New Survivor Perks Still Need Buffs

Inner Strength- Fine as is, doesn't need changing.

Fixated- It should work regardless of health state, there's no reason why it shouldn't. It should also show you every survivor's scratch marks, not just your own. That way you could play around their scratches as well as your own because their scratches could lead to you when you don't want them to.

Better Together- Should be 42 meters with the gen aura and other survivors who repair the same gen as you should have the remaining survivor's auras shown to them.

Second Wind- It should be usable twice in a match (it's currently bugged to only work once) and it should be off of the AMOUNT healing instead of the TIME healing. That way you could actually use this perk with We'll Make It or Botany.

Camaraderie- Should apply to both hook states, not just second hook AND if you are running the perk and go to save a survivor, their struggle state gets paused for half of your perks time. This perk is really bad and it really needs changing, and by making it be usable to help others as well as yourself would make this perk make a lot more sense.

Babysitter- It needs to have its effects on the unhooked survivor for 15 seconds and it needs to completely silence the survivor (i.e no footstep or pained sounds). It's worthless as of right now and Borrowed Time is a far better perk.

Comments

  • They still need changes

  • Babysitter shouldn’t get increased time, I just want to know if the person that unhooked me has it or not and the aura should show to the unhooked person so they don’t run into them.

  • @bimegi said:

    Fixated - The Developers have stated that it was a deliberate decision to not apply the walking speed bonus to non-healthy survivors. I believe they intend this extra speed to be used to avoid being found by the killer, not to aid the survivor in chases while their exhaustion perk refreshes.

    Better Together - Buffing the range would allow this perk to reach 2-3 other generators on most maps. The 32 meter range already notifies nearby survivors at double the range that they would normally be notified by hearing the generator be worked on, it's more than enough. Revealing the auras to all survivors working on the generator would make this perk way too powerful, essentially incentivizing one player per team to run it as the dedicated gen rusher.

    Second Wind - Can only be triggered once by design. It's a free heal after being unhooked and all you have to do to activate it is heal someone else. Getting a free heal after every unhook is way too powerful. I noticed during the PTB that this perk required you to heal a survivor a complete health state, not the equivalent of one health state as the text indicates (if they had any progress towards being healed the perk would not activate, even if you healed someone else, unless you healed them for the full duration of a healing action). Either the text is misleading or the perk is not functioning properly.

    Camaraderie - The first hook state is 2 minutes long. The only use this perk would have if applied to the first state is to encourage survivors to stay on gens longer and get away with last minute saves without triggering hook stage 2, leaving the survivor on the hook longer and adding an extra hook for the killer and just making the game more frustrating and less enjoyable for everyone. Pausing the struggle state is also a bad idea because it may end up taking the hooked survivor by surprise if the player with Camaraderie moves out of range and result in that player's death.

    Babysitter - 8 seconds is plenty of time and sounds of pain can already be concealed by Iron Will. The killer's aura is revealed to the player using Babysitter so that they can distract them, silencing the other survivor's footsteps is an unnecessary buff.

    Fixated - althought i could see how it would be good i still thinn even half of the effect should apply while injured

    Better Together - how would giving aura to another player thats with you be "OP"? That would just be a buff to solos (which this perk does perfectly)

    Second Wind - it can be powerfull, unless it doesnt work. Idk if its by design but having to fully heal, alone, without any speed bonuses a surv is a bad game design in my eyes. Also what if iy worked twice.

    Camaraderie - this i can agree with. This can be very powerfull perk in situations its needed

    Babysitter - why? This perk basically should give the rescued surv a "free escape" but you still can be tracked. I dont see an issue with completely silencing that survivor for that exact reason.

  • @bimegi said:

    https://forum.deadbydaylight.com/en/discussion/comment/699527#Comment_699527

    Survivors already have plenty of tools to aid in a chase and guarantee their escape. They don't need more and the walking speed works best as an addition to the perk's primary effect to aid survivors in stealth and promote a different playstyle.

    Getting information and being able to coordinate that information with other players is one of the most powerful aspects of the game. This is why Survive with Friends is so much more powerful than solo survivors. We do not need to make solo survivor more like SWF.

    Babysitter should not give the rescued survivor a "free escape", it should aid in the survivor's escape if you distract the killer to help them escape. Remember that the killer is a player too and tools that give players free escapes, free hits, free heals, etc. are extremely frustrating and not fun to go against. This is why the old Borrowed Time was so overpowered and is still a contentious topic in its current state. Perks should mix up the gameplay and allow for interesting and fun experiences, not compensate for lack of player skill.

    Guarantee? Maybe not. Help yeah.

    Why not? Making solos more like swf means we can buff killers more. "I see this as an absolute win!". (You think why they were thinking about adding Kindred as base)

    Yeah it still does. Rescuer still has their aura revealed and with that change rescuee what have a chance to safely retreat.

