List of perks that can be buffed...

.…now that the Diminishing Returns are in the game.

Survivor:

Leader
Calm Spirit
Technician
Up The Ante
Wake Up!
Buckle Up
Blood Pact
Desperate Measures
Counterforce
Reactive Healing
Better Than New
Friendly Competition
Teamwork: Power of Two
Deadline
Road Life
Teamwork: Full Circuit
Teamwork: Soft-Spoken
Hope
Slippery Meat
Spine Chill

Killer:

Shadowborn
Thanatophobia
Dying Light
Save The Best For Last
Overcharge
Monitor & Abuse
Call Of Brine
Leverage
Machine Learning
Batteries Included
Unbound
Dark Arrogance
All-Shaking Thunder
Forever Entwined
Help Wanted
Rampage
Hex: Scared To Death
Hex: Gift of Pain
Distressing
Sloppy Butcher

Comments

  • I really hope Leverage gets back to 50% that was so nice…

    Some other perks I think could be buffed are Flowstate for survivor but other than that you mentioned a lot of perks I would!

    I would like to talk about perks I do not feel like need a buff specifically because of diminishing returns, regardless of whether or not they should be buffed anyway. Note I know killer perks a bit more than survivor so feel free to let me know why some perks are mentioned.

    List of perks I do not think necessarily need buffs because of diminishing returns;

    Survivors:
    Calm Spirit — doesnt affect diminishing returns as negatives do not get reduced with positives (I think it should be buffed but not because of diminishing returns)

    Counterforce — speed is high enough for what it is aiming for. Because it is the highest in it's category, perhaps some other perks should be buffed.

    Buckle Up — is a fine perk

    Killers:
    Monitor & Abuse — Does what it needs to fine with it's only other perk affecting it being Distressing so maybe the focus can be on that, but the odds of these two perks being used at the same time seem unlikely. (I mostly see Monitor being used for Stealth but I understand it can be used for it's large TR as well).

    Forever Entwined — While I wouldn't mind it getting buffed, I feel like it's fine even if it is paired with Fire Up as this perks, with max stacks, is the highest number for picking up and hooking.

    Sloppy Butcher — this perk has no other perk messing with it as it is applying effects, with it's unique thing modifying Hemorrhage. If I am wrong please let me know.


  • I am hoping that Diminishing Returns get removed from the game. DR have killed a lot of perks, and a lot of perk variety. People are more incentivizes than ever to run the boring meta. Like, why run a full healing build for funsies, when it's really not worth it?

    In my opinion, there are 2 ways to handle this:

    a) remove Diminishing Returns, which opens everything up back to build variety, so players can have fun and explore

    b) keep Diminishing Returns, but then a lot of perks have to get buffed. Which is a lot of work. And even then, a lot of perks will have to get changed, to have different effects. Otherwise, you will get a lot of perks that are simply clones of other perks.

  • @VortexVentamy said:

    I really hope Leverage gets back to 50% that was so nice…

    Some other perks I think could be buffed are Flowstate for survivor but other than that you mentioned a lot of perks I would!

    I would like to talk about perks I do not feel like need a buff specifically because of diminishing returns, regardless of whether or not they should be buffed anyway. Note I know killer perks a bit more than survivor so feel free to let me know why some perks are mentioned.

    List of perks I do not think necessarily need buffs because of diminishing returns;

    Survivors:
    Calm Spirit — doesnt affect diminishing returns as negatives do not get reduced with positives (I think it should be buffed but not because of diminishing returns)

    Counterforce — speed is high enough for what it is aiming for. Because it is the highest in it's category, perhaps some other perks should be buffed.

    Buckle Up — is a fine perk

    Killers:
    Monitor & Abuse — Does what it needs to fine with it's only other perk affecting it being Distressing so maybe the focus can be on that, but the odds of these two perks being used at the same time seem unlikely. (I mostly see Monitor being used for Stealth but I understand it can be used for it's large TR as well).

