Mid-Chapter Patch: Task for the Community!

Situation:

With the developer announcement, we're likely going to see a huge overhaul to perks and certain killers. However, I'll like to focus on perks for both the survivor and killer roles. A few perks are bad, others are alright, some are phenomenal and can have a huge influence on the game!

https://youtu.be/x9tblsMspWk https://youtu.be/wKM7sM5a3WQ

Of course, if you already know what perks are lackluster then you can skip the video. The video is just for informal purposes and to help you get a grip on what perks are in need of some love!


Community Task:

With so many perks in the low tier, we should try our absolute best to remove as many perks from the low tier as possible! Do whatever it takes to make the perk better while making the perk balanced for both sides! Remember to vote up ideas so they can be featured in my "Best Answer" area! :)

Comments

  • IMO, this site is better, DbD community votes for the perks themselves.

    This page shows you what the best Survivor perks are in the game Dead By Daylight. The data is community based and open for voting.
    This page shows you what the best Killer perks are in the game Dead By Daylight. The data is community based and open for voting.

    Left Behind --> On top of the current effect, it will allow you to see the location of the hatch.

    No One Left Behind --> On top of the current effect, each time you rescue a hooked survivor gain a token. Each token gives you 25% post game alturism points (similar to BBQ but just for alturism)

    Open handed --> Increases aura reading ranges by 8/16/24

    Wake up --> Similar to left behind, it will show you the location of the hatch.

  • I sort of like the idea of a pro/con give/take approach to perks.

    Spine Chill

    When a killer is facing your direction and within 36 meters get a "PING" notification of their location. After a 3 second delay the killer will receive a "PING" notification of you location during the initial perk trigger. This effect can only happen every 30/25/20 seconds.

    "A chill ran down my spine and I swear I could feel distant eyes upon my back! Heeding to my guts warning I fled, but I fear it can smell the sweat on my brow." - Unknown


    Franklin's Demise

    When hitting a survivor holding an item the item is dropped causing it to lose 0/5/10% durability and also giving you a buff depending on the item dropped.

    Flashlight: Seeing their light fade brings joy to the void in your heart. Your resistance to being blinded is increased by 0/3/6% for 20 seconds.

    Medkit: Life is always painful. You can hear the pains of injured survivors from a greater distance and with stronger clarity. Hearing distance increased by 2/4/6 meters and sounds of healing increased by 6/8/10% for 20 seconds.

    Toolbox: Knowing what tools seek to fix what you have undone fuels your hatred for progress. Regressing generators are 5/10/15% faster for 20 seconds.

    Map: Such rudimentary mapping brings forth a more animalistic instinct. Each survivor leaves different colored scratch marks for 20 seconds.

    Key: They seek to undermine your ritualistic fun, make them suffer. For 5/10/15 seconds all generator sound/progress is hidden from survivors not directly working on them.

    All items (listed above) are 10% more effective for survivors and are not lost upon death.


    I by no means balanced the % of the perks but just wanted to throw out a couple of fun ideas.

  • Where did they say perk overhaul? Or do you mean the usual mid chapter buffs? It'll probably be like two or three decent buffs and then a bunch of bringing tiers 1 and 2 of perks closer to tier 3.

  • I would HATE that spine chill effect

  • Autodidact: You start with a -15% healing progression penalty for skill checks while healing survivors.

    For every skill check you receive a token up to a maximum of 3/4/5 tokens.

    Every token grants you 15% healing progression bonus for successful skill checks while healing a survivor.

    While healing a survivor for 4 continuous seconds, a skill check will guaranteed to be triggered. This effect goes on cool down for 10 seconds.


    Deja Vu and Detective's Hunch: The repair progress of generators can be determined by the intensity of their auras. (Might be OP)


    Saboteur: When a Survivor is downed, the aura of the two closest hooks are revealed to you and their sabotage progress can be determined by the intensity of their auras. This effect ends when the survivor is hooked.

