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All survivor perks with little to no value or need to be paired with something else.

WishIcouldmain
WishIcouldmain Member Posts: 4,082
edited February 2021 in General Discussions

So while the devs have been making perks better. Most are still worthless or have little to no value or can't be used by itself effectively. So here's all those survivor perks

1. Self-care little value on it's own need to be paired with Botany or Desperate or A Medkit.

2. Calm Spirit it's counters are very few unless there's Doctor, Clown, Infectious. SFTS, or Deathbound it's not good and to niche for consistent value

3. Saboteur why bring this perk instead of a toolbox. It'll go on cool down just touching a hook. And the cool down is too long.

4. Streetwise niche perk for items nothing else.

5. Urban needs some perks around it like Iron Will or Spine Chill for good efficeny.

6. Sole Survivor you don't want your teammates dying and the Aura itself won't do much.

7. Ace in the Hole need item hunter build since you'll get only three chests default and teammates could take them before you

8. Open Handed it needs something with it but it's good paired with Kindred and Bond and could be more common with buff

9. Up the Ante it's bad and even with a build it's bad. Only for Kobe builds and item hunter.

10. Left Behind only works for endgame if you're last not even a powerful effect like Noed or Hope. Only for Blendettes who bring a key

11. Technician it's a beginner perk and even why bring it if you lose more progress is the stealth worth more progression loss?

12. No Mither best killer perk in the game. Why would you want yourself to always be able to be downed and tunneled easily.

13. We're Gonna Live Forever yeah the anti slug is nice but is too easily triumphed by Unbreakable.

14. Wake up situational only works endgame and triumphed by leader and can only use it twice

15. Vigil what does it help with beyond exhaustion effectively?

16. Pharmacy a whole slot to search three chests? And a Medkit when you can just bring one?

17. Tenacity okay on it's own but can use support to truly shine.

18. Stakeout a whole slot for 1 additional percent?

19. Dance with Me needs Quick and Quiet or Lithe for good performance.

20. Boil Over wiggle times take a while and only really does good on a few maps even then it'll depend and Killers will know a hooks next to them

21. Windows of Opportunity worthless on SWF really only for pallets and kinda dulled without Open Handed.

22. Diversion needs a build around it but might be good with upcoming buff.

23. Autodidact doesn't even help yourself and can back fire horribly.

24. Breakdown hooks are close enough what will this do? And really niche for campers and tunnelers caan't even do much against them once again Triumphed by DS.

25. Aftercare requirements can't always be met and can be erased good effect but has limits and triumphed by Bond.

26. Distortion this disappoints me can be such a great perk but only three tokens won't do much.

27. Poised can do nice with Sprint Burst but is brief so truly worth it.

28. Solidarity yeah it can heal yourself but gotta be injured and can't even go all the way

29. Nickel Up pure garbage survivors will usually be recovering so really need a perk for it.

30. Flip Flop okay but needs support to really shine.

31. Mettle of Man good effect but you need to do so much to finally get it and do time doing so instead of an objective

32. Better Together limited by range and auras not all powerful

33. Fixated needs something with it for good efficeny.

34. Camaderie for only the second stage teammate actually has to get there and only works once not to a powerful enough effect like Adrenaline to deem worthiness.

35. Babysitter come get me. And for only a few seconds that won't stop the killer if he's right there. Triumphed by

36. Second Wind Good effect but need to do a lot to get it and might not pay off. Could change with buff

37. Any Means Necessary most killers will break pallets. Still a lengthy cool down and do you want to actively seek out dropped pallets not knowing where they are?

38. Breakout need a sabo build and often take hits.

39. Lucky Break won't even last the whole game

40. Off the Record just bring Iron Will.

41. Red Herring not consistent in value some killers might not even bother.

42. For The People huge risk breaking yourself and yeah you'll help your teammate but you want to do so without killing yourself.

43. Blood Pact required to stay close to your teammate and they might rather leave instead.

44. Repressed Alliance Takes a while and what If you prevent your teammate from fixing the last gen to escape?

45. Visionary can only really work on indoor maps and Triumphed by Detectives

46. Built to Last good but nothing outside of items and only works once.

47. Appraisal needs a build

48. Power Struggle needs a build to truly work.

49. Dark Sense good affect but can only be done 5 times

50. Deja Vu nice affect but only available 5 times and more for beginners who have little three gen sense

51. Lightweight with how scratches are hard to see not really necessary

52. No One Left Behind with how survivors 99 the gates you'll never get good value out of this.

53. Plunders Instinct good for it's niche role but won't do anything else needs a build.

54. Premonition won't know if the killer is coming for you or not cool down is lengthy hugely triumphed by Spine Chill.

55. Slippery Meat needs a whole build around it.

56. This is Not Happening good survivors will already hit great skill checks and you won't fix gens faster hugely triumphed by Resilience

While some of these perks are good in a proper combo. Most are pretty bad and need some proper work done to be even played with.

