Your Top Five Most Desired Perk Balance Changes

I had this post cooking before the announcement that next midchapter will have 45+ changes to various perks (including the universal pool, which is exciting), but really I think that announcement only makes this even more of an appropriate topic to raise.

Put simply: What perks do you want to see changed the most, and how? Buffs, nerfs, full reworks— I always like reading people's posts with lists of changes, so I'm crowdsourcing a bunch more to read!

For the sake of interesting discussion though, I'm going to put one restriction on pitches: No reversions. It's more interesting to think of new changes for perks than just undoing older balance changes, so that's where I'd like to focus.

So then! What are your top five most desired perk changes?

Comments

  • 1: Making invocations not utter trash.

    2: Nowhere to Hide - lock it to the gen.

    3: Change Thrill of the Hunt to an entirely new perk (given its name, probably something bloodlust related) - give a buff to totem in how long it takes to complete, but survivor progress doesn't instantly vanish, instead slowly decays.

    4: Eviserate the concept of teamwork perks.

    5: Being you said no revisions - DS now doesn't stun the killer, but blood/ichor/machine oil goes flying everywhere and the killer goes into a berserk rage swinging wildly (including random use of power) and out of control.

    1. Nowhere to hide - shouldn't follow the killer
    2. Hyperfocus - dumb perk that is the peak of "by itself with nothing its not bad at all" but "comboed its broken". The same design BHVR has said in the past they want to minimize because it makes balancing things a nightmare.
    3. Hex perks/system - Most hex perks are bad. The few that aren't bad really only shine on a select few killers. So why do these even exist? When was the last time anyone saw hex crowd control being run? Or anything outside of the 3-4 meta hex perks?
    4. Teamwork perks/system - Just like hex perks, but these are all bad. They should be better/not have such a "when you get x distance away the perk just turns off". I get the fear of making them too strong, but they're way too weak for now
    5. Boon perks & invocations - Just like 3 & 4 I feel like these have the potential to be so much more interesting but they're so limited and they're so scared of CoH 2.0 that they'll never shine. Same thing with invocations.
  • remove the Terror Radius requirement for Treacherous Crows; everybody else gets to pre run with SB/Lithe+ Finesse+ Vigil, but yall are terrified of Lil ol me with No Mither, a crow and a prayer.

  • I feel like dissolution is a perk that should probably see some kind of rework. My immediate thought is that it should slowly decay drop pallets until they break (like, over the course of a minute, maybe? Its a bit hard to gauge the strength of a perk that doesn't exist, so time can be varied down or up as needed). Currently, the perk is either useless or creates no-win uncounterable situations for survivors, and is one of the few perks still in the game that I'd call broken by design, regardless of winrate.

    Oh, and swap literally every single restriction off of Nothing But Misery over to Blood Favor, including the M1 requirement to get value. Absolutely baffling that shutting down all pallets in a large area is just 'here you go lad' while a 5% hinder after a hit takes 4 years and an ID check at the gate to activate, nonsense design philosophy.

    As for the other two, the 4 th one I'd like to see Detective's Hunch increase its timer and reveal the killer's aura as well, as it stands its just a worse version of essentially every other area info perk in the game, at least after the map changes lost its main gimmick.

    5th would be a rework to Vee's Road Life, which would be: For each great skill check on a generator, gain a token up to 3. Each token increases heal speeds on other survivors by 20%, so capping at 60%. When you finish healing a survivor, road life transfers half of its current value to that survivor for X amount of time (A minute ~ 80 seconds seems like it'd be reasonable), then loses all tokens.

  • Off the top of my head?

    Potential Energy, I love the concept of this perk but I think the stacks you should be able to hold needs to be increased to like 40 or 50. I love the idea of being able to be sneaky and punish killers who only protect the three gen for the whole game.

    Circle of healing, it's just trash now, seriously I think besides illumination this is hands down the weakest boon there is. Which is a shame because it used to be good and worth the investment of setting it up but now it's just a joke. At the very least it should impact self healing speed like botany.

    Deadline - like the idea of it but needing to be injured for just an extra 10% skillcheck chance is insanely dumb. Just remove the injury condition so it could be at least a little bit more useful.

    Both Invocations - Seriously just remove the permanent broken effect and give them some numbers buffs. Maybe like 13~16% for weaving spider and make crows give everyone the effect of no longer triggering crows.

