Survivor Perk Changes Feedback

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

Tagged: Co-ordinatorMod

Comments

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

    Empathic Connection: Diminishing Returns solved the fast heal problem (except for Ressurgence) we had, so why are we giga buffing healing perks to recreate this problem?! Botany should be nerfed, not everything buffed to be the same!

    Borrowed Time: I don't think this perk needs a rework to be fair, with this new effect I don't see it being played.

    Sole Survivor: I don't like this rework at all, specially because it will make that achievement much harder, I think having better small effects through the match is good, but it should still be and endgame clutch perk.

    Premonition: Cooldown could be shorter.

    Slippery Meat: I really like the effect of others unhooking you faster, the extra haste is too strongo though and maybe it should deactivate in endgame.

    Spine Chill: I HEAVILY DISLIKE this rework and is a sign that the devs forgot why the perk was changed before, Spine Chill activating this way straight up murders all stealth killers, this CAN'T hit live servers. Im also not a fan of a bunch of new perks giving half a Finesse for "free", all of them should be 5% at max.

    This is not happening: It is cool that works all the time now, but Hyperfocus should be nerfed otherwise this will just be its new combo replacing Stake Out, just make Hyperfocus' skill checks not work with any other skill check perk.

    Windows of Opportunity: Im a strong defender that this perk should not be touched because it helps new/beginner players A LOT. Im also not a fan of a bunch of new perks giving half a Finesse for "free", all of them should be 5% at max.

  • I'm a little concerned about the ability to stack window vault speed perks.

    Something that myself and a lot of other killer players do is to wait for the item to disappear from a survivor's hand to indicate that they have started the vault animation. This is done primarily to avoid a Dead Hard while we swing to catch the window vault.

    However, if a survivor is stacking Resi, Spinechill, and WinOpp for 17.25% faster vault (diminishing return value), we have a smaller time frame to make our decision given that we also have to travel the distance of the lunge as well. Resi is only 9% which is already pretty powerful and Finesse only works when healthy. I am mainly concerned with this specific interaction with Dead Hard faking.

    I think it would be better to make this effect only work while healthy or to just remove the vault speed modifier from WinOpp and/or Spinechill.

  • The borrowed time change idea is honestly horrible . just rework its wording to keep the unhook endurance effect lasting longer not the elusive if that's a concern.

    Personally I'm of the opinion elusive is borderline useless with it's current duration and trying to use it as a reason to nerf or rework a perk that has had the same kind of effect for nearly a decade is a route that just makes less survivors want to play(me included with 3k hrs),

    These kinds of changes just feel exhausting because it removes even perk bandaids that while taxing actually help players have a more enjoyable experience against some of the least enjoyable parts of the game.

  • Borrowed Time rework should be reverted for the reasons stated in my previous comment in this thread, the reworked version is a weak and niche effect and there wasn't anything wrong with the previous version, it doesn't need elusive added in order to be good and worth bringing

    Dark Sense still does not feel particularly useful, as long as its activations keep getting wasted when multiple generators are done and/or being in dying state this perk is just too niche and limited, can't see myself using this much unfortunately

    Thank you so much for the Plunderer's and Pharmacy changes, love this

    Road Life rework was almost exactly what I suggested with it having a built-in self healing ability so very happy to see that, however it currently allows 8 second self heals when activated without any other perks which is a bit much, I think this should be a little bit slower (but should still be faster than medkits)

    New Slippery Meat is alright but it kinda makes me question the purpose of Up the Ante now as it's not really worth using on its own without the extra escape attempts Slippery Meat offered, unless the long term plan is to move away from the luck mechanic as a whole

    Sole Survivor was long overdue for a rework, good job on this. Would like to see Left Behind get a similar treatment in the future

    I am not sure the reduced duration on Friendly Competition was necessary, even if that hadn't been done I don't see this being stronger than Prove Thyself

    Huge fan of the Flow State buff, I will definitely use this more now

  • It would be nice if Left Behind got a similar rework like Sole Survivor did, I feel they would be welcomed changes.

  • Overall, really good perk changes but there are still either some problems or missing improvments:

    • Resilience:
      • the number buff to its lower levels is fine. However, the perk should deactivate when you have healingprogress since it is just a bad gamedesign when you sit 99% healed on gens and do them faster for free.
    • Friendly Competition:
      • The number changes are okay but it would be nice if every survivor that worked on that generator, would see each other auras for the duration of this perk. This would be a nice buff to the perk but more importantly to SoloQ.
    • Boon: Illumation:
      • A fine change (200% blessing speed is funny) but it should also add aura reading on every survivor that is within the boon range to help SoloQ a bit. I don't understand why it shows everything besides the important one of seeing your teammates.
    • Dark Sense:
      • I want a number tweak of reducing the killer aura to 6 seconds but increase the aura reading duration for pallets, windows, and other survivors to 30 seconds since this would help SoloQ much more than 10seconds overall. Otherwise, fine.
    • Sole Survivor:
      • Good Changes to prevent a ratting gameplay.
    • Do No Harm:
      • I don't understand why we buff healing even further? This perk was already good before and now even more buffs feels a bit bad. More at the end of my post!
    • Pharmacy and Plunderer's Instinct:
      • Great buffs and gives chest-builds even more variety! The ability to now rummage Chests with Parmacy and to unlock as well as rummage Chests much faster is just insane. I paired it with Appraisal and Specialist and got so many strong items with add-ons and that with no downtime due to the speed and the stacks for doing generators faster. Having at least decent items that I can give my teammates is also huge like giving someone a med-kit in SoloQ or dropping a toolbox next to a generator for later is nice. Pharmacy is also a great perk that works well on its own. So overall, great buff. I just hope that you will also increase the amount of chests by default to at least six since having three chests (one is always basement) is something that holds chests build too much back.
    • Road Life:
      • Good changes and will make the perk much easier to use. This perk actually now insane since you can heal yourself within 8 seconds. A proably good meta pick now.
    • Self-Prevervation:
      • Good nerf to a perk that had an unhealthy aspect. Now, the perk is worse for ratting but good for builds that aim for safe unhooks. I personally like it to pair with unhooking perks. However, it still fully counters FTTE and BBQ which is awkward if you wanna prevent going back to hook action.
    • Slipery Meat:
      • Good rework. The perk will make camping more difficult but also tunnelling due to the 5% more haste - 15% haste for 10 seconds allows you to get to safety for sure no matter where you got hooked. I think this perk will become meta due to how well it prevents exchanges at hooks and to prevent getting put in deep wound or the killer can just wait out the 10 seconds.
    • Shoulder the Burden:
      • Good rework and makes the perk less unhealthy or decivise of the game. A huge problem of the perk was that it worked so well with other strong perks like giving a teammate the Deliverance back for later or even when you hooked the StB-user, someone else came to undo the mistake. The 40seconds of exposed was also very little considering the fact that the unhooked teammate was there to protect them with the 10seconds Endurance and DS in the pocket. Now, there is actual a huge risk in using this perk, which is good since this perk is still insane but no longer easy and abusable.
    • Spine Chill:
      • Good rework and now in a better position. The not screaming part is also actually huge considering the fact we have a lot of stuff like Doctor, THWACK!, Infectious Fright, or Ultimate Weapon are usable. The faster vault is also huge to greed a generator or something else a bit more. Overall, good utility alongside a fair cooldown.
    • Stake Out:
      • The rework is actually really nice and puts the perk in a healthier spot for the metagame. Since it's now a special skill check, you canno longer pair it with Hyperfocus and the reduced range to 24meter makes it less free. At first glance, I was a bit afraid of it being too strong but no, the special skill-check makes it healthy and it's just fair overall.
    • Wake Up!:
      • Fine changes.
    • Five Moves Ahead:
      • A fine nerf. The perk is still strong due to its faster dropping speed which let's you avoid many hits from killers like Huntress, Unknown, Artist, Nemesis, or Trickster.
    • Premonition:
      • Fine rework. The information is decent and helpful in SoloQ but there is nothing to abuse due to the short duration and long cooldown.
    • Calm Spirit:
      • good change. The perk is still not super strong despite countering a lot of stuff and doing some things faster but it has now a better niche. It now does its job well enough.
    • Small Game:
      • Good change. Seeing the aura of the totem is so nice since sometimes totems are well hidden, especially when they blend in well.
    • Borrowed Time:
    • A good change. I think 30seconds are fair enough to prevent any unhealthy abuse of endurance perks or makes taking a hit with endurance too free.
    • Better Than New, Emphatic Connection, Flow State, and Object of Obsession are also okay changes.
    • The number tweaks to the lower level of some perks (Kindred, No One Left Behind, or We'll Make It) are fine as well.

