How Survivors should be balanced in the future

I always found it odd that survivor perks can also buff those around them its a 4 v 1 shouldnt survivor perks just buff themselves since they already have a number advantage and thats already big enough, going forward and even possible reworks I think perks that buff those around you should be removed or reworked entirely, take


Perks like Better than new, Blood Pact, Borrowed time, Boons...,Breakout, Buckle up and a bit to much etc.


My point is survivors have it very easy when they are good and work together pair that with items, sabos, maps, and comms (which most swfs are in) I think the fact that perks buff others is pretty unfair and just odd to me, I think by making perks only affect you not only would this give solo qs a way easier time (as those perks would be buffed to be solo perks) but I also think it would allow more build freedom in the game in general, a big one for me is Boon perks, ppl act like they arent that big a deal but they obviously have not went against them on indoor maps with multiple floors on maps like Leerys and Midwich boons like expo, and shadow step can literally destroy you.

back to perks in general here are some changes I would make to perks to make them more solo orriented, perks like botany and auto would stay as they buff your healing speed not there recovery :)


Better then new

When you are healed you feel better then new the nex time you self care your healing speed is increased by 40% this perk then deactivates

Blood Pact

for the last survivor you have healed you form a blood pact if they are on hook your gain 5% haste while running in there direction

Borrowed Time

When you are unhooked you gained borrowed time, right before you would go down you instead dash forward (old dead hard distance) you then go into the dying state (is deactivated during end game collapse) and can only be triggered 2 times per match, would basically be good on power struggle builds as you could force yourself under pallet if you were far away or posiition yourself for a good flashy save

Boons - Remove from the game as they are super unhealthy from a design level, that or make shattered hope basekit so boons can just be rebless spammed, that would actually make pentimento way better too funny enough. if hexs are a gamble for killers and you get punishes when they get cleansed then why shouldnt it be the same for survivors when they run 4?


Emphatic Connection (you see the injured survivors aura not them seeing yours)


just a few ideas, me personally I think perks should buff just yourself not others, I think that can make for some super unfun games when you get ppl running builds that buff each other just creates a headache, just an idea to maybe get people thinking is all

Comments

  • And now what? Let's force the survivors to use only one perk, or you know what? Let's remove all perks

  • This one is soooooooo absolutely weeeeeeiiiiiiiiiird.

    Better than new and Blood Pact are in fact horrible perks as they are. Teamwork perks being same kind of a perk like bloodpack being also very rarely used because they are that bad.

    borrowed time is IMO very healthy perk that is also not really worth it - that's why you basically never see it equipped by pretty much anyone.

    Boons got all gutted and they all provide niche value at best. That's why they also are barely used outside of specific builds with SWF survivors.

    Breakout is just a free perk slot cost for killer to (partially) counter how much basekit distance between hooks got shrinked. Sabotages are still super hard compared to flashlight saves.

    Also your category basically throws away a bunch of altruistic perks like "we will make it" and so many more - making the game quite frankly dull experience.

    Now going at your suggestion:

    your version of blood pact is INSANE buff. BP is actually trash-tier perk. Your version means whenever I am running at direction of my savior I get 5% speed boost - that's MUCH more valuable, because I don't have to loop with my teammate = I can actually use windows and pallets and I can react to killer's mindgames. Like I don't think this would be meta - but at minimum this would be WAY better perk for survivors.

    Empathetic connection would become empathy. Like there would basically be no real difference (I guess distance vs speed boost).

    Your BT would be absolutely beyond trash-tier. Because it would screw you over about as often as it would help you, but it would leave you with less control.

    BTN - self caring is complicated on it's own. You can't self-heal without medkit or perk self care right now. That's too constraining for another perk.

    Another thing about 4v1 comment - perk strength is not the same 4*1/4th is the same as 1*1. Killers have perks that work on all 4 survivors while survivors have perks that work on themselves, or they are weak/situational enough to be just fine. Take boons - like they DO work for all 4 survivors, but considering time investment, limited range and actually meh effects they currently have... There's no wonder people don't really use them very much


    Overall I am not a fan of anything in this thread

  • @OneAutmLeaf said:

    I always found it odd that survivor perks can also buff those around them its a 4 v 1 shouldnt survivor perks just buff themselves since they already have a number advantage and thats already big enough, going forward and even possible reworks I think perks that buff those around you should be removed or reworked entirely, take

    Perks like Better than new, Blood Pact, Borrowed time, Boons...,Breakout, Buckle up and a bit to much etc.

    My point is survivors have it very easy when they are good and work together pair that with items, sabos, maps, and comms (which most swfs are in) I think the fact that perks buff others is pretty unfair and just odd to me, I think by making perks only affect you not only would this give solo qs a way easier time (as those perks would be buffed to be solo perks) but I also think it would allow more build freedom in the game in general, a big one for me is Boon perks, ppl act like they arent that big a deal but they obviously have not went against them on indoor maps with multiple floors on maps like Leerys and Midwich boons like expo, and shadow step can literally destroy you.

    back to perks in general here are some changes I would make to perks to make them more solo orriented, perks like botany and auto would stay as they buff your healing speed not there recovery :)

    Better then new

    When you are healed you feel better then new the nex time you self care your healing speed is increased by 40% this perk then deactivates

    Blood Pact

    for the last survivor you have healed you form a blood pact if they are on hook your gain 5% haste while running in there direction

    Borrowed Time

    When you are unhooked you gained borrowed time, right before you would go down you instead dash forward (old dead hard distance) you then go into the dying state (is deactivated during end game collapse) and can only be triggered 2 times per match, would basically be good on power struggle builds as you could force yourself under pallet if you were far away or posiition yourself for a good flashy save

    Boons - Remove from the game as they are super unhealthy from a design level, that or make shattered hope basekit so boons can just be rebless spammed, that would actually make pentimento way better too funny enough. if hexs are a gamble for killers and you get punishes when they get cleansed then why shouldnt it be the same for survivors when they run 4?