  • @MegaWaffle said:

    I sort of like the idea of a pro/con give/take approach to perks.

    Spine Chill

    When a killer is facing your direction and within 36 meters get a "PING" notification of their location. After a 3 second delay the killer will receive a "PING" notification of you location during the initial perk trigger. This effect can only happen every 30/25/20 seconds.

    "A chill ran down my spine and I swear I could feel distant eyes upon my back! Heeding to my guts warning I fled, but I fear it can smell the sweat on my brow." - Unknown

    Franklin's Demise

    When hitting a survivor holding an item the item is dropped causing it to lose 0/5/10% durability and also giving you a buff depending on the item dropped.

    Flashlight: Seeing their light fade brings joy to the void in your heart. Your resistance to being blinded is increased by 0/3/6% for 20 seconds.

    Medkit: Life is always painful. You can hear the pains of injured survivors from a greater distance and with stronger clarity. Hearing distance increased by 2/4/6 meters and sounds of healing increased by 6/8/10% for 20 seconds.

    Toolbox: Knowing what tools seek to fix what you have undone fuels your hatred for progress. Regressing generators are 5/10/15% faster for 20 seconds.

    Map: Such rudimentary mapping brings forth a more animalistic instinct. Each survivor leaves different colored scratch marks for 20 seconds.

    Key: They seek to undermine your ritualistic fun, make them suffer. For 5/10/15 seconds all generator sound/progress is hidden from survivors not directly working on them.

    All items (listed above) are 10% more effective for survivors and are not lost upon death.

    I by no means balanced the % of the perks but just wanted to throw out a couple of fun ideas.

    I like the Franklin Demise ideas but Spine Chill is already a great perk and highly underrated. The only reason Spine Chill isn't used more is because it doesn't fit the meta.

  • NOLB: https://forum.deadbydaylight.com/en/discussion/53943/no-one-left-behind-rework#latest

    Calm Spirit: No sound notification when you miss the skillcheck during self-healing. No sound when falling.

    Detective's Hunch, Deja Vu, Dark Sense: Each time a gen is completed.

    Sole Survivor: Each time you escape a killer during a 15 seconds chase, you gain a token up to maximum 4.

    For each token your aura cannot be read by the killer within a maximum range 14/16/18. EDIT: You lose a token when you get a hit by the killer.

    Knock out: Dying survivors recovery speed is reduced by 25%.

    WGLF: More ways to get a token. This is just a farm perk.

    Mounstrious shrine: Each time you hook a different survivor the bar progress of repairing generators is blocked for survivors for 10/12/14 seconds. Grants 100% bonus bloodpoints in sacrifice category.

    Territorial Imperative: Unlocks potential in one's Aura-reading ability.

    Survivors' Auras are revealed to you for 4/5/6 seconds when they enter the Basement. No cooldown and no meter range.

  • @Ihatelife I love your Calm Spirit and Knock Out buffs.

  • @brokedownpalace said:

    @Ihatelife I love your Calm Spirit and Knock Out buffs.

    Tbh weak buffs, Idk what kind of buffs those perks needs.

  • @NuclearBurrito said:

    I would HATE that spine chill effect

    Then it sounds like my career at BHVR is set ^.^

  • No Mither should be a BP booster for all categories. Like Distressing is for killers. They can't earn more than the max but they can earn a boost to what they earn. Also give bonus BP in survival if they escape. It'd make sense with WGLF being a BP multiplier perk.

  • What Knock Out needs is so it doesnt get completely countered by Empathy and Bond (Aftercare is fine, since its only one person and has prerequisites to trigger). Like, make it 10m at base. Then having Empathy/Bond increases the range by a certain amount, like 20m.

    I do however like the idea of slower recovery or not being able to move/recover/be picked up by Survivors for a certain amount of time after downed.

  • @Ihatelife should calm spirit be "while you are being healed"?. So if someone else who is healing you fails a skill check then you are fine?

