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There are many Survivor perks that need some changes, so in this video I went over quite the handful that could use some buffs/nerfs/reworks! Let’s discuss Survivor perks in Dead by Daylight!
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I have some wacky changes for perks:
Wake up
Along with the gate speed, once gates are powered , all status effects are removed or cut their duration by half, instantly wakes you up, now wake up wakes you up, the removal is done before other perks, this way you can't just pair it up with adrenaline to get no downside.
Buckle up
I like your idea but I feel like it just encourages getting people up infront of the killer with no downside, my idea, adding a Guardian like effect over it,
Along with the live perk abilities, once the survivor from the dying state is healed, the survivor gains haste, leaves no pools of blood and no scratch marks. This paired with the aura reading, makes the perk encourage running away and hiding from the killer when healed, essentially giving some breathing time.
Left Behind
I hate perks that rely on dead teammates but I think this is a healthy change to at least make the perk work once per one train wreck of a match
Once everyone is fucking dead, you gain the ability to see the hatch within 32 meters (live) , and you gain 200% gen repairing speed, essentially telling hatch campers hungry for their 4k, that their camping was useless and a waste of time, it's also just the "Left for Dead achievement perk" which I didn't plan on actually creating that but I did.
Now your ideas I don't think are good. But I understand where you're coming from.
Dead Hard
I think it shouldn't be a perk on dodging and negating damage, I-frames should be removed, making it solely a distance perk, the I-frames can negate several killer abilities, like breaking every set-up a Trapper created. Maybe making it have a longer exhaustion timer would make it a good downside.
Mettle-O-Man
I think the exhaustion change would make every rare species of mettle-of-man users go extinct (like me), it's essentially telling all your work will now handicap you for the entire trial.
Lightweight
I think taking away a somewhat reliable short loop tracking is bad, the amount of times I've caught survivors solely due to their footsteps is immense, even though it's 50% less noise, it shouldn't be a thing.
Adrenaline: Makes sense
Autodidact: Makes sense
Buckle Up: Sounds good, but also reveal the Healing Survivors Aura
Dead Hard: If you want to dodge a hit, use Endurance, otherwise keep the distance aspect
Flip-Flop: Sounds good
Hope: Makes sense
Iron Will: Makes sense
Lightweight: Sure
Mettle of Man: Have Exhaustion reset on Hook and Exhaustion clear stacks
Poise: Sure
Saboteur: Nice QoL
Self-Preservation: Sure
Sole Survivor: Yeah, this is an odd one given that the game really isn't about being the last one standing.
Mettle of Man giving you one extra health state super easily (you could literally get and use it on the first unhook) while not letting you ever use any exhaustion perks seems a little too much. I'd change it to 5/4/3 protection hits/safe unhooks, instead of revealing your aura when healthy you're always exhausted, and instead of deactivating when you get downed, it deactivates when you get hooked.
Until you have mettle you can still use exhaustion perks, there's a hard limit where it can only give you endurance 3 times (before first hook, after first, and after second), and it's still easier to get than it currently is
Sole survivor that's a little underpowered compared to essentially never having your aura read. Maybe if it blocked for 1 minute when one dies, 2 (or 2 1/2) minutes the second, and 3 (or 5) minutes the third time
FYI the adrenaline wake up feature is a reference to the movie, they used adrenaline to wake up i believe.
I think the dead hard change would be a good change, it would still give the ability to make it to a window or pallet (if you dodge a hit). But without the ridiculous over utility of being the best counter to every killers power while at the same time being op against m1 killers providing distance in order to connect loops that is essentially uncounterable for the killer, while also providing a free (oh I got mind gamed, quick press e and extend chase for free).
New iron will tooltip: when you are injured by the killer you no longer require oxygen (why would you need oxygen you haven’t got any blood bro?)
My suggestion for DH is for it to instantly cancel as soon as you hit anything, I.e a pallet or the killer, so tou can't just dh into a window and then vault it after the killer misses for no reason
Anna be a 🅱️irgin
I think the mettle of man change would be good if it had either exhaustion for the rest of the match OR only activate once per match, both of them together seems like too much of a negative to be worth using.
Well, you are worse than Satan, but for trying to get Pills nerfed :3
A lot of great ideas!!!