    Specialist/chest perks in general - I really like the idea of chest builds. But the devs really need to stop being scared of making them usable. I think that doubling the value from each chest perk would be perfectly fine.

    1. Rapid Response - Increase duration to 4 seconds
    2. Road Life - When you earn 4 tokens, instead of gaining 100% healing speed bonus you gain the ability to heal yourself without a medkit, effect deactivates once you are healed. In its current form it's unreliable for healing others since accidentally stopping the heal wastes the effect and other perks are better at that anyway, so its only real niche is for self-healing and it's not even that good at that either since you need something else to self-heal with. This rework eliminates the need for a medkit or another self-healing perk and gives a reward for earning the tokens by being faster than other self-heal perks.
    3. Ghost Notes - Increase Exhaustion recovery rate to 25%. Now that Vigil is being nerfed and diminishing returns also exists, there's room to make this perk better, right now 10% recovery is barely noticeable
    4. Septic Touch - Reduce duration to 15 seconds, but remove the terror radius requirement completely. Basically it would be Mindbreaker but for healing.
    5. Dying Light - Decrease Obsession bonus to 15%.
  • Change the Hyperfocus Stakeout combo, which means either nerfing or reworking one of these two perks so they are not busted when paired together.

    Change Devour Hope to where its not activated at the very start of the match, only after you get your first token

    Buff Fire Up to 10% instead of the usual 6% maybe if thats overkill 8% will be fine

    Buff Genetic Limits to 12 seconds of exhaustion.

    Buff STBFL basic attack cooldown to 5% instead of 4%

    This one is not part of the list but i though of this rework for this perk. Change Hysteria to where if a survivor see's another survivor within 12 meters they both scream while also keeping the oblivious effect

  • Ahh why not earn some ire

    1. Reactive healing. Its one of the very few id consider outright bad. With how common hemorrhage is and how someone needs to lose a health state nearby to work and cant heal fully anyway, would like to see either a nicer effect or a passive in addition such as "you get healed faster based on the number of injured/dying survivors" or something. Maybe those permanent health charges up to a certain point?
    2. Treacherous Crows. The effect isn't bad, but the effort and drawback isn't often worth it. I also personally don't like it "streamlined" with weaving, should give something like permanent oblivious or something else and remove the terror radius requirement with a longer visual and CD on procs. Make them different, make them unique.
    3. Hex: Two can play. Its cute but not worth it. Nearly ever in my opinion, even for a laugh which Rulebreakers highly value so that says something. Personally would remove it as a totem, make it so it works from the start with no requirement and the blind lasts as long as yours does ie: any increase of blind/stun duration increases the power of this perk. Stuns from certain things (DS) wouldn't trigger it in this ideal idea.
    4. Insidious. I don't like how it works by staying still as the killer (also maybe some left over grudge from camping bubbas). Id rework it to something different. Survivors suffering from a general debuff (aka not killer specific: hemorrhage, broken, mangled, deep wounds, exhausted, blindness, etc) have their action speeds reduced (mainly thinking repair speed, healing, sabos), scaling as the number of debuffs are applied. Numbers yet determinable. Heck maybe make it a hex if thrilling gets beat enough.
    5. Genetic Limits. This is mostly because i want it to fit the name better. Whenever you injure a survivor, certain debuffs on that survivor last an additional 5-10% longer up to a maximum of 50% longer. So the more damage you do to that survivor, the longer the mangled, exhaustion, whatever lasts bar deep wounds. No need for THAT again.
    6. Object of Obsession. Burn it. Erase it. Remove it.
  • old dead hard, old dead hard, old dead hard, old dead hard, old spine chill

  • Survivors: (Pretty much all the unique mechanic)

    Invocation: Spiders - completely remove the broken and bump charges to 15. Travel time to basement, danger of basement and invoke time are already enough downsides. By the time you set that up you can do a single gen + weaving spiders get high value only when rushing to basement early game, uninterupted and without killers have blocking perks. You finish invocation as killer picks up with thrilling tremors and boom, nothing happened for you wasting time.

    Invocation: Crows - remove tr requirement, give all survivors calm spirit and bump aura reveal to 4s. Again remove broken.