  • @bimegi said:

    https://forum.deadbydaylight.com/en/discussion/comment/699659#Comment_699659

    Guaranteed escapes has more to do with map design than Survivor perks. Currently Hawkin's Lab is the only map that does not guarantee survivors are able to escape a chase or extend a chase infinitely. Every other map set has tiles that guarantee a survivor can escape safely and loop the killer endlessly, and many Survivor perks already make this extremely easy to do.

    I would prefer to see killers and survivors brought to a more even playing field before buffing survivors more. The excuse that buffing one will naturally result in buffing the other to compensate is simply not the case. You can read my full thoughts on this here. https://forum.deadbydaylight.com/en/discussion/88762/comprehensive-game-changes/p1?new=1

    Making the survivor totally silent for the duration of the perk would give them a free escape and give the rescuer no incentive to distract the killer or protect the rescued survivor. Both would simply run away. This perk is not a replacement for Borrowed Time nor should it be compared to Borrowed Time.

    That's not what a "guaranteed escape" is tho. That's just "delaying"

    It is actually. When solo survivors will get buffed then killers can also get buffed. Also where are your thoughts, can't see them. (also a big no for removing Spirit)

    Yeah, i know. Idk how it is a replacement for BT tho. They serve similiar purpose but still are diffrent.

  • @bimegi said:

    Fixated - The Developers have stated that it was a deliberate decision to not apply the walking speed bonus to non-healthy survivors. I believe they intend this extra speed to be used to avoid being found by the killer, not to aid the survivor in chases while their exhaustion perk refreshes.

    Better Together - Buffing the range would allow this perk to reach 2-3 other generators on most maps. The 32 meter range already notifies nearby survivors at double the range that they would normally be notified by hearing the generator be worked on, it's more than enough. Revealing the auras to all survivors working on the generator would make this perk way too powerful, essentially incentivizing one player per team to run it as the dedicated gen rusher.

    Second Wind - Can only be triggered once by design. It's a free heal after being unhooked and all you have to do to activate it is heal someone else. Getting a free heal after every unhook is way too powerful. I noticed during the PTB that this perk required you to heal a survivor a complete health state, not the equivalent of one health state as the text indicates (if they had any progress towards being healed the perk would not activate, even if you healed someone else, unless you healed them for the full duration of a healing action). Either the text is misleading or the perk is not functioning properly.

    Camaraderie - The first hook state is 2 minutes long. The only use this perk would have if applied to the first state is to encourage survivors to stay on gens longer and get away with last minute saves without triggering hook stage 2, leaving the survivor on the hook longer and adding an extra hook for the killer and just making the game more frustrating and less enjoyable for everyone. Pausing the struggle state is also a bad idea because it may end up taking the hooked survivor by surprise if the player with Camaraderie moves out of range and result in that player's death.

    Babysitter - 8 seconds is plenty of time and sounds of pain can already be concealed by Iron Will. The killer's aura is revealed to the player using Babysitter so that they can distract them, silencing the other survivor's footsteps is an unnecessary buff.

    Fixated- Well that doesn't matter because I could just use Vigil if I wanted to recover exhaustion faster during a chase, and Fixated is just being neutered like how UE was for a long time. There's no reason why it shouldn't be usable while uninjured because the perk isn't good enough to be tied to a health state.

    Better Together- The perk only reveals 1 gen at a time, and no, increasing the range wouldn't make it overpowered. 32 meters is a tiny radius and by the time you see the aura you've most likely already heard the gen. Showing the aura of the other survivor to survivors working on the same gen as you is nowhere close to being overpowered. First you'd have to have someone work on the same gen as you, have someone get downed, AND have all 4 survivors. If even just 1 person gets killed then this buff would be useless. Also this perk wouldn't hold a candle to SWF and voice comms so it would still be niche.

    Second Wind- It IS supposed to be usable multiple times, seeing as the perk doesn't say "once per match" anywhere. Plus actually being able to use it more than once is really difficult, so there's no reason why it shouldn't be usable twice. It also has a lot of bugs with it currently so my assumption is that it's supposed to be used twice, but it's bugged to not work. The only "buff" it needs is a QoL for it to charge based on how much was healed rather than how long someone was healed for.

    Camaraderie- But you'll never know if someone has this perk, and even then you'd still have to get close to the hooked survivor in order to prevent them going into struggle. It would just make those cross map runs for a save easier because you can prevent someone going into struggle. This perk is ######### as it is and buffing it in this way wouldn't create the situation that you are talking about.

    Babysitter- Again, the perk is already ######### so this isn't an "unnecessary" buff. Not everyone runs Iron Will and completely silencing a survivor is the only way this perk is going to compare to BT. 8 seconds is a pitiful amount of time that the killer can easily see around, even if the survivor was completely silenced. So no, this isn't an "unnecessary" buff, this perk absolutely needs a buff.