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Favorite underrated perks

My current favorite underrated perk is repressed alliance. Most people don't think much of this perk but it can really save a generator in some situations. Since it is a counter to pop and ruin, which are often run so it feels useful in most matches. If the killer is coming to you and you know they have pop just use that and they can't do much without wasting time. Or if you need to go for a save and ruin is still up just block the gen to miniate the progress lost on it. What are some of your favorite underrated perks.

Comments

  • WheresTheGate
    WheresTheGate Member Posts: 576

    As a stealth gen jockey I love poised. It's insanely good when paired with dark sense. Pop a generator, see where the killer is located, and run 10 seconds in the other direction without leaving a scratch mark. Not just a quick getaway, but an unseen one that puts lots of distance between me and the killer.

  • Raven014
    Raven014 Member Posts: 4,188

    I love Aftercare. The amount of information it can give, but at the cost of a massive amount of skill, is invaluable in a match. It also gives information back to the other survivors.

  • Hippie
    Hippie Member Posts: 1,003

    I love using Windows of Opportunity. It is extremely helpful for avoiding dead zones and tiles that the pallet has already been used on, and it helps tremendously with planning escape routes and loops. I almost consider it an essential perk, because the times I don't take it I end up going to a location, only to find that the pallet has already been thrown down and broken... 😔

  • OutcastEric
    OutcastEric Member Posts: 495

    Killer would definitely be surge. Didnt understand how powerful it could be. I use it on all of my builds now. Also im all ears. Although i dont think the cooldown should be that long, its really good at making rank 1s look like rank 20s

    Survivor would be kindred and spinechill. Both highly underrated perks that give 10X the information when ran than not ran

  • calem
    calem Member Posts: 533

    For survivor, I've been loving using For The People recently. It's not often you can use it to make some big fancy play, but the times it does is so satisfying. It's very strong during the EGC and if the killer is slugging.

    For killer, I think Dying Light is really cool on Plague. I like using it because the Obsession doesn't gain anything from the altruistic bonus other than unhooking speed (which won't happen too much in a match). Using it with Corrupt, Thanataphobia and Pop is pretty nasty on the gens.

  • feechima
    feechima Member Posts: 917

    Botany. I like running healing builds sometimes and it comes in clutch in getting my teammates off the ground or completely healed and us back in the game.

  • DeanWinchester
    DeanWinchester Member Posts: 145

    I’ve been running aftercare a lot. Not only does it help me get to injured teammates, but I can then see what they’re doing at all times after healing them. It’s a nifty little perk.

    Also, wake up has been pretty good at getting me out when I’m the last survivor. I start opening the door, wait until the bar reaches the “e” in “exit” & then I stop so the red light doesn’t turn on, then I wait for the killer to come inspect / leave to check the other door. Then I open it the rest of the way 👌 works most of the time

  • SCP_FOR_DBD
    SCP_FOR_DBD Member Posts: 2,416

    I like "I'm all ears", not exactly the most niche, but I just can't get enough of it.

  • Momentosis
    Momentosis Member Posts: 824

    Survivor - Small Game. ######### them totems. Free BP. Free emblem points. Find those pesky well-hidden totems.

    Killer - Hex: Third Seal. Can really ######### up solo survivors and not so coordinated teams.

  • DawnMad
    DawnMad Member Posts: 1,030

    I would say Spine Chill or Kindred for survivor but you can already find many people defending these two perks. I guess they aren't really underrated anymore.

    Next on my list is "Stake Out". It isn't hard to get tokens and each token basically gives 2% progress to generators and 5% progress to healing. This can stack up pretty fast, it is like an everything together perk. Also it increases great skill check bonus on gens to 2% so you get that added bonus too. I find it fun to run once in a while.

    I can't think of a killer one since there are so many killers that nearly every perk with some impact does already get used in at least one of them. Sloppy, I'm All Ears and Whispers would be my less popular choices but people already know why these perks are great.

  • KingFrost
    KingFrost Member Posts: 3,014

    Underrated Survivor Perks:

    Empathy (When your teammates are injured, you can find them pretty easily and heal them. Also get healed yourself if necessary. Also, if the killer hurts your teammate, you'll probably know where they are. 128 Meters is INSANE range)

    Detective's Hunch. It's Deja Vu, only useful. You can use it to prevent NoED or even to prevent a 3-gen situation.

    Breakdown. Makes it a little harder for the killer to put you back on the hook if they down you as soon as you're saved.

