest glow up in the whole killer section of this ptb, the buffs are strong but only on weak M1 killer (trapper, Ghost face, skully) meanwhile being useless on strong M2 killer (nurse, judgment, blight), and with the diminishing return, staking basic Attack cooldown makes It redundant, Absolute stellar design here, i hope It doesn't get changes to live

    Dead man's switch: kinda bad change here? If a Survivor let go off a gen for more than 2 seconda probably the surv wasn't gonna keep repairing It to begin with, i'll gladly buff the duration to 60 seconds and also increasing the cooldown to 60 seconds, other than that the perks Is completely dead

    Dissolution: the design of the perks Itself Is flawled, nerfing It won't solve the problem, maybe i'm overreacting but the whole perk need to be completely redesigned to the ground up, maybe returning It to it's previous design but making It a hex or something, other than that this change it's a thumbs down

    Blood favour: good change, unlike dissolution the M1 requirement makes It more fair when going against stronger killers

    Distressing: i kinda see the visione here, but 8% Just isn't enough, buff It to 10 or i would Say 15% could make It a good perk for countering Survivor working in your vicinity, but here we encounter the problem, this perk is only useful on 40tr killers (and also doctor), meanwhile being completely useless on low mobility killers and stealth killers

    Dominance: good rework, maybe buff the block to a bigger number since this is a 1 time use perk and it's chef's kiss, if It doesn't get changed i'm not complaining

    Nothing but misery: good change, nothing to Say here

    Thrill of the Hunt: interesting changes.... It makes It more of an Active hex instead of a passive one, but It need to be tested more before i find a conclusion, keep It like this for the Moment

    Insidious: …. The perks Is still kinda meh, i get it, the concept Is cool, but i would gladly take secret project or unforseen instead of this, One cool change would be to make It a support perk for undetectable builds, reduce the lingering effect when begin moving to 3 or 5 seconds but add a effect like lethal pursuer, increasing the instances of undetectable you get from perk and addons by 5 or more seconds

    Knock-out: still Need to test It more, but It seems alright all things considered

    Ravenous: whoa mama, i love these changes, making It useful After the Primary effect took place Is a really cool idea, but the 4% hooking Speed per token Is redundant, change It to 4% picking and dropping speed and it's ok

    Monstrous shrine: i kinda see the visione here... But in the majority of the matches for how long a survivor Is gonna remain on hook? 20? Maybe 30 second if you proxy camp? The effect Is cool but getting a ruin for that Little time doesn't change anything, buff the regression go a significant margin like 250 or i even dare to Say 300%!!! can make this perk a "oh ######### se need to rescue NOW" type of perk, and maybe make the regression continue After a Survivor has been unhooked until it's stopped (idk if It works already like this i still didn't see It) p.s. the previous effect of faster sacrifice Speed was interesting, maybe buff the numbers or give It an additional effect and slap It into hangman's trick

    Shattered Hope: cool effect i Guess.... I need to test It more but It could find it's niche with plaything and pentimento, ok change overall but it's still too niche

    Superior anatomy: GOOD buff, exactly what this perk Needed to become useful outside of meme vault Speed build, now i can run It on it's own without feeling like a clown, 10/10

    Undone: really cool, but there's One problem, to get the maximum effect of this perk you Need to hook 3 Survivor without kicking gens, but for the same requirement (3 hooks) you get 45% Total regression with pop and you can use It every kick, if this perk Is meant to be a gen nuke where you have to charge It for a long time then i could safely see the blocked time for a generator be increased to 15 or 20 seconds per token, but If It isn't changed i'm not gonna cry a river, i'm sure this perk Will take Place in a lot of build i make post patch

    Unrelenting: also a good change, the basic Attack cooldown could see and increased to 15% but the thing that really saved this perk was the inclusion of obstructed hit, making It a really solid choice for singu, xeno and dredge

    Whisper: here is the Last perk, you could say i saved the best for last, idk if there are more perk like this but i think this Is the First actual map traversal perk in the game without being limited by a timer or a cooldown, but the 5% is really too Little, increase It to 10 or 15% could make It a good perk without being too oppressive in Chase (since It deactivate up close)

    Vote for the whole killer perk changes 10/10, please make more of these

  • @Mortimer said:

    Why on earth, as a survivor, do I have to get crippled—because 20% for 5 seconds is massive—just because I dared to leave a loop?

    What kind of logic is that? Not to mention there are tiles that are completely unsafe against certain killers or just unsafe in general that you can't rely on anyway. What is this, the loop police?