    Forever Entwined — While I wouldn't mind it getting buffed, I feel like it's fine even if it is paired with Fire Up as this perks, with max stacks, is the highest number for picking up and hooking.

    Sloppy Butcher — this perk has no other perk messing with it as it is applying effects, with it's unique thing modifying Hemorrhage. If I am wrong please let me know.


    Monitor has been reduced into uselessness with the last change. Granted, diminishing returns barely affect it, but it should still get a revert (my conspiracy theory is that it was nerfed in preparation of the anti-tunnel that never came to be, because of the Furtive Chase rework)

    Sloppy Butcher stacks with other antiheal perks like Leverage, because it makes healing longer. Maybe not directly, but it still should get adjusted.

  • @Alen_Starkly said:

    I am hoping that Diminishing Returns get removed from the game. DR have killed a lot of perks, and a lot of perk variety. People are more incentivizes than ever to run the boring meta. Like, why run a full healing build for funsies, when it's really not worth it?

    In my opinion, there are 2 ways to handle this:

    a) remove Diminishing Returns, which opens everything up back to build variety, so players can have fun and explore

    b) keep Diminishing Returns, but then a lot of perks have to get buffed. Which is a lot of work. And even then, a lot of perks will have to get changed, to have different effects. Otherwise, you will get a lot of perks that are simply clones of other perks.

    Half of those perks should have got buffed anyway, and now we have even more reasons to do that.

    I still think that diminishing returns are good in the long run. BHVR currently struggles to create unique perks, as evidenced by the newer perks.

  • Buff Undone and ill enjoy this game

  • To be fair, I think a good few of these perks need help for reasons that don't really interact with the DR system. Take Calm Spirit, for example, that perk has needed its downside mitigated or (ideally) removed since well before the DR system and its inclusion hasn't moved the needle at all.

    I don't see most of these perks being affected by the DR system in general, mostly because the DR system isn't really affecting single perks directly at all.

    As an aside, Gift of Pain is a top tier almost-meta perk & it really doesn't need to be buffed, said as someone who runs it in almost every match.

  • There's 300+ perks in the game right now and I would say 100 of them on both sides need buffed/reworked

  • @SoGo said:

    .…now that the Diminishing Returns are in the game.

    Survivor:

    Leader
    Calm Spirit
    Technician
    Up The Ante
    Wake Up!
    Buckle Up
    Blood Pact
    Desperate Measures
    Counterforce
    Reactive Healing
    Better Than New
    Friendly Competition
    Teamwork: Power of Two
    Deadline
    Road Life
    Teamwork: Full Circuit
    Teamwork: Soft-Spoken
    Hope
    Slippery Meat
    Spine Chill

    Killer:

    Shadowborn
    Thanatophobia
    Dying Light
    Save The Best For Last
    Overcharge
    Monitor & Abuse
    Call Of Brine
    Leverage
    Machine Learning
    Batteries Included
    Unbound
    Dark Arrogance
    All-Shaking Thunder
    Forever Entwined
    Help Wanted
    Rampage
    Hex: Scared To Death
    Hex: Gift of Pain
    Distressing
    Sloppy Butcher

    My issue is that every time they buff perk for it to compete meta everyone starts complaining and perk gots nerfed to the point where everyone else plays the old meta again. C'mon, there is no chance of shaking meta without either making all good perks useless or actually start doing new perks. For example I've seen people complaining about the new survivor perks from Jason chapter while they are one decent perk, one okayish perk and one garbage perk. if perks are not the same level as meta perks they won't every compete them.

  • I agree with most of these. Would also throw in a few others like

    Survivor Perks:

    Premonition

    Boon: Dark Theory

    Boon: Illumination

    Urban Evasion


    Killer Perks:


    Hex: Third Seal

    Blood Hound

    Territorial Imperative

    Scourge Hook: Hangman’s Trick

  • @Star99er said:

    I agree with most of these. Would also throw in a few others like

    Survivor Perks:

    Premonition

    Boon: Dark Theory

    Boon: Illumination

    Urban Evasion


    Killer Perks:


    Hex: Third Seal

    Blood Hound

    Territorial Imperative

    Scourge Hook: Hangman’s Trick

    I agree that these need buffs, but these are fully unrelated to the Diminishing returns system.