    Boon: Illumination - will now reveal all auras like extraordinary perceptions do (hatch, pallets, windows, chests, gens, teammates, killer, items)

    Cross-examination - When you follow light mark, the killer is revealed to you as addition to elusive (now it's more secured perk so it can get buff)

    Teamworks - be permanently shown in HUD same as open handed to all survivors

    Killers:

    Compromised gens - rework it so it activates when someone stops regression and throw cooldown on it, buff help wanted to 40 %

    Scourge hook: Hangman's Trick - increase aura reveal to 24m, prevent scourge hooks from being destroyed

    Scourge hook: Monstrous Shrine - increase dying speed to 30 %, make it work without you being 24m away and deactivate it if anticamp bar is filled by 30 % and more

    Scourge hook: Pain resonance - decrease damage to 10 %, make it work on every hook, remove the boring scream so the forever pain res dms meta ends

    Shaking thunder - now decrease stagger, similiar to balanced landing. Upon landing you gain 2 tokens (max 2) that you can spend to increase your lunge

    1. DS back to 5 second stun, minimum. This perk worked against tunnelling and trying to use it to bodyblock will down a survivor, costing the survivors more than the killer. It is a much, much cleaner solution than endurance.
    2. OTR loses the endurance, but gains complete info black-out for the duration. No blood pools, no breathing, no grunts of pain, no scratch marks, no killer instinct, no aura, no footsteps, nada. Make it a higher risk, higher reward anti-tunnel by making it significantly more achievable to break chase. Also cannot be used offensively.
    3. De-standardise invocations. If all invocations are going to be 60 seconds in basement with perma-broken, there can never be a good invocation. The cost is so high that whatever has to compensate for it is going to be awful to play against for killers. Invocations should have variable costs and investments so that they can have variable output strengths. This opens up way more design space for more engaging options.
    4. De-standardise boons. It's nonsense that CoH shares all the same parameters with Dark Theory. Some boons should have greater ranges, some should have smaller ones, some should take longer to set up, some should harm the survivor if they get snuffed out, some should have cooldowns when broken. Vary the parameters and you once again create a TON of design space that you can use to make a wide swath of perks that are engaging and easy to balance.
    5. Further de-standardise hexes. This is one of the few categories that has had some work done here, with Two Can Play being able to reignite itself even if destroyed, and Face the Darkness having its little hide-and-seek game. Similarly, some hexes should have lingering effects when broken, some should have conditions under which they can be reignited. This can help make hexes be 'the right choice' more frequently.
    1. Rework Hyperfocus
    2. Buff range on Batteries included by 8 meters
    3. Buff haste on rapid brutality to 7.5%
    4. Buff all boons but make shattered hope base kit (genuinely useless perk and it's annoying that survivors get infinite boons while killer don't, buffing all boons will compensate for this base kit buff)
    5. Buff Hex: Scared to death and rampage, the hex is too weak for being a hex especially for requiring to killer not to tunnel and some pallets will be gone by the time it's activated, same thing with rampage by the time you get good value majority of pallets will be gone (make it you gain 2.6 stacks per pallet break so only 5 pallets need to be broken for max value) and it's hard to get stunned anyway, also it does not need a cool down.
  • Potential Energy - Make it so you only lose half your tokens when you get hit rather than all of them.

    Bite the Bullet - Make it apply when someone heals you as well as when you heal someone else.

    That's all I can think of from the top of my head.

  • @jesterkind said:

    I had this post cooking before the announcement that next midchapter will have 45+ changes to various perks (including the universal pool, which is exciting), but really I think that announcement only makes this even more of an appropriate topic to raise.

    Put simply: What perks do you want to see changed the most, and how? Buffs, nerfs, full reworks— I always like reading people's posts with lists of changes, so I'm crowdsourcing a bunch more to read!

    For the sake of interesting discussion though, I'm going to put one restriction on pitches: No reversions. It's more interesting to think of new changes for perks than just undoing older balance changes, so that's where I'd like to focus.

    So then! What are your top five most desired perk changes?

    I'm glad to hear you're excited for the upcoming perk changes! And thank you for kicking up this thread :) I'll keep an eye on it to pass feedback on to the team!

    For those of you responding, I'd love to know one thing especially about perks you'd love to see changed: WHY would you like to see the perk changed? It's one thing to voice the result you'd ultimately like to see, but it's especially helpful to understand why a perk is causing friction for you.

