Very simple perk buffs
Because BHVR seems to have expressed interest in at least doing very simple number changes to perks because they are quick to do and require little resources, I decided to go through a bunch of perks and draft out a bunch of changes that (this will almost certainly never happen) BHVR could just copy paste if the devs agree with them. Perhaps some of these perks will be addressed in the upcoming 45 perk update, but I guess we'll see then if I suggested any changes they thought of as well!
As much as I would like to suggest other changes (one example is a perk like Head On giving aura reading on the locker the survivor is in) I will do my best to restrict myself to simple number changes or perhaps removing certain functions without changing or adding new functions. I will also be focusing specifically on perk buffs, and I will be trying my best to hit outliers in usage rates on NightLight and perks the community seems to agree are extremely weak. Please note that this is not a list of ideal changes, for many of these they are easy ways to temporarily change the perks to make them at least a bit more useful before their ideal changes can be done.
SURVIVOR
- Road Life - If easy, remove the injured and not broken requirements. If that isn't easy, reduce the requirement from 4 Tokens to 2 Tokens and increase the heal speed bonus from 100% to 200%
- Teamwork: Toughen Up - Increase the range from 24m to 32m, increase duration from 30s to 60s
- Better Than New - Increase all buffs from 16% to 30%
- Rapid Response - Decrease exhaustion on exiting a locker from 20s to 5s, increase aura reading duration from 2s to 6s
- Teamwork: Collective Stealth - Increase range from 16m to 24m
- Invocations (in general) - Decrease invoking time from 60s to 45s
- Invocation: Treacherous Crows - Increase the aura duration from 2s to 5s
- Rookie Spirit - If easy, remove the skill check requirement. If not, reduce the requirement from 3 skill checks to 1
- Cut Loose - Increase the reactivation window from 6s to 10s and reduce the cooldown from 45s to 30s
- Come and Get Me! - Increase range from 24m to 32m and increase duration of all effects from 15s to 30s
- Visionary - If easy, remove the cooldown so it is always active
- Hardened - If easy, remove either the totem or chest activation requirement to make it just one. If that isn't easy, increase the aura duration to 7s
- Low Profile - Increase duration from 90s to 120s
- Specialist - Increase progress per token from 4% to 7% and decrease maximum Tokens from 6 to 3
- Still Sight - Increase range from 24m to 32m
- Teamwork: Power of Two - Increase range from 16m to 24m
- Deadline - Buff the increased rate of skill checks from 10% to 15% and increase the failed skill check protection from 50% less progress lost to 80%
- Parental Guidance - Increase duration from 7s to 10s
- Friendly Competition - Increase repair speed buff from 5% to 10%
- Teamwork: Soft Spoken - Increase effectiveness from 25% to 33% per survivor and increase repair speed bonus from 5% to 10%
- Teamwork: Full Circuit - Increase effectiveness from 25% to 33% per survivor and increase repair speed bonus from 5% to 10%
- Light-footed - If easy, remove cooldown. If that's not easy, reduce the cooldown from 10s to 5s
- Boon: Dark Theory - Increase from 3% haste to 4% or even 5%
- Calm Spirit - If easy, remove speed penalties. If that isn't easy, decrease speed penalties from 30% to 10%
- Spine Chill - Buff speed increases from 6% to 20%
KILLER
- Hex: Overture of Doom - Increase duration from 30s to 60s
- Hoarder - If easy, remove range limitation. If not easy, increase range from 64m to 128m
- Wandering Eye - Increase range from 20m to 28m and decrease cooldown from 30s to 20s
- Human Greed - BHVR if you're listening add more base chests in matches for both sides' niche perks like this one
- No Quarter - Increase broken duration from 30s to 90s
- Undone - Increase number of tokens gained per missed skill check from 3 to 10
- Territorial Imperative - Increase aura duration from 6s to 12s and if possible remove the cooldown and just have it trigger on any survivor entering basement (if not, reduce cooldown from 45s to 10s)
- All-Shaking Thunder - Decrease fall requirement from 1.25m to 1m and increase duration from 25s to 30s
- Ravenous - Increase duration from 60s to 80s
- Shattered Hope - If easy, remove the range limitation and let it be applied to all survivors. If that's not easy, increase aura duration from 8s to 16s
- Septic Touch - Increase duration from 30s to 60s
- Cruel Limits - Increase duration from 30s to 45s
- Unbound - Increase activation window from 30s to 60s and increase haste from 7% to 10%
- None Are Free - Increase duration per Token from 16s to 24s
- Blood Echo - Increase duration from 30s to 45s
- Bloodhound - Buff duration increase from 4s to 10s
- Game Afoot - Increase haste from 7% to 10%
- Dark Arrogance - Either remove the stun/blind increase or reduce it from 15% to 5%
- Help Wanted - Increase effectiveness from 25% to 30% and increase duration from 60s to 90s
- Hex: Two Can Play - If easy, remove the stun/blind requirement. If that's not easy, reduce the requirement from 2 stuns/blinds to 1
- Shadowborn - Increase from 10% haste for 10s to 20% haste for 15s (it would be such a funny perk)
- Unrelenting - Increase effectiveness from 30% to 50%
- Hex: Nothing But Misery - Decrease basic-attack requirement from 8 to 4
- Stridor - Buff from 25% breathing noise and 50% grunts of pain increase to 40% and 70% respectively
- Beast of Prey - Increase duration from 40s to 60s
That makes 25 survivor perks and 25 killer perks. I'm well aware some of these might be too little, and some of these perks are honestly beyond saving in their current forms. If you have any suggestions for things to change or perks to add, please let me hear it! If I agree or even if I don't agree but your suggestion gets received positively, I'll edit the post to include it.
