thesuicidefox's Survivor Tier List (4.4.2)
Based on the value of their teachables. Sorry the site didn't have Elodie I had to put her there myself LOL.
Because you asked again, right?
EDIT: Just a note, C and D tier can be in almost any order, except Jane would always stay top of D tier because Head On is just the absolute best perk out of all the perks in this tier.
Comments
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S/A tier is reserved for survivors with meta perks. I wouldn't consider either Inner Strength or Repressed Alliance meta. Soul Guard is meta but only when paired with Unbreakable. Also DS/UB is much stronger than DS/IS or DS/HO. You could make an entire build around DS and lockers with the 3 perks but you could do equally as well with only DS.
Also I was going to put David in S tier but No Mither, and also WGLF is not exactly meta it's just a really good perk. He's mostly there because of Dead Hard. Just like Laurie is mostly there because of DS (also OOO is very very good).
S tier is for the best of the best. Deliverance is not the best of the best. Definitely meta, but the fact you lose it if you are caught first (or when everyone else is dead) knocks it down a few steps. Autodidact is a decent perk, but not good enough to make up for Deliverance's shortcomings.
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Why is Jane not S-tier with Head-On?
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You have to remember tier lists are relative rankings. So while IS may be a good perk, it's not going to be better than Adren, UB, DS, BT, Self Care, Dead Hard, Prove Thyself...
By putting it in S/A tier you are saying it is as good or better than all the perks in S/A tier.
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I feel that Soul Guard and For The People deserve a bit more recognition, hence I would move both Cheryl and Zarina one tier up. Cheryl also has Repressed Alliance, which is kinda useful to counter gen regression, and Zarina has Red Herring, which is niche but can make the killer waste a ton of precious time checking a gen that no one is at, so I feel these girls can do with going up one tier.
Jeff on C is... questionable to say the least, I enjoy running Distortion from time to time because of the amount of info it gives you, but that's pretty much it.
And Tapp deserves more love, because Tenacity can be GREAT if the killer is trying to slug (which happens somewhat often), and Detective's Hunch gives you a ton of info that is very much appreciated in the current R+UD meta. Stake Out is honestly not very good if you're good at hitting great skill checks, but I feel it /is/ kinda underrated because it can help you to genrush even faster, lmao. Specially if the killer is getting looped close-ish to where you are repairing.
I do appreciate that you put Dwight in tier A, though. My underrated boy deserves more love, and so do his perks.
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Jeff is as high as he is because Aftercare is a very good aura perk. Also Breakdown when used as a group is actually super effective at denying the killer pressure. I had a game recently when 2 or 3 had it, and there came a point where I had no hooks in an area and I was forced to slug at a bad time. Distortion is probably his worst perk honestly.
The thing with Soul Guard is you need to be running UB to get the most value out of it. On it's own it's not really a great perk. Repressed Alliance is solid but the problem there is you need to work on a gen for 60 seconds, so if you get chased a lot there is no value. It's almost like Deliverance in a way.
Tapp I thought about putting higher, but his perks are all utility. You don't run Tenacity by itself you bring UB/SG. Detective's Hunch is his best perk and while very useful you can get the same results with a map, or even just basic knowledge of how objects spawn. And while this is sort of true with Self Care, SC has infinite use compared to a medkit and frees you to carry a toolbox or something else. Being able to heal yourself is ALWAYS valuable. Being able to see stuff you could find just by knowing the game well is not always as valuable. Also Claud has Empathy and BK which are both really good perks, and the fact she is a starting character while Tapp/Cheryl are only available with real money has an impact too. You'll notice that aside from Laurie and Nancy the top 3 tiers are all base game characters (at least for SE like we have on Xbox/PS). So while in absolute terms Cheryl might have better perks the fact you can have to buy her makes it harder to say it's actually that good. When you don't have to spend money on the game and still have a fully meta build that's why most of the base characters are where they are.
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The only Survivor tier list that matters is one that ranks Survivors on how loud they are to the Killer. Because that can actually give you an advantage in game.
Because otherwise Survivors are basically just skins since you can unlock any teachables you want on them
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How is felix c tier? his perks are all garbage
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Built to last is good if you use a high charge item. And Desperate Measures does what it needs to do and does it mostly well.
Visionary is the only perk I would consider garbage.
@thesuicidefox I don't see how Inner Strength is worse than Self Care (unless you take a medkit and botany) but Nancy's other two perks are just straight worse than Claudette's so I agree with this placement.
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Obviously David is A tier because of No Mither right?........right?
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You have to pay money for Inner Strength and you can only use it a max of 5 times. You also need to spend time doing the totem, so it's not an 8 second heal it's actually 24 seconds. You also need a locker, which makes you completely immobile while you heal. With Self Care you can relocate very quickly and easily if you need to and continue the heal. IS is all or nothing.