    However, here are some problematic ones:

    • Windows of Opportunity:
      • If you really want to nerf this perk, either give it a cooldown like it had before (dropping a pallet let it go on cooldown for 15seconds) or let it only work during chase/within the killer's Terror Radius but removing the pallet-aspect of it, is just a bad nerf. Sure, players should get better game and map knowledge but this is the wrong way. Giving it a cooldown or a requierment would be nice to help new players while "forcing" them to plan ahead/build map knowledge. If you keep the new version, however, it will be a strong perk for better players since the faster vaulting part is huge for them. So, I'm fine with the changes from my pov.
    • This Is Not Happening: You reworked Stake Out since it was too strong with Hyperfocus but now you introduced a new friend for Hyperfocus… It also makes Teamwork: Full Circuit a bit useless. This perk needs a different rework or buff that leads not to an unhealthy direction or makes other perks useless.

    Next problem:

    I know we have the Diminishing Return feature to not make specific perk combination insane but you, the devs, buffed so many healing perks while leaving strong ones like Resurgence untouched and not buffing/reverting some anti-healing stuff on the killer-side like removing the timer for Mangeled and Haemorrhage or buffing Leverage back to 50% slower heal. This leads into the problem, that we will get an even more insane healing meta on the survivor-side where an injury means very little or hooking becomes less of a slowdown due to fast healing actions with the difference that you now just need one of the strong healing perk instead of two or three. This is something that needs to be changed/touched next and a first good step is nerfing Resurgence and buffing anti-healing stuff.

    Other problematic perks that need a change:

    • Dead Hard: This perk needs a rework or nerf since it still a stupid design to reward survivors for getting hooked and against many M2s (Artist or Unknown that requiere high skill), pressing a button is so free. Same when you are at a pallet where the killer either eats the E or the pallet. Then, there is just the general issue of wait it out which gives survivors additonally free time just because there is one free perk. These lose-lose-situations are unhealthy and bother the healthiness of the game
    • Resurgence: Similar issue, it gives survivors a reward for getting hooked - a four second heal compared to winning a chase and manage to hook a survivor after at least 10 - 15seconds of downtime.
    • Hyperfocus: Stil an unhealthy perk that needs a rework.

    Then, there are also still perks like Rapid Response, Rokie Spirit, Cut Lose, Duty of Care, or Hardened that need a buff which is possible by little number tweaks or additonal effects like Rokie Spirit having no requirement, Hardened either needs two chests or two totems but not chest and totem, or giving Duty of Care aura reading on injured survivors, so it's easier to know where they are.

    But overall, with this PTB, you did a huge step in the right direction and I hope you, the devs, won't stop there. Please, go more than just a step.

  • Haven't been able to personally test every single perk, though some are just generally fine to me. All of the perks having number adjustments due to Diminishing Returns or pulling up their lower tier numbers are a great change. So I'm mostly going to mention the ones that I have issues with: Shoulder the Burden, Sole Survivor, Borrowed Time, Pharmacy, Slippery Meat, Windows of Opportunity and Stake Out.

    I am on board with most of the Shoulder the Burden changes except: "Shoulder the Burden is deactivated for all survivors." I do not like this precedent. In the scenarios in which it's always a full team of survivors I would think it's fine as they can communicate. But DBD isn't and has the option to matchmaking to play with strangers that you have limited communication with before the game. My suggestion would be to disable the user's ability to be Shouldered. This would mean it could not be chained around. Example: Survivor A shoulders Survivor B, but then A gets hooked. Survivor C cannot shoulder them, but they could Shoulder survivor B or D. This would make the hook state risk permanent for the user, and could even be extended to the recipient - preventing both A and B from being shouldered. But I do not think it should impact survivor's C or D who were not involved in the exchange. I'm imagining two duos bringing Shoulder to help their friend but one side is gonna get screwed out of a perk slot. I just don't think it's a good element to introduce to the game. I'd also be behind making it so that Shoulder can only be used by survivors without hook states at all, similar to how Deliverance works out. This would limit it more towards scenarios in which the killer was focusing down one survivor and ignoring the others, rather than being able to redistribute hook states regardless of killer behavior.

    I also think the Sole Survivor changes are a bad idea because they abandon the identity of the perk. Taking the name "Sole Survivor", I'm not sure why it stacks on YOU being hooked or YOU specifically completing generators. Nor does the new gate opening speed portion. It is a bit nonsensical for the SOLE survivor to buff the other survivors, right? I still think that this perk should focus on other survivors being hooked and/or killed (likewise, so should Fast Track. Bring back the original, it's just a better designed perk). Personally, I would want the perk to have two effects split between a stacking bonus whenever another survivor is hooked (or maybe unhooked by anyone?), and a temporary bonus whenever another survivor is killed. Perhaps something like: "Whenever another survivor is hooked, gain a token. For each token, other survivors heal you X% faster and repair generators you are repairing Y% faster. Whenever another survivor is killed, you are Elusive for Z seconds." This way, the "final girl" gets helped more by the other survivors as they are picked off, and she's difficult to pin down when they are eliminated. I would think X is 10, Y is 2 and Z is 30 but other values could be tested. Realistically this perk peaks at 6 stacks (with no other survivors dead) so it would be 60% healing speed, 12% repair speed which is only slightly better than Prove's 10%. After that as other survivors die, altruistic bonuses become less useful even at higher values.

    For Borrowed Time, I do really like the idea of making it work specifically with Deep Wound. It fits the name of the perk well. However, this effect is worthless as it is. I have two suggestions, which are mutually exclusive in my mind. The first would be to lower the time taken to less than 20 seconds, making it impossible for that survivor to go down due to Deep Wound. I think this would make this perk provide value in a similar way to Clean Break or Moment of Truth - it allows you to do generators while "healing". In this case it's less useful since it's Deep Wound state to Injured state, but that seems fine since there's basically no condition for activating it. The second suggestion would be to keep the timer above 20 seconds but give it a Made For This style benefit. IMO, this should be something like no grunts of pain and no blood but not full Elusive. So this way it would fit into builds as a stealthier alternative to MFT.

    Personally, I still hate this version of Pharmacy. I used it before 6.1 ruined it, and my issue then was that it eliminated variance when opening chests. Giving Rummage for other items is fine, but I would prefer it be the other way around. Pharmacy should be the Residual Manifest or Scavenger for Med-kits. Making the initial item always be the same thing is what truly limits it.

    Like BT, this Slippery Meat change isn't bad in theory but the effect is simply not worth it. Faster unhook is extremely situationally useful and the efficiency gain if the killer isn't face camping is only half a second. The impact of the extra 5% Haste over 10 seconds is minimal. 10% haste over 10 seconds is an extra 4 meters, 15% haste over 10 seconds is 6 meters. Is .5 seconds and 2 meters really worth a perk slot? Maybe a good idea for this perk would be to transfer BT's extended unhook protections to this perk. So you get unhooked faster and have the Endurance, Haste and Elusive for 10 to 20 seconds longer.

    For Windows, I was really skeptical when I first heard it was being changed as the additional vault speed was not mentioned. I'm not sure if 10% Vault Speed is enough to make this worth it, but it might be! I'm not against this part and I understand the split with this and FMA. So my issue is that it's still limited to distance. Just make it show the 5 closest windows the way FMA shows the 5 closest pallets. It will usually show the same stuff as 24m and be consistent so new players aren't confused when they pick up one or the other and have more or less visual clutter. I'd also drop the Terror Radius restriction from FMA or add it here for the same reason.

    I'll be honest, the new Stake Out sucks hard. I was expecting to be pretty neutral about this one, too. Why is it the same type of skill check as Overcharge or Oppression? Shouldn't it be in line with Autodidact, the other special skill check survivor perk? With a penalty to missing this skill check I'm going to say I will never touch this perk again. With the initial hoop to get tokens and the severity of punishment when the skill check is missed this perk is more detrimental than it is good. I would either lower the token generation by a LOT or remove the extra regression on a miss. Honestly this is a really bad change and I'm surprised it even made it as far as PTB. Absolute cheeks.