    That Knock-Out buff is insane and illogic.

    It doesn't work on god pallets, for medium pallets you just have to loop around it once and the 5 seconds of activation are over, tiny loops were risky to begin with, it is gonna be nasty on Clown though, but it is good that we get pre drop perks now, maybe tune it down to 15% or give it a cooldown of like 30 seconds

  • @Nikolai_0311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472298/killer-perk-changes-feedback

    Here's my feedback:

    Agitation, iron grasp, deerstalker: i put them all together because they received kinda useless changes, deerstalker ok i'm not complaining about a 1 second buff but agi and iron grasp literally didn't get changed, Just remove the perk tiers when the new rebuild of the game comes and we're ok

    Bitter murmur: the perks itself Is just outclassed, why should i lose a gen just to not even get the auras of all Survivor but only the one close to It? The perks still remain niche at best

    Fire up: i love Fire up don't get me wrong, but 8% feels kinda meh, buffing It to 10% per token would make It feel Better, giving you a huge boost when all generators are repaired, or make It a compromise style perk, where completed gens gives you a huge 40/50% boost in the category already buffed by Fire up for 60/120 sec

    Game afoot: i'm not wasting time here, the perks Is still trash, the limitation of only getting this effects while chasing the longest Chase time Survivor Is TOO situational, change the obsession swapping prerequisite

    Spies from the Shadows: good change, love It

    Unbound: good change i Guess? Idk if making It return to 10% for 10 second world break the game honestly, but i'm not complaining nonetheless

    Help wanted: woah... Compromised perk are the coolest idea of perk ever, but the requirement to activate It was infuriating at minimum and only machine learning was worth running, now with the 3 compromised limit and the change to help wanted i can safely say that this category of perk finally found it's cool niche, approved

    Machine learning: good change, not complaining

    Dark arrogance: if i had the dev who made this change right in front of me i would gladly marry them, this perk got the biggest glow up in the whole killer section of this ptb, the buffs are strong but only on weak M1 killer (trapper, Ghost face, skully) meanwhile being useless on strong M2 killer (nurse, judgment, blight), and with the diminishing return, staking basic Attack cooldown makes It redundant, Absolute stellar design here, i hope It doesn't get changes to live

    Dead man's switch: kinda bad change here? If a Survivor let go off a gen for more than 2 seconda probably the surv wasn't gonna keep repairing It to begin with, i'll gladly buff the duration to 60 seconds and also increasing the cooldown to 60 seconds, other than that the perks Is completely dead

    Dissolution: the design of the perks Itself Is flawled, nerfing It won't solve the problem, maybe i'm overreacting but the whole perk need to be completely redesigned to the ground up, maybe returning It to it's previous design but making It a hex or something, other than that this change it's a thumbs down

    Blood favour: good change, unlike dissolution the M1 requirement makes It more fair when going against stronger killers

    Distressing: i kinda see the visione here, but 8% Just isn't enough, buff It to 10 or i would Say 15% could make It a good perk for countering Survivor working in your vicinity, but here we encounter the problem, this perk is only useful on 40tr killers (and also doctor), meanwhile being completely useless on low mobility killers and stealth killers

    Dominance: good rework, maybe buff the block to a bigger number since this is a 1 time use perk and it's chef's kiss, if It doesn't get changed i'm not complaining

    Nothing but misery: good change, nothing to Say here

    Thrill of the Hunt: interesting changes.... It makes It more of an Active hex instead of a passive one, but It need to be tested more before i find a conclusion, keep It like this for the Moment

    Insidious: …. The perks Is still kinda meh, i get it, the concept Is cool, but i would gladly take secret project or unforseen instead of this, One cool change would be to make It a support perk for undetectable builds, reduce the lingering effect when begin moving to 3 or 5 seconds but add a effect like lethal pursuer, increasing the instances of undetectable you get from perk and addons by 5 or more seconds

    Knock-out: still Need to test It more, but It seems alright all things considered

    Ravenous: whoa mama, i love these changes, making It useful After the Primary effect took place Is a really cool idea, but the 4% hooking Speed per token Is redundant, change It to 4% picking and dropping speed and it's ok

    Monstrous shrine: i kinda see the visione here... But in the majority of the matches for how long a survivor Is gonna remain on hook? 20? Maybe 30 second if you proxy camp? The effect Is cool but getting a ruin for that Little time doesn't change anything, buff the regression go a significant margin like 250 or i even dare to Say 300%!!! can make this perk a "oh ######### se need to rescue NOW" type of perk, and maybe make the regression continue After a Survivor has been unhooked until it's stopped (idk if It works already like this i still didn't see It) p.s. the previous effect of faster sacrifice Speed was interesting, maybe buff the numbers or give It an additional effect and slap It into hangman's trick

