Buff suggestions to some survivor perks

i wanted to share my idea on a list of perks that I think deserve buffs mostly because I think these perks are cool in their own right and promote particular play styles but as they are, they are very weak hence why you rarely see them. Reasoning this is a survivor post is due to the fact most of the survivors “powers” come from perks and majority are extremely weak leaving the meta extremely dry and very uninteresting

regardless my perk buff suggestions:


+Flashbang rework: Flashbangs deafens everyone within its effective range for the duration of the blind. Additionally Flashbangs can hold tokens up to 3, each token creates a Flashbang, you can collect flashbangs either by picking them up or creating them in the locker all at once into charges up to a maximum of 3 after which you can’t pick up anymore, when dropping the item all of the charges stay with it, and finally there is a 0.5 second delay before throwing another Flashbang

+rework Better then new: when healing another survivor to full health they gain 12% to gen repair, healing, vaulting, unhooking, unlocking, sabotaging, and blessing/destroying totems until injured 

+Reactive healing: additionally to its effects instantly increase healing progression by 25% of missing progression everytime you stun the killer

+Iron Will: works while exhausted

+Light-footed: no longer has a health requirement, additionally to you’re footsteps being silent, when falling you’re stagger duration and grunt volume is reduced by 25% then this perk goes on cooldown for 20 seconds

+Champion of Light: decreased cooldown to 40 seconds from 60

+Empathic connection: you heal other survivors 25% faster, after healing another survivor to a health state reveal the killers aura to both you and you’re fellow survivor for 6 seconds

+Borrowed time: works when survivors unhook you 

+Blood Rush: activates on 1st as well as 2nd hook stage

Comments

  • Imo going through your list

    -Flashbang- its fine rn it's gimmicky but fun and I run it all the time, I don't think you should pair blinding and deafening a killer at the same time because there would be nothing for the killer to do in the downtime but guess what the survivor is doing. Also, 3 is too many, and good survivors will bully bad killers but average survivors won't find it very helpful against average to good killers.

    -Better than new- Way too high a number for too many effects especially vault speed and gen repair.

    -Reactive Healing- Opens too much of a gap between good survivors and bad killers who will be eating pallets imo.

    -Iron Will- Fair enough its kinda been gutted since it lost 100%

    -Light-footed- Fair enough tbh.

    -Champions of Light- Does not need any buffs, it's actually pretty good.

    -Empathic connection- It won't make it good but I also don't want to see it tbh

    -Borrowed time- If you mean you get 10 seconds longer I don't mind the idea tbh but I think 20 seconds is too long because there are just times like in the endgame collapse when it's just time to camp. If it means that they get BT for unhooking you nah.

    -Blood Rush- 2 extra procs of sprint burst mid-chase on a good player is just something i dont wanna deal with. They will get so much distance between loops and use that distance to play a god of safe pallet so they will unbreak/heal I'd honestly rather tunnel a weaker link.

  • The ideas you have here are mostly welcomed changes to perks that could have a place in the meta.

    But could you elaborate further on why you believe there is a need for a Flashbang Rework. Personally I would have thought, Flashbang stands between the best valued and well working perks, but Im curious to understand more about your perspective. Could you elaborate on why you believe the current availability flashbangs is not sufficient? And that it needs a 3 point counter to fix said issue?

  • @Emeal said:

    The ideas you have here are mostly welcomed changes to perks that could have a place in the meta.

    But could you elaborate further on why you believe there is a need for a Flashbang Rework. Personally I would have thought, Flashbang stands between the best valued and well working perks, but Im curious to understand more about your perspective. Could you elaborate on why you believe the current availability flashbangs is not sufficient? And that it needs a 3 point counter to fix said issue?

    I would gladly explain my reasoning for a Flashbang rework and why I think it’s weak in terms of value

    Flashbangs are no doubt a very fun but that’s all that it is fun, it’s actual value and effectiveness is shoddy for a perk slot. The truth is Flashbang has a lot of downsides for it being so fun, as someone who uses it religiously it has 2 major issues that keep it down


    1: the fact it has only one charge makes it extremely hit or miss. With Flashlights you could use your flashlight to blind the killer 4x to 8x in a single game. I find that to be unfair considering flashlight is an item while Flashbangs is a whole ass perk slot that requires you to do generators before you can use it. Hence why I think having multiple charges wouldn’t be so bad. In fact it’s already been tested in the game during the Flashbang glitch that allowed you to hold multiple at a time everyone liked it as far as I knew. At the time and I never actually saw any killers crying about it either it honestly just felt balanced from the looks of it.