    Dark Sense. You can see where the killer is each time you finish a gen, and know which areas are safe.

    Kindred. Maybe not too underrated, but one of the best perks in the game. Gives a LOT of information.

    Underrated Killer Perks:

    Agitation - You'll almost never fail to reach a hook with this. Saves a lot of time.

    Franklin's Demise - Even before the buff, making survivors drop their items is pretty strong because survivors love their items. And you don't have to bring the perk if you see no items.

  • anarchy753
    anarchy753 Member Posts: 4,212

    Detective's Hunch. Love that #########.

    I'm pretty good with where most totems spawn, but the amount of time it saves looking, and the knowledge of there never being noed is just such a great security perk. It got majorly buffed a while back by not needing to personally complete the gen, and even moreso by ruin not slowing down the early gens. Absolute hex destroyer.

  • _orpheus_
    _orpheus_ Member Posts: 33

    Fixated 😭 i know it’s useless but it feels really nice and sometimes it’s nice being able to see your scratch marks

  • TruffleTurtle
    TruffleTurtle Member Posts: 614

    NOOOOO it is not take that back. I love it too. I play a mix of stealth and can loop but I'd honestly rather not be seen in the first place and this works sooo well with it

  • ColaGhost
    ColaGhost Member Posts: 36

    For Killer it's I'm all ears, it's insanely helpful on Triangle Face, and Clown, plus it helps me close those T-wall L-wall Loops.

    Survivor it's Alert, like killers break so much stuff, you get to keep tabs on the killer. I would call it it & aftercare my pet perks for sure.

  • ColaGhost
    ColaGhost Member Posts: 36

    How did I forget Franklin's? I fucken, hate the fucken ######### outta flashlights.

  • Zeus
    Zeus Member Posts: 2,112

    Repressed alliance and empathy. Two very underrated perks.

  • RedditUser69
    RedditUser69 Member Posts: 193

    I adore Aftercare since I almost exclusively play survivor as a solo player.

    On Killer I really like Make Your Choice and Surveillance (without ruin or surge). They're both used, but I think they could be used more.

  • TheLastGreatStar
    TheLastGreatStar Member Posts: 1,002

    I don’t think any of my killer perks would be classed as underrated but for survivor I’m currently using Detective’s Hunch paired with Inner Strength and it’s such a great perk. I was always a fan of Small Game but this is even better. It’s much more useful actually being able to see totems and you can find them whilst also doing generators, so you don’t feel like you’re having to waste time running around the map just looking for totems. Another one I rarely see but really like is Fixated. I don’t pair it with Sprint Burst like most people do, I just really like being able to move around the map faster. It’s also great for confusing killers as you know exactly where your scratch marks are. So I often run towards a locker and then walk away. Lastly, I would say Wake Up. Especially now with the implementation of EGC. It can make the difference between you escaping or dying.

  • Volfawott
    Volfawott Member Posts: 3,893
    edited July 2020

    No mither: honestly it's a a really nice person that can work well in various different builds aside for some minor tweaks I've never really understood everyone's hard on trying to buff this thing. (by minor tweaks I mean at most increasing the grunt reduction and maybe adding some extra bloodpoints)


    Technician: honestly it's really amazing on a stealth gen build especially when combined with poise. Often seen as a complete noob perk I do really like it do I think it needs a couple of tweaks maybe but it's fine either way.


    Bloodhound- great for keeping track of iron will users especially if they try to crouch your way behind the corner. Honestly it's a really underrated tracking perk

    Make your choice- usually only seen as good for hypermobility Killers even when you've done a killer without that much map mobility it's great because it tends to force the inflicted survivor to go immersed for 60 seconds

  • notstarboard
    notstarboard Member Posts: 3,903
    edited July 2020

    I maintain that Detective's Hunch is terrible unless you have a map. If you're specifically looking for a hex totem, it *can* be useful, but it requires quick memorization and you have no way of knowing which of the totems you saw was a hex, if any. If you know where totems spawn and are playing with teammates that do (or should) too, I would rather not waste a perk slot and just check the tiles I happen to visit. If I really wanted to find a totem with a perk, though, I would still prefer to run Small Game. It's much more consistent because it doesn't give you information in bursts upon generator completion, and it can occasionally come up big if you draw a Trapper or Hag. Another frustration with Detective's Hunch is that you could easily be in a chase or really near the killer and trying to hide when it procs and you might not be able to focus on the auras. Showing the gens around you isn't that useful either because you can almost always find them anyway. On maps where they might actually be hard to find it still requires a lot of memorization for this perk to help you find more than a gen or two. Memorizing the location of multiple gens can actually be really hard, especially given that the maps where gens are hard to find are usually also maps where it's easy to get disoriented (e.g. Lery's). If you have a map, though, and especially a rainbow one, all of the information from Detective's Hunch gets stored on the map for you to reference later, which removes the need for quick and complete memorization and therefore makes it a lot more useful. I only run Detective's Hunch with a map.