    There were a few changes that I really liked so I did want to call them out here:

    • Road Life, this should have always been a self healing perk and this change allows it to finally function that way. Perfect, no notes.
    • Premonition and Small Game showing auras is both more useful and more clear to new players.
    • Dark Sense also showing pallets and windows when the killer gets close to you makes it a great info perk for new players, alerting them the killer is nearby and showing them where to and where to avoid.
    • Calm Spirit finally undoing the disastrous 6.1 penalty. Now the only perk I can be mad about that patch ruining is Pharmacy. It's long overdue but it's nice it finally happened.
    • Boon: Illumination finally has a noticeable effect, and it's one that I think can be useful when paired with perks like Exponential to counter slugging.

    Overall, I was expecting to really hate the majority of the survivor perk changes since the goal of this patch was giving me 6.1 war flashbacks. That didn't turn out to be the case. I do think there are still some major mistakes like Shoulder and Stake Out as well as some more minor mistakes that will just make perks even more useless like Borrowed Time and Slippery Meat. So I would hope there are some adjustments prior to the move to Live. But I am interested in the majority of the changes.

  • the stake out change is bad. hyperfocus was the problematic part of stake out + hyperfocus, so hyperfocus should have the special skillchecks.

  • @TheFinalLoaf said:

    the stake out change is bad. hyperfocus was the problematic part of stake out + hyperfocus, so hyperfocus should have the special skillchecks.

    Especially since people who want to get easier Greats with it can now use This Is Not Happening and bypass Stake Out's token requirement. Hyperfocus seems like it'll do fine usage wise and Stake Out will be completely unused.

  • Please Buff Object of Obsession more meaningfully. The buffs you're giving it aren't much, and I get that that's the point, but you could give it a really meaningful buff without much effort or making it overpowered. Make it 100% guarantee that you spawn as the obsession. Currently, none of the other perks that increase your chance to be the obsession, actually need you to be the obsession. I don't mind a bit of flavor, but I shouldn't have to stack obsession perks to not have my perk hard countered by my teammate playing DS.

  • The new stake out change is awful. The risk does not feel worth the reward for only a +4% bonus if you make a special skill check. I can understand having it not work with hyperfocus anymore as a change even though it'd still suck gameplay wise, but the overall stake out change makes it just not worth having anymore.

  • after testing out borrowed time ive grown to like it quite a bit, it allows you to use dead hard even if you got hit immediately off hook, or to pair off the record with dead hard, which is a nice anti tunnel effect.

    i dont think it belongs on borrowed time though, i think this effect should be given to Left Behind (reading hatch aura is a bad effect, both in terms of how good it is and the unhealthy nature of the playstyle it promotes), and that borrowed time should remain untouched.

    it would also make Bill a more valuable starter character, having an anti tunnel perk for teammates, anti tunnel for yourself, and an anti slugging perk.

  • One thing I've noticed is that the killer perk updates are rightfully based on killer feedback, such as helping M1s catch up to a degree with more recent map traversing killers. And I think that's great, it's what should be done. But then I look at the survivor perk updates and it doesn't feel like it's based on survivor feedback, but rather based on addressing killer pain points with regards to survivor gameplay. I don't see survivor voices in any of this. It feels like there is a whole missing subset of feedback. I'm frankly not surprised at the ridiculous queue times anymore. I'm not sure where the feedback to the devs is being filtered through but a lot seems to be getting left out.

  • @Abbylynn16 said:

    I am disappointed in the change to Stake Out. Specifically changing the skill check from "Great Skill Check" to "special" and intentionally nerfing the interaction / synergies with other skill check perks.

    While I understand the purpose was likely to nerf players running crazy gen rush builds. I was using its synergy with Corrective Action as as a way to compensate when playing with a my spouse or friends with disabilities who struggle with Skill Checks. So much so that due to this hurdle the anxiety of Skill Checks made the game unplayable for them : ( I purchased Detective Tapp specifically to accomplish this and was happily willing to "sacrifice" half my perk slots to effectively do the skill checks for them if it enabled their to enjoy the game with me.

    I know this is probably a specific situation that no one cares about but wanted to share feedback as something to consider.
    Thanks

    if someone is having trouble hitting skillchecks in general, have you thought about showing them the change to "This is not happening"? A skillcheck size THAT big is basically impossible to miss.

  • nerfing Shoulder to placate people who feel entitled to a kill at 3 hooks is pretty awful. Why are we balancing around people trying to kill the game?

    Revert Borrowed Time too!

  • Bound by Obsession [Which ill be calling Object of Obsession for the rest of this] is a perk i really want to use. I think its a really funny perk to run all things considered, and i like the idea of letting the killer know where you are for the buff of being better at things and also seeing them. The number buffs here were a really good change all things considered!

    But Object Of Obsession is still weak in this state, and now that we have diminishing returns i don't think it'd be a bad idea to buff this up more. Like said, the changes were in a great direction, and i want to use this risk reward perk more because its fun, but its not rewarding enough for that.

    Please just give it even more speed during the "being seen" duration. Hell maybe even double it to 20%. Just anything to make the reward better. Like said, the change was in the right direction and im glad it was made, but i think it should be pushed farther, cause as of now, Object of Obsession is still a underwhelming perk.

    I also saw a great suggestion saying to make Object Of Obsession always make you the Obsession, which i think would be a fantastic change.

  • Flow State - I thought 10% per token was good enough but now 15%. Survivors already have a lot of really good healing perks but this one just slaps together diet No One Left Behind, Counterforce along with healing speed. Flow State released 5 months ago and we're already buffing it?

    Sole Survivor - this perk just feels like a win more perk on steroids. Just getting to gates powered with 4 survivors is a minimum of 5 tokens giving 3 players a 50% faster gate opening with the perk user being able to open a closed hatch without a key. If any of the other survivors are running Wake Up, the gates open in 8 seconds. I never believed that a perk should be so good that only 1 survivor brings it and the whole team gets a big benefit from it. This goes back to initial Circle of Healing and how many times that perk had to get nerfed before the self heal ability was finally removed from it. Groups going for escape streaks can have a Sole Survivor play the rat role while someone brings Wake Up. This perk needs to be taken back to the drawing board.

    Road Life - the self heal effect of this perk not having the speed penalty of the Self Care perk is nutty. It's not hard to land greats and once you earn enough tokens, not only can you heal yourself without a med-kit, BUT 100% faster for 8 second heals.

    This is not Happening - making the great skill checks zones bigger make it easier to land the greats replacing Stakeout when equipped with Hyperfocus. I think this perk should just remove the great skill check zone and since good skill checks don't reward progress, this perk can reward 1% progress for the good skill checks. Since the perk is unlocked at the start, it's a good teaching perk for new players to hit those skill checks.

  • I wanted to post this exact comment here but accidentally made a new discussion by accident, sorry im kinda new to posting on here and all that lol, here it is anyway:

    Here's my main thoughts from perks that got affected that I ran before:

    Premonition: me and people used this as solo q without comms to help with undetectable killer detection, always thought 30 seconds was too long of a cooldown, now its 60 seconds? Would much prefer if the aura is removed and we can have a shorter cooldown than 30 seconds. I used this perk for years but it feels gutted now. It filled a specific use, wasn't changed all these years, and only now u do this? There's hardly any undetectable detection ways now for solo q, we suffer with stealth killers the most.

    Spine chill: would much preferred if it could detect killers through walls again, or it's old whispers perk functionality. Or keep the action speed bonus but giga buff the numbers so u can finish an action when killer is approaching, making it a risk perk. Seems like generic vault perk again, on a hefty cooldown. It doesn't activate through walls, right?

    Sole survivor: please make the hatch and aura condition work with 2 tokens not 3, or make it so instead of finishing the gen, u can gain tokens through certain amount of gen progress, like how blast mine or wire tap charges. I say this because in many scenarios popping a gen may be difficult especially with no comms in solo q (intent system may help tho) but getting progress on the gen will be more consistent.

    Also, do not like how the aura blocking is now time limited, much preferred the aura bubble around u that previous version had, permanent aura blocking in endgame/last one alive seems reasonable, since jason voorhees perk has that. Low profile could get elusive instead it's a similar perk but I digress.

    These are the ones on my mind that affect me the most as a survivor player and my playstyle, thank u for reading and i hope the devs can consider these thoughts. I could go more in depth but I don't have a lot of time right now. As always apologies if any spelling mistakes I tried to proof read it tho.