    Shattered Hope: cool effect i Guess.... I need to test It more but It could find it's niche with plaything and pentimento, ok change overall but it's still too niche

    Superior anatomy: GOOD buff, exactly what this perk Needed to become useful outside of meme vault Speed build, now i can run It on it's own without feeling like a clown, 10/10

    Undone: really cool, but there's One problem, to get the maximum effect of this perk you Need to hook 3 Survivor without kicking gens, but for the same requirement (3 hooks) you get 45% Total regression with pop and you can use It every kick, if this perk Is meant to be a gen nuke where you have to charge It for a long time then i could safely see the blocked time for a generator be increased to 15 or 20 seconds per token, but If It isn't changed i'm not gonna cry a river, i'm sure this perk Will take Place in a lot of build i make post patch

    Unrelenting: also a good change, the basic Attack cooldown could see and increased to 15% but the thing that really saved this perk was the inclusion of obstructed hit, making It a really solid choice for singu, xeno and dredge

    Whisper: here is the Last perk, you could say i saved the best for last, idk if there are more perk like this but i think this Is the First actual map traversal perk in the game without being limited by a timer or a cooldown, but the 5% is really too Little, increase It to 10 or 15% could make It a good perk without being too oppressive in Chase (since It deactivate up close)

    Vote for the whole killer perk changes 10/10, please make more of these

    Sums it up really well! Pretty much agree with all of it, except for monstrous, it feels good this way and encourages not camping and is another nice Scourge hook perk, I would love it if they change jagged compass in a way, where the hooks become scourge hooks while they are hooked, but that is a small detail.

    Ravenous became my favorite one, they could even increase it to 5% per stack, which would outclass agi, but you need to work for it and it encourages the killer to not tunnel, maybe it should show the aura of survivors for like 3 seconds

  • Insidious really should get the lethal treatment like stated by some people just have it linger undetectable timers by 5 extra seconds I guarantee itll be used a lot as a solo perk with some addon combinations. And that whispers would be good with 10% for the m1 killers.

  • Devs sounded high af for some of these changes. I'm all for it 👌

  • @Nikolai_0311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472298/killer-perk-changes-feedback

    Here's my feedback:

    Agitation, iron grasp, deerstalker: i put them all together because they received kinda useless changes, deerstalker ok i'm not complaining about a 1 second buff but agi and iron grasp literally didn't get changed, Just remove the perk tiers when the new rebuild of the game comes and we're ok

    Bitter murmur: the perks itself Is just outclassed, why should i lose a gen just to not even get the auras of all Survivor but only the one close to It? The perks still remain niche at best

    Fire up: i love Fire up don't get me wrong, but 8% feels kinda meh, buffing It to 10% per token would make It feel Better, giving you a huge boost when all generators are repaired, or make It a compromise style perk, where completed gens gives you a huge 40/50% boost in the category already buffed by Fire up for 60/120 sec

    Game afoot: i'm not wasting time here, the perks Is still trash, the limitation of only getting this effects while chasing the longest Chase time Survivor Is TOO situational, change the obsession swapping prerequisite

    Spies from the Shadows: good change, love It

    Unbound: good change i Guess? Idk if making It return to 10% for 10 second world break the game honestly, but i'm not complaining nonetheless

    Help wanted: woah... Compromised perk are the coolest idea of perk ever, but the requirement to activate It was infuriating at minimum and only machine learning was worth running, now with the 3 compromised limit and the change to help wanted i can safely say that this category of perk finally found it's cool niche, approved

    Machine learning: good change, not complaining

    Dark arrogance: if i had the dev who made this change right in front of me i would gladly marry them, this perk got the biggest glow up in the whole killer section of this ptb, the buffs are strong but only on weak M1 killer (trapper, Ghost face, skully) meanwhile being useless on strong M2 killer (nurse, judgment, blight), and with the diminishing return, staking basic Attack cooldown makes It redundant, Absolute stellar design here, i hope It doesn't get changes to live

    Dead man's switch: kinda bad change here? If a Survivor let go off a gen for more than 2 seconda probably the surv wasn't gonna keep repairing It to begin with, i'll gladly buff the duration to 60 seconds and also increasing the cooldown to 60 seconds, other than that the perks Is completely dead