Visonary is actually very good for gen rushing and preventing a 3 gen. It's like a better version of Deja Vu. Desperate Measures is a strong healing perk. Built To Last is very good for toolboxes. Basically all his perks are good enough to just throw on a build, they just don't qualify as meta because they aren't so strong they single handedly win games.
Right.
I said it's based on teachables. If you had to play with just a characters 3 teachables, who would be the best, and/or what survivor should you level first for their perks to make a build and/or how much of an impact do their perks have on the game.
Like Ace is quiet, but his perks are all complete ass. Ace In The Hole is the only one of value and even then it's not even that decent.
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What a terrible list, everyone knows Quentin is godly
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Can’t argue against that
Ash would be higher had they not added stipulation to Mettle.
I do agree with bumping Nancy and Cheryl up a couple tiers
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You do have to pay for it yes, that is an issue (since it's never been on the shrine).
Besides that cleansing a totem as a cost to heal is kind of a bonus since you should be cleansing them anyway. And once you do you have a quick heal you can carry with you until you need it. 24 seconds is still better than the 32 seconds it takes to flat self-care and it counters sloppy butcher.
If you ever had to heal yourself 5 times in a match and used Self-care for those 5 you are basically throwing the game.
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Glad to see Dweet getting his due respect.
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The amount of snowballs I've hard-stalled with For The People would shove Zarina up a bit for me, it's seriously one of my favourite anti-momentum perks and it really carries her past the dead weight of Red Herring and Off The Record (also not a terrible perk, btw, it's just that IW does it better).
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Honestly I'd put Cheryl at S tier. Repressed Alliance is fantastic since ruin is so common. Sould Guard is incredible if you have adrenaline and get up in the killer's face or if you play unbreakable. It's also good anti-slug because with ruin+undying being so common then you're guaranteed to be cursed by a hex totem most of the time so you don't have to suffer with being slugged because it has unlimited usage. Blood pact is the weaker one of the perks but still has a lot of potential both in solo queue and in a swf. It's good in a swf because you can stay near your friend to get the haste, and it's good in solo queue because it shows you where someone is so you can see if they're in a chase and if you're in a chase then you can avoid that survivor if they're on a generator.
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I think Tapp deserves to be in C at least. Yes, Stake Out is kind of underwhelming. Detective's Hunch is just info but it is all the info, which is particularly useful against Ruin/Undying. However, I think you are severely underrating Tenacity. Some of it is that its pretty infrequent people play around it, but if they don't play around it, it can be just as brutal to the killer as Unbreakable but it isn't limited to just 1 use. I fairly frequently run Tenacity without UB or SG and it still pays off handsomely. Not always of course, it is still an anti slugging perk and you don't always get slugged but it works fantastic for what it is.
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How is Jeff not low A or at the very least top B tier? I've never had more valuable use out of any teachables (not Distortion) than his, especially Aftercare.
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You guys don't seem to understand how a tier list works.
A tier list is a relative ranking of some thing. That means that any particular thing on the list is ranked in comparison to every other thing. So while THING A might be a good thing, if it's not objectively more impactful than THING B then it will be lower on the tier list. This does not mean thing A is bad, just that compared to thing B (and everything above it) it's not as impactful on the game.
None of Jeff, Cheryl, or Tapps perks are as impactful as the perks for characters above them. Would you say Jeff's perks, despite being pretty good, are as good or better than perks in tier A? Better or as good as stuff like Dead Hard, Self Care, Prove Thyself? If so then you could say it's tier A but I doubt anyone would say Aftercare or Breakdown are as valuable as Dead Hard and Self Care. Same with Cheryl. You don't see Repressed Alliance being as impactful as BT or DS. Not even close. Soul Guard you could make an argument for, but at the same time it's reliant on other actual meta perks like UB or DS to get real value. On it's own Soul Guard is not a very good perk, at least not on the same level as UB or DS.
It might hurt to see your character low, or see a character whose perks you love to use low, but you have to remember it's all relative. Just because a character has F tier perks doesn't mean those perks are COMPLETELY useless, just that literally every other perk is better.
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Did you miss that I said Tapp should be in C?
I honestly would say that Detective's Hunch and Tenacity are about on the level... if not better than Aftercare Breakdown and Distortion. Similar story to his and Cheryl's perks honestly. They both have 1 perk that's... kinda meh but can be nice (Stake Out/Blood Pact), 1 perk that can counter the current killer meta of Ruin+Undying (Detective's/Repressed), and 1 anti slugging perk that kinda needs comboing to work really well (Tenacity/Soul Guard).
Honestly I could make a similar comparison between Tapp and Adam's perks too. Probably Felix's as well.