    2: Flashbang deafening on Blind. The thing about Flashbangs effectiveness is that it’s good at saves albeit hard to do but the perk isn’t just for saves because you can blind killers in chase and I think that aspect of the perk could be stronger. the biggest issue with this perk in chase is that even when you blind the killer he can still track you extremely easily through sound. Making the item that you worked for do basically nothing I think that’s unfair

    considering a flashlight it makes sense that the killer can still hear after being blinded by a flashlight but a Flashbang? That doesn’t make sense in my head especially when they’re harder to use. Which led me to thinking of deafening as a buff for this perk you check off 2 things with deafening. Deafening killers wouldn’t do anything during saves but during chases it could potentially knit you some clutch plays that you otherwise wouldn’t be able to get because the killer would have simply heard you and just follow you.

    im saying like it’d be op but in reality it wouldn’t when you still account the fact killers can look up and away avoiding the blind entirely and the deafening wouldn’t do anything because their not blind. Making this perk a high skill ceiling type of perk similar to Deadhard because you have to learn how to time it and such to make the perk work in chase.

    combining both extra charges and deafening would make the perk a lot stronger in chases. Giving you 3 chances to blind and all of which have the potential to extend your chase it would make a pretty strong perk that would still be balanced because it’s hard to use and the killer can avoid it.

  • @SolidRazo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652032#Comment_3652032

    I would gladly explain my reasoning for a Flashbang rework and why I think it’s weak in terms of value

    Flashbangs are no doubt a very fun but that’s all that it is fun, it’s actual value and effectiveness is shoddy for a perk slot. The truth is Flashbang has a lot of downsides for it being so fun, as someone who uses it religiously it has 2 major issues that keep it down

    1: the fact it has only one charge makes it extremely hit or miss. With Flashlights you could use your flashlight to blind the killer 4x to 8x in a single game. I find that to be unfair considering flashlight is an item while Flashbangs is a whole ass perk slot that requires you to do generators before you can use it. Hence why I think having multiple charges wouldn’t be so bad. In fact it’s already been tested in the game during the Flashbang glitch that allowed you to hold multiple at a time everyone liked it as far as I knew. At the time and I never actually saw any killers crying about it either it honestly just felt balanced from the looks of it.

    2: Flashbang deafening on Blind. The thing about Flashbangs effectiveness is that it’s good at saves albeit hard to do but the perk isn’t just for saves because you can blind killers in chase and I think that aspect of the perk could be stronger. the biggest issue with this perk in chase is that even when you blind the killer he can still track you extremely easily through sound. Making the item that you worked for do basically nothing I think that’s unfair

    considering a flashlight it makes sense that the killer can still hear after being blinded by a flashlight but a Flashbang? That doesn’t make sense in my head especially when they’re harder to use. Which led me to thinking of deafening as a buff for this perk you check off 2 things with deafening. Deafening killers wouldn’t do anything during saves but during chases it could potentially knit you some clutch plays that you otherwise wouldn’t be able to get because the killer would have simply heard you and just follow you.

    im saying like it’d be op but in reality it wouldn’t when you still account the fact killers can look up and away avoiding the blind entirely and the deafening wouldn’t do anything because their not blind. Making this perk a high skill ceiling type of perk similar to Deadhard because you have to learn how to time it and such to make the perk work in chase.

    combining both extra charges and deafening would make the perk a lot stronger in chases. Giving you 3 chances to blind and all of which have the potential to extend your chase it would make a pretty strong perk that would still be balanced because it’s hard to use and the killer can avoid it.

    Thank you for providing such a thoughtful response. I appreciate your perspective, and you've raised some valid points. I'm uncertain about whether Flashbangs are intended to 'replace or be equal to' Flashlights, particularly when players have the option to equip both simultaneously. Personally, I find the prospect of encountering three Flashbangs in a single chase to be beyond my own limitations.

    However, I really like your idea of deafening the Killer. While I'm unsure if it would be added to the Flashbang, it's certainly something I'd be interested in using in conjunction with the Flashbang in the future.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652229#Comment_3652229

    Thank you for providing such a thoughtful response. I appreciate your perspective, and you've raised some valid points. I'm uncertain about whether Flashbangs are intended to 'replace or be equal to' Flashlights, particularly when players have the option to equip both simultaneously. Personally, I find the prospect of encountering three Flashbangs in a single chase to be beyond my own limitations.

    However, I really like your idea of deafening the Killer. While I'm unsure if it would be added to the Flashbang, it's certainly something I'd be interested in using in conjunction with the Flashbang in the future.

    Thank you that’s really nice to hear, idk imo the meta is very stale on survivor side I play a good amount of killer and survivor. Survivor imo feels so stale and a lot of interesting perks are weak and/or very niche like Flashbang