Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
A list of survivor perks and why they're badly designed
I'm not including any of the meta nonsense, (Adren, DS, ect), since they deserve a post of their own.
Calm Spirit - Stops you from alerting crows and screaming from killer perks and powers.
The former effect is highly situational since crows are only useful to the killer if you aren't on an indoor map, are within eyeshot of the killer and they are experienced enough to track you. The latter is plain useless if you aren't against a killer that can make you scream. The perk design of countering specific killers is outdated.
This perk is too situational.
Streetwise - Reduces item consumption rate by 25% and for those around you.
Even before the changes to med-kits and toolboxes this perk wasn't very useful. But now it's just useless. At most it adds a second or 2 of extra uses from your item.
This perk is extremely weak.
Sole Survivor - Reduces the killer's aura reading range on you by 24 meters for each dead survivor.
For relying on your team dying this perk's effect is extremely lackluster. Even when combo'ed with Object of Obsession, everyone else must be dead for the perk to be useful. And even then all you can use it for by that point is to play chicken with the exit gates or look for the hatch with a key.
This perk is too situational.
Object of Obsession - Shows your aura to the killer, and their aura to you, when looking in their direction within a 72 meter range.
At worst this perk gets you tunneled out of the game immediately. At best you inform your squad about the killer's position the entire game and escape within 5 minutes. The ability to consistently find out where the killer is, is a terrible idea.
This perk is either too weak, or too powerful.
Technician - Reduces the noise of your generator repairs by 8 meters and gives you a 50% chance to not alert the killer when failing a skill check.
The former effect is slightly useful when repairing generators that are out of the way or on different floors. But the later effect is rng based and ideally isn't even needed if you don't fail skill checks. A skill that most survivors should have.
This perk is too weak.
No Mither - Makes you permanently injured, removes your bloodstains, reduces your grunts of pain by 50% and allows you to fully recover from the dying state.
This "challenge perk", (which in of itself is a stupid oxymoron), does nothing but make the game easier for the killer. The massive downside of always being 1-shot is not nearly counterbalanced enough. The killer will see your broken symbol and hook you as soon as you are downed. Making recovering impossible unless in very specific circumstances.
This perk is ludicrously weak.
Wake Up - Shows the aura of exit gates to your team when opening them and increases your opening speed by 15%.
This perk has only one use but has very minor benefits to applying that use. 15% extra opening speed is very small and the knowledge given to your team mates is only useful if they don't remember where the giant, glowing gate symbols were when the final gen was completed.
This perk is too weak.
Vigil - Speeds up the recovery of certain status effects for you and anyone within 8 meters by 20%.
When exhaustion ticked down while running this perk was very useful. But ever since that change it has become very weak. Most of the killer's methods of giving status effects are either permanent or not affected by Vigil. If it reduced the duration of Exposed, maybe it would be helpful.
This perk is too weak.
Stakeout - After staying in the killer's terror radius for 15 seconds gain a token, up to 4. When you next land a good skill check, a token is consumed and it becomes a great skill check with 1% extra progression.
This perks benefit is negligible. At best, you gain slightly more progression than normal. Simply being able to get great skill checks consistently makes this perk useless.
This perk is too weak.
Windows of Opportunity - Shows the auras of pallets and windows within a 20 meter range. Goes on cooldown for 20 seconds if you vault or drop a pallet in the chase.
This is the first perk on this list that has an actually good effect! Unfortunately, it also has an unnecessary cooldown. Why would this perk deactivate for 20 seconds when in a chase, a situation that you most benefit from having it? Being able to see pallets and windows consistently is not OP and shouldn't be hindered this way.
This perk has a pointless cooldown.
Autodidact - Getting skill checks while healing someone now gives tokens, up to 5. At first these skill checks regress healing by 20%. Then progress by 80%.
This perk would actually be good if it weren't for the inconsistency of skillchecks. Sometimes you can get most of your tokens in a single heal. Others none at all. I'm honestly baffled as to why Ruin was nerfed for this reason but this perk was untouched.
This perk is too inconsistent.
Distortion - Gives you 3 tokens. Each time that the killer would have seen your aura, a token is consumed and you become immune to aura reading and leave no scratch marks for the next 10 seconds.
The effect is useless if the killer doesn't have aura reading perks. And even then, there's no way to replenish tokens. Getting 1 back off a safe un-hook would be enough to make this perk decent. But until then it's very underwhelming.
