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What is truly the best killer perk? (Round 1) (Part 2)

Cheers
Cheers Member Posts: 3,426

The second part of round 1! One perk goes through! The other three are out! This one to me has a clear winner, but that's just my opinion.

What is truly the best killer perk? (Round 1) (Part 2) 43 votes

Agitation
90%
CamoRangerSeiko300CheersSpartagone45MegaWaffleDr_TrautsStrancolxEakonchokmusstang62UistreelAhoyWolfBrucecastro81anonymous31337pichumudkipLx_maliceRin_is_my_waifuandyollollollPlantCollectorHelevetin_nopee 39 votes
Bloodhound
4%
EnderloganYTeli_03 2 votes
Territorial Imperative
2%
Trulyfost 1 vote
Zanshin Tactics
2%
TrialByFire476 1 vote

Comments

  • Awkward_Fiend
    Awkward_Fiend Member Posts: 687
    Agitation

    The quality of the perks decrease the further down on this list that you go. Agitation is the best because it makes bodyblocking and sabotage harder.

  • Cheers
    Cheers Member Posts: 3,426
    Agitation

    That's just the luck of the wheel I guess.

    Can't wait till later rounds when it gets really hectic with mixed opinions.

  • Seiko300
    Seiko300 Member Posts: 1,862
    Agitation

    You're telling me Territorial Imperative is better than Zanshin Tactics? Fat chance, TI is pretty much useless outside of a basement build

    Zanshin Tactics on the other hand has a really nice use that helps you the whole game. You can know and anticipate where a survivor will try to go and from there herd them in other directions. You can know when you should lunge and when you shouldn't, etc.

    I'm sure there are even more uses for the perk that I haven't listed because I don't use it all that often, but I'm sure there must be some nutty combos out there like maybe Zanshin Tactics and Spirit Fury or something I don't know. I just know I for sure as hell wouldn't take TI over ZT

  • Awkward_Fiend
    Awkward_Fiend Member Posts: 687
    Agitation

    TI is somewhat useful since quite a few people will loot the basement chest if they don't have an item. Meanwhile Zanshin is only somewhat helpful on the first hit, and also doesn't help you for 30 seconds after the first hit. TI is absolutely nuts with a basement Demo build, and is good on any build focusing around the Basement, meanwhile Zanshin doesn't really synergize with any other perks that well, and doesn't slide into any build well.

  • Seiko300
    Seiko300 Member Posts: 1,862
    edited April 2020
    Agitation

    So you're telling me that TI is useful because a survivor will walk down to the basement to loot the chest there once? Bruh.

    Basement builds are not common at all to go up against because they're completely map dependent, and even then highly situational. If survivors do the generator closest to the basement first you're basically fuc*** because survivors won't ever be there on that side anymore, if they catch wind of what you're doing they'll also actively avoid that side of the map whenever possible. Not to mention, I have only seen maybe 2 demogorgons in recent history (though your experience may vary depending on rank, I am currently in red) and I myself don't play demogorgon (just not my playstyle as killer unfortunately) he's a killer that doesn't see as much use in comparison.

    Zanshin Tactics on the other hand is probably extremely useful on killers such as Deathslinger or Huntress, who might gain a lot of benefit for knowing the likeliest points or locations on the map where a survivor might be headed to next. Killers which are both used very frequently for different reasons, both have higher skill ceilings one of which is tried, true and tested to be viable in high ranks and is often placed in the high end of tier lists, as well as is Free for anybody to play and use as soon as they start the game and the other is the most recent killer introduced to the game and is incredibly fun and satisfying to use, even when you might not be winning your matches. Neither of these killers by the way, are locked behind a paywall, whereas the killer you mentioned is.

    Zanshin Tactics I think is useful in the same way I'm All Ears is useful, it provides you a kind of map awareness that helps you a lot more than you think it would in your chases, it's just not something you realize until you actually use it much like I'm all ears which is actually a legitimately good yet underrated perk. While I have it mentioned, I think I'm All Ears would probably synergize very well with Zanshin Tactics if you got a hit at a window or pallet the auras of vaults go out but the aura of the survivor turns on putting you in a very decent spot to hit the next strike.

    Zanshin tactics I feel has untapped potential and synergy that people don't know about just because it's newer and not that frequently used. Unlike Territorial Imperative which has no more room for growth and strategy because its effect is so limited, whereas you reap the benefits of ZT at all points of a match which is why it has a cooldown in the first place, and why yes it does slide into any build because it's a perk that stands on it's own just to help you generally overall in any chase.

  • Awkward_Fiend
    Awkward_Fiend Member Posts: 687
    edited April 2020
    Agitation

    They're both bad perks (hence why Bloodhound is above them), but due to the combo potential I believe that TI is better.