    Dissolution: the design of the perks Itself Is flawled, nerfing It won't solve the problem, maybe i'm overreacting but the whole perk need to be completely redesigned to the ground up, maybe returning It to it's previous design but making It a hex or something, other than that this change it's a thumbs down

    Blood favour: good change, unlike dissolution the M1 requirement makes It more fair when going against stronger killers

    Distressing: i kinda see the visione here, but 8% Just isn't enough, buff It to 10 or i would Say 15% could make It a good perk for countering Survivor working in your vicinity, but here we encounter the problem, this perk is only useful on 40tr killers (and also doctor), meanwhile being completely useless on low mobility killers and stealth killers

    Dominance: good rework, maybe buff the block to a bigger number since this is a 1 time use perk and it's chef's kiss, if It doesn't get changed i'm not complaining

    Nothing but misery: good change, nothing to Say here

    Thrill of the Hunt: interesting changes.... It makes It more of an Active hex instead of a passive one, but It need to be tested more before i find a conclusion, keep It like this for the Moment

    Insidious: …. The perks Is still kinda meh, i get it, the concept Is cool, but i would gladly take secret project or unforseen instead of this, One cool change would be to make It a support perk for undetectable builds, reduce the lingering effect when begin moving to 3 or 5 seconds but add a effect like lethal pursuer, increasing the instances of undetectable you get from perk and addons by 5 or more seconds

    Knock-out: still Need to test It more, but It seems alright all things considered

    Ravenous: whoa mama, i love these changes, making It useful After the Primary effect took place Is a really cool idea, but the 4% hooking Speed per token Is redundant, change It to 4% picking and dropping speed and it's ok

    Monstrous shrine: i kinda see the visione here... But in the majority of the matches for how long a survivor Is gonna remain on hook? 20? Maybe 30 second if you proxy camp? The effect Is cool but getting a ruin for that Little time doesn't change anything, buff the regression go a significant margin like 250 or i even dare to Say 300%!!! can make this perk a "oh ######### se need to rescue NOW" type of perk, and maybe make the regression continue After a Survivor has been unhooked until it's stopped (idk if It works already like this i still didn't see It) p.s. the previous effect of faster sacrifice Speed was interesting, maybe buff the numbers or give It an additional effect and slap It into hangman's trick

    Shattered Hope: cool effect i Guess.... I need to test It more but It could find it's niche with plaything and pentimento, ok change overall but it's still too niche

    Superior anatomy: GOOD buff, exactly what this perk Needed to become useful outside of meme vault Speed build, now i can run It on it's own without feeling like a clown, 10/10

    Undone: really cool, but there's One problem, to get the maximum effect of this perk you Need to hook 3 Survivor without kicking gens, but for the same requirement (3 hooks) you get 45% Total regression with pop and you can use It every kick, if this perk Is meant to be a gen nuke where you have to charge It for a long time then i could safely see the blocked time for a generator be increased to 15 or 20 seconds per token, but If It isn't changed i'm not gonna cry a river, i'm sure this perk Will take Place in a lot of build i make post patch

    Unrelenting: also a good change, the basic Attack cooldown could see and increased to 15% but the thing that really saved this perk was the inclusion of obstructed hit, making It a really solid choice for singu, xeno and dredge

    Whisper: here is the Last perk, you could say i saved the best for last, idk if there are more perk like this but i think this Is the First actual map traversal perk in the game without being limited by a timer or a cooldown, but the 5% is really too Little, increase It to 10 or 15% could make It a good perk without being too oppressive in Chase (since It deactivate up close)

    Vote for the whole killer perk changes 10/10, please make more of these

    Dominance says thats is 1 time per totem, not one time use..

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117858#Comment_4117858

    Dominance says thats is 1 time per totem, not one time use..

    Yeah i worded It poorly but i meant we could get an increased totem blockage time since it's 1 time per totem

  • @supersonic853 said:

    Insidious really should get the lethal treatment like stated by some people just have it linger undetectable timers by 5 extra seconds I guarantee itll be used a lot as a solo perk with some addon combinations. And that whispers would be good with 10% for the m1 killers.

    Agreed, Insidious has potential to be a very fun perk for stealth playstyles, and it wouldn't step on other perks' shoes as it would see most use with killers that already do have some small amounts of stealth, as opposed to stealth builds that bring their stealth directly from perks only.

  • If I didn't mention the perk is because Im fine with the changes made to it.

    Help Wanted and Machine Learning: The direction you are going with buffing this is good and I like it, but I still think they should just automatically activate when a generator is completed like Bitter Murmur.

