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Killers,Which survivor perks would you remove?
Title
Comments
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Unbreakable.
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I dont understand why you would remove unbreakable tho.
object of obsession i understand why nothing like getting looped for 10 minutes
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No perk in this entire game, not even OoO, has made me go, "If one person has this, I could still lose this game" like unbreakable has.
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Actually, none of them, most perks are either balanced or are being looked at by the developers (Decisive Strike, Object of Obsession, etc).
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None. I would simply rebalance or rework them to be viable without making them too powerful.
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None. I also wouldn't remove any killer perks as well.
5 -
Unbreakable and deadhard
3 -
None, i think all of then can be fixed with some tweaking.
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BT( I'd rather see it reworked), unbreakable, deliverance, dead hard, boil over
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Object of Obsession.
its just unhealthy for the game in its current state and really needs a rework.
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Prove thyself and Wake up
Gens go by fast enough without the speed boost
Not a lot of survivors run wake up but boy is it more useful than people realize
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for me it would be
Unbreakable and spine chill.
I mean sure you can force someone to use unbreakable early sometimes but it's annoying has no real counter play.
and spine chill well I've gotten used to listening for the terror radius to know if a killer is coming, If they're stealth I keep my eyes peeled the best I can. so spine chill really doesn't change my game too much. haven't used it in a long time .
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Unbreakable is THE one perk that can absolutely turn a "This game is over" situation into a "This game is completely lost" one. But I wouldn't remove it, or even rework it, as it's still situational and, IMO, balanced because of that.
Object of Obsession, on the other hand, can go in its current state. I've seen it abused too many times in ways the devs probably didn't foresee when they introduced it (mainly with SWF groups). I watched a 3 man SWF, one of which was running OOO, sandbag their solo teammate with the perk. The Object user basically shadowed the solo, and OOO kept leading me to them, while the Object user managed to stealth away, using the solo player as "bait" for me to chase while the SWF group went about their business -- they did it so well, at one point, I thought I was facing TWO OOO users, and didn't realize what had happened until the match was over. It's the most toxic thing I've ever seen a SWF group do, honestly.
From a survivor's point of view, I wouldn't remove any killer perk either.
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Iron will and dead hard. Delete it ASAP
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Calm Spirit and wake up
Not cause they're good, but cause i run into more of these than I should
They are not good. Stop using these perks.
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Object. I see that outline at match start and sigh. Knowing theres a 99% change that they're on comms and my entire killer power is most likely redundant. From that point forward my win is based solely on them misplaying and not my skills or decision making. There's other strong perks that annoy me but I wouldn't remove them. They can make the game more interesting.
pls no. Smacking someone in the back of the noggin with me mallet is always so funny when they just flop over with no scream.
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I'd remove Premonition the perk told too overpowered.
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dead hard
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Object.
Not because it is too strong.
Because it is miss used and serves to fuel really bad sportsmanship.
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All around I'm quite happy with survivor perks but I would remove/rework everything that allows you to do gens faster. You don't need Prove Thyself, Resilience, toolboxes etc.
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Left behind.
I've yet to see a non-super immersed survivor use this perk.
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unbreakable
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What if Iron Will simply made injured Survivors breathe like healthy Survivors, rather than nearly mute out all sound?
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very true it is funny to hear the plop with no scream
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That would be better, but Perk is outdated. Look at off the record - nice survivor perk completely overshadowed by iron will needs condition to work or timer
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Unbreakable could do with a greater cost.
Sure it only works once per game, but you're lucky if you'd get a chance to use it once a game, and when you do, it's insanely powerful, catches the killer off guard, undoes their objective.
Something like "after recovering by yourself with Unbreakable, you suffer from the Broken status for 60 seconds" or something like that, could be fair. Or make it an exhaustion perk so you can't pop up and immediately Sprint Burst away or Dead Head out of a hit.
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Unbreakable.
I don't think there's a perk that's made me lose so much for making the correct play. Killers need to slug for pressure, and if all survivors have this perk, then you can't win by slugging.
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DS and adrenalin sprint .
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dead hard or object of obsession
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None of them actually.
I was kinda surprised to realize that myself. But every perk that used to annoy me I can play around now so... yay I guess?
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Deja vu. Sick of survivors running this perk tbh, it's so boring to play against.
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Probably just Object of Obsession.
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As someone who has played from beta, I think that Borrowed Time has had an insidious negative effect on the game in terms of making it so killers either basically have to be ready to do a grab or a double hit to down to get any defensive play on a hook, meaning being absurdly close, or just give up on defending at all.