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I like Detective's Hunch, but the problem with it is that it can be replaced by a map, or by just understanding how objects/tiles spawn. Like yes, it's great to be able to see the totems and run right to them but it's not entirely necessary to get them all. I know where every totem spawn is on almost any map, if I really want I can just run the map once or twice and get them all, or just check for them as I move from gen to gen. Not to mention that if the killer doesn't have a totem it's kind of pointless. And on the off-chance they have NOED, well if I just make a mental note of totems, maybe doing the ones that would be hard to get or find otherwise, NOED is almost a non-issue. Maybe 1 person gets hit but that's all the killer is gonna get against a survivor like me. So while it's a nice perk, it's just completely unnecessary at the end of the day. It's more of a QOL buff than anything else.
And Tenacity is not good by itself. Not like Inner Strength, Lithe, Balanced, or Iron Will. It's the perk you pair with another perk to actually get value.
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Jake deserves A tier way more than Claudette, Iron Will is just too good.
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How is Iron Will in B? I don't find Bond that useful since comms. Well maybe Prove thyself
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I agree Iron Will is very good but Sabo and Calm Spirit are not. You have to consider them as well. And I love Calm Spirit but it's just not a great perk at the end of the day. It fills a niche and is good if you play a certain way but otherwise it's not going to be very useful. Sabo can be useful but it's so situational really, and you kind of need another perk to maximize it's impact (eg. Breakout).
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Maps can run out, both from your inventory and total usage time during the match. Also maps generally require that you pass within 8m of objects before it starts tracking them. For all of those reasons, maps cannot replace Detective's Hunch. Also one could argue that Medkit + Hunch is better than Map + Inner Strength or Self Care. As for just knowing where all the totems are... That's simply not practical for most of the player base.
Tenacity can absolutely be useful without comboing. I have had it save me several hook states and has even gotten me the hatch or an open exit gate on its own. It isn't as strong as unbreakable because it can't handle multislugging but it can absolutely save you when you get slugged, and it can do it multiple times. Even if it doesn't outright save you, if the killer takes 5 seconds longer to find you after you get downed it's still decent.
Now I'll admit that because its an anti slug perk, it is inherently less reliable than those perks you mentioned. However all of those perks you mentioned are currently in your B rank. I'm not trying to get you to move Tapp to B... Just from D to C. Tenacity vs Deliverance is a far closer comparison... And Tapp's other 2 perks are debatably better or at least on the same level as pebble and autodidact.
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A tier, I can take it
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"Maps can run out, both from your inventory and total usage time during the match. Also maps generally require that you pass within 8m of objects before it starts tracking them. For all of those reasons, maps cannot replace Detective's Hunch."
If your map runs out and you didn't find all the totems, like WHAT THE FUDGE were you doing with it then? That's literally the point of a map, to find totems. You shouldn't be even coming close to running out if you are using it for this purpose. Not to mention you shouldn't even be using it until you ran the map at least once. The game tells you when something gets tracked via Bloodpoints so run in a circle around the map then light it up. Do some totems, then only use it to track down the last few by waiting for more BP prompts. Again you should never be running out.
This besides the fact that, like I said, Detective's is barely worth running if you know how tiles/objects spawn. The entire purpose of the perk is negated by just lots of experience. Where no amount of experience can make up for how much value you get from Dead Hard or DS or BT etc.
And by your own argument, the aura from Detective's only last 10 seconds. If you are in a chase you don't exactly have the luxury to look around when a gen pops so you can miss stuff. And you only get 5 procs, that's 50 seconds, and since gens tend to go in pairs or triplets thats means you lose a lot of time. If you were the first one chased you lost 30 seconds of aura reading.
Tenacity just isn't that great though. Majority of kills pick you up right away, and if the killer is slugging multiple people well they could very likely have something like BBQ to find you, so you're not going to hide that well from them. A good killer will still find you. I'll admit I've lost some people using Tenacity, but then when I catch them again I make sure they don't get away.
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"Where no amount of experience can make up for how much value you get from Dead Hard or DS or BT etc."
Again... I'm saying Tapp should move from D to C. Why do you keep comparing his perks with perks that are far higher up than where I think he should be?
Can you make a solid case for why Aftercare is better than Detective's Hunch? Can you make a solid case for why Deliverance is better than Tenacity? If you can't, then maybe you need to reevaluate.
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Aftercare gives you information about another player which you can't predict or control like you can tiles/objects. I can know where every totem spawn is and where gens are so as not 3 gen. I don't know what this Dwight is going to do if he gets chased to the main building while I'm on a gen. If I have Aftercare on him I can see what he does so I can avoid the killer, or maybe protect him if needed. He also sees me and can decide to run away from my gen so that I can finish it.
Aftercare also shares information with other survivors. They get a lead on what you are doing, which helps them. So it's like a perk that helps 2 people. Breakdown has a physical effect on the game by taking out a hook for 2 minutes. That can alter what a killer does. If you get tunneled but then he uses 2 hooks in a corner he might not be able to hook you again so he slugs. The best value you get from Detective's is that you optimize your ability to destroy totems, which has diminishing returns based on how well you know the game.
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