  • Bite the bullet should effect mending as well (no brainer).

    Iron Grasp should not be a perk that helps you get to further hooks, since Agitation basically does that already. What it should be is a perk that allows you to keep survivors from making pallet saves.

    As stated, Nowhere to Hide should stick to the generator, not the killer.

    Major change is I would get rid of exhaustion and Gen slow down perks all together. I'd have a dedicated team that balances Gen speeds and pallet density based on killer strength.

    I'd also just consolidate and or eliminate many perks all together. We don't need 200 perks for each role at this point.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470445/your-top-five-most-desired-perk-balance-changes

    I'm glad to hear you're excited for the upcoming perk changes! And thank you for kicking up this thread :) I'll keep an eye on it to pass feedback on to the team!

    For those of you responding, I'd love to know one thing especially about perks you'd love to see changed: WHY would you like to see the perk changed? It's one thing to voice the result you'd ultimately like to see, but it's especially helpful to understand why a perk is causing friction for you.

    I'll expand my list a little.

    Invocation - They're a good concept, but an incredibly poor design. They'd add a lot to the game if they were actually viable to run.

    Hexes - They are feast or famine, either way too powerful on certain killers/builds, or an absolute waste. At the extreme end of Thrill of the Hunt it doesn't feel like any progress can be made, and a game where you can't advance isn't very fun.

    De-standardizing Hex/Invocations/Boons - @Firellius covered this pretty well but I'll add on. With the addition of Diminishing Returns, while I disagree with its implementation, I agree with the core game problem being the way certain things can stack. A problem with the design around these concepts has always been if you're going to go for it, go all the way (full perk load out). All of these elements would be much easier to balance if they didn't stack on top of each other.

    Nowhere to Hide - The aura read traveling with the killer is not just too powerful (which it is), but it ruins any sort of stealth feelings in the game.

    Teamwork Perks - These probably won't change, but BHVR never should have leaned into something that was clearly SWF designed. It adds to the perception that SWF is 'cheating' because soloq would never have a chance to get equal value out of these perks.

    DS - With BHVR abandoning anti-tunnel, OTR being nerfed, the anti-tunnel perk that exists should actually mean something big if it gets used. If we're going to solve tunneling via perks, then if the survivors guess right on the perk selection it has to mean a lot to have actual weight.

    Hyperfocus - The skill expression on this perk is something the killer has no input on. If a person truly masters hyperfocus, they just win. Skill expression should allow input from both sides.

    Chest perks - These are a great concept, but absolutely destroyed by the need to run chest offerings, which is easier to do in a SWF, but if you're in a SWF you don't need the benefits these perks give. Also any type of perk design that is based around offerings is a bad idea because its discourages people from running BP offerings and leads to toxicity.

  • Dying Light/Thana are the worst slowdown perks and are affected by Diminishing returns, both could be doing with a buff.

    Deathbound is an interesting concept but the oblivious status just makes it a boring perk.

    Dark Arrogance was only a synergy perk and no one is ever gonna choose it over bamboozle. Make the numbers super good 30-40%, i don't even care if you have to increase the downside to balance it.

    Hex Scared To Death could easily have its activation condition reduced or not be a hex at all, same with Nothing But Misery which is an inferior Rapid Brutality.

    Wretched Fate- Think it's a cool concept but why does a perk that only affects one survivor and can be taken away need to show it's aura. You know the whole idea with hexes is that survivors are meant to find them.

    Huntress Lullaby- Think the perk would be better if it made skill checks harder to hit for survivors without taking all match to build up, 6% extra could be removed in exchange for making sc have no warning sound.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103118#Comment_4103118

    I'll expand my list a little.

    Invocation - They're a good concept, but an incredibly poor design. They'd add a lot to the game if they were actually viable to run.

    Hexes - They are feast or famine, either way too powerful on certain killers/builds, or an absolute waste. At the extreme end of Thrill of the Hunt it doesn't feel like any progress can be made, and a game where you can't advance isn't very fun.

    De-standardizing Hex/Invocations/Boons - @Firellius covered this pretty well but I'll add on. With the addition of Diminishing Returns, while I disagree with its implementation, I agree with the core game problem being the way certain things can stack. A problem with the design around these concepts has always been if you're going to go for it, go all the way (full perk load out). All of these elements would be much easier to balance if they didn't stack on top of each other.

