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Your favourite "game changing" perk that's rarely used
Basically title. What's your favourite game changing perk that's rarely used as killer and/or survivor?
Today I've tried "play with your food" for the first time and was lucky enough to get my stacks in both games and I was really surprised how game changing it is especially in terms of countering looping. Survivors don't expect killers to come outta nowhere running at 130% haha
Hopefully the devs aren't planning to nerf it anytime soon. It's really fun albeit situational.
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Devour Hope.
Especially when you do it my way: The "Don't do anything to protect it, and hope it's pretty well hidden" tactic.
Just play as usual, but do leave the 24-meter range when hooking someone of course.
Then, all of a sudden, you're 1-hitting people.
And while they're searching for Totems, you might even hit 5 Tokens and kill all over the place.
Why do i say it's a game-changing Perk?
It's cause this Perk is truly powerful once it gets to 3 Tokens.
At that point, just playing normally by doing Generators and unhooking + healing Survivors won't cut it, the Killer will keep chaining 1-hit downs.
You NEED that Totem gone.
Result? You completely change the primary objective from escaping to cleansing.
Yeah yeah, i know: Totems are easily noticed and old maps have some terrible spawn points.
But for the sake of the thread, i leave out the negatives.
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This reminds me of a game I've had a long time ago. Me, a friend and two random survivors played on Haddonfield against a Pig. Everything was going well. We only had like 2 gens to do and nobody was dead when suddenly that exposed icon popped up and changed everything.
We were desperately looking for that totem and still tried to finish the remaining gens at the same time.
At some point we only needed 1 generator but:
- 1 survivor was hooked
- my friend was downed
- I was on the last gen because I knew the pig was waiting for someone to unhook the survivor (to get the last token)
And suddenly the 4th survivor went for the unhook and I immediately saw my friend getting moried and even though I managed to pop that last generator it didn't change the outcome. I got downed only seconds after popping my generator and the other two survivors were too scared to open the gate even though I was getting moried so all of us got moried eventually.
It was a fun game and simply "something else". Must have been one awesome feeling for the pig player to mori all of us especially after a long, tiring game.
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It's funny when you're...
- At 4 Tokens
- Have 1 Survivor hooked
- Downed 1 Survivor
Cause as long as they don't get your Totem cleansed, for Survivors, it basically becomes a choice: Does this one live or that one?
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It used to Remember Me, but well...
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Autodidact
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Whispers. On large maps it saves me soooo much time. I cant count how many times that perk won the match for me.
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For survivors my unused perk is Stake Out. Everyone uses ruin at higher ranks. Stake out gives me 4 hex checks i can miss and still get a gen done without sparks. And they come back as people around me are chased. Once ruin is gone, it speeds up gen progress. Plus I can't count how many times I've picked up a slugged survivor and escaped because of free skill check boosts. Even the best players don't hit a great every time.
For killers it used to be Spies From The Shadows, but they nerfed it into the ground, and actually broke it. it literally does not work right now. It will go onto CD with no alerts for the entire match.
for hag: I use Territorial Imperative for basement builds. She is the ONLY killer that can use it, because people have to crawl into the basement, giving you plenty of time to catch them.
Everyone else: I love Huntress' Lullaby. If you are keeping pressure on, this will prevent healing and generator repairs in the mid game, while Ruin prevents gen rushing in the first 3 mins of the match.
In fact I have been known to run all hex builds for fun. Ruin, Lullaby, Devour, Thrill of the hunt. I did this so much at rank 1 people ended up telling True Talent to use my build.
He hated it.
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Spine chill. I think this one might be slightly popular but I never see anyone else use it.
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MYC. The amount of momentum I can get from it is amazing.
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I never use Adrenaline because stealthy survivors don't get much use from it. However, I gave it a try and it saved me right before the moonwalking Legion was about to down me with Frenzy. As of today, I still don't use it because the insta-heal and speed boost is kinda situational for my playstyle.
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I don't have that one game changing perk. I pick perks that help me throughout the whole game in some way.