    Emphatic Connection (you see the injured survivors aura not them seeing yours)

    just a few ideas, me personally I think perks should buff just yourself not others, I think that can make for some super unfun games when you get ppl running builds that buff each other just creates a headache, just an idea to maybe get people thinking is all

    Why would you not want to have altruistic perks? I mean you could go a different path and just make such perks apply to your team but not yourself for them to be truly altruistic, but I don't think it is a bad idea to have these perks for people who wanna play with the team and not be a lone wolf, otherwise people would probably only run chase perks.

    As for your rework ideas I don't like them at all.

    - better than new: this is just a way worse version of botany knowledge, not only does it deactivate, it also only works on self care and gives less healing bonus, just a trash perk.

    - bloodpact: running in their direction? So unless you run in a straight line and nothing is in the way, you won't even get the bonus the whole way? And then it is only 5% so 20cm/s, which means to even save one second of time the hook would need to be further away than 80m... Complete trash. You cannot even use it in chase because if the run in hooked survivors condition, so what is its purpose even?

    - borrowed time: but you still go down after it?? Why not just run off the record? And even if you run it, the leap might push you out of the pallet range or something like that, you would need to properly calculate the distance, you make it seem like it activates regardless not on command or something, so once again basically useless unless you get really lucky with a power struggle build and you could as well use plottwist (or whatever the perk is called) to go down under a pallet for your power struggle build, at least with that perk you decide to go down and don't just randomly do it regardless of getting hit or not...

    - I don't think boons are problematic right now, they get barely used anyway, it can be annoying if they get out on a hard to reach position where it wastes to much time to go there but besides that...

    - emphatic connection: is that not exactly what empathy does?

    So overall not good ideas...

  • Oh no, there are perks that help the team in a team based game? shocking.

  • @Gandor said:

    This one is soooooooo absolutely weeeeeeiiiiiiiiiird.

    Better than new and Blood Pact are in fact horrible perks as they are. Teamwork perks being same kind of a perk like bloodpack being also very rarely used because they are that bad.

    borrowed time is IMO very healthy perk that is also not really worth it - that's why you basically never see it equipped by pretty much anyone.

    Boons got all gutted and they all provide niche value at best. That's why they also are barely used outside of specific builds with SWF survivors.

    Breakout is just a free perk slot cost for killer to (partially) counter how much basekit distance between hooks got shrinked. Sabotages are still super hard compared to flashlight saves.

    Also your category basically throws away a bunch of altruistic perks like "we will make it" and so many more - making the game quite frankly dull experience.

    Now going at your suggestion:

    your version of blood pact is INSANE buff. BP is actually trash-tier perk. Your version means whenever I am running at direction of my savior I get 5% speed boost - that's MUCH more valuable, because I don't have to loop with my teammate = I can actually use windows and pallets and I can react to killer's mindgames. Like I don't think this would be meta - but at minimum this would be WAY better perk for survivors.

    Empathetic connection would become empathy. Like there would basically be no real difference (I guess distance vs speed boost).

    Your BT would be absolutely beyond trash-tier. Because it would screw you over about as often as it would help you, but it would leave you with less control.

    BTN - self caring is complicated on it's own. You can't self-heal without medkit or perk self care right now. That's too constraining for another perk.

    Another thing about 4v1 comment - perk strength is not the same 4*1/4th is the same as 1*1. Killers have perks that work on all 4 survivors while survivors have perks that work on themselves, or they are weak/situational enough to be just fine. Take boons - like they DO work for all 4 survivors, but considering time investment, limited range and actually meh effects they currently have... There's no wonder people don't really use them very much

    Overall I am not a fan of anything in this thread

    As for the Blood Pact thing, if it only works while the other person is on hook, and when you run in their direction, that means it does only apply the speed bonus around half the loop, when you in fact run in their direction, I don't see how that is a buff?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556559#Comment_3556559

    As for the Blood Pact thing, if it only works while the other person is on hook, and when you run in their direction, that means it does only apply the speed bonus around half the loop, when you in fact run in their direction, I don't see how that is a buff?

    Ok. Then I have to correct myself - it takes trash perk and make it even worse for no apparent reason. That's like asking to nerf bloodhound. Like. WHY?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556580#Comment_3556580

    Ok. Then I have to correct myself - it takes trash perk and make it even worse for no apparent reason. That's like asking to nerf bloodhound. Like. WHY?

    Indeed, there are really cool things you could do though... Like give both survivors bonus ms or something else really strong but they get linked, so if one goes down so does the other one, that could be a really fun thing... Of not with something ridiculous like 5% ms...

  • @Boons123 said:

    And now what? Let's force the survivors to use only one perk, or you know what? Let's remove all perks

    thats not even anywhere near what im saying dude.