    Deja Vu, meanwhile, doesn't have the same timing problem as Detective's Hunch. 10 seconds is definitely short enough for you to not be able to focus on the auras sometimes when the perk pops. 60 seconds, though, is more than enough time to locate three gens. The whole point of Deja Vu is to show you the three gens closest to one another, and that's something that Detective's Hunch can't do. You might look around with Detective's Hunch after the first gen pops and see mostly spaced gens, for example, not knowing that there are another two gens hidden just out of range that are going to be a pain to deal with later. Deja Vu is a guarantee. If you continually pick highlighted gens to do, your endgame will always be easy. The other massive advantage of Deja Vu is that it works right from the start of the game, so you can get right to work on busting the nastiest three gen on the map even on maps where gens are tough to find. The very start of the game is the time where you are most able to do gens, so that is pretty much the best possible time to have that information. Detective's Hunch makes you wait.

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    Detective's Hunch. Need to find a totem? It's got you. Need to plan your gens? You're covered. It's honestly ridiculously useful.

  • DrDeepwound
    DrDeepwound Member Posts: 2,557
    edited July 2020

    Ive been saying Alert is underrated for like 2 years and have always compared it to BBQ as proof.

    BBQ max procs 12 times. But really the 12th proc is useless as the game is over at that point when you hook the 4th survivor 3rd time.

    But Alert, it procs no less than 15+ times per match giving you way more aura time than BBQ ever could. And with no requirement to proc, simply sit and watch killer reveal themselves.

  • cheetocultleader
    cheetocultleader Member Posts: 1,259

    This. Alert is soooo good, and I didn't even realize it 'till about 2 weeks ago.

    Technician is another Feng one that's undervalued. I've sat and done gens practically in front of a killer chasing someone.

  • IceCreamPrincess
    IceCreamPrincess Member Posts: 226

    I would say, dependant on killer, surge is my go to. Whilst its good combined with Surveillance, i use it on its own on the pig. She gets get value out of it, down a survivor, stick a hat on them, pick up and hook and then gen nearby was regressing the entire time. Its also used an information tool too, get the 100bp reward twice? Thats 2 gens you know had progress on them. Down a survivor and hear a gen explosion, a survivor was working on the gen as surge hit it, so its ghetto infectious fright. And the cooldown isnt a deal breaker either, as kf you're downing multiple survivors between procs, you have oodles of pressure already

  • ItzZane_
    ItzZane_ Member Posts: 965
    edited February 2021

    Aftercare is so underrated it helped me in so many situations

    It's better than bond and empathy tbh

  • Mringasa
    Mringasa Member Posts: 980

    Bloodhound is great when you're learning to play Killer. It helps you see Survivor movement so much easier, and can help you learn to anticipate where they are headed. Pairing it with Sloppy is almost a must though. Those two synergize so nicely together. The same goes for Predator too, if you don't have access to Bloodhound. It can help you learn Survivor movements quite nicely when you're first starting out.

    We'll Make It is almost always in my builds. The faster healing make hook healing viable against almost any Killer, unless they are really close to the hook when you rescue. It can be a life saver, especially if you're playing against a tunneler. BT is nice to have, but actually having a full health state rather than a timed one can make a huge difference.

    I used to use Breakdown a good bit, but the changes to Sabo made it somewhat useless now. Unless you have an active Saboteur who can get in at the other hooks, losing one isn't going to make much of a difference.

  • Gibberish
    Gibberish Member Posts: 1,063

    I really like Wake Up! and Better Together, but basically never see anybody else use them.

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624

    For Survivor, these perks are heavily underrated and should be used more:

    • Aftercare
    • Blood Pact
    • Better Together

    Everyone is complaining about how bad Solo Q is, well these perks along with Kindred are what fix a lot of the problems, by giving your teammates more information in the game, information that is VITAL to survival. They're not flash but they really help in a big way. Aftercare in particular is really, really good.