But if i realy had to choose it would be probs Adrenaline and Devour Hope
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Spine chill for me. It ruins stealth killers and can go off before the terror radius of others. Best counter for prayer beads as well.
Myers can ######### off with his jump scares though 😂😂😂 gets me every time I'm using this.
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Thrill of the hunt for sure. The information it gives is amazing. Even just knowing how many dull totems are being cleansed can be critical even without NOED.
Not to mention it's ability to help defend your ruin with a high mobility Killer.
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I'm liking Corrupt Intervention. Find it more reliable than Ruin in a lot of situations.
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PWYF is really good. Especially with instadown killers like Billy or Leatherface. Or killers who can one shot like Myers and Plague. But on Billy, that perk is no joke.
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For me as killer, it's undoubtedly Thanatophobia, because that game slowing is really good on killers like Hag and Spirit who can't properly pressure gens. I combo it with Sloppy butcher and Save the best for last and I basically don't have to pressure gens because I can injure people so quickly and I can track them down with a Nurses calling. Thanatophobia is godlike.
For survivor, its Iron will because I can counter Spirits and Nurses with ease, and can hide when I'm being tunnelled.
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Blood Warden
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There aren't too many rarely-used perks that can change a game outside of some specific encounters, but people are finding a lot of the other perks are pretty powerful, which is nice. It's boring seeing the same things all the time, so when a rare Devour Hope triggers and surprises you all halfway through a game, it can be a great scare.
I started using Hope on a character that had no other perks unlocked and it's fun. It's not as strong as Adrenaline, it's very situational, and it really only helps you make it to a gate most of the time (if you even survive to the end) but when trying to make a save or mind-game a killer standing between you and the exit, it can be pretty neat to have.
I also started using Distortion since I got it, and I love this perk. The info I get whether or not it triggers is worthwhile because I know if I have to try and hide or not. Sometimes I'm medkit healing myself and I know the killer has Nurse's Calling since it triggers. Or if I have to hide later on because of B&C. I wish it gave a temporary distorted effect in your survivor like the graphic but I still like it.
No hate on this one, I prestiged and the only perk I could get beside base was Deja Vu. I slapped it on as a joke and I keep it now (until much better stuff comes). This perk will prevent you from ever having gens clustered together. It triggers for a minute every time a gen is done, showing you the current closest gens, no matter where they are. At the beginning it stops the tri-gen strategy Doctor makes so irritating, but later on all the gens are so far apart it really helps the survivors lose some of the pressure, especially with slower killers. I'd recommend everyone giving it a try.
I know the topic says one perk but there's a bunch of rarely seen perks that can be helpful. I'm trying to spread the word!
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@NightmareReborn that's going to become meta once patch 2.7 drops.
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i've tested this. Botany without a med kit, heals other survivors as if you had a ranger med kit. It's kinda OP, but people don't run it so it never gets nerfed.
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I use Distortion. I don't waste my time running to lockers to prevent BBQ and I can keep working on a gen without the Killer seeing me. So basically 1 Token gave me one gen for free, which is huge.
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Spine Chill changes how you play the game as survivor and I don't see it at all.
Save the best for last has plenty of people saying how good it is, but I rarely see anyone using it.
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distortion is SUPER strong. and I run it in higher rank survivor games. anyhting that removes your scratch marks is sleeper op.
try this build once or twice.
Distortion, Poised, Dance with me, Lithe
just try it.
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I've been running small game a lot recently. That and tenacity. Break all the totems and if someone is nearby when they try to save me I usually get away due to tenacity.
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I love this perk. A clown was destroying us once. But I got 5 tokens very early and it turned the game around. He was gonna 4k us before 3 gens were done for sure. I think everyone was struggling. But two of us ended up escaping through the gates.
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Yeah most likely.
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How is it game changing? With game changing I understand to come out of a really bad situation and flip the table to win. I don't see how spine chill fits into the description.
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I use Lightweight way too much.
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@Boss Thank you for bringing the devour hope love, I too do the pretend it's not there style and I had a "the stars have aligned" match where it was extremely well hidden, I was on Lery's as Myers and the game went from genrush to slaughter as soon as it went off.