  • My personal feedback:

    This is not happening: very good for beginners and can have some use in great skillchek builds, although it can be """problematic" when paired with Hyperfocus. Personally, i believe Hyperfocus should be reworked to not be that problematic.

    Road Life: good perk now. If you are good with skillchecks you get a free heal while doing a gen.

    Stake Out: I'm unsure about this one. The pre-requisites feel harsh but it also have a very good effect. It also works as a reverse whispers since you can triangulate the killer position by analyzing when the perk activates. I'm only concerned this perk might have a good effect if 4 survivors bring it. It should be pushed to live the way it is but monitored on how well it will perform.

    Windows of Opportunity: it shouldn't be changed, nerfed or buffed. Its a nice SoloQ perk. I personally believe it should be kept as it is in current live servers with the increase vault speed or the removal of aura reading on pallets.

    Five Moves Ahead: Same as WoO.

    Spine Chill: good change.

    Boon Illumination: very good change. Could have some base speed to increase booning a white totem for like 20% without boons being active, considering you are using a perk slot for a perk that doesn't do much on itself.

    Shoulder the Burden: the best change on this patch. Its mostly used by high level coordinate survivor to control the macro play of the match. I personally believe it should only work once per match and if the same person is hooked twice in a row, with lower penalties for those "shouldering" the hook stage. Its quite a problematic perk and i believe its a good change.

    Small Game: good change. You are basically exchanging using a perk slot instead of map. Considering diminishing returns exist, could have a 10% speed increase for cleansing and booning.

  • I am not a fan of the change to Borrowed Time, due to the new effect being extremely situational and completely against the signature of the perk. It's meant to be an altruistic perk that gives your teammates additional protection.

    In the Dev Note, you say that now that Elusive has been added as an unhook protection, you don't want BT to extend that too. I get that. But in that case … why don't you just let BT be as is? Leave the Elusive at 10 seconds, and extend only the Haste and Endurance. It's still a strong effect, exactly what Borrowed Time is meant to give.

    And if a rework has to happen, please keep the altruistic nature of the perk. The quote from Bill Overbeck at the bottom. The newly proposed effect does not make much sense in that context either.

  • Self-Preservation does not need this nerf. I often use this perk to travel the map to a distant hook, especially if I'm the best candidate for an unhook. If left at 30s and now combined with the basekit Elusive, the two survivors can run away and leave no trace for a killer that returns to hook, and that seems to be the issue that's being cited. If cut to 15s its no longer good for that but will still be good for personal ratting and hiding from the killer. I don't see what the point of a time change is when it still has the exact same effect, at least in regards to the cited problem.

    The basekit off-hook protections were only just changed. Why not see how the perk does with those change first, now that it's in a really good position to be a strategic, macro team perk.

  • @Nazzzak said:

    One thing I've noticed is that the killer perk updates are rightfully based on killer feedback, such as helping M1s catch up to a degree with more recent map traversing killers. And I think that's great, it's what should be done. But then I look at the survivor perk updates and it doesn't feel like it's based on survivor feedback, but rather based on addressing killer pain points with regards to survivor gameplay. I don't see survivor voices in any of this. It feels like there is a whole missing subset of feedback. I'm frankly not surprised at the ridiculous queue times anymore. I'm not sure where the feedback to the devs is being filtered through but a lot seems to be getting left out.

    I think this perfectly summarizes how I feel too. None of the major issues survivors have are being addressed and many of them are only getting worse. It's like the devs are intentionally ignoring survivor issues since if they did things randomly then sometimes it'd benefit survivors. Right now none of the perk reworks are particularly interesting or all that usable outside of extremely niche builds. Many of the changes don't fix the issues with the perk design or just make them totally unusable. It's like there's not a single survivor on the dev team and at this point I can only assume it's because ignoring the survivor playerbase is somehow making them more money.

  • @HolyDarky said:

    Overall, really good perk changes but there are still either some problems or missing improvments:

    • Resilience:
      • the number buff to its lower levels is fine. However, the perk should deactivate when you have healingprogress since it is just a bad gamedesign when you sit 99% healed on gens and do them faster for free.
    • Friendly Competition:
      • The number changes are okay but it would be nice if every survivor that worked on that generator, would see each other auras for the duration of this perk. This would be a nice buff to the perk but more importantly to SoloQ.
    • Boon: Illumation:
      • A fine change (200% blessing speed is funny) but it should also add aura reading on every survivor that is within the boon range to help SoloQ a bit. I don't understand why it shows everything besides the important one of seeing your teammates.
    • Dark Sense:
      • I want a number tweak of reducing the killer aura to 6 seconds but increase the aura reading duration for pallets, windows, and other survivors to 30 seconds since this would help SoloQ much more than 10seconds overall. Otherwise, fine.
    • Sole Survivor:
      • Good Changes to prevent a ratting gameplay.
    • Do No Harm:
      • I don't understand why we buff healing even further? This perk was already good before and now even more buffs feels a bit bad. More at the end of my post!
    • Pharmacy and Plunderer's Instinct:
      • Great buffs and gives chest-builds even more variety! The ability to now rummage Chests with Parmacy and to unlock as well as rummage Chests much faster is just insane. I paired it with Appraisal and Specialist and got so many strong items with add-ons and that with no downtime due to the speed and the stacks for doing generators faster. Having at least decent items that I can give my teammates is also huge like giving someone a med-kit in SoloQ or dropping a toolbox next to a generator for later is nice. Pharmacy is also a great perk that works well on its own. So overall, great buff. I just hope that you will also increase the amount of chests by default to at least six since having three chests (one is always basement) is something that holds chests build too much back.
    • Road Life:
      • Good changes and will make the perk much easier to use. This perk actually now insane since you can heal yourself within 8 seconds. A proably good meta pick now.
    • Self-Prevervation:
      • Good nerf to a perk that had an unhealthy aspect. Now, the perk is worse for ratting but good for builds that aim for safe unhooks. I personally like it to pair with unhooking perks. However, it still fully counters FTTE and BBQ which is awkward if you wanna prevent going back to hook action.
    • Slipery Meat:
      • Good rework. The perk will make camping more difficult but also tunnelling due to the 5% more haste - 15% haste for 10 seconds allows you to get to safety for sure no matter where you got hooked. I think this perk will become meta due to how well it prevents exchanges at hooks and to prevent getting put in deep wound or the killer can just wait out the 10 seconds.
    • Shoulder the Burden:
      • Good rework and makes the perk less unhealthy or decivise of the game. A huge problem of the perk was that it worked so well with other strong perks like giving a teammate the Deliverance back for later or even when you hooked the StB-user, someone else came to undo the mistake. The 40seconds of exposed was also very little considering the fact that the unhooked teammate was there to protect them with the 10seconds Endurance and DS in the pocket. Now, there is actual a huge risk in using this perk, which is good since this perk is still insane but no longer easy and abusable.
    • Spine Chill:
      • Good rework and now in a better position. The not screaming part is also actually huge considering the fact we have a lot of stuff like Doctor, THWACK!, Infectious Fright, or Ultimate Weapon are usable. The faster vault is also huge to greed a generator or something else a bit more. Overall, good utility alongside a fair cooldown.
    • Stake Out:
      • The rework is actually really nice and puts the perk in a healthier spot for the metagame. Since it's now a special skill check, you canno longer pair it with Hyperfocus and the reduced range to 24meter makes it less free. At first glance, I was a bit afraid of it being too strong but no, the special skill-check makes it healthy and it's just fair overall.
    • Wake Up!:
      • Fine changes.
    • Five Moves Ahead:
      • A fine nerf. The perk is still strong due to its faster dropping speed which let's you avoid many hits from killers like Huntress, Unknown, Artist, Nemesis, or Trickster.
    • Premonition:
      • Fine rework. The information is decent and helpful in SoloQ but there is nothing to abuse due to the short duration and long cooldown.
    • Calm Spirit:
      • good change. The perk is still not super strong despite countering a lot of stuff and doing some things faster but it has now a better niche. It now does its job well enough.
    • Small Game:
      • Good change. Seeing the aura of the totem is so nice since sometimes totems are well hidden, especially when they blend in well.
    • Borrowed Time:
    • A good change. I think 30seconds are fair enough to prevent any unhealthy abuse of endurance perks or makes taking a hit with endurance too free.
    • Better Than New, Emphatic Connection, Flow State, and Object of Obsession are also okay changes.
    • The number tweaks to the lower level of some perks (Kindred, No One Left Behind, or We'll Make It) are fine as well.