Dead Hard – You kind of mentioned a hinderence status type of effect, I would say the unable to interact with pallet and windows would be enough.
Mettle of Man – No one really uses No Mither because it has perma broken status. Exhaustion for 60/50/40 would be enough. I would say keep the 3 stacks but gain a stack from healing a survivor other than yourself, or safe unhooks. (As I think about it) Safe unhooks would probably be better, so you can't abuse the healing stacks. Just need to make it a little easier to gain stacks and not throw the game trying to activate it. Replay-ability is what makes perks fun.
Saboteur – Would be better if it got a 7% Haste, imagine if it stacked with Break Out xD (my survivor main is showing)
Hope – great fix. Love Stacking this with Adrenaline for some great marathon running
Sole Survivor – sounds like a great counter perk for BBQ in the end game/ hatch race.
I’m fine with most of these except the Mettle of Man changes. Even when removing the synergy with exhaust perks, making a literal third health state as easy to activate as taking a hit during an unhook is incredibly strong and would feel like absolute trash to go against. Imo Mettle only needs three simple changes:
1. Remove the drawback of having your aura revealed to the killer that occurs after healing once the perk has activated.
2. Once you’ve used the perk, right now you can only accumulate tokens to use it a second time once the perk has “deactivated” which only happens upon entering the dying state after using it. Remove this condition and let the user go back to reaccumulating tokens as soon as the perk has been used.
3. Allow the Endurance caused by Mettle of Man to protect you from being instadowned while healthy.
I REALLY like the idea of your poised buff! Currently I only use it for stealth builds and stack it with adrenaline and dark sense, but if it was changed to how you want it I’d honestly use it a lot more!
I want them to buff Ash's perks so that people actually play/buy him so we get more cosmetics. Also, I want a perk that prevents you from coughing.
I think a better change for Buckle Up is that it gives like a mini 3 second soul guard to people you pick up, but this is only so that it has counterplay for the killer (just wait 3 seconds), but will still likely catch them off guard the first time like Soul Guard.
Also not a huge fan of the Mettle of Man suggestion, as someone who is a Mettle of Man enjoyer I recommend using Overcome + Mettle of Man + A healing perk so that you can take a protection hit and heal safely. As someone who can get the perk to activate basically every game even in SoloQ, the main problem with the perk is actually that unless you use OoO, it debuffs you until the killer comes and hooks you. If you are on death hook (and Mettle of Man usually activates late game), this is REALLY bad.
With Flip-Flop, that's straight up better Unbreakable… kinda.
If you were to get slugged, and then recover 99% with Unbreakable, you can then get picked up and stun the Killer by wiggling off. Making it better than Unbreakable alone.
Only time I'd see Unbreakable being better is when the Killer can mori you or something.
Just a thought.
yeah, there's something obviously flawed about your proposed dead hard nerf.
if there were a stagger after using it, paired with a non-interactable period, that'd be time spent making no distance from the killer, and they could easily catch up and kill the survivor; dead hard would essentially become a suicide button.
what's the point of it existing then?
if DH were to allow you to move normally after use, but disable you from ANY pallet or vault interactions for 2 seconds, it could still be used for evasive moves, without feeling frustrating and uncounterable for killer
"You're obviously a survivor main"
My brother in christ he literally has THE FUCKING LEGION AS HIS PROFILE PICTURE
says mettle of man is only used in Niche builds, changes it to be more niche
A buff idea I had for visionary is to be the survivor equivalent of Fuming Mixtape/All seeing where generators aura is determined by how much progress they have.
I think taking away the ability to use pallets or windows after using deadhard for a short amount of time is great.
Most times i know someone is going to deadhard. But if i dont swing they're gonna make it to the pallet/window.
I would just wish there was more fun Perks. Perks that can actually be pretty strong in the right circumstances like plunders or head on.
Do the same with the killers
Lightweight used to cause scratch marks to disappear sooner, by about 3/4/5 seconds. But BHVR changed it, for some reason.
They said it made it too hard for the killer to follow or some stupid reason like that, honestly stupidest decision they've ever made.
I was like "Okay decent change to mettle of man" …. "Perm exhaustion effect"… nvm