Simple Bad Survivor Perk Buffs
Many perks need to be buffed, and many of them can be in very simple ways. Survivor perks should be around botany power level or higher. That is to say: useful, but not game-warpingly powerful. If it is game-warpingly powerful, it needs to be a counter to certain "less admirable" strategies such as camping and tunelling. Here's a list of survivor perk buffs I would make that I compiled with a friend. (This doesn't include all bad survivor perks, as some of them we were quite conflicted on.)
No One Left Behind: Gain 50/75/100% bonus bloodpoints for actions I'm the Altruism category. Gain a token for each completed heal, safe unhook, or protection hit (up to 4 tokens). Each token increases the speed of altruistic actions by 4%. [While increasing altruistic action speed end-game is a cool idea, we felt that having it increase in power the longer the game goes makes it more flexible and useful. And who doesn't love bloodpoints? This also promotes survivors to not sit on gens, as they would be getting points from healing, so this is indirectly good for killers as well.]
This Is Not Happening: Great Skill Checks are 10/20/30% bigger when injured, exposed, or in the killer's terror-radius. [Having to be injured is cool, but it's too niche. Including the exposed effect and in terror radius as alternative conditions also fits the feel the perk is going for (Which is working on gens while panicked, and in a dangerous situation)]
No Mither: Grunts are reduced by 50/75/100% while injured. You do not spawn pools of blood while injured. Grants the ability to fully recover from the dying state. Upon becomimg injured, you gain the broken status effect. The status effect is hidden from the killer. You gain 50/75/100% bonus points in the survival category. [I think this is honestly a no brainer. Starting in the injured state and showing the broken effect is too much of a give away to make it viable, and if this is supposed to be a hardmode perk, it absolutely needs to have extra bloodpoint gain of some kind as a reward.]
Deja Vu: All generator auras are shown for 40/50/60 seconds at the start of the trial and after a gen is completed. Generators that are being worked on while Deja Vu is active become highlighted in white. [This makes it like a reverse Better Together, and promotes objective completion, while not directly increasing the speed of repairs.]
Up the Ante: For every injured, downed, hooked, or dead survivor, gain 2/3/4% increased healing, sabotaging, and gate opening speed for all remaining survivors. [This is the counterplay to Thanatophobia that we feel is needed in the game, while not making Thanatophobia useless.]
Open-Handed: Increases range of aura reading for all survivors by 10/20/30 meters. Auras last 5 seconds longer.
Saboteur: Sabotage hooks at 25/50/75% speed without a toolbox. Hooks stay sabotaged for 30 more seconds. 20% increased effeciency at sabotaging with a toolbox.
Buckle-Up: Recovery progress of dying survivors can be determined by the intensity of their auras up to 128 meters. When put in the dying state, all other survivors can see your recovery progress by the intensity of your aura. After healing someone from the dying state or being healed from the dying state, all survivors who participated in the action (including the downed survivor) see the killer's aura for 4 seconds.
Flip-Flop: While in the dying state, 100% of your recovery progress is converted to wiggle progress. This perk deactivates upon stunning the killer by wiggling-off. [Currently, it's an anti-slug perk; however, it's too weak. Making it a much stronger, but 1-time use perk makes it feel more powerful and fun, while still being niche.]
Mettle of Man: Requires 2 Protection hits instead of 3, and no longer has a downside of the killer seeing your aura. [Let me be the MoM of my team ;)]
Hope: When a gen is completed, gain a 2/3/4% haste effect for 10 seconds. When exit gates are powered gain a permanent 4/5/6% haste effect. Stacks with other haste effects. [Don't like NoED but are too lazy to do totems (or playing solo)? Well have we got a perk for you! With this haste effect, you shouldn't be getting hit at all!]
Wake Up: Every 30 seconds the perk will activate, cleansing you of Hemorrhage, Blindness, Mangled, Hindered, Cursed (Cursed = Hex perks. This doesn't affect ruin, as that is reapplied upon every skill check.), and wakes you up. You are immune for 1 second to these affects after being cleansed. [We decided that it would be better to just scrap its old effect as the gate opening speed would either do nothing, or feel bad to play against. We preferred to give it the flavor of waking up from microsleeps like in the movies (those microsleeps being translated into certain status effects).