Comments
Unbound my beloved, it was meta for so short and felt pretty nice to get hit while vaulting shack on weak killers.
I agree with those buffs, a lot of these perks are likely getting buffed in that patch with a lot of balance changes, especially unbound.
If some of them don't get buffed they can still get buffed in future chapter.
Honestly I'll probably be referring back to this post to see what perks they changed that I also wrote down and see if they did a similar change. If they're doing proper changes then it might be a lot of different perks and different changes, but if they're just focusing on number changes I hope a fair number of these will be somewhat reflected in the update
good changes. Id love a little more time to enjoy None Are Free
Reading some of these over and there's still a few issues I can see from survivor side.
Deadline's problem comes from the injury requirement, remove that and the perk will be perfectly fine.
Rapid Response just needs an entirely new effect or to make the aura reveal much longer. Like 3 seconds of killers aura is almost nothing considering you'll typically get exhaustion in chase and can literally see where the killer is most of the time. Maybe upping it to ten seconds would make it more viable.
Treacherous crows needs to give everyone the calm spirit effect at minimum, the duration is not the issue but the fact the perk literally cannot be used in chase ever which is also the only time it can really be used due to the tr requirement.
Low Profile also needs a different activation requirement as it's only useful if you are planning to rat and in that case sole survivor is already so much better in every way. I'd change it to when all other survivors are dying, on hook, or injured. That way it's actually possible to use as everyone is being injured is at least semi plausible rather than the circumstances of everyone being dead or dying especially given how weak the actual effect is.
Specialist could probably be increased to 7~8%, chest builds are horrible and in dire need of buffs. An extra 1% is not going to make this perk usable since it still requires you to be in a 4 man swf with everyone bringing coins and seriously there are far worse things a coordinated 4man can do besides a chest build.
Teamwork soft spoken has the same issue as technician where it does nothing to reduce the sound of the generator itself which makes it fundamentally useless as any killer with a brain is going to hear the gen with a ton of progress and kick it. Changing it so it just makes the repair sound and generator quieter would be the only way to make this viable.
I agree with a lot of these, however a lot of these change how the perk works and as my post says I restricted myself to only changing numbers and perhaps removing functions, not adding or changing them. If the change to the perk includes some kind of functionality change or addition, then it's something new that needs to be coded and it's no longer a quick and easy change. As I said in the post, these are not ideal changes for these perks, a lot of them are just temporary before they can properly be given the time needed to put them in their ideal state.
As for the other suggestions:
I did not propose removing the injured requirement of Deadline (if that is even an easy change) because that means it's permanently active, which could be concerning with Hyperfocus + Stake Out builds. As Deadline is now, it is mainly used in conjunction with Autodidact so I elected to just buff the numbers. Honestly don't know what the ideal state of this perk is even supposed to be, maybe removing the injured requirement would be fine if they fixed the Hyperfocus issue.
There are actually a fair amount of high skill players that swear Rapid Response is a decent perk, as it gives you aura on the killer on demand if you run it with something like Lithe or Dramaturgy along with Eyes of Belmont. However, I think even taking Eyes of Belmont into account, this perk definitely could be 6s or so which is a nice middle ground.
For Specialist, I agree that it could be a little bit higher, although I would be scared about putting it as high as 8% even if it's only powerful in a goofy chest build, especially when there is the possibility of making a generator permanently 48% done with one skill check. I think I'll put it up to 7% which already almost doubles the value, while reducing the max Tokens to 3 so that only 21% can be deposited at a time, which is similar to the current 24%.
For deadline, I'm gonna be honest with you, it does not matter. Thanks to diminishing returns the increased skill check bonus is not going to be that much. It's just make other perks like autodidact or scavanger more viable since honestly I can't imagine most people will even be able to hit deadline hyperfocus skillchecks.
Rapid Response is bad, I'm sorry but if you want info on the killer scene partner or alert outclasses it so much. Like listen to what your saying. For it to be viable you need to run eyes of belmont, when you can just… run two different perks to get a good effect instead of two perks to get one good effect.
And Specialist would be fine. Spending like two minutes to open every chest around the map to get a lot of progress on one generator is fine. There should be alternate playstyles that are actually viable. Like, think about if there was a killer perk that reduced the amount of progress needed on a gen by half but it took a survivor out of the game for the first two minutes of the match. I promise you that would be meta instantly.