http://dbd.game/killswitch
All survivor perks for anti-tunnel/slug or perks that mitigate the effects
Meta/strong perks:
DS: The most popular anti-tunnel perk for the fact that it lasts a full minute and can be abused in favor of the survivor.
Borrowed time: A common and popular anti-tunnel perk mainly. I guess it could be argued to also be anti-camp.
Unbreakable: The most powerful anti-slug perk for the fact that you won't need a teammate to pick you up and also receive a passive recovery speed bonus.
Adrenaline: The most balanced exhaustion perk that can punish either slugging or tunneling. It allows survivors to reset themselves much faster.
For the people: An anti-slug or anti-tunnel perk; can be used quite interchangeably. However, I feel like this is good in terms of fairness and balance when compared to the rest.
Underrated perks:
WGLF: A more balanced anti-slug or perk that helps immensely to mitigate the effects of slugging or at least make it much harder to slug effectively.
Soul guard: It is pretty situational, but of course powerful.
Off the record: This allows you to have 80 secs of iron will (making zero groaning sounds when injured) and prevents the killer from reading your aura as well. Pairs nicely with object btw.
Weak perks:
Flip-flop: A very situational perk since it requires you to be slugged for 30 seconds or so to get full use out of it. But it is still a perk that mitigates slugging.
No mither: Situational as hell when compared to the rest because only a baby killer when slug and a killer needs to see an obsession (to fear DS) to slug you.
We'll make it: Strong for resetting your team because of the double healing speed for a minute and a half at tier 3. Not really designed for anti-tunnel or anti-slug, but it can definitely help when saving a downed teammate. Situational for slugging.
Baby sitter: A weak perk that could be better. It would probably be guaranteed to work on a less experienced killer player.
Tenacity: This allows you to recover and crawl 50% faster. Can be strong, but most of the time it will be very weak.
Comments
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Soul Guard
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No Mither!
Laughs in broken
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Babysitter.
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Meh, this could be better. I meant perks that actually get things done lol. However, you aren't wrong. I wonder what a buffed version of this would look like.
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It is too situational, but I will add it to the list.
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For the People, and also Camaraderie if we count anti-camping perks.
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I’ve found that people have found a way to use a cheat or something with soul guard to prop it’s bt effect when there’s no hex’s in play it’s honestly frustrating when people do that
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Lol. Every time you lose in a video game it’s not cheating sorry.
Soul guard gives BT no matter what when you get picked up, hex or not
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There's Buckle Up I guess but it's so bad you might as well be running nothing
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Tenacity. It's probably the 2nd most powerful perk for when you personally get slugged.
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Really because the description says you can get the effect if a hex is active or did they change it edit just read it and my bad there but can I at least call it out as a cheat when people are getting up without unbreakable no one to help them up and no hex’s active
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It gives you the endurance status effect regardless if there is a hex or not. You need a hex to be able to pick yourself up.
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We'll Make It is also an effective anti-slugging perk. I've combined it with WGLF (and gone agaisnt it more than a few times - damn does it suck).
No Mither is very effective in some slugging situations, however it's power is more that it is a silver platter on which to place yourself so the killer wastes time tunneling the crap out of you.
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- Borrowed time leaves the rescuer vulnerable.
- DS is not an anti-tunnel perk, as the devs have confirmed. DS is a second chance perk that resembles an anti-tunnel perk in its activation requirements.
- Flip-flop is pretty mediocre; the conversion rate needs to be increased substantially.
Otherwise, fantastic list.
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I read and edited my reply before
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I thought of WMI, but this perk is mainly designed for resetting your team by healing them, but I guess it could be mitigative towards slugging.
I thought of putting no mither, I didn't because it is a very weak perk even with the slugging. However, I think I can still add it to the list.
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No Mither becomes a genuinely strong perk in sabo squad situations. It sounds like a meme, I know, but everyone having Unbreakable/Soul Guard and one person having No Mither as well means that they can just never be hooked. Everyone 99.99's with UB while the No Mither picks everyone up or pops up and sabo's the hook.
I'm not kidding when I say I am terrified of this. I've gone agaisnt it twice and there's not really a way to win except hope they don't have one or two people doing gens so that they actually bleed out on the ground.
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Off The Record could also be considered anti-tunnel since its effect only comes into play right after you get unhooked, making your grunts of pain lower and your aura unable to be read.
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I forgot about that one. I guess it could be added to the list.
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Off the record is weak
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I don´t see Tenacity there, I think this perk is also pretty strong in situations where the Killer gets greedy and goes for a multi slug. Helps reset faster as well as reposition yourself to be picked up. Combos well with other anti slugging perks.
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You may as well put iron will in there as well. I consider it anti-tunnel because if the killer comes straight back to the hook it’s going to be the only thing that stops them from immediately finding you and gives you a chance to slip away.
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I can't even get Soul Guard to proc and get me up when a hex is active
(But the BT is meant to be whenever getting up, no matter what, not just getting yourself up!)
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I read
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I don't know, iron will is literally meant for stealth.
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