Vigil: You and all allies within 8 meters recover from the exhaustion and exposed status effects 100% faster. Effect persists for 15 seconds upon exiting the range.
Calm Spirit: You overcome the urge to scream. You do not scare crows. Your breathing and footsteps are 50/75/100% quieter.
Technician: Reduce gen repair noise by 10 meters. Upon failing a skill check, a second skill check appears. If you succeed in hitting the second skill check, the generator does not blow up. [This makes the perk less rng, and more about allowing survivors to get good at skill checks, rather than sometimes not being punished for missing one]
Autodidact: Now works with medkits. Starts at a -15% progress penalty instead of -25%. You have a 15% increased chance of triggering a skillcheck while healing others. [(The description is too long for such small changes, and as such, I didn't write it out.) It shouldn't take 3 skill checks to then adfterwards get a benefit out of this perk. Healing is already time not spent on gens. The downside is too harsh to make the stacking worth it. Making the perk good also gives a better use to all the "increased skill check odds" add-ons for medkits.]
Pharmacy: You search chests 50/75/100% quieter and faster. Every chest searched yields an emergency med-kit. [I don't see why this perk only works once. If this is supposed to be an alternative to perks like self-care and botany knowledge, it needs to be more consistent. Making every chest be a green medkit allows you to always have a medkit at the ready, and because you need to search chests instead of doing gens, it is completely fair.]
Solidarity: Works with medkits. [This is probably the only change the perk needs. You could increase the conversion rate, but that might push it over the edge by shaving off too much time from healing.]
Poised: After a gen is completed, you leave no scratch marks for 6/8/10 seconds. If you completed the generator, you also gain a 2% haste effect for 6/8/10 seconds. Stacks with other haste effects.
Resilience: When injured, exposed, or in terror radius, increase action speed by 3/6/9%. [This honestly might make the perk too strong at red ranks, but the percentage might be too small, and promotes aggressive play rather than hiding.]
Comraderie: While on hook, push the active ability button to pause the hook timer for 20/25/30 seconds. The perk can only be used once.
Kindred: (Make current kindred base.) Upon reuniting with a survivor, see their aura up to 128 meters away for 15/30/45 seconds. The timer does not deplete until you are 16 meters away, and is refreshed upon reuniting once again. [Current Kindred should be added if they ever nerf survivors again, as solo survivors should be buffed to have the same info as SWFs if they wish to balance the game around SWFs. This new idea gives a fun mini-game of refreshing it by regrouping with fellow survivors and promotes cooperative play.]
Lightweight: Your scratch marks disappear 1/2/3 seconds faster and you slow vault 20% faster. [This cements the perk as something for stealthier survivors while adding another use.]
Breakdown: Upon unhooking yourself or another survivor, or being unhooked, the hook is immediately sabotaged.
Stakeout: Being in terror radius or looking at the killer gives you a token, up to 6/8/10. Upon hitting a good skill check, a token is consumed, and the good skill check becomes a great. [Stakeout is fun to use, but it doesn't have a high enough maximum, and is countered by stealth killers or being on a large map. Adding the "looking at the killer" option allows you to continue to use the perk, but requires more aggressive and dynamic positioning.]
Aftercare: Remove the downside from being hooked. [This would make it a viable alternative to Empathy and Bond, as it's more powerful, but you have to work for it.]
Better Together: Increase generator aura from 32 to 64 meters. [Currently lackluster, but increasing the range to be larger than a terror radius will actually give survivors information.]
Distortion: Increase stacks from 3 to 5. [It's an interesting niche, it just needs to work more often for it to be good.]
Fixated: Remove the uninjured condition. [It's Urban Evasion all over again].
Second Wind: Changed to require completing a heal action rather than getting the equivalent of a full heal. Now works with Deliverance. [Deliverance and Second Wind would be a fun combo but not broken at all, as it would require unhooking and completing a heal.]
Inner Strength + Small Game: Adds a totem counter next to your perks. [This either needs to be base, or be on every perk that interacts with totems now and in the future.]