    However, here are some problematic ones:

    • Windows of Opportunity:
      • If you really want to nerf this perk, either give it a cooldown like it had before (dropping a pallet let it go on cooldown for 15seconds) or let it only work during chase/within the killer's Terror Radius but removing the pallet-aspect of it, is just a bad nerf. Sure, players should get better game and map knowledge but this is the wrong way. Giving it a cooldown or a requierment would be nice to help new players while "forcing" them to plan ahead/build map knowledge. If you keep the new version, however, it will be a strong perk for better players since the faster vaulting part is huge for them. So, I'm fine with the changes from my pov.
    • This Is Not Happening: You reworked Stake Out since it was too strong with Hyperfocus but now you introduced a new friend for Hyperfocus… It also makes Teamwork: Full Circuit a bit useless. This perk needs a different rework or buff that leads not to an unhealthy direction or makes other perks useless.

    Next problem:

    I know we have the Diminishing Return feature to not make specific perk combination insane but you, the devs, buffed so many healing perks while leaving strong ones like Resurgence untouched and not buffing/reverting some anti-healing stuff on the killer-side like removing the timer for Mangeled and Haemorrhage or buffing Leverage back to 50% slower heal. This leads into the problem, that we will get an even more insane healing meta on the survivor-side where an injury means very little or hooking becomes less of a slowdown due to fast healing actions with the difference that you now just need one of the strong healing perk instead of two or three. This is something that needs to be changed/touched next and a first good step is nerfing Resurgence and buffing anti-healing stuff.

    Other problematic perks that need a change:

    • Dead Hard: This perk needs a rework or nerf since it still a stupid design to reward survivors for getting hooked and against many M2s (Artist or Unknown that requiere high skill), pressing a button is so free. Same when you are at a pallet where the killer either eats the E or the pallet. Then, there is just the general issue of wait it out which gives survivors additonally free time just because there is one free perk. These lose-lose-situations are unhealthy and bother the healthiness of the game
    • Resurgence: Similar issue, it gives survivors a reward for getting hooked - a four second heal compared to winning a chase and manage to hook a survivor after at least 10 - 15seconds of downtime.
    • Hyperfocus: Stil an unhealthy perk that needs a rework.

    Then, there are also still perks like Rapid Response, Rokie Spirit, Cut Lose, Duty of Care, or Hardened that need a buff which is possible by little number tweaks or additonal effects like Rokie Spirit having no requirement, Hardened either needs two chests or two totems but not chest and totem, or giving Duty of Care aura reading on injured survivors, so it's easier to know where they are.

    But overall, with this PTB, you did a huge step in the right direction and I hope you, the devs, won't stop there. Please, go more than just a step.

    Dead Hard I agree on, no more third health states and tanking hits. My idea was to make it so every time you are healed from dying state or you self recover you gain elusive for 2s.

    Resurgence I agree on, it just needs to be reverted to 50 % so you can intervene with hemmorage. More pressure the better.

    Hyperfocus though with stake out rework I disagree on. It's one of the most skill-needed perks that reward you for hitting coulrophobia speed skillchecks. Most people won't use it as they won't be able to get over 4-5 stacks, which is about 1 % extra progress. At this point Bardic will be much easier pick with no skill required at all. And after they remove cheesing hyperfocus with stake out I'd say they can even buff Hyperfocus when you can't longer abuse it with any other perks. Hyperfocus without stake out gives you 1 % less progress already, so the progress on highest amount of tokens won't be as rewarding, about 2.7 % I think, which again, just run Bardic and you need no skill. This Is Not Happening will probably be commonly used with HF but it's in the game already and from my pov if you can't hit greats without This Is Not Happening, you won't be able with it anyway. 30 % increase zone isn't that crazy. While it powercreeps Dustin's perk it's free perk available to everyone without extra speed bonus, plus you get it without needing teammate.

  • @Nazzzak said:

    One thing I've noticed is that the killer perk updates are rightfully based on killer feedback, such as helping M1s catch up to a degree with more recent map traversing killers. And I think that's great, it's what should be done. But then I look at the survivor perk updates and it doesn't feel like it's based on survivor feedback, but rather based on addressing killer pain points with regards to survivor gameplay. I don't see survivor voices in any of this. It feels like there is a whole missing subset of feedback. I'm frankly not surprised at the ridiculous queue times anymore. I'm not sure where the feedback to the devs is being filtered through but a lot seems to be getting left out.

    1000 times this. The killer perks are good news for killers, the survivor perks are good news for killers. There's nothing much interesting or exciting on the survivor side, nothing at all addressing survivor pain points, but there are a bunch of nerfs.

  • @Rick1998 said:

    Feedback for the : " This is not happening " buff effectivelly replaces stakeout when paired with Hyperfocus . No longer requires you to build tokens nor does it require you to be injured. I will be honest i was never insane at hitting great skillchecks back to back so hyperfocus and stakeout was a good combo for me despite me always thinking the combo to be a bit too strong . The " this is not happening" skill checks are huge and for myself who plays on a good pc with the skillckecks bound to m4 i can just hit great skill checks all day now with this perk . The perk just can't work with hyperfocus on it's current state because it is just the best combo to cut a gens time by over Half . I'm a just hoping this was an oversight because this combo trumps any other gen speed up perk for survivor by a Very large margin.

    I gave up on this forums, but came back exactly to point this.
    BHVR made Hyperfocus more of a menace with the buff to This Is Not Happening.

  • Windows was made pretty much useless just kinda worse finesse now. I think it's really neccessary perk to close the gap between soloQ and swf which this nerf will now increase. It gives important information where someone is chased and where pallets are used. Which swf can communicate.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118651#Comment_4118651

    1000 times this. The killer perks are good news for killers, the survivor perks are good news for killers. There's nothing much interesting or exciting on the survivor side, nothing at all addressing survivor pain points, but there are a bunch of nerfs.

    But killers face comp swf teams so they need these buffs to balance around beating them. Even if those teams are 1% of the playerbase and it screw over casual survivor players.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119160#Comment_4119160

    But killers face comp swf teams so they need these buffs to balance around beating them. Even if those teams are 1% of the playerbase and it screw over casual survivor players.

    Yeah but you know some of these killers face them every single match, or so they say. Those players' KRs always seem really high though. But hey, they might lose one in twenty matches and that's just not acceptable.

  • Here is my overall feedback on the survivor perks. I will skip the numeric changes in tiers.

    Better Than New - sizeable buff, might make the perk usable but won't reach the meta.

    Empathic Connection - sizeable buff, might replace botany knowledge for those who want altrustic builds with extra info.

    Flow State - max 75, still a buff. There are just so many better perks that are more consistent without requirement of endgame.

    Friendly Competition - Spreading on gens is the play, I think this will incentivize people to rush gens together rather than splittting progress across multiple gens which in the end will result in less smart strategy from survivors. Duration nerf isn't worth the 10 % repair speed as there are more perks that do better and we should make that equally as good rather than something limited for not the same value.

    Blood Pact - Swf perk, no change for solo q. This require right pathing and knowledge to get use of.

    Boon: Illumination - sadly increased bless relocating speed isn't solving the issue with boons being mediocre and now when shattered hope is buffed, you will be punished just by bringing boons making full boon build turn into no perk.

    Borrowed Time - awfull perk rework. Hope it will get some changes before going live.

    Calm Spirit - much needed change, sadly stealth isn't valid playstyle anymore.

    Dark Sense - minimap reveal 5x per game is decent, not sure whether worth overall but decent starter info perk.

    Sole Survivor - not sure how to feel about it. The hatch part won't be usefull out of engame or absolute late game. If you team dies at 5 gens it won't do anything. 3 tokens are a bit too many, 2 might seem more reasonable.

    Do No Harm - 4 % trigger skillcheck feel lackluster and not worth over better options. It's speed makes higher odds pointless.

    Five Moves Ahead - probablby replacement for Windows Of Opportunity while keeping it active untill drop.

    Pharmacy - since medkits got nerfed this perk is quite out of potential. Old emergency medkit allowed healing at 10s now there are way more consistent healings without side objective while chests being also limited.

    Plunder's Instinct - Keys exist but might be handy in some chest build, for example with moment of glory, specialist. Wish Residual Manifest and Scavenger allow to trigger it's effect.