    Perks should either combo with other perks or the killers base power. Rarely are perks so powerful on their own that they're worth their slot individually. TI and Zanshin are not powerful enough to have that. Zanshin makes it easier to understand where pallets and windows are in the early game, but in late game you should theoretically already know where the majority are positioned. TI can combo well with one particular build, which is map dependent, I'll give you that, but so is Zanshin. Zanshin will see very little use on maps like Autohaven due to their loops being short enough to see over.

    Although Zanshin is new, and could potentially see some use come out over time, it has the same problem as Windows of Opportunity, except WoO is a better perk on survivor due to them not knowing which pallets teammates have thrown. After walking across the map, a killer should already know what tiles are on that route, and should also know where the potential windows and pallets are. You should also be able to have seen some of the pallets and window locations as well.

    I'd used Zanshin when it came out, on Trapper, Freddy, and Doctor. I used perks that I thought would work best with it. During all of those games, I never felt like the perk slot used by Zanshin was supplying enough bang for my buck. Meanwhile, while using TI on Demogorgon and Oni, I did feel like the perk was giving me more than enough info to justify running a basement build as a whole.

    Obviously, our opinions on this differ, but that's probably to do with playstyle more than anything.

  • Awkward_Fiend
    Awkward_Fiend Member Posts: 687
    Agitation

    I'd vote for Infectious Fright or Pop Goes as the best perk, but BBQ is a close contender.

  • EnderloganYT
    EnderloganYT Member Posts: 621
    Bloodhound

    more of a personal preference, but blood is hard to see and most of the time I can get to the hook within time soooo

  • Gnarly
    Gnarly Member Posts: 429
    Agitation

    Most of the time....this is why you should bring agitation

  • Seiko300
    Seiko300 Member Posts: 1,862
    Agitation

    Probably playstyle yeah, I almost never run basement builds (unless it's for an archive challenge) and in the situations where I am running one, I'm playing Trapper. So TI only provides some pretty redundant information that my traps should already provide in the first place, which would either catch survivors on various pathways toward the basement or possibly even once inside the basement. Or get disarmed in which case I still know exactly where they are and what they're trying to do.

    The same probably applies for Demogorgon however, I get that the aura reading would let you know immediately to teleport back but your base power already provides this information. If the Portal is active you're already able to receive this information via the Killer Instinct mechanic that is implemented into his power at base, which just like Trapper, makes this a completely wasted perk slot that could have been used for either a different perk that fits into a basement build or just a genuinely good perk like BBQ & Chili or Ruin or something.

    The only situation I can see TI being truly useful is with the other killer you mentioned - The Oni who doesn't have any of that kind of information but does have a quick way back using Demon Dash while in Blood Fury. But again, that's just one killer and to recap ZT is more useful on more useful (or fun) killers such as Deathslinger or Huntress, you could also probably throw in the Clown in there as well it would be very important to know where you want to throw your bottles to be most effective and where you want to herd survivors, and TI provides redundant information that you should already be getting from killers like Trapper or your own example Demogorgon, making it a completely wasted perk slot. I just cannot fathom how this is even a contest

    and while sure, I'll give you that Zanshin can also provide information that you as a killer should already know as the match has progressed, I would point out this is only true for more experienced players (like you and me who are capable of having this nice little back and forth on two really meh perks). Perks like WoO and ZT are far more effective in helping new players who don't have the map locations memorized much less the individual tiles that exist on them, knowing where they should run to next or in the killers case, anticipating where the survivor will run to next so they can adapt their strategy accordingly. A new player trying to figure out the inner workings and mechanics of The Nurse (who has arguably the highest skill floor of any killer in the game) would gain a lot of benefit of "here's a survivor, he's running in X direction there's a pallet right there so I'm going to blink right next to where I know the pallet is so when he runs through I can very easily catch him on the other side"

    And these mini thought processes about how to approach a chase that I just detailed are true for multiple killers now that I've mentioned beyond my original examples. Deathslinger and Huntress sure "he's running through the corn and I can't see him but I see there's a pallet right ahead of him so I'm gonna aim for the pallet and hopefully that's where he's running to - OH! I got him!!" but also the Clown who needs to be able to herd survivors by throwing bottles in areas he wants to discourage them from going to, as well as slowing them down on their progress to the next loop, ZT would give a (especially a new clown) information on where these areas are so he's not wasting his bottles throwing them haphazardly forcing himself to waste time reloading. Or a Nurse who I already mentioned before, these are killers with which ZT synergizes very well with their power.

    But sure, I'll relent to agree to disagree on the basis of probably different playstyles, and the fact both these perks kinda suck (though one more than the other imo, but that's besides the point) Bloodhound is easily better than either and is sort of a guilty pleasure for me to run just like I know Shadowborn is a guilty pleasure for other killers. Neither of those perks are good by any means, but they're so satisfying to run and provide effects that are really nice to have in your back pocket.