Post edited by WishIcouldmain on

Comments

  • Gay_Police_Dept
    Gay_Police_Dept Member Posts: 743

    Better together is quite good if your teammates aren't dumb.

  • ChurchofPig
    ChurchofPig Member Posts: 2,953

    We're Gonna Live Forever and Unbreakbale aren't comparable because We're Gonna Live Forever is only faster healing when you're healing downed survivors not yourself. Unbreakable is for yourself. Besides no one is bringing We're Gonna Live Forever for healing, they're bringing it for bloodpoints.

    Repressed Alliance is fine. It takes a long time because it almost guarantees you get a gen unless the killer just sits in front of your gen and in that time YOU COULD BE DOING ANOTHER GEN.

    Built to Last is fine. If you're suggesting it should work for perk tokens I don't think it should. I think it's fine to just be used on items and it should be able to used more than once, but on a token system so it can't be used indefinitely.

    The other perks I agree with, but that doesn't mean they aren't fun to use (I'm not saying that you said they weren't)

  • Phasmamain
    Phasmamain Member Posts: 11,543

    Pretty decent but doesn’t stand up to bond or aftercare imo

  • Gay_Police_Dept
    Gay_Police_Dept Member Posts: 743

    I run bond AND better together, they have different purposes.

  • Mysterynovus
    Mysterynovus Member Posts: 318

    It's okay, you can say "Quentin's perks"

  • EvanSnowWolf
    EvanSnowWolf Member Posts: 1,583

    We're Gonna Live Forever is the discount off-brand BBQ & Chili for Survivors.

  • Callmehandsome
    Callmehandsome Member Posts: 529

    You named A LOT of good perks there. For example i've had seasons where i just put on Plunderers to farm keys and i found a key from chest nearly every game, some games i found 3 keys from 3 chests. I believe the chance to get purple or skeleton key from chest with plunderers is 33.3% which is very good. But i agree with you a lot lower level survivor perks need buffs

  • Phasmamain
    Phasmamain Member Posts: 11,543

    I only have space for one aura perk in my build so I go with bond but they could work together

  • Ivaldi
    Ivaldi Member Posts: 977

    I'd like to start by saying PERKS are meant to synergize with each other; hence why killers and survivors come with 3 perks. Just because it isnt useful on its own, that doesn't make it useless.


    Lets break down some of the "useless" perks you got here.

    Calm Spirit - Counters Doctor, Clown, Pyramid Head, Blood Pool Freddy, Plague, (currently bugged), Iron Maiden, Infectious, Spies, Deathbound, and it also makes it so you make no sounds when you take damage.

    Urban - Counters Pyramid Head, Huntress, Hag and can be used to quickly get out of areas without leaving scratch makes if the killer is nearby.

    Ace in the Hole - Can be used to keep powerful addons after matches. Use a Whiteward for max efficiency.

    Open Handed - Being buffed to 16 meters on Tuesday.

    No Mither - 4 man SWF combined with Soul Guard/We'll Make it/Botany is literally invincible

    Wer'e gonna live forever - Provides 100% extra BP, picks up downed survivors faster; also has a hidden feature.

    Vigil - Stacks with other survivors

    Tenacity - Can be used to quickly crawl away from killers. especially if another survivor buys time for you. Can also recover while crawling

    Windows of Opportunity - Shows if you're running into a dead zone, shows if survivors are looping nearby, shows if killer is nearby.

    Better Together - Good for gen rush Solo survivors.

    Camaraderie - 34 extra seconds during struggle phase (Enough time for team to heal up and rescue). Used heavily in tournament play.

    Red Herring - Can easily turn the tide of a game (especially at end game when they cant afford to risk not checking generators)

    For the people - Can instantly pick up downed survivors; useful for saving a teammates on their death hook if you havent been hooked yet.

    Repressed Alliance - End game perk used to prevent killers from using Ruin and PGTW on gens. Useful if you get stuck in a 3 gen.

    Built to last - Can make a Flashlight and Medkit last the entire game.

    Appraisal - Does not need a build. You can search multiple chests multiple times. CAN combine with other perks to make it OP

    Plunderer's Instinct - Shows where chests and items are(Franklin's Demise counter) and gives higher probability for Keys.