  • This would require effort from behavior interactive, thus making it highly unlikely

  • @jesterkind said:

    To be fair, I think a good few of these perks need help for reasons that don't really interact with the DR system. Take Calm Spirit, for example, that perk has needed its downside mitigated or (ideally) removed since well before the DR system and its inclusion hasn't moved the needle at all.

    I don't see most of these perks being affected by the DR system in general, mostly because the DR system isn't really affecting single perks directly at all.

    As an aside, Gift of Pain is a top tier almost-meta perk & it really doesn't need to be buffed, said as someone who runs it in almost every match.

    Gift of pain isn't near the top ten most used perks. It has a usage rate commisirate with I'm all ears. It's like a solid B- tier perk. Hardly game breaking or defining.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084134#Comment_4084134

    Gift of pain isn't near the top ten most used perks. It has a usage rate commisirate with I'm all ears. It's like a solid B- tier perk. Hardly game breaking or defining.

    That just means it's underrated, not that it isn't good enough to be in the top ten.

    I use it a lot, it's a very solid perk that also is the only potent counter to Resurgence which is in the meta.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084232#Comment_4084232

    That just means it's underrated, not that it isn't good enough to be in the top ten.

    I use it a lot, it's a very solid perk that also is the only potent counter to Resurgence which is in the meta.

    You said it's almost meta. Meta perks are popular, gift of pain is not.

    Frankly it takes too long to do anything and is countered entirely by just staying injured or taking hits for a survivor being chased. Good survivors have little issue with this. As long as the perk has clear and simple counterplay it will never be a really good perk.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084234#Comment_4084234

    You said it's almost meta. Meta perks are popular, gift of pain is not.

    Frankly it takes too long to do anything and is countered entirely by just staying injured or taking hits for a survivor being chased. Good survivors have little issue with this. As long as the perk has clear and simple counterplay it will never be a really good perk.

    Yes, as in, it's good enough that it could be in the meta, it just happens to be unpopular.

    Survivors staying injured is also one of the favourable outcomes of this perk.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084236#Comment_4084236

    Yes, as in, it's good enough that it could be in the meta, it just happens to be unpopular.

    Survivors staying injured is also one of the favourable outcomes of this perk.

    The main point of why Gift of Pain and Sloppy Butcher are in my list is because both were omega-nerfed with the Mangled nerfs. And now that you cannot really stack antiheal that well, I believe that can be reversed.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084239#Comment_4084239

    The main point of why Gift of Pain and Sloppy Butcher are in my list is because both were omega-nerfed with the Mangled nerfs. And now that you cannot really stack antiheal that well, I believe that can be reversed.

    Sloppy Butcher I'm less sure on, but I think GoP is fine. Staying injured is one of the favourable choices, so waiting out the timer doesn't actually harm this perk all that much. If they stay injured that long, you can capitalise on them being injured when you come back to them.

  • @SoGo said:

    .…now that the Diminishing Returns are in the game.

    Survivor:

    Leader
    Calm Spirit
    Technician
    Up The Ante
    Wake Up!
    Buckle Up
    Blood Pact
    Desperate Measures
    Counterforce
    Reactive Healing
    Better Than New
    Friendly Competition
    Teamwork: Power of Two
    Deadline
    Road Life
    Teamwork: Full Circuit
    Teamwork: Soft-Spoken
    Hope
    Slippery Meat
    Spine Chill

    Killer:

    Shadowborn
    Thanatophobia
    Dying Light
    Save The Best For Last
    Overcharge
    Monitor & Abuse
    Call Of Brine
    Leverage
    Machine Learning
    Batteries Included
    Unbound
    Dark Arrogance
    All-Shaking Thunder
    Forever Entwined
    Help Wanted
    Rampage
    Hex: Scared To Death
    Hex: Gift of Pain
    Distressing
    Sloppy Butcher

    Desperate Measures is an insane perk that gives ypu faster heals for free, which can help the team out in bad situations really quickly. It doesn't need a buff. It's already strong on it's own.