    Nowhere to Hide - The aura read traveling with the killer is not just too powerful (which it is), but it ruins any sort of stealth feelings in the game.

    Teamwork Perks - These probably won't change, but BHVR never should have leaned into something that was clearly SWF designed. It adds to the perception that SWF is 'cheating' because soloq would never have a chance to get equal value out of these perks.

    DS - With BHVR abandoning anti-tunnel, OTR being nerfed, the anti-tunnel perk that exists should actually mean something big if it gets used. If we're going to solve tunneling via perks, then if the survivors guess right on the perk selection it has to mean a lot to have actual weight.

    Hyperfocus - The skill expression on this perk is something the killer has no input on. If a person truly masters hyperfocus, they just win. Skill expression should allow input from both sides.

    Chest perks - These are a great concept, but absolutely destroyed by the need to run chest offerings, which is easier to do in a SWF, but if you're in a SWF you don't need the benefits these perks give. Also any type of perk design that is based around offerings is a bad idea because its discourages people from running BP offerings and leads to toxicity.

    If you don't mind me being the annoying Question Guy™️ here, I'd love to dig into your point about invocations. Is there anything specific that stands out to you that makes them feel not viable?

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470445/your-top-five-most-desired-perk-balance-changes

    I'm glad to hear you're excited for the upcoming perk changes! And thank you for kicking up this thread :) I'll keep an eye on it to pass feedback on to the team!

    For those of you responding, I'd love to know one thing especially about perks you'd love to see changed: WHY would you like to see the perk changed? It's one thing to voice the result you'd ultimately like to see, but it's especially helpful to understand why a perk is causing friction for you.

    The main reason why I want perks to change is that they are simply not worth bringing or are very high risk with low to no reward. Like potential energy is great but it's only 20 charges that can be deleted if you get caught by the killer. Which is fine, there should be some risk to using it. But only 20 charges on a generator is way too low. Or really any chest builds since while they are very fun and neat since you guys have nerfed most of survivors items into the ground and added a bunch of map clutter to make the item pool worse they have gone from a niche build to always worse than just doing gens.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103132#Comment_4103132

    If you don't mind me being the annoying Question Guy™️ here, I'd love to dig into your point about invocations. Is there anything specific that stands out to you that makes them feel not viable?

    I love them, if you check the stats on Treacherous Crows it's probably just my match history!

    Weaving Spiders seems ok the main problem with the crows are the terror radius requirement and the heavy perk setup to work. I pretty much have to run Calm Spirit and Eyes of Belmont, so I really have 1 flex spot to work with. My friends refuse to use Calm Spirit so I'm the only bird friend in the lobby. Freeing up that slot with Elans idea could help, I never considered that idea but I worry that effect would be more powerful than the base perk itself so I think easing the terror radius restrictions would be a good first step.

    I actually would love to see escape rates on the Invocations and boons I think that could make for some great water cooler conversation

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103132#Comment_4103132

    If you don't mind me being the annoying Question Guy™️ here, I'd love to dig into your point about invocations. Is there anything specific that stands out to you that makes them feel not viable?

    Oh I can help answer the invocations question. They are high risk, high cost, for no real reward. Treacherous crows fundamentally does not work as a perk since when it'd be useful (in chase) the survivor is going to be setting the crows off instead of the killer. Also it being only two seconds is extremely short. The other issue is the requirement of needing a survivor in the terror radius because it could also be incredibly useful to see the killers aura if they are away from you but like it just does not work. Finally many maps just don't have many crows, like the new trickster map or the treatment theater. So not only are you wasting 60+ seconds doing the invocation for a perk that functionally does nothing but you also become permanently injured for the rest of the game making you a very easy target to tunnel out.

    Weaving spider on the other hand is slightly better but still runs into the same issue where even if you get it set up it's not worth being downed and easily tunneled out of the game. Saving 50 seconds on a generator is nice but ultimately even the worst players are likely to last at minimum an extra 50 seconds in chase (over multiple chases) if they have access to both health states. So you aren't saving any time on generators, you can't help out your team in any situation where you need two health states like trading hooks, and you can't last as long in chase, this is also assuming that you aren't found by the killer when doing the invocation or in a worst case scenario the gens are blocked and you just get nothing out of the perk but all the costs.