@Yamaoka I did think initially PWYF was really situational but I tried it on a spirit the other night and it was AMAZING I was completely surprised, I guess trying it on a Mikey eons ago when first starting out made it look worse but I can definitely see the potential in it now.
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Survivor: Dance With Me -- I don't even have this and it's awesome. XD
Killer: Make Your Choice -- I play against this from time to time, but rarely is it actually *used*. Game changing perk when utilized.
Runner-Up Survivor: Iron Will -- Not as common as it used to be, but godly for juking.
Runner-Up Killer: Stridor -- Is generally useful, but on The Spirit it can be just as hurtful as helpful. It doesn't increase injured moans and breathing properly based on distance, but it does work... more or less...
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@HavelmomDaS1 https://youtu.be/bNO4gPJ8WuY
This explains it.
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I love dying light on nurse. Im already a really good nurse, so I just have to tunnel the obsession ggez. I always return to the hook when they unhook him (I never camp) and if I find him is ez -25% all actions speed !!
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Now now we all know slippery meat is the biggest game changing perk ever....
just ask trapper over there
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@kiskashi I know right? PWYF is really underrated for what it does as soon as you find your obsession. I've just played a game against rank4 SWF and my ruin got cleansed right away before I even had 1 hook. So I played the whole trial with 3 perks.
After losing my gens left and right I found my obsession and things turned around pretty quickly. I got my 3 tokens, downed/hooked my obsession, ran straight to the other gens @ 2 tokens (125%), downed the next survivor just as quickly as they mess up really bad since they don't expect you to go so fast.
My obession got unhooked while I hooked the other survivor so back to my obsession I went @ 1 token (still 120%). Found him and another survivor. Got my tokens back and repeated the process till I won just before they were able to rush the last generator.
Basically PWYF allows you to snowball almost like a Hillbilly or Nurse IF you get lucky enough to find your obsession multiple times throughout the trial.
I will definitely keep that perk in my build. I also like how healthy it is in terms of game design. You get rewarded for not tunneling/camping your obsession and due to your overall speed you never feel forced to tunnel or camp because people are much easier to find and down if you go so fast.
Really an awesome perk and well designed. Hopefully the devs will come up with more good stuff like this.
Post edited by Yamaoka on0 -
Open Handed+Bond+Kindred with Dwight
Open Handed+Kindred with Ace
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Diversion.
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Yeah. Some guy threw the pebble on me while I was injured and the killer was after me. I did it to him also later in the game and he died.
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Been said already but Devour Hope. If you're playing to activate it it'll get annoying fast because it gets broken, but if you play normally without really focusing on it, a lot of times it'll activate before cleansed and let's you put immediate pressure on survivors to stop everything and find it.
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Stake Out, have had games where I was the only one popping gens because Ruin was still up, and we got out because of it.
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The other 3 Perks i prefer to run alongside it are ones that work well with Devour Hope, but are also great Perks without it.
Needless to say, Barbecue & Chili is one of them.
Killing with it is awesome of course, and puts extreme pressure on the rest, but i'm still of the opinion that being able to 1-hit all the time is way stronger, especially on surprise Killers like Wraith & Shape.
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Hope
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It has no cooldown and always let's you know when a killer is coming your way. Due to the fact that it can let you stop chases from even happening it's basically a more useful and just overall better version of premonition.
It's one of the best perks in the game.
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@Boss I did get full stacks on it for last 3rd of the match but couldn't bring myself to mori them and just kept hooking them until final hook (more points anyway), felt a little bad for them especially how fast the game fell out from under them given a Myers with dead rabbit on Lery's and not needing exposed with a great totem spawn.
What are the other 2, if BBQ is one?
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Blood Hound - When injured it becomes very hard to lose the Killer. On the Game it's pretty much impossible.
Countless times i've found someone hiding who juked me. It's also hard counter to Iron WIll
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The other 2 are completely dependant on what Killer I play, but I've been maining Wraith lately, so I chose the combination of Enduring & Spirit Fury.
Anything that helps with chases is a great option on him.
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