    Premonition - Premonition gives an auditory warning if you're looking in the killers direction. This also trumps stealth killers. Spine Chill requires the killer to be looking at you and a stealth killer can simply walk backwards or sideways toward you.

    This is not happening - As you said "GOOD SURVIVORS".. People dealing with FPS drops can get use out of this and it also works for healing and saboing.

  • Mister_xD
    Mister_xD Member Posts: 7,668

    but...

    not all perks need to be meta perks in order to be fine...

    a lot of the perks you listed are perfectly fine the way they are. yeah in an competetive environment they have no place, but this game isnt nearly as competetive as you'd think.

    stuff like Plunderers Instinct + Appraisal + Pharmacy + Ace In The Hole are still perk builds that are a lot of fun to use, i dont need every single one of these to be Decisive Strike / Unbreakable / Dead Hard levels of strength. the most fun you'll have when you dont run them and instead actually go for something gimmicky - such as Diversion, Head On, Quick & Quiet + Dance With Me + Lithe, etc.

    perks dont need to be meta to be fun. and in the end, fun is all that matters.

  • Komi
    Komi Member Posts: 366

    Am I the only one using Quentins perks? Vigil is always good with any exhaustion perk, and Wake Up paired with Spine Chill prevents most killers from catching up to your exit gate.


    And Pharmacy is just a Pharmacy, free medkit in every basement essentially.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Most of these aren't useless by your own admission. They're support perks or perks that are supposed to be ran with support perks. That doesn't make them useless, it just means they aren't brain-dead easy that you can just slap on with no thought and get plenty of value from.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
    edited February 2021

    Calm Spirit is still situational. We can't say a perk is good four countering 4 perks out of 72 when only one of those are good. And 4 killers out of 22.

    Urban in your case can counter 3 of 22 killers when Hag is extremely rare and it doesn't take much time to go over Pyramidheads trail.

    Ace in the Hole can only be used 3 times base with teammates also searching chest

    No Mither good one

    We're Gonna Live Forever isn't bad but like many other perks I listed are outclassed by some of the first that can do it better.

    Tenacity is okay on it's own but for the best efficeny it's best used with something else.

    Windows won't do much with windows and that cool down is pretty dumb

    Better Together you'll search the area for gens and already likely head to the area someone's at but can be nice on indoor maps

    Camaraderie requires coordination hence why yes it'll get used in tournaments but in solo Q where survivors will rush the hook not knowing you have camaraderie or not get close enough fearing the slightest beat of a heartbeat it's not good and only gets used once.

    Red Herring like you said endgame but it's not a guarantee you'll get to the endgame and maybe you won't get close because you took Herring over an exhaustion perk and killers will have a good idea over gens.

    For the People is risky but okay you want that playstyle go for it

    Repressed Alliance you said endgame perk once more not a guarantee and is it worth the risk you Repress a gen run away get downed then the killer goes back to the gen when it could've been fixed by your nearby teammate if not for Repressed Alliance.

    Built to Last fine you can say it works but the other items it's not to good.

    Appraisal I just think can be underwhelming

    Plunders my bad didn't know it gave a better chance for keys.

    Do not tell me Spine Chill a perk with no cool down isn't limited to a degree angle gives faster everything with a ineffective counter of not looking where you're going is as good as the garbage premonition with a 30 second Cooldown limited to a certain degrees won't even give a idea if they're coming to you or not. Unlike Spine Chill a great perk.

    This is Not happening is still garbage FPS shouldn't warrant a perk good or bad. And more a beginner perk if anything.

  • Hex_Llama
    Hex_Llama Member Posts: 1,943

    There are a lot of situational perks in the game, or perks that are stronger in combo with others, but that doesn't make them useless, IMO. If all of the perks were super strong on their own then, when you stacked them together, the effect would be way too much.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    When I'm facing meta killer with their best perks why would I run WGLF instead of Unbreakable. This is Not Happening over Resilience, or Spine Chill over Premonition this is a competitive game. Fun is being able to survive.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Assuming your teammates don't go item searching with nothing before you.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,188

    Calm Spirit is actually really good, many killers use crows to track so denying that can confuse some of them

  • FFirebrandd
    FFirebrandd Member Posts: 2,446

    So... here's a tip. Just because a perk needs a combo to be really good doesn't mean it isn't good. Like sure Dance With Me needs Q&Q but with it, it is really good. Also there's several other perks in that list that are pretty good. Just because a perk isn't "meta" doesn't mean its useless.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    I meant that some perks are pretty meh on their own but with a proper combo can perform well. And name those several perks you mentioned.

  • FFirebrandd
    FFirebrandd Member Posts: 2,446

    Self Care for one. Yeah sure some people use it badly or at the wrong time, but it eats the same amount of time as a standard heal and makes you a lot more self sufficient even without comboing with anything.