    Buckle Up is also fine. No one uses it bc the game has easier to (ab)use stuff like WGLF+MFT. That's just a general issue that many survivor perks are so easy to use for how strong they are and therefore, everything that is below A tier or requieres a bit of effort, many players don't wanna use it.

    Hope is also still an insane perk and does not need a buff.

    Wake Up is also fine. Wake Up and Hope have the same effect that they are mostly used in SWF because you know you will make it to the endgame and buffing perks in a way that makes SWFs stronger is just bad. Both perks can get an addition effect that helps SoloQ more.

    Reactive Healing is also a strong perk. Resurgence is just much easier and free to use and therefore Reactive Healing feels weak.

    Slippery Meat and Luck based things (Up the Ant) in general need a rework because it's just unhealthy for a balanced game around hooks. Meanwhile in SoloQ, they getting abused for an easy go next. They are just unhealthy in every single way.

    Calm Spirit just remove the downside. An addition effect could be that whenever a teammate disturbed a crow, you see their aura for 5 seconds. Helpful buff for soloq. I would also wish if Hardened and Calm Spirit become one perk because Hardened on its own is a bit underwhelming but with the Calm Spirit effect on top, it would be much better, especially when also adding the suggested teammate aura reading.

    Spine Chill should also get a SoloQ benefit like whenever a teammate drops a pallet, you see their and they see your aura for the next 8 seconds - helpful to know for you where the chase is and helpful for the chased survivor to know where not to go if possible.

    Road Life needs to be simpler.

    Counterforce is fine. It's actually an underrated perk.

    Batteries included: increase the range around findest generators. You could also make it depending on the amount of hooks, so by default 16meters and for each hook +1meter and +1second. I think that would make the perk more balanced but also more reliable. Otherwise, big maps like Badham or Ormond Resort need to be smaller anyway and then the perk will be automaticly more viable.

    Shadowborn needs a rework bc the whole design is stupid.

    STBFL: Revert the nerf and instead it does not work within 12meters of a hooked survivor.

    Machine Learning needs to be back at 10% haste and last for a bit longer.

    Unbound should also work on pallet breaks. I know Game Afoot does that too but just window vault is too inconsistent considering the whole activation conditions and relying on maps and tile.

    All-Shaking Thunder: I wish it would be token based and you gain one token per hook. It would be much better overall and not stay in competition with Coup de Gras because Coup would be still good due to two stacks and for killers that work in the midgame.

    Forever Entwined; hooking and carrying speed needs a basskit buff and then Forever Entwined would be fine.

    Help Wanted: it should have the addition effect of faster vaulting and breaking action to become a nice M1 booster with a slightly longer duration. Then, it would be fine.

    Monitor and Abuse: back to the meter instead of the percent thing.

    call of brain; back to 200%

    Dark Arrogance: just remove the downside and it would be a fine perk or add the additional effect of doubled increased vault speed for 60seconds after a hook. The perk stays in competition with Bamboozle and the fact that it relies on maps.

    Leverage needs to be 50% again.

    Gift of Pain: there need to be 7 Scourge Hooks by default to make the perk more reliable. Similar to other Scourge Hook perks, especially Floods of Rage, it just sucks when you only get two times value for each survivor but that just gets denied by bad RNG. A perk that requieres a quick down and skill should not be denied by random spawns. Also the slowdown should be buffed to 18% when fully healed and when staying injured a -10% for the next 60seconds, so it´s not completely useless by just staying injured.

    Dying Light needs a rework

    Mangled and Haemorrhage need to be no longer on timer and then Sloppy is fine again.

    Distressing needs a rework anyway. Maybe that within killer's TR and whenever a survivor is hooked, survivors no longer get great skill checks (just normal ones).