    Dark Arrogance: New effect is really good and should be kept, but the increased downside is way too much again, it should be 20% penalty at max but I do think it could remain at 15% and be fine.

    Dead Man's Switch: I like the increased time the generator is blocked but I don't like the 2 seconds condition because it makes the perk weaker in low tier killers who can't apply map wide pressure and shutting down a bunch of cool synergies (like Doctor's chocks or scream perks) while making it stronger on high tier killers.

    Dissolution: I think Dissolution nerf is way too harsh, either keeps it also activating on special attacks or buff its duration or the time it takes to activate. I don't think outright killing a not meta perk is cool. Im also really worried about Krasue since she is basically unplayable without Dissolution.

    Thrill of the Hunt: Thrill is perfectly fine as it is in its live version, I don't think it deserves a nerf, this change will basically kill the perk entirely. If the new effect goes through, at least increase the time it blocks totems, like minimum of 10s per lit hex totem.

    Insidious: New effect is cool and it should linger for at least 10s instead of 8s, also the nerf to its activation makes no sense lol it isn't necessary, everyone can guarantee you that it will not be nowhere near meta or good to warrant this nerf.

    Knock Out: Now it has a notable hindered applied, which is good, increasing the distance needed specially while not increasing its activation window is bad, this perk should activate with 5m in 10s (even though I think it would be better if it activated on already dropped pallets).

    Ravenous: I like the new effects, I think all survivors should scream per unique hook and maybe get exposed for 30s, working similar to Grim Embrace, because as it is it will yet not see play.

    Shattered Hope: Just make so snuffing a Boon totem destroys it as a basekit mechanic and make blessing a totem faster in exchange. Good buffs, nothing to complain about this perk changes though.

    Unrelenting: Just make the basekit penalty for missing a basic-attack shorter (like 10% probably), it will help new players a lot. Good buffs, nothing to complain about this perk changes though.

  • I think I saw on one of your posts about these changes was "Counterplay", I love the proposed changes but why isn't Lightborn on the list? :)

    Give it a cooldown or revert it IMO

  • Monstrous shrine feels like it has very high highs and very low lows imo

    I'd suggest reduce the intensity of the slowdown to ruin levels(200% to 150%) to make it have less of an immediate impact, but also make it linger for 10 to 15 seconds once the person is unhooked, so you still get some value in situations where people unhook as soon as you vacate the premises.

  • I look forward to the changes to be honest. It'll make some more perks viable!

  • Note: I consider this issue relevant, as the 10.2.0 perk changes were promised alongside the 9.6.0 diminishing return changes and the Clown is unable to use some of these perks.

    In 9.6.0, Clown players lost access to the ability to use haste perks. Rapid Brutality, PWYF, Batteries Included, Machine Learning, Furtive Chase, etc. were no longer worth running with some being worse than individual addons. I made two lengthy posts at the time, and to broadly summarize what they said:

    1. Clown should be allowed to stack one haste perk with their power without being affected by diminishing returns. Stacking multiple perks was unhealthy, but the opportunity cost of using one perk to occasionally get a haste boost was fine.
    2. Clown's addon variety has suffered, as the only way to reasonably increase the haste number now is to run Cheap Gin Bottle or Sticky Soda Bottle. Those of us who liked to run other addons alongside perks like Rapid Brutality or PWYF to maintain a different playstyle while still accumulating higher haste could no longer do so.
    3. There was no realistic way to buff the Clown in compensation for these changes without lowering the skill ceiling, making him too oppressive, or ruining the rhythm of his gameplay.
    4. If Houndmaster and Singularity both received changes to the haste parts of their kit to instead make them basekit movement speed adjustments while in search or overclock, then it seems only reasonable that we should look at Clown, Trapper, Knight, and Skull Merchant receiving similar treatments (these killers all gain haste from their powers, as well as Jason who was not released at the time).

    I don't see any of the 10.2.0 perk changes as being problematic for the Clown if he was still allowed to stack a singular haste or hinder perk. Clown suffers diminishing returns when using Game Afoot, Unbound, Machine Learning, Hex: Nothing But Misery, Knock Out, Ravenous, and Whispers. It is a shame that Clown can't use these shiny new perks to their fullest effect.