    Premonition - nice change, but cooldown nerf isn't needed. It's now in most cases triggering so close that you already see the killer. Still counter to stealth which is it's main element.

    Road Life - inititaly I thought the perk is too strong, but the fact that in average situations you can be healed by teammates, bring medkit and heal about 2-3x per game I feel it's on the acceptable edge.

    Self Preservation - This change does nothing. If reason to nerf it's duration was to prevent stealth it's duration will be still long enough to counter most hook perks such as BBQ, Friends Till The End, Alien Instinct etc. I would like to have it reworked back to it's original version - if anyone within 24m gets damaged, you gain elusive for 15s. This would solve the "I have nowher to go" situations for killers while opening paths for the perk to be more versatile.

    Shoulder The Burden - similiar to Self Preservation, this perk's nerf doesn't solve the issue which is negating pressure when the killer is not hard tunneling while giving you in obvious target situation when killer is hard tunneling. Dowside for the perk should not make unhooker pay for helping teammates, while negating option to distribute hooks, my propose changes.

    → Anytime survivor is hooked, your aura will be revealed to killer for 8s and you get a token. If you have more than 3 tokens the perk deactivates and can no longer be used. If you have less than 3 tokens, when standing next to hooked survivor press F to unhook them. They lose hook stage, you gain hook stage, scream and suffer exposed for 60s (note: now when vigil no longer cuts it, it's downside you can always get value from).

    Slippery Meat - It's not bad, just haste is not enough to run it over better self-defence perks. But it's free and available for begginers, which is cool.

    Small Game - decent change but the token mechanic should stay in as it's only perk giving you informations about cleansing from other teammates other than HUD.

    Solidarity - nice change, this perk just suffer design to be either not very good, which even after buff it still won't be or massively op = if 100 % progress is transformed. Maybe killer aura reveal during heal might make the perk more viable out of meme builds. Buckle Up works on heals during dying state so this might work on heals from injuries to full health.

    Spine Chill - nice change, making old days good again, but range is a bit too much leading the perk to trigger the effect when not needed. 24m would be more reasonable. Premonition would solve as knowledge perk and spine chill as vault perk.

    Stake Out - very good change. I'm happy with Hyperfocus now being skillfull perk and hope it won't change as it's one of only perks that reward skill. Stake out offers decent chunk on gen when stacked but range is very limited. Perks like Bardic inspiration on Specialist might actually outclass this one. But it had to go with cheesing that many great skill check perks.

    This Is Not Happening - cool change. People who can already hit great won't utilize it but people who struggle will have slightly higher chance in hitting them.

    Wake Up - cool change. Might combat endgame builds and if you have max value you already won so it won't be that gamechanging.

    Windows Of Opportunity - fine change, allows more interactive gameplay while providing maps better reason to be used.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119298#Comment_4119298

    Yeah but you know some of these killers face them every single match, or so they say. Those players' KRs always seem really high though. But hey, they might lose one in twenty matches and that's just not acceptable.

    Losing as killer casues saddness and that's why killer talk about killer anxiety so much. That they just try to win but survivor are toxic, rush gens, bring sabo builds, flashlights and unhealthy perks such as dead hard, decisive strike or lithe.

  • @BruceCampbell said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117726#Comment_4117726

    I gave up on this forums, but came back exactly to point this.
    BHVR made Hyperfocus more of a menace with the buff to This Is Not Happening.

    Hyperfocus with TINH won't give you more than intended value, so overall progress you gain per max skill check is about 2 % less. I kinda disagree, while TINH makes greats slightly easier to hit it won't be baindaid for those who can't hit them normally making Hyperfocus skill based perk again and TINH more appealing to make greats slightly easier while not abusing them.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119322#Comment_4119322

    Losing as killer casues saddness and that's why killer talk about killer anxiety so much. That they just try to win but survivor are toxic, rush gens, bring sabo builds, flashlights and unhealthy perks such as dead hard, decisive strike or lithe.

    Unlike surviviors, who are really excited when they lose. That's why the killer queues are so long. Because survivors love queuing up to lose so much! And they definitely never feel like they lost to perks and not players, and they certainly don't encounter toxic killers. Yes, killers should win every single match because they're sad if they don't.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119322#Comment_4119322

    Losing as killer casues saddness and that's why killer talk about killer anxiety so much. That they just try to win but survivor are toxic, rush gens, bring sabo builds, flashlights and unhealthy perks such as dead hard, decisive strike or lithe.

    I'm sorry, i think this is the most ridiculous post I've ever read in all my years on this forum. Definitely top 3 at least. Survivors just playing the game as intended makes killers sad

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119322#Comment_4119322

    Losing as killer casues saddness and that's why killer talk about killer anxiety so much. That they just try to win but survivor are toxic, rush gens, bring sabo builds, flashlights and unhealthy perks such as dead hard, decisive strike or lithe.

    U could say losing as survivor causes sadness lmao this is a ridiculous statement. Both sides can be toxic and have strong perks. U won't get most problems from a solo q casual team which is most games u face. Solo q get the short end of the stick in this game.

  • Generally: Survivor Perks with number buffs are nothing groundbreaking, but the perks that were reworked are mostly disappointing nerfs. I managed to try almost all of the perks. Healing perks needed buffing not only to take into account Diminishing Returns but also the lack of any way reduce Hemorrhage and Mangled effects now Vigil is gone.

    Road Life: Since there is still a bug with higher frequency and back-to-back skill checks since 10.1.0 PTB ( https://app.betahub.io/projects/pr-5642738318/issues/6042 ), testing Road Life did not reflect how much value it will realistically provide once the bug is fixed. But I liked the effect and appreciate that the devs have made an effort to improve it.

    Better Than New: The buff makes this a more realistic perk to bring for support builds, and the deactivation condition still seems like a reasonable trade off.

    Empathic Connection: A nice buff but nothing groundbreaking

    Flow State: Also a good buff because it was just sitting in that maybe/maybe not mid ground for Boon builds. Now it's more of a maybe.

    Friendly Competition: I didn't try this but was never a fan because of the activation condition. Feels like only a very slight buff because you lose time looking for the next generator anyway.

    Object of Obsession: Not worth the increased speeds, and a nerf because the killer has more chance to see your aura.

    Blood Pact: Haste should be buffed to 10% considering all the killer Haste increases, not sure how this perk doesn't qualify for a buff. Still very hard to get value out of in Solo Queue. Having the aura of the teammate that also has the haste would be a great buff. It would be much more interesting if when the Blood Pact survivor unhooks, the unhooked survivor becomes the Obsession, which has both upsides and downsides.

    Boon: Illumination: The re-booning speed feels a bit over the top. If you split this buff with the base booning speed, it would be much better. Also please figure out a way to differentiate generators highlighted by Illumination and those highlighted by Boon: Steadfast.

    Borrowed Time: Very niche effect and removing one of the few altruistic anti-tunnel perks left is a bad decision.

    Calm Spirit: Finally.

    Dark Sense: I tried this and for a new player the extra effects might not be that useful. You see the pallets and windows, but that effect is over by the time the killer is actually on top of you which is when you need it. Also since this perk is meant for new players it should be immune to Deerstalker.

    Sole Survivor: I understand the idea to ensure the Sole Survivor user takes part in the match. However the scenario of the other players escaping through the gates and then taking the hatch is not one that happens in solo queue all that often. If the gate is open it's much easier to find and escape through that. Also fellow teammates will often stay in to help. The aura-reading protection is heavily nerfed and basically useless now. If anything it needed to be buffed to cover the entire map without the time limit. The generator speed also helped for getting the achievement where you complete the last generator and escape through the gate.

    Do No Harm: Skill check increase makes very little difference to the perk. If it made all healing skill checks more frequent it might be more interesting. Or adding something like a Bite the Bullet effect on a missed skill check when the person being healed has Hemorrhage. That would fit in with Orela too.

    Windows of Opportunity: Unneeded double nerf to this perk. Nobody wanted extra vault speed on Windows. Fine if there has to be a cooldown but show pallets too. And it enters cooldown on a slow vault as well which is ridiculous. Survivors have no basekit information other than their hooked or dying teammates. On the other hand if a killer had to bring a perk to see all hooks…

    Five Moves Ahead: Also unneeded nerf. The first new perk in a while on the survivor side that was actually good and liked, has to get a nerf for no reason. It's called Five Moves Ahead not Five Pallets Ahead.