This perk is too weak.
Solidarity - Healing another survivor while injured heals you as well at a 50% rate.
This perk could be good, but it relies on too many factors for its worth. You have to be injured, find someone else who is injured, then heal up without the killer interrupting you. It's too uncommon to have all of these things happen at once for the perk to be worth its slot. It needs something more.
This perk is too situational.
Poised - After a generator is completed you leave no scratch marks for 10 seconds.
A weak effect that is highly situational. You have to be hiding from, or chased by the killer when a gen pops for it to be useful and you have to be somewhere that you can juke around. It's simply not worth the slot.
This perk is too weak and situational.
Flip-Flop - Your recovery progress in the dying state is converted to wiggle progress at a 50% rate, up to 50% wiggle progress.
Absurdly situational. The killer has to leave you on the ground for long enough for you to recover to 95% and not be close enough to a hook so you can wiggle free. Why is it not just a flat conversion of recovery progress into wiggle progress? Why the hell is the 50% reduction even there!?
This perk is ludicrously situational.
Buckle Up - Allows you to see the recovery progress of downed survivors in the form of their aura turning white at a max range of 48 meters. After helping up a downed survivor, you both see the killer's aura for 6 seconds.
Another super situational perk that relies on the killer just leaving a survivor on the ground and not doing anything to stop them getting back up. The extra aura reading might be helpful if it was longer than a mere 6 seconds. Also the 48 meter limit is extremely arbitrary.
This perk is too weak and situational.
Mettle of Man - After taking 3 protection hits, the next hit you take while injured will not down you. After healing up after taking a non-fatal hit, your aura is shown to the killer until they are within 16 meters. Getting downed after healing up will reset this perk.
Why are all of Ash's perks so absurdly situational? Getting MoM to procc is a victory in of itself. It's so difficult that most of the time you have to actively throw the game just to activate it. Why did the devs remove safe unhooks counting towards the activation? I will never know.
This perk is too weak, too situational and not groovy in the slightest.
Baby Sitter - After you unhook a survivor, they leave no scratch marks or blood for the next 8 seconds. During that time you and the killer see each others auras for 4 seconds.
A weak effect that only matters if the killer is trying to tunnel, not too close to the hook during the save, and doesn't have immediate line of sight. I honestly don't know why the killer sees your aura as well. Since it discourages trying to protect the person you just saved.
This perk is too situational.
Camaraderie - After reaching the struggle stage on a hook, and another survivor goes within 16 meters of your, your hook timer is paused for 34 seconds.
What are so many of the guest characters have awful perks? This one relies on the killer camping you, but also on your team mates able to get close enough to activate the perk for some reason. It doesn't even stop you from dying if you don't press the space bar. It should activate when you approach other hooked survivors, not just you.
This perk is too weak and situational.
Second Wind - After healing another survivor to full and getting unhooked, you will be broken for 30 seconds. At the end of the broken timer, you will be instantly healed to full.
The biggest drawback of this perk is the requirements. If the person you are healing has even 1% healing done by someone else you can't activate this perk. On top of not going done within the allotted time since observant killers will notice you suddenly become broken and tunnel you down.
This perk is too situational.
Lucky Break - While you are injured, a 180 timer will start. During the timer you won't leave blood trails.
For some reason the timer is not paused while you are downed. Nor is there a way to replenish it. The only situation that leaving no blood is useful is if you're hiding from the killer and not actively in a chase. Why an effect so minor has such a small time span of use is beyond me.
This perk is too weak and situational.
Any Means Necessary - You and flip dropped pallets back upright. Doing this causes a 120 cooldown.
That timer says it all. An otherwise powerful perk is made very weak by slapping an unnecessarily long timer onto it. Why it is not 90 even 60 seconds? God only knows, because the devs sure don't.
This perk has an overly long cooldown.
Off the Record - After being unhooked, your aura cannot be seen by the killer and you make no grunts of pain for the next 80 seconds.
Budget iron will. If the killer isn't running any aura perks, the former effect is useless. The latter is outclassed by a far better perk.
This perk is too weak.
Red Herring - After repairing a generator for 3 seconds and going into a locker, that generator will produce a noise notification for the killer. Doing this triggers a 40 second cooldown.