    So as we can see neither perk at even a cursory glance work in any scenario as both are more likely to get the survivor using them killed rather than help them survive. Even no mither is more likely to help someone since that can be paired with sabo or resilience, these perks just don't work on any conceptual level. The final nail in the coffin is the simple fact these take up perk slots which means it's taking up options from perks that are either better at the tasks these perks are for (fogwise/dejavu) or perks that are more fun to use since it's kinda boring to sit in basement and do nothing for a minute.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103132#Comment_4103132

    If you don't mind me being the annoying Question Guy™️ here, I'd love to dig into your point about invocations. Is there anything specific that stands out to you that makes them feel not viable?

    I went back and read all of the threads I could find that complained about Invocations to answer this.

    The sum of their parts far, far outweighs the benefits.

    -Being permanently broken is an absolute massive cost.

    -Having to spend 60 seconds on it is wasteful, that's a giant amount of time that you are unavailable to the team.

    -Going down into the basement is frequently out of the way (more time lost) and potentially very risky.

    So you have a survivor who is unable to help their team, the progress they get from the invocation(s) would be better spent doing just about anything else, if they get interrupted they are in serious trouble (or even caught coming out of the basement after a completion), and the reward for this is becoming exceptionally weak.

    The permanently broken is the most egregious and, bluntly, unappealing. The having to go to the basement is the most thematic and appropriate.

    Let me put it this way, if as a killer I had the option to make a survivor permanently broken at the cost of 10 gen charges, I'd consider it. If I knew that would take a perk(s) slot away from them, plus they couldn't do anything else for 60 to 90 seconds (Invocation + travel time), I think every killer would take that. It follows a trend that every now and then we get survivor 'perks' that do more to help the killer than survivors.

    To repeat a question I've said a few times in a different form - I'd love to know how the Devs thought Invocation perks were even close to viable.

    Edit to add: I hope Invocations get reevaluated, because they are a cool concept. But we're coming up on two! years since we got one. Honestly, I think the entire community believes they are a concept BHVR has abandoned.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470445/your-top-five-most-desired-perk-balance-changes

    I'm glad to hear you're excited for the upcoming perk changes! And thank you for kicking up this thread :) I'll keep an eye on it to pass feedback on to the team!

    For those of you responding, I'd love to know one thing especially about perks you'd love to see changed: WHY would you like to see the perk changed? It's one thing to voice the result you'd ultimately like to see, but it's especially helpful to understand why a perk is causing friction for you.

    Rework Hyperfocus, it's supposed to be a skilled perk but with stakeout the value from Hyperfocus is basically free and Hyperfocus is not affected by diminishing returns, this perk combo is very strong for gen rushing and matches could finish in less than 5 minutes even with full slowdown, it's really hard to win against a full team with those two perks without tunneling (those 2 are really the only problematic gen speed perks), a normal match should last at least 10 minutes.

    I would have said Stakeout but Hyperfocus by itself is often only used by subtle cheaters and if Hyperfocus remains the same perk without stakeout it would make it harder to identify and report cheaters.

  • Repressed Alliance - Allows survivors to unblock a gen once activated instead of blocking it.

    Lightborn - Remove the full invulnerability to blinds, change it to a much faster recovery rate (like Enduring for flashlight blinds).

    Smash Hit - Works on all stuns, so you can DS and zoom away.

    Borrowed Time - Instead of extending the basekit BT, bring back the unhooker protection from old BT.

    Gen Slowdowns - Add a global cooldown so you can't stack them any more.

  • @not_Queef said:

    Repressed Alliance - Allows survivors to unblock a gen once activated instead of blocking it.

    Lightborn - Remove the full invulnerability to blinds, change it to a much faster recovery rate (like Enduring for flashlight blinds).

    Smash Hit - Works on all stuns, so you can DS and zoom away.

    Borrowed Time - Instead of extending the basekit BT, bring back the unhooker protection from old BT.

    Gen Slowdowns - Add a global cooldown so you can't stack them any more.

    Light born is a very weak perk which has only one purpose, I rather use slowdown instead of it so it shouldn't get changed and the smash hit one is too crazy imo.