    Pharmacy: Great change, it was needed.

    Plunderer's Instinct: Also great change to the range and opening speed, makes total sense.

    Premonition: I didn't get the chance to try this in the PTB but given the rework of Stake Out, it provides an alternative to Fogwise now. However the cooldown seems excessive considering Alert has none at all.

    Self-Preservation: Unnecessary change with very weak motivation. Would be interesting to see what percentage of matches have 4 Self Preservation equipped in normal MMR. Killers return to the hook anyway, when there is a big explosion to tell them to. Another perk that finally had a good amount of value during the match targeted feels bad, man.

    Shoulder the Burden: Single use seems reasonable but deactivating if a duo or three-man wants to protect themselves instead of another survivor is really not the way to do it. If I bring a perk I should be able to give my hook state to anyone, it's mine to give. Broken for 2 mins is also a lot worse than Exposed. Hardly anyone used Shoulder in solo queue and these changes will just reduce it further and gives the green light to killers to tunnel. All these kinds of changes just reduce the dynamic nature of matches and eliminate surprises and turnarounds.

    Slippery Meat: Since Luck Builds no longer work anyway, this is an interesting change. The benefit is not immediately obvious but might be with other combinations.

    Small Game: This could reduce totem location knowledge rather than improving it. Small Game made it so you were "hunting" a bit (hence the name), but now you are just seeing. Also, this eliminates the only perk in the game that helps find totems when a survivor is affected by Blindness. If the old effect can be activated when the survivor has Blindness, that would be great.

    Solidarity: A good change so you get occasional value even without another healing speed perk.

    Spine Chill: The vault speed was already on cooldown by the time the killer reached me when I tried this a few times… not great.

    Stake Out: Terrible change. Range requirement and the possibility of an immediate -14% on an Overcharge skill check makes this a killer perk now. Stake Out was good to help those players who cannot hit great skill checks all the time (which is most of us). If you were using Hyperfocus without Stake Out it was more than likely you were cheating, so this nerfs Hyperfocus into the ground too, even when it was already nerfed with Diminishing Returns. Now perks with great skill check requirements are even more restricted to those with better hardware, latency, FPS, refresh rate etc. And it will take like 6-9 months before most players realise so they will be missing a ton of skill checks.

    This is Not Happening: Understandable change to help new players on all skill checks. The great skill check zone going from 3% to 4% of the circle was and still is negligible.

    Wake Up! : A needed buff to make this more worth running, but again even more useless if everyone is dead.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119354#Comment_4119354

    I'm sorry, i think this is the most ridiculous post I've ever read in all my years on this forum. Definitely top 3 at least. Survivors just playing the game as intended makes killers sad

    Watch some YT videos of big content creators talking about it. I'm not saying killers should win every game, but they should be the powerhouse and extremely challenging to beat.

  • @dangersmymidd1ename said:

    Generally: Survivor Perks with number buffs are nothing groundbreaking, but the perks that were reworked are mostly disappointing nerfs. I managed to try almost all of the perks. Healing perks needed buffing not only to take into account Diminishing Returns but also the lack of any way reduce Hemorrhage and Mangled effects now Vigil is gone.

    Road Life: Since there is still a bug with higher frequency and back-to-back skill checks since 10.1.0 PTB (

    https://app.betahub.io/projects/pr-5642738318/issues/6042

    ), testing Road Life did not reflect how much value it will realistically provide once the bug is fixed. But I liked the effect and appreciate that the devs have made an effort to improve it.

    Better Than New: The buff makes this a more realistic perk to bring for support builds, and the deactivation condition still seems like a reasonable trade off.

    Empathic Connection: A nice buff but nothing groundbreaking

    Flow State: Also a good buff because it was just sitting in that maybe/maybe not mid ground for Boon builds. Now it's more of a maybe.

    Friendly Competition: I didn't try this but was never a fan because of the activation condition. Feels like only a very slight buff because you lose time looking for the next generator anyway.

    Object of Obsession: Not worth the increased speeds, and a nerf because the killer has more chance to see your aura.

    Blood Pact: Haste should be buffed to 10% considering all the killer Haste increases, not sure how this perk doesn't qualify for a buff. Still very hard to get value out of in Solo Queue. Having the aura of the teammate that also has the haste would be a great buff. It would be much more interesting if when the Blood Pact survivor unhooks, the unhooked survivor becomes the Obsession, which has both upsides and downsides.

    Boon: Illumination: The re-booning speed feels a bit over the top. If you split this buff with the base booning speed, it would be much better. Also please figure out a way to differentiate generators highlighted by Illumination and those highlighted by Boon: Steadfast.

    Borrowed Time: Very niche effect and removing one of the few altruistic anti-tunnel perks left is a bad decision.

    Calm Spirit: Finally.

    Dark Sense: I tried this and for a new player the extra effects might not be that useful. You see the pallets and windows, but that effect is over by the time the killer is actually on top of you which is when you need it. Also since this perk is meant for new players it should be immune to Deerstalker.

    Sole Survivor: I understand the idea to ensure the Sole Survivor user takes part in the match. However the scenario of the other players escaping through the gates and then taking the hatch is not one that happens in solo queue all that often. If the gate is open it's much easier to find and escape through that. Also fellow teammates will often stay in to help. The aura-reading protection is heavily nerfed and basically useless now. If anything it needed to be buffed to cover the entire map without the time limit. The generator speed also helped for getting the achievement where you complete the last generator and escape through the gate.

    Do No Harm: Skill check increase makes very little difference to the perk. If it made all healing skill checks more frequent it might be more interesting. Or adding something like a Bite the Bullet effect on a missed skill check when the person being healed has Hemorrhage. That would fit in with Orela too.

    Windows of Opportunity: Unneeded double nerf to this perk. Nobody wanted extra vault speed on Windows. Fine if there has to be a cooldown but show pallets too. And it enters cooldown on a slow vault as well which is ridiculous. Survivors have no basekit information other than their hooked or dying teammates. On the other hand if a killer had to bring a perk to see all hooks…

    Five Moves Ahead: Also unneeded nerf. The first new perk in a while on the survivor side that was actually good and liked, has to get a nerf for no reason. It's called Five Moves Ahead not Five Pallets Ahead.

    Pharmacy: Great change, it was needed.

    Plunderer's Instinct: Also great change to the range and opening speed, makes total sense.

    Premonition: I didn't get the chance to try this in the PTB but given the rework of Stake Out, it provides an alternative to Fogwise now. However the cooldown seems excessive considering Alert has none at all.

    Self-Preservation: Unnecessary change with very weak motivation. Would be interesting to see what percentage of matches have 4 Self Preservation equipped in normal MMR. Killers return to the hook anyway, when there is a big explosion to tell them to. Another perk that finally had a good amount of value during the match targeted feels bad, man.

    Shoulder the Burden: Single use seems reasonable but deactivating if a duo or three-man wants to protect themselves instead of another survivor is really not the way to do it. If I bring a perk I should be able to give my hook state to anyone, it's mine to give. Broken for 2 mins is also a lot worse than Exposed. Hardly anyone used Shoulder in solo queue and these changes will just reduce it further and gives the green light to killers to tunnel. All these kinds of changes just reduce the dynamic nature of matches and eliminate surprises and turnarounds.

    Slippery Meat: Since Luck Builds no longer work anyway, this is an interesting change. The benefit is not immediately obvious but might be with other combinations.

    Small Game: This could reduce totem location knowledge rather than improving it. Small Game made it so you were "hunting" a bit (hence the name), but now you are just seeing. Also, this eliminates the only perk in the game that helps find totems when a survivor is affected by Blindness. If the old effect can be activated when the survivor has Blindness, that would be great.

    Solidarity: A good change so you get occasional value even without another healing speed perk.

    Spine Chill: The vault speed was already on cooldown by the time the killer reached me when I tried this a few times… not great.

    Stake Out: Terrible change. Range requirement and the possibility of an immediate -14% on an Overcharge skill check makes this a killer perk now. Stake Out was good to help those players who cannot hit great skill checks all the time (which is most of us). If you were using Hyperfocus without Stake Out it was more than likely you were cheating, so this nerfs Hyperfocus into the ground too, even when it was already nerfed with Diminishing Returns. Now perks with great skill check requirements are even more restricted to those with better hardware, latency, FPS, refresh rate etc. And it will take like 6-9 months before most players realise so they will be missing a ton of skill checks.