An effect that can actively harm your team, with a cooldown. Only in Behavior games folks. Even if no one is repairing the gen you just triggered, the killer must choose to go back and check it rather than committing to finding you. Which isn't all of the time.
This perk is too weak and situational.
Soul Guard - When you recover from the dying state, you gain endurance for 8 seconds. If you are affected by a hex you can fully recover from the dying state.
The only reason this perk exists is to counter NOED. But it does this by countering every other hex perk in the game. Because of course. And if the killer doesn't have a hex totem and doesn't slug, this perk is useless. But if they do, it's an extra hit and free recovery. Serves the killer right for daring to use the 3rd seal I guess.
This perk is either too situational or too strong.
Blood Pact - When either you or the obsession are injured, you can see each other's auras. After healing the obsession, or being healed by them, you both gain haste for 10 seconds. This perk deactivates if you become the obsession.
There was a bug in the ptb that introduced this perk that triggered the haste effect after stopping a heal. This actually made the perk decent because it allowed you to gain more ground if the killer caught you healing. But it was patched and now the perk is as it is. That being, very bad. It's also completely shut down if you become the obsession, rather than having it work in reverse to those that heal you. Better hope the killer doesn't have Nemesis.
This perk is too weak.
Comments
-
So a few things I'd like to say.
Firstly pretty much all of what you've said is accurate.
Secondly someone could easily make a nearly identical post of the terrible Killer Perks.
Thirdly I would say Red Herring is situational, but actually very powerful when it works. Sending the killer on a wild goose chase after a phantom Survivor can do a lot of damage. Killers who fall for it could easily end up wasting 10-15 seconds and they simply can't afford to waste that kind of time.
4 -
Agree with most of them except MoM
MoM is criminally underrated. Learning how to properly use it is the equivalent of learning how to properly play nurse for survivor. Once you have mastered its use its basically as good as the old OP MoM we had before the rightful nerf
1 -
I'll get on that list I think.
I believe you when you say that actually having the killer waste that much time is useful. But It's just so rare for that to happen when using the perk.
0 -
I ran a build with Breakout + Saboteur + Mettle of Man + Dead Hard. Trying to get protection hits without throwing the game, mainly by trading with the killer if they're carrying someone that has less hook stages than me. Aside from being a a full squad with comms, I don't see how the perk can be useful unless a Legion decides to multi-hit you for some reason.
0 -
Everything seems right. Almost all these perks are completely useless and kinda trash
0 -
Agreed with everything except MoM and Red Herring.
MoM it's strong when you got to use it, so he is a lot situational but not weak.
I think Red Herring is underrated, I only saw a survivor using it once, but it helped them a lot. After hooking a survivor I went to the other side of the map because of a "missed skillcheck" when I got there they got the unhook and a gen pop, I only noticed one survivor was using it when he jumped in a locker to DS me and a gen exploded at the same time. After that I tarted using it as a survivor and got the killer attention 9 out of 10 times (ALL of those killers didn't expect to have a Red Herring on the other team because of the reasons you mentioned above) so give it a try, you will laugh a lot.
0 -
Mostly a good list, but I'd disagree with the following:OoO, soul guard, Distortion, Windows of Opportunity and No Mither. No Mither gets a lot of #########, and people think it needs buffed. It doesn't. The problem with it is unbreakable. Now that's a perk that needs nerfed. Being able to pick yourself off the ground should require a heavy cost in order to be balanced.
0 -
Hell yeah. Nancy is perfect. Screw you steve 😎
1 -
"and the knowledge given to your team mates is only useful if they don't remember where the giant, glowing gate symbols were when the final gen was completed"
Not that I use Wake Up, but I like when I see others opening the exit gate so I know which one is powered and that someone is doing it so that I can watch for the Hex totem, or do the unhooking or whatever. And everyone else also knows where to run. I mean I think we all have been chased by the killer in end game and managed to get to the exit gate only to see no one has even started it yet. It's not a good enough perk no, but in some situations it can be very helpful to a solo survivor team.
0 -
I think at the very least, No Mother should have the recovery speed, while Unbreakable has only the base.
0 -
Object is a perk that’s difficult to use in solo queue, at first. It lights up vs. stealth killers even when you can’t see them, so you know they can see you. You also need to know how to loop. Fixated, SB, Object, and Vigil or DS can work well
0