Can we see some of these perks receive buffs/made to be more useful next perk patch update!
So there's a plethora of perks that deserve to be great and Imma list them
Self Preservation - Whenever another Survivor is hit with a Basic Attack or Special Attack within 16 metres of you, Self-Preservation activates: Scratch Marks, Grunts of Pain when injured, and Bleeding are suppressed for the next 6/8/10 seconds.
(Seriously this perk is laughably bad and the LEAST USED PERK IN DBD! It has one of the best icons in the entire game and the idea behind it is super fun esp if used in an altruistic way like your teammate taking a hit for you and allowing you to get away.)
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Corrective Action - You start the trial with 1/2/3 tokens and gain 1 token for each great skill check you hit up to a maximum of 5 tokens. Whenever a survivor working on the same generator as you fails a skill check, consumes 1 token and turns that failed skill check into a good skill check.
(Not only is this effect laughably awful and I've literally NEVER seen this be used, but it doesn't even work against skill checks triggered by perks like merciless storm which adds an extra layer of terrible to this perk. How its used more than Self Preservation AND Inner Focus is insane to me)
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Claustrophobia/Cruel Limits - Every time a generator is completed, all windows and vault locations within a 32 meter radius of the completed generator are blocked for all Survivors for the next 20/25/30 seconds.
You see the aura of the vault locations blocked by Claustrophobia for the duration.
(This perk isn't AWFUL but it's not very good. A meager effect that only triggers 5 times a match that also requires you to be losing to trigger. I like the effect but I think it needs a rework tbh since I can't see how the current effect can be kept without making it massively overpowered or making it just as underwhelming)
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Upon completing a healing action on another Survivor, the targeted Survivor gets a 12/14/16% speed boost to healing, opening chests, cleansing and blessing Totems.
Survivors keep the bonus until they lose a health state.
(What even is the purpose of this perk? It was better somehow when it was only a 6% for 35 seconds and affected gens. I get how that can be over powered so I think this perk should also receive a rework for the same reason as Claustrophobia/Cruel Limits as it can't be buffed without making it super overpowered or having the effect still be underwhelming)
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Blood Pact - When you or the Obsession are injured, you both see each other's auras.
After completing a healing action on the Obsession, or having the Obsession complete a healing action on you, you both gain a 5/6/7% Haste status effect until no longer within 16 meters of each other.
Reduces the odds of being the Obsession.
If you are the Obsession, this perk deactivates.
(Seriously? It used to be mediocre but this change killed it in solos entirely and the nerf it got in the PTB really really hurt it as well. It should just be made exactly how it was in the PTB especially since hemorrhage exists now)
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Thats all for now but there is PLENTY trust me. Poised, Up The Ante, Beast Of Prey, Calm Spirit, Fire Up, Hangmans Trick, Grim Embrace, Gearhead, Furitive Chase, No One Left Behind, and many more also come to mind and theres STILL more! So devs, please listen to us when we want these perks changed! The only way to shake up the meta in a truly meaningful way isn't just by nerfing gen perks and second chance perks but to bring other perks up in power at the same time.
Comments
It shouldn't even need to take this long to change perks because a majority of perks could just do with simple number changes. You know how decent blood pact would be if you increase the range and the speed boost by a decent amount?
I understand why they're terrified to touch blood pact but that's their fault for reworking it into the much harder to balance state as it is. Idk if you played the Silent Hill PTB, but back then it didn't require a full heal to activate and only lasted 10 seconds I believe. But that was so useful because if you got interrupted BOOM you could sprint away quickly and avoid getting hit
But in my opinion them playing safe is what's holding them back. This is also in part due to the fact that they are really slow at making changes. If something is overpowered they should change it quickly
I think reason why they play it safe is because they do not want said perks to ever get used. The perks are like museum. You can look at the perk and go like: " Oh wow, that perk look so cool, Shame trigger condition, numbers, token system make the perk terrible".