    Rampage is just a bad designed perk because once survivors are aware of it, they predrop pallets and stop blinding you, just encourage boring gameplay. On top of it, once the haste kicks in, you either do already well as a killer or it won't help you when you do bad. It needs a rework or something. In my opinion, it should give you a speed boost whenever you break a pallet the second time to be more consistent and worth.

    Hex: Scared to Death: This perk either needs to stay as a hex perk and then increase the range and durtion or remove the hext part and then it is decent with maybe a slightly bigger range. It has too many activition conditions for how unreliable it is. Also, nerf Vigil.

  • @SoGo said:

    .…now that the Diminishing Returns are in the game.

    Survivor:

    Leader
    Calm Spirit
    Technician
    Up The Ante
    Wake Up!
    Buckle Up
    Blood Pact
    Desperate Measures
    Counterforce
    Reactive Healing
    Better Than New
    Friendly Competition
    Teamwork: Power of Two
    Deadline
    Road Life
    Teamwork: Full Circuit
    Teamwork: Soft-Spoken
    Hope
    Slippery Meat
    Spine Chill

    Killer:

    Shadowborn
    Thanatophobia
    Dying Light
    Save The Best For Last
    Overcharge
    Monitor & Abuse
    Call Of Brine
    Leverage
    Machine Learning
    Batteries Included
    Unbound
    Dark Arrogance
    All-Shaking Thunder
    Forever Entwined
    Help Wanted
    Rampage
    Hex: Scared To Death
    Hex: Gift of Pain
    Distressing
    Sloppy Butcher

    all sloppy, add-on leverage and things like it need mangled and hemorrhage to be infinite again

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084098#Comment_4084098

    Monitor has been reduced into uselessness with the last change. Granted, diminishing returns barely affect it, but it should still get a revert (my conspiracy theory is that it was nerfed in preparation of the anti-tunnel that never came to be, because of the Furtive Chase rework)

    Sloppy Butcher stacks with other antiheal perks like Leverage, because it makes healing longer. Maybe not directly, but it still should get adjusted.

    I don't think Monitor is exactly useless as it helps killers with a 40m terror radius a bit more now, if they were aiming for a little bit of stealth that is. But I do miss the static reduction and increase for stealth builds with 24m TR to 16m.

    While Sloppy Butcher does stack with other perks I still find the perk itself unrelated to DM because of it being effects but I understand your point. I just think it doesn't need to be changed if other anti-heal perks do.

  • @VortexVentamy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084123#Comment_4084123

    I don't think Monitor is exactly useless as it helps killers with a 40m terror radius a bit more now, if they were aiming for a little bit of stealth that is. But I do miss the static reduction and increase for stealth builds with 24m TR to 16m.

    While Sloppy Butcher does stack with other perks I still find the perk itself unrelated to DM because of it being effects but I understand your point. I just think it doesn't need to be changed if other anti-heal perks do.

    I feel like the reasoning behind that change was pretty dumb.

    For one, the 40 meter TR killers are usually those who are in the high tier. Compared to the 24 meter TR ones, who are usually the worse ones.

    So it only ended up helping high tiers and hurting low tiers.

    Plus, with a 40 meter TR, Undetectable perks are just better for the occasion.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084302#Comment_4084302

    I feel like the reasoning behind that change was pretty dumb.

    For one, the 40 meter TR killers are usually those who are in the high tier. Compared to the 24 meter TR ones, who are usually the worse ones.

    So it only ended up helping high tiers and hurting low tiers.

    Plus, with a 40 meter TR, Undetectable perks are just better for the occasion.

    True, also I forgot that they have the increase TR only 15% instead of matching 25% like with the decrease. Would enjoy it being changed to either 8m +/- or have TR increase back to 25%. Thoughts? Would you rather have it revert to +/- 8m?

  • @VortexVentamy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084390#Comment_4084390

    True, also I forgot that they have the increase TR only 15% instead of matching 25% like with the decrease. Would enjoy it being changed to either 8m +/- or have TR increase back to 25%. Thoughts? Would you rather have it revert to +/- 8m?

    I would 100% want it to go back to 8 +/- meters.

    That way, everyone can use it, not just A tiers.