http://dbd.game/killswitch
Perk Tier Lists for 4.4.1
S+: Ungodly OP
S: OP
A: Strong
B: Good/Okay
C: Sub-par, but still nice
D: Bad/Useless
F: Outright detrimental
Notes
- Balanced Landing ranges from "S+" on maps with lots of drops to "D" on flat maps, so I average it to "A".
- Stridor is S+ solely because of Spirit, otherwise it's C.
- Ranking within tiers is alphabetical and has no bearing on relative strength.
- Power Struggle is in A tier because of its bugs. If it and Flip Flop functioned reliably, it would be S.
Comments
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Up The Ante is bad, but I don't see how it could be detrimental, therefore I would rank it as D.
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Up The Ante applies to your teammates.
Your terrible, TERRIBLE teammates.
If one of those dumbasses sees a 9% extra chance of unhooking themselves, they might be dumb enough to actually try it, putting themselves in stage 2 and losing you the game.
If one person is running it with solo survivors, it can be detrimental.
If you're stacking it in a SWF with Slippery Meat, it can be good.
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undying is better than the perks it protects? weird
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Gonna have to respectfully disagree that Leader, Poised, Hope, and Pharmacy are better than Prove thyself.
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Ruin is strong.
Undying lets your Ruin last 2-3x longer, so I assign it the power of 1-2 Ruin's.
Also, random tracking.
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Prove Thyself eliminates the inefficiency penalty from grouping.
Unfortunately, unless we're talking about The Twins, grouping is still bad. Unless you're against Twins, you're better off having two people on different gens than you are having two people on one gen with Prove Thyself.
As for the others...
- Leader amps the heal speed of everyone around you, meaning you can get done with a heal party and split up hella quick.
- Hope means that in the endgame, a 115% killer only catches up to you slightly faster than a tier 1 Myers, so you're not gonna get caught.
- Poised means that if you last long enough in chase for a gen to get done, you can easily escape that chase (10 damn seconds of no scratches)
- Pharmacy is a more limited, but more time-efficient version of Self Care
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Stridor should be A tier, even with spirit in mind. Your a little too harsh on Babysitter, probably C tier, Autodidect is D tier, not really detrimental but not very useful either. Distortion to B tier makes more sense, very good against BBQ when you can't get to a locker or gen in time. Up the ante is D tier, nothing really detrimental there. Slippery meat is D tier as well. I think you just didn't want to go three level in D tier :P
Urban Evasion, Solidarity & windows of opportunity should go C tier imo. They aren't useless by any means. I'd be willing to put technician in there as well for new survivors if it were a base perk, which it should be.
You did a better job on killer perks I think. Lullaby, third seal & deerstalker definitely should go to C tier. They are pretty mediocre for the most part but can have very good plays with the right builds.
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Calling Stridor S+ tier because of a single killer is more about the killer, not the perk itself. I'd place it D/C with a note saying it's S+ tier on that specific killer. Otherwise, Distressing is an A-tier perk because of the Doctor.
Prove Thyself is better than C. Yes, grouping is generally bad, but it allows you to quickly pop that first gen while the killer is at their weakest and is very useful when trying to clutch that last gen. Both events are things that can make or break games, so I disagree with calling it a C. Maybe a low B.
Unbreakable should be S or S+. Especially with DS, you're basically playing god-mode.
Spine Chill should be S. I mean... what other perks can completely counter an entire family of killers (stealth killers in this case)?
Undying being beneath Stridor does... it doesn't look right.
Dying Light I would say is... honestly F tier. Sure, it does SOMETHING to help... when you're already winning. At the start? It actually helps the survivors, robs you of info by creating an obsession, and instantly goes away the moment the obsession is out of the game.
Furtive Chase is similar in that it has the potential to actively harm you. It lowers your TR... in a chase. All that does is prevent you from capitalizing on perks like Infectious Fright. It creates an obsession, robbing you of info, AND encourages you to constantly switch your targets by changing the obsession which is very harmful to your killer efficiency—you want to focus on 2 survivors, otherwise, you're giving them too many chances.