  • @NuclearBurrito said:

    @Ihatelife should calm spirit be "while you are being healed"?. So if someone else who is healing you fails a skill check then you are fine?

    I think so. I think it hurts when you fail the skill check at this action

  • @Ihatelife said:

    NOLB: https://forum.deadbydaylight.com/en/discussion/53943/no-one-left-behind-rework#latest

    Calm Spirit: No sound notification when you miss the skillcheck during self-healing. No sound when falling.

    Detective's Hunch, Deja Vu, Dark Sense: Each time a gen is completed.

    Sole Survivor: Each time you escape a killer during a 15 seconds chase, you gain a token up to maximum 4.

    For each token your aura cannot be read by the killer within a maximum range 14/16/18. EDIT: You lose a token when you get a hit by the killer.

    Knock out: Dying survivors recovery speed is reduced by 25%.

    WGLF: More ways to get a token. This is just a farm perk.

    Mounstrious shrine: Each time you hook a different survivor the bar progress of repairing generators is blocked for survivors for 10/12/14 seconds. Grants 100% bonus bloodpoints in sacrifice category.

    Territorial Imperative: Unlocks potential in one's Aura-reading ability.

    Survivors' Auras are revealed to you for 4/5/6 seconds when they enter the Basement. No cooldown and no meter range.

    @Ihatelife

    I'd like to expand on your list but with different perks!


    Stake Out:

    Being near the killer gives you determination! For every 15 seconds while in a chase, receive a token up to a maximum of 3/4/5 tokens. Every token considers failed skill checks as good skill check and good skill checks as great skill checks. Lose a token upon every activation.


    Calm Spirit:

    Your Calm Spirit is able to attract wildlife. See the auras of all crows within a 32/40/48 meter range. Crows will show a white aura whenever the killer is within a 16 meter range. You do not disturb crows while running or walking.


    We're Gonna Live Forever:

    You make sure your friends are safe. Upon safely rescuing a survivor from a hook, see the killer's aura for 3/4/5 seconds and receive a 50% bonus bloodpoint multiplier up to a maximum of 100% bonus bloodpoints. Bonus bloodpoints are awarded post-trial.

  • Wake up- WAKES YOU UP when gens are completed. As it should...

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/417445#Comment_417445

    @Ihatelife

    I'd like to expand on your list but with different perks!

    Stake Out:

    Being near the killer gives you determination! For every 15 seconds while in a chase, receive a token up to a maximum of 3/4/5 tokens. Every token considers failed skill checks as good skill check and good skill checks as great skill checks. Lose a token upon every activation.

    Calm Spirit:

    Your Calm Spirit is able to attract wildlife. See the auras of all crows within a 32/40/48 meter range. Crows will show a white aura whenever the killer is within a 16 meter range. You do not disturb crows while running or walking.

    We're Gonna Live Forever:

    You make sure your friends are safe. Upon safely rescuing a survivor from a hook, see the killer's aura for 3/4/5 seconds and receive a 50% bonus bloodpoint multiplier up to a maximum of 100% bonus bloodpoints. Bonus bloodpoints are awarded post-trial.

    If any ideas come to my head I will give you a sign 😉 I love your calm spirit and WGLF change though. Stake out it's ok, I'm not really a huge fan of that type of perks

  • Wake Up! - increase doors opening by 30% from 15% and show your aura when standing at exit.

    I suppose wake up should be a counter to blood warden so a revamp should be a better solution.

  • I know it was already changed but Spies From The Shadows should make it so that killers do no disturb crows. Or at the very least, when they do it doesn't proc the cooldown.

    Calm Spirit should also act like Technician for healing skill checks. Should work in both directions (healing or getting healed). Also no screaming while you fall.

    Wake Up should give you a notification when a gen is about to pop somewhere on the map, and should let you see repair progress of gens in a certain range.