    Tenacity for another. Granted if the Killer insta picks you up it isn't so good, but if they leave you alone even for long enough to kick something you can disappear on them and save yourself a hook state. Sure you can't pick yourself up, but the fact that you can use it more than once in a match makes it better than unbreakable in some ways.

    Better Together is another perk you seem to be under appreciating. As the teammate of the person, it lets you know that you can come there for healing or to bust through a generator or you can not go there to not bring the Killer there or to spread out on gens because that's the most effective way to get gens done early on.

    Also... I just read your OP more closely. Some of your claims are just... what? Visionary is not trumped by Detective's Hunch. Detective's Hunch doesn't do squat to find you your fist Generator because it needs to have a gen pop to activate. Visionary is "I need to find a gen now", Detective's Hunch is "I want to find everything". Similar story for Bond vs After Care. Sure After Care can be turned off, but Bond has limited range and doesn't give your teammates any info at all. With full After Care, your whole team will know you're going for the unhook so they can stay put and... if you get intercepted, they'll know that too before you take a hit.. Iron Will vs Off the Record don't even have the same purpose? Off the Record is Stealth version of Decisive Strike. Iron Will is to limit the Killers info whenever you're injured and won't do crap for you when you're med kitting yourself post unhook vs a Killer with A Nurses Calling or a Killer with BBQ who just got another hook.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
    edited February 2021

    Self-care is in the needs something to be efficient. Tenacity yeah it's good but killers will usually pick you up so I prefer to run it with something else. I just don't believe Better Together is necessary I see it pop when I was already going to that gen. And Detectives is still better then Visionary which is a beginner perk only coming in clutch on indoor maps where gens can be tricky. You play the game alot so Visionary isn't necessary you know gen spawns. Why run Visionary with a range that doesn't cover majority of the map and a Cooldown instead of the superior Detectives a perk that has done me just as good on indoor maps and find me that Devour Hope or Ruin. And that three gen much more easily. Why run Visionary over that? And Aftercare is an unfortunate perk where why go through those requirements risk it deactivating when I can have Empathy or Bond always up and running. The problem with most of the perks I listed is there's a better option. And why have off the record which one has a requirement you don't want to do get hooked doesn't last whole game when I can Iron Will help me more actively. Why run Visionary a beginner perk when you know gen spawns Aftercare extra steps that can be taken away, or Off the Record with a requirement you want to avoid perks with limitations when there are superior versions. Detectives rewarding you with so much information, Bond always gives you info that can't be taken away. And Iron will where it can actively help you in first chase avoiding the first hook throwing off the killer. Face it Visionary, Aftercare, and Off The Record aren't as good. But I will run Aftercare sometimes. But Visionary is unnecessary and Off the Record is bad

  • FFirebrandd
    FFirebrandd Member Posts: 2,446

    You seem to have missed my point. You are making a blanket statement that certain perks are flat out, unilaterally better than another when they each have different strengths and weaknesses so they flat out aren't. Maybe you personally find certain perks to be more useful, but that does not mean that they are for everybody in every game under every possible situation.

    Bond gives you nothing if your teammates are outside 32m of you. Empathy has a much longer range than Bond but is useless if no one is injured. Aftercare has zero range restriction, but has some other restrictions. You can't just say one is better. Each of those perks have strengths and weaknesses and which one is better heavily depends on what you're trying to use it for.

    Similar story for Visionary vs Detective's Hunch. If you only care about where the Generators are, Visionary is better because it has substantially higher uptime than Detective's Hunch. Including at the very beginning of the game.

    You also seem to have completely missed the point of Off The Record. Speaking as someone who used to play super stealthy on the Survivor side all the time, the hardest point to be stealthy is right after getting unhooked. The Killer knows where you are, you're bleeding, you're loud, and if you want to get away at a decent rate you have to run which leaves scratch marks. Off The Record is designed to help with that pain point of playing Stealth. Sure, Off The Record isn't active for the entire Trial, but it doesn't need to be to do its job. If your goal after getting hooked is to hide, heal up, then get back to it... well that aura reading blocking its got is really nice since BBQ and Nurses exist AND you don't need muted injured noises permanently... just long enough to heal back up. To get both those effects without running OTR, you'd have to run both Iron Will and Distortion, eating half your perks and Distortion is crazy limited with the number of tokens it gives. Now would it be swanky if Off The Record also blocked scratch marks? Sure. But to argue that it has no purpose just because Iron Will exists is just wrong. You can maybe make a case that it doesn't do its job well enough but that's not what you