Deja Vu actually is a lot better than people give it credit for. Knowing where a 3-gen is and getting rid of it will make the killer's life a lot harder. I wouldn't call it amazing, but it's at least decent.
As a killer main, the fact Whispers isn't S-tier is absolutely rage-inducing...
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I would say Whispers is one of the strongest perks that doesn't need a nerf. Either at the top of A-tier or near it.
It's amazing in the early game and in post-hatch game scenarios, but it falls off a lot in the in-between, since it seldom deactivates once you're at a point where you're hooking people.
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How dare you put one of my favourite perks ,anymeans, in B tier
Imagine
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hi here's one of mine
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Gonna have to disagree hard on Built to Last. It's very heavily synergy-dependent, but when you run the right combo, it's insanely strong. I've done the math—if you stack it with Streetwise, items effectively last twice as long.
Proof: Let's say you have an item with, for the sake of easy division, 21 charges. Each charge is good for one second of use of the item. Normally, the item lasts for 21 seconds.
25% efficiency bonus with Streetwise = consumption rate of 0.75 charges per second
21 / 0.75 = 28 seconds of use
Built to Last regenerates half an item, so 28 / 2 = 14 extra seconds of use
28 + 14 = 42 seconds of use, exactly twice the original item's lifespan.
This is extremely useful. Even a brown medkit with no addons can get two full heals instead of one with this combo. Imagine running this combo with a super high-durability item.
I think the best example by far is the Commodious Toolbox. Boosts your repair speed by a fat 50%, but doesn't even last for half a generator, with 32 charges as opposed to the generator's 80. Well, run Wire Spool and Scraps, and the charges have increased from 32 to 52. Add on the combo, and you now have 104 effective charges—more than an entire generator's worth of 50% faster repair speed. For a full generator and then some, you repair 50% faster. I dunno about you, but I think that's absolutely nuts.
Commodious Toolboxes are the best example, but it works for other items as well. Use this Perk and addon combo on an Engineer's Toolbox for 72 charges, or 90% of a generator's worth of double repair speed. Run it with a purple medkit and duration addons for seven and a half full heals, not even including the efficiency bonus from Botany Knowledge (and Self Care if you want to use it for self-healing). My math is a little shaky on this one since I don't know how the two efficiencies stack, but run a purple flashlight with Long Life Battery and Low-Amp Filament for almost 32 full seconds of flashlight use—I don't know what you'd need 32 seconds of flashlight for, but it's there.
Built to Last isn't too nice on its lonesome, this is true, but when you combo it with Streetwise and duration, it becomes an absolute monster of a Perk.
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Unbreakable A tier? it single handily change outcome of matches.
Also OoO S+? OoO is only S+ in a SWF or against freddy. In any other case it's nowhere near as effective.
Self care is the best killer perk in the game. It doesn't deserve A tier, it's just a trap for new players.
Stridor is too conditional to be good, it's certainly S+ on spirit, but doesn't make the cut for anyone else.
BBQ deserves a much higher spot too. It's consistent on almost every single killer, even on PH that doesn't get full benefit.
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Unbreakable is good, but it's fairly balanced on its own since it's just anti-slugging. It's broken when paired with DS, but DS is definitely the thing making that combo broken.
OoO is S+ and is only held back by bad players not knowing how to use it.
Self Care is genuinely quite good IF you use it well. If you're running the perk by itself self caring against a Legion, or you're getting caught Self Caring by a Sloppy+Nurse's Ghostface, yeah it's trash.
For Stridor, fair enough, but I just kinda felt like I needed to recognize the bullshit that is Stridor Spirit.
BBQ is good, yeah, but it's not run because it's OP or synergizes amazingly with every killer. It's run because leveling a character without BBQ equipped is the most painful ######### in the game. If survivors had a perk that gave them this much BP for this little effort, they'd run it every game too (there's WGLF, but that multiplies a smaller amount of points and you have to go out of your way to stack it).
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I don't understand how tenacity isn't in S+++++++++++ honestly biased
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Camaraderie is only useful in a setting where you know the killer is going to try to camp/tunnel somebody out of the game, and running DS on all four people is banned.
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