This means that, despite BT being an anti-camping perk, it weirdly... encourages camping?
Probably doesn't need to be removed, but I think it should be reworked. The idea of a perk that makes it so the person you unhook is significantly less likely to instantly go down is neat, but it just warps how the killer views rescue attempts too much. It should be for risky rescues, not 'I am literally doing this in front of you' rescues.
Other than that, OoO and DS are getting the nerfs they need. Undying is a bit of a problem but not too severely. It is sorta the survivor NOED in the sense that its purpose is to keep the game dynamic and introduce a last gasp of air into it, and the problem it creates for slugging way more has to do with how weak killers are at defending hooks and thus their NEED to slug to get tempo than the actual ability to get up itself. If BT got reworked, I am not sure Undying would be a huge problem at all, as suddenly you would WANT to hook people again, rather than do it reluctantly to advance the gamestate at a big tempo risk.
Survivor perks are overall in a pretty decent place. I think items could use a looky-loo (Survivors get way too much value from them overall and it contributes heavily to the SWF disparity that coordinating items to negate a huge swath of killer tools and strategies is so good), but perks are pretty fine. Maybe make small game not detect traps because holy crap Trapper doesn't need the perk specific counters? But gotta say perks are in an ok spot.
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I've never seen anyone besides myself or a Quentin with level 2 wake up and yellow pharmacy use Wake Up.
Also no I won't stop using calm spirit cuz ######### Infectious lol, also I like the perk symbol so that's nice
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OOO is completely unfair against Trapper. Self care is a daft one when medkits and survivors are there to help. Other than that I've no issue with perks.
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The only one I don't like is spine chill. All the rest I can see their fair use and/or and work around, but spine chill is just giving away too much info (plus it makes my spooky Myers sad :( )
I say this as someone who uses it on most survivor runs. It's far too useful for knowing when to slink away, when to burst off an unhook, when to start running and baiting from afar, when to play a violin for the poor stealth killer who is now out of a job.
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Dead hard, it basically gives survivor another health state
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Dead Hard.
Nothing worse than chasing a survivor and having them Dead Hard for distance (when done for distance, there is no counter, whether you know they have it or not) to a strong vault or pallet, when they should have gone down before they got to that vault/pallet. They keep the chase going through no skill of their own, artificially, by pressing a button and holding W.
When I get outplayed, I like to actually be outplayed.
4 -
Dead Hard
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Dead hard one thousand percent. Press E, make that pallet, chase goes on for potentially a very long time. Made a mistake? Press E! The killer missed their swing because of it and now you made that vault.
A perk is problematic when killers get bad fear of the unknown because of its existence and have to play differently because of it- decisive strike, unbreakable, borrowed time, dead hard, etc. You can't afford to make a good lunge in the first chase and miss because the survivor pressed E. Imagine if killers could press E to make the survivor they're chasing exposed on a 40s cooldown. That'd be dead hard for killers.
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Decisive Strike and Prove Thyself. Gens already go so fast that Prove Thyself just feels like overkill.
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Unbreakable.
It is unfair. When killers are finally snowballing, one unbreakable basically resets it. And it doesn't even need to be earned. You bring it, then you can use it.
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Dead Hard. All the way.
2 -
No mither(find it making the games too easy to 4k on the extremely rare match I find it being used)
Object of obsession
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dead hard and sprint burst
dead hard: is essentially a mistake eraser if already in a loop/near one, if you cant make a pallet or window you shouldn’t be able to press a button to make it
sprint burst: the same thing, but instead for being caught out of position.
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Unbreakable and Iron Will
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Removing unbreakable makes the game unplayable. All the killer would have to do is slug everyone and gg.
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if all survivors decide to be in the same place, yeah, wich they should not be doing in the first place
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Exactly this. Both as survivor and as killer (I main survivor now) I believe Exhaustion perks are very bad for the game, particularly Dead Hard and Sprint Burst, and I don't run them in 98% of my games.
Good survivors can use these perks to just straight up win against weaker killers, and they don't need the perks to run the killer for a decent/long time. Bad survivors become dependent on them and don't learn as fast.
I think the only one that's fine is Head On, because it's hard to use well without other synergizing perks, it's funny, and it's easily counterable by a killer who sees it coming. Smash Hit may or may not be fine depending on how hard or easy it ends up being to stun the killer often, not sure. But the classic four that can be uncounterable need to go.
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Honestly, Slippery Meat. I’ve had only two games where someone has run this perk and both times I hook them, start chasing someone and they instantly get off and heal. This perk is garbage but the people who have run it have made me frustrated.
0