    Also the community manager asked WHY as well.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470445/your-top-five-most-desired-perk-balance-changes

    I'm glad to hear you're excited for the upcoming perk changes! And thank you for kicking up this thread :) I'll keep an eye on it to pass feedback on to the team!

    For those of you responding, I'd love to know one thing especially about perks you'd love to see changed: WHY would you like to see the perk changed? It's one thing to voice the result you'd ultimately like to see, but it's especially helpful to understand why a perk is causing friction for you.

    Hey,

    here are some perks that I think need to see a change. I also added a change-idea to every perk to suggest you how the perk would become better for the game while still being useful (I also don't like to criticies something without any suggestion of how could it be better). Sorry if it's a bit long but I wanted to make sure you get the point of why these perks need a change. I'm not listing perks that need a buff since that would be way too much but I wanna list every perk that is currently unhealthy for the gameplay-loop and therefore needs a change. I also tried to keep it brief by getting straight to the point, so let me know if I should go into more detail because the reason isn't clear.

    For the PTB Perks:

    (I will give my feedback to these perks in the PTB Feedback section as well)

    • No Where to Hide: The perk is just unhealthy since it completely removes the hiding-skill from the survivor while the game-sense-skills from the killer and that by just kicking a generator. On top of that, there is no limitation, requierement, or warning for survivors that the perk is in play. The insane part is also that the aura reading is around the killer's and not the generator's location. Back then, you made Ultimate Weapon based around locke's location because mobility killers got too much value from it but NWTH is fine with based on killer's location?
    • Rework idea: You start with three tokens and whenever you kick a generator, you lose one token and every survivor within 24meters of the kicked Generator will scream and reveal their aura to you for the next 5seconds. If you hook a survivor, you gain one token back.
      • This would make the perk much healthy because it gives survivors a warning that something is in play, it is no longer stronger on mobility than non-mobility killers and requieres a fair hooking-gameplay to keep the perk up.
    • Save the Best for Last: Revert the nerfs by bring it back to 5% per token and only losing tokens by M1 the Obsession but now it deactivates when within 12meters of a hooked survivor. The perk is nowadays rather useless but still unhealthy since it makes unhooks so much more difficult.
    • Vigil: This perk does way too much even at 40%, you just have to equip it to make over 30perks, over 70 add-ons weaker while buffing some already strong survivor perks even further and your teammates for free. That is just unhealthy. There should never be a perk that does so much stuff free.
      • Change idea: Turn it back to 30% or keep it at 66% but then make it a boon, since a perk that does so much should either have a limitation or just a decent effect.
    • Repressed Alliance: You said that the blocking timer will be increased which is actually a nerf and not a buff. Blocking a generator can be nice to avoid regression perks or a kick but the long duration also puts survivors in a bad spot by not being able to working on it.
      • Change idea: Reduce the timer to 20 seconds while keeping the needed progress to activate it.

    Survivor perks:

