Perks that should get revisited and my ideas to buff them
Here are some of my ideas to buff some killer/survivors perks.
UNRELENTING
Now, i understand why you wouldnt like to buff this perk, it awakens some bad memories from the infamous machine gun build, but the perk is currently in a really mediocre state and would greatly benefit from a buff
My idea to buff it is as follows:
You are unrelenting with your attacks and take your mistakes as unforgivable errors.
You start the trial with 10 tokens
For each token you have left gain a 1%/1.5%/2% decreased cool down for succesful attacks and 4% reduced cooldown for missed attacks
You lose a token each time you miss a swing.
This way the perk could have a great synergy with STBFL and be really useful without being overpowered, it would also promote good gameplay from the killers.
LEFT BEHIND
(console player lol)
Not the worst but definetely the most useless perk in the game after the EGC update went live.
With this one devs have already done the job for themselves.
Lurking in the wiki i discovered an interesting fact, left behind was originally called Last Standing and was quite different from what it is today
https://deadbydaylight.gamepedia.com/Last_StandingFor each Survivor escaped or killed, your Action speed is increased by 7½/15/25 %.
Now, now, those numbers could have tweak or a nerf but overall i dont consider it to be such a bad idea to have it implemented into the game, it would help mitigate the effects of a 3 man game specially at the beggining of mate, when some twat has the awesome idea of disconnecting 1 second into the game.
SWF could be a problem when implementing the idea tho, thing that should definetely be taken into consideration.
Beast of Prey
I mean, i like the concept of the perk, "losing you connection to the entity" is a cool idea but the perk is way too mediocre to be taken into consideration most of the time.
My idea to buff it is as follows
Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable.
You gain bloodlust slightly/slightly/moderately faster and will lose your red stain upon reaching tier I.
Your action speed is increased by 15% with each tier of bloodlust you gain
Gain 50%/75%/100% more bloodpoints in the hunter cathegory
Seems quite balanced to me, it would add more use to bloodlust and it would help shorten chase time on top of having some synergies with otehr perks
BOIL OVER
I feel like boil over is a perk with quite some wasted potential.
Its not really that bad but would really benefit from some tweaks
My idea to buff it is as follows:
You are a battler and do everything to escape a foe's grasp.
Increases the struggle effects by 50%, the time to wiggle off a killers grasp is reduced by 15%/20%/25%
You obscure the Killer's ability to see Hook Auras within 24/32/38 metres
Sacrificing 25% or even 50% of the struggle effect shouldnt be that bad in sake of balance.




Comments
These actually aren't half bad, and they seem understandable and reasonable to my stand point. I personally wouldn't be bothered if this made it's way to the game and I think the Boil Over change would be great! I really like it.
I'd like to see Blood Warden act like Thanatophobia, in the sense that it would activate from 15s for each survivor who is in the injured state, not hooked. Would make the perk a reliable end game perk and make it much better, so I propose:
Blood Warden
It promotes a second objective; Totems, since this would be greatly paired often with NOED, a potent perk for EGC. It also promotes players to not camp to extend the possibility of getting one or more kills for the killer.
Uhhh that unrelenting buff, I don't want the rebirth of the machine gun. That build was absolute slaughter
Unrelenting and Beast of Prey, I'm fine with.
Boil Over, however, would become a new meta perk since it would allow a faster wiggle-out, paired with hook obscuring and more wiggling effects, and it would enforce Iron Grasp as a meta pick, and most Killers are limited enough in their choices (M1 Killers to be specific, are basically required to run Spirit Fury and Enduring). It would just end up doing far too much. Maybe if it lost the wiggling sway, an increased escape rate would be alright.
Turning Left Behind into Last Standing would essentially negate the phenomenal pressure a Killer gets when they kill a Survivor, especially when all Survivors are running it at once. Getting a kill gives the Killer a huge advantage for the rest of the trial, and Last Standing would ruin that advantage. Maybe make it an Obsession perk and only the Obsession receives the benefit of Last Standing, and when they die another Survivor becomes the Obsession and gets the benefit.
Those are my only ideas for changes to yours. I agree with everything else.
That seems way to complex and does way to much for one perk. Personally I'd change bloodwarden to "once all generators are finished when you hook a survivor gain a token. For every token you get the exit gates are blocked for 10/20/30 seconds up to a maximum of 3 tokens once the doors have been opened
I think since Iron Grasp is Boil Over's counter perk, it should be: Struggling Effects are increased by 75%. Time to struggle out of the killer's grasp reduced by 4/8/12%. Perhaps keeping the hook aura thing. For Left Behind, I think the aura of the hatch should appear when you are the last survivor, because multiple people would run left behind in case of dcs increasing action speeds. Having a perk specifically show the hatch wouldn't be bad for being the last survivor since it'd have no other purpose, which wouldn't make it OP and would be situational at best, but still be good for being that last survivor.
Spies from the Shadows:
The Auras of all crows are revealed to you in Yellow within 32/40/48 meters. Crows no longer respond to your presence, and have a 100% increase in volume when disturbed.
This eliminates the loud bang and crow bubble in favor of crows shooting up like signal flares, and crowing loud enough that a killer in their vicinity (24 meters) can hear them. No cooldown and lack of response to the killers presence also means that this becomes a more useful tool for tracking survivors movement.