    This is Not Happening: Understandable change to help new players on all skill checks. The great skill check zone going from 3% to 4% of the circle was and still is negligible.

    Wake Up! : A needed buff to make this more worth running, but again even more useless if everyone is dead.

    Yeah sole survivor aura blocking being time limited now and only working when last one alive sucks they shouldn't have done that. Wish the token requirement was lowered as well. Premonition cooldown needs to be shortened. It was used to detect undetectable killers and helped in solo q. A cooldown buff to it would've been just fine. Wish spine chill had its old detection effects as well.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119354#Comment_4119354

    Unlike surviviors, who are really excited when they lose. That's why the killer queues are so long. Because survivors love queuing up to lose so much! And they definitely never feel like they lost to perks and not players, and they certainly don't encounter toxic killers. Yes, killers should win every single match because they're sad if they don't.

    I defienetly lost to many really bad killers with meta perks either because some survivor was baby or because the perk stalled the crutial moment. But I rather see killers being happy from winning than them disconnecting because they have no tool to combat.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119406#Comment_4119406

    I defienetly lost to many really bad killers with meta perks either because some survivor was baby or because the perk stalled the crutial moment. But I rather see killers being happy from winning than them disconnecting because they have no tool to combat.

    Why are killers entitled to happiness over survivors?

  • Because survivors are group, killer is solo role and suppose to be the power role. I completely understand this issue but I also understand not many survivor players care for killer's fun. That's natural.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119249#Comment_4119249

    Hyperfocus with TINH won't give you more than intended value, so overall progress you gain per max skill check is about 2 % less. I kinda disagree, while TINH makes greats slightly easier to hit it won't be baindaid for those who can't hit them normally making Hyperfocus skill based perk again and TINH more appealing to make greats slightly easier while not abusing them.

    Agreed.
    At least Hyperfocus now is braindead free/needs actual skill.

  • @BruceCampbell said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119355#Comment_4119355

    Agreed.
    At least Hyperfocus now is braindead free/needs actual skill.

    It always did, just Stake Out made it more accessible to other players, at the cost of a perk slot and a perk from a licensed character. In fact Hyperfocus is also licensed so there is now far less incentive to buy the following DLCs:

    Resident Evil Project W (Hyperfocus)
    Saw (Stake Out)
    Nightmare on Elm Street (Vigil)

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119535#Comment_4119535

    Because survivors are group, killer is solo role and suppose to be the power role. I completely understand this issue but I also understand not many survivor players care for killer's fun. That's natural.

    Killers get to be happier because they play the power role? What kind of logic is this.

  • I feel like the Road Life was good, but it's still a perk that won't find it's place, as you need to be injured, doing a gen, rng with skill checks, hit g-skillcheck and then you need to hit 4 to even activate the perk and you can only use it once and even then you can heal faster yeah but only if your not interrupted. Being injured on a Gen is very risky, as these are where killers will look for you most of the time. First of all, I would completely remove the 2secs interrupt. Just make it so the perk heals for 100% speed for an entire health state of value, else this speed is pretty useless, as other perks can give similar effects for less risk.

    Aside from that, I'd have two ideas to this perk.

    Either you remove the need to be working on a generator, so it gathers token by skillchecks alone (maybe add a "or when healing other survivors" if people are scared that it might be combined with self care or sum) or make it so you can stack tokens up to maybe 8 (so 4 extra) and press active ability to consume 4 tokens or stack 4 tokens, they are consumed instantly and the perk activates, but you can stack 4 more tokens after the first four are consumed, so this perk gets any value. How it is now, I think this will barely affect the perk, as this has to be paired with anything for skillchecks and just taking a medkit prolly will get you more value out of this. Its a very high risk for only one heal that can be interrupted, so yeah

  • Proposed nerf to Road Life:

    Current PTB version:

    → Once injured, hit 4 great skillchecks to gain 100 % bonus self heal action.

    Proposed version:

    → Once injured and not reapairing with toolbox, hit 4 great skillchecks to gain self heal option at 100 % base speed.

    This change will make getting skillchecks more fair, because it would not work with toolbox while also tuning down healing speed from 8s to 16s to open fair path for hit and run playstyle to interupt those heals in a time.

  • The change to WoO is just a bad idea overall. It also feels anti-newcomer.

    The perk isn't the most used Survivor perk because it's overpowered, it's the most used Survivor perk because it makes the game slightly less miserable and utterly random for newcomers/casuals who don't know the pallet spawns by heart. It makes the game feel like a game and not a gamble for beginners/casuals.

    Not everyone has the time or the patience to learn and remember the spawns on every maps, not with how many maps and variants there are, a number that will only grow over time.

    Only showing the windows is basically useless outside of indoor maps since there's also very little randomness to most window spawns, they are usually static (shack, main buildings & larger tiles) which makes the perk a waste.

    Furthermore, WoO made it so that people could learn the maps so that eventually they could play without it. It was beginner-friendly and, more importantly, it took a single perk slot, so that help still took 25% of your build. If the changes go through, Five Move Ahead will be needed alongside WoO to have the same effect… twice the grind and half the build for beginners to get a basic layout of their surroundings.

    Furthermore, WoO gave SoloQ a weaker version of something that SWF have normally: The ability to know when key areas are no longer safe. A SWF can tell each other when key pallets are broken without having to go there while in chase (and likely giving a free hit/down since there's no more pallet). It helped close an information gap to a small degree (as a SWF have no distance limit to that knowledge while WoO is not map-wide) and now BHVR wants to get rid of it. Isn't closing the gap between SWF and SoloQ something that people want? A lot of QOL changes were made in the name of closing that gap, why go two steps back now?

    I really don't understand the reasoning behind the change, there's literally no positive outcome from making WoO irrelevant. All it will achieve is making the game (as Survivor) much harder to learn and play for beginners & casuals, and the queue times speak for themselves on what people like to play more already.

  • @Skillfulstone said:

    The change to WoO is just a bad idea overall. It also feels anti-newcomer.

    The perk isn't the most used Survivor perk because it's overpowered, it's the most used Survivor perk because it makes the game slightly less miserable and utterly random for newcomers/casuals who don't know the pallet spawns by heart. It makes the game feel like a game and not a gamble for beginners/casuals.

    Not everyone has the time or the patience to learn and remember the spawns on every maps, not with how many maps and variants there are, a number that will only grow over time.

    Only showing the windows is basically useless outside of indoor maps since there's also very little randomness to most window spawns, they are usually static (shack, main buildings & larger tiles) which makes the perk a waste.

    Furthermore, WoO made it so that people could learn the maps so that eventually they could play without it. It was beginner-friendly and, more importantly, it took a single perk slot, so that help still took 25% of your build. If the changes go through, Five Move Ahead will be needed alongside WoO to have the same effect… twice the grind and half the build for beginners to get a basic layout of their surroundings.

    Furthermore, WoO gave SoloQ a weaker version of something that SWF have normally: The ability to know when key areas are no longer safe. A SWF can tell each other when key pallets are broken without having to go there while in chase (and likely giving a free hit/down since there's no more pallet). It helped close an information gap to a small degree (as a SWF have no distance limit to that knowledge while WoO is not map-wide) and now BHVR wants to get rid of it. Isn't closing the gap between SWF and SoloQ something that people want? A lot of QOL changes were made in the name of closing that gap, why go two steps back now?

    I really don't understand the reasoning behind the change, there's literally no positive outcome from making WoO irrelevant. All it will achieve is making the game (as Survivor) much harder to learn and play for beginners & casuals, and the queue times speak for themselves on what people like to play more already.

    I guess they want to make maps actually usable? It's good because this means survivors can dodge new players easier by seeing that they are bringing a map. Before new players could bring windows but with this change they have managed to increase lobby dodging several folds or make it that any new player will die instantly. Such a great change that anyone with even the smallest amount of thought could see coming.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119550#Comment_4119550

    It always did, just Stake Out made it more accessible to other players, at the cost of a perk slot and a perk from a licensed character. In fact Hyperfocus is also licensed so there is now far less incentive to buy the following DLCs:

    Resident Evil Project W (Hyperfocus)
    Saw (Stake Out)
    Nightmare on Elm Street (Vigil)

    Nops.
    Stake Out made it incredibly easy to get and keep 6 tokens of Hyperfocus.
    Sometimes I do bring Hyperfocus on trials BY ITSELF just for the challenge of getting 6 tokens.

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