    • Shoulder the Burden: Giving survivors the ability to mess around with hook stages is just unhealthy due to many situations like the perk can be used when the killer is not tunnelling (hooking A, then B, then C, then A again but then D comes and takes a hook from D for free), giving a survivor a second chance for Deliverance, or make up for the mistake to let the hooked survivor reach second stage. If a survivor gets rescued by STB, they still have their DS and 15 seconds (soon 10 seconds) of Endurance to protect their rescuer. The only way to counter this perk is by tunnelling even harder or going for slugs. A single perk should never give one side so much power or decide how one side is forced to play to not lose to a single perk. Otherwise, this perk needs a rework since messing around with hook stages is just not healthy.
      • Rework idea: If you wanna keep the "take hook stage"-feature, then it should only work when a survivor gets hooked twice in a row but not when the killer is not doing that or that survivors goes second stage by teammates making that misplay.
    • Resurgence: This perk let's you get healed in four seconds for free while hooking takes the killer 10 - 16 seconds which is just stupid when you compared it. The only way to counter that perk is either by slugging or tunnelling but not by hooking different survivors. It also steals a lot of slowdown for the killer due to the fast heal. It's also insane that the perk Second Wind requieres a full heal with 20 seconds broken after unhook but Resurgence is just "unhook and get it for free lul".
      • Rework/change idea: Revert it back to 50%.
    • Self Preversation: Elusive is already an insane strong effect and survivors get it for free when a teammate gets hooked? It also counters 100% BBQ and Friends til the end, which are the healthiest perks in the game since they encourage hooking, leaving the hook, and go for a different survivor. Why gets the killer's value denied for free while encouraging the killers to rather tunnel or slug when their value means nothing due to a free perk.
      • Rework idea: Revert the rework.
    • Decisive Strike: That perk should deactivated when you get fully healed or when using Plot Twist since getting healed means no tunnel from the killer while Plot Twist forces the killer in a lose-lose-situation that the survivor wins for free. The perk would still be strong and makes tunnelling more difficult, but reducing the ability to abuse it.
    • Lithe: This perk should also give haste for 2seconds instead of 3seconds to put it more in line with requierement and value
    • Dead Hard: It's just an unhealthy design that when the killer can down a survivor, the killer has to wait a few seconds since their could be a DH in the pallet. Sometimes, you also in a lose-lose-situation when you could hit the survivor before the pallet but the survivor could also use DH. You also get it free by just getting hooked. Even when the killer avoids it, the free time it can give you by just being in the game is insane and when you hit the DH, you get so much value for so little.
      • Rework idea: Once you perform a conspicuous action, the perk deactivates. Endurance time is now one second
      • Background Player: Flashlight saves became so easy over time and Background Player made them - as well as pallet safes - even easier for free. It's just unhealthy gameplay design that a perk requieres no skill but can give you so much value and the value is not only the rescue but also making enough distance from the killer. This perk does way too much and encourage unhealthy gameplay design by encourage the killer to slug while taking skill on the survivor-side away.
        • Rework idea: Whenever you rescue a survivor from the killer's grasp, the rescued survivor gains 25% haste for the next two seconds.
    • Stake Out: The combination of Stake Out and Hyperfocus is just unhealthy since you can do a generator for free in under 50 - 60seconds with a toolbox. The unhealthy part is Stake Out since Hyperfocus at least requieres the skill to hit these great skillchecks but Stake Out removes the skill part.
      • Rework idea: Hitting a skillcheck shows you the aura of your teammates for the next 10 seconds, which is helpful to know which generators my teammates do or where the chase is happening.

    Killer perks:

    • Hex: Blood Favour: This is also an unhealthy perk because it removes the whole interaction between killer and survivor by blocking every nearby pallet for 16seconds (depending on the map, it's basically every pallet). Even though it is a hex perk, for just hitting a survivor, the value is way too much with the unhealthy aspect of removing the interaction and skill expression on both sides. In my
      • Rework idea: Turn it into a trap hex that once it gets cleansed, it blockes every pallet for a specific amount of timer. That would be much healthier why keeping the perk as a hex strong.
    • Dissolution: This perk is either completely useless on some killers or just stupid strong and uninteractive on other ones. Similar to Blood Favour, it removes the interaction and mindgame part of the game for free.
      • Rework idea: Whenever you hook a survivor, the perk breaks one random dropped pallet automaticlly. That would be a nice reward for hooking survivors and since it's random, it cannot remove any interaction part.
    • Spirit Fury: On its own, not that unhealthy but alongside Enduring, it is just an unhealthy combination since stunning the killer without getting hit, requieres skill and that combination removes the skill. It also encourage uninteractive gameplay by just predropping pallets.
      • Rework idea: idk honestly, but just a nerf to "break three pallets" will not be the solution.
    • Rancor: Making a survivor killable for free in the endgame and your soloq-teammates have no idea is just unhealthy and puts soloq in a disadvantage.
      • Rework idea: Whenever you hook a survivor, for the next 45seconds, you kicking, breaking, and vaulting speed is increased by 45%. Something like that would make the perk healthier.
    • Thrill of the Hunt: Cleansing the first hex totem takes so long and many killers have an easy time to push a survivor away from the totem, so they lose all of the cleanse-progress. This perk makes hex-builds so much stronger and basically on many killers unbeatable.
      • Rework idea: When your first chase beings, a dull totem ignites and becomes a hex totem. As long as this totem is active, you breaking, kicking, and vaulting speed is increased by 30% while the stun duration is decreased by 30%.
  • dead hard should last longer but have startup frames so it can't be used directly on reaction to a killer swing, rn its totally uninteractive on the killer's side