    When we were first introduced to idea of dimishing returns, I asked myself why the developers would choose to not give proper care to the Clown or at least state that this power shift for his kit was intentional. It is entirely possible that the developers believe that Clown is a bottleneck for the design of haste perks in this game. Without designing with the Clown in mind, maybe we can have stronger haste perks with more noticeable effects. I do believe there is a portion of the community that believes this as well. The problem with this assumption is that a powerful haste perk that can be used by the Clown can also be used by other killers as well. Let's imagine that the developers thought that the new Unbound was unhealthy for the single haste-stacking Clown. I personally would disagree, given that I have a solid foundation of experience running 5% haste perks on the Clown, but I could definitely see an argument to be made. What makes it unhealthy for the Clown, but healthy for Blight, Billy, Kaneki, Dracula, Singularity, Spirit, Oni, and other oppressive high tier killers? Some of those killers, such as Billy and Kaneki, already use perks and addons that incentivize them to vault windows. I cannot conceive of a haste or hinder perk that is unhealthy on Clown but healthy on the rest of the killer roster.

    I would like the developers to seriously consider giving exemptions to the diminishing returns on haste perks to allow the stacking of one haste perk to the Clown, the Skull Merchant, the Trapper, the Knight, and possibly the Slasher as well.

  • Some specific perks I (Clown main) wanted to give feedback on:

    Game Afoot, Unbound, Machine Learning, Knock Out, Whispers - Really disappointed that Clown can't use these perks without suffering diminishing returns, but this was addressed in another post and comment.

    Nothing But Misery - Again, dim returns for the Clown. Other than that, I'm really glad that we get to see this perk earlier in the trial. I do think it needs to be more potent though. It either needs a third effect or some number tweaks on either the hinder or the vault speed. I'm excited that we're experimenting with a perk that slows vault speed, but it still doesn't feel worth the risk of using a hex totem just for the survivor to maybe or maybe not vault within 15 seconds of being hit and for the 10% to make the difference between whiff and down.

    Insidious - Good to see this fun meme perk getting some marginal utility.

    Ravenous - Love the change. Still not sure if it is worth hooking every survivor, but I'm excited to experiment.

    Dissolution & Blood Favor - Great changes. Stronger M2 killers shouldn't be able to easily use this perk.

    Distressing - Any chance we could see a buff to the slowdown numbers? I understand there are some builds where this perk shines, but the terror radius is overall a really bad effect and I'd like to see it actually be usable, especially with perks like Coulro getting nerfed. I know it is targeted towards newer players, but if you really want us to run it on its own I'd like to see it actually be worth it.

    Dark Arrogance - I love the design of this perk now, great job to the developers.

    Spies from the Shadows - Am I the only one who wanted a slightly longer cooldown? The constant noise notifications from the hook and active chases are quite obnoxious. I do understand this is primarily a perk for new players though, so whatever.

    Thrill of the Hunt & Monstrous Shrine - I do think this will shake up the meta, so congratulations on that point.

  • I really get the idea behind Knock Out and on most killers it is probably fine.

    But it can't go live like this. I have one reason (there might be more): Artist.

    I really like playing as Artist, but Knock Out on her feels rediculous on the PTB.
    Every single filler pallet is a guaranteed hit now.

    They don't drop the pallet? —> hit
    They drop it and leave? —> hit
    They drop it and stay? —> potential double hit

    I also noticed, that some loops are just so long (not necessarily large, but long) that Knock Out triggers even when the survivor doesn't leave the loop. (I noticed this on 4-wall-lanes, but there could be more examples)

  • With Help Wanted and Monstrous Shrine now providing free bonus regression of 150% and 200% respectively, and with Thrill of the Hunt reworked, I think Hex: Ruin is being left in the dirt.

    With Help Wanted active, even if someone was on a gen by the time it triggered, if they let go the gen starts regressing rather than being exempt from the effect as I initially thought. So for 2 minutes you get Ruin for free. Monstrous Shrine provides it forever unless someone goes for the unhook immediately.

    Hex: Ruin is an cleansable effect that is the same speed as Help Wanted and weaker than Monstrous Shrine.

    Why not buff Ruin back to 200%? Allowing it to keep a spot of its own and be a viable stand-alone pick?

  • The nerf to dissolution is too much in my opinion. If anything this perk need is a buff. If a nerf is essential, keep the condition to basic attack only but buff the duration of the perk to 30 seconds.

    Superior anatomy could have a new effect like dark arrogance. I was hoping to have a 40% faster break speed to live up to its perk name. Even you could vault faster, most people will still use Bamboozle.

    The lingering effect of insidious could be longer like 15 seconds and make other undetectable effect longer like lethal pursuer.
    Also there was no reason to nerf the numbers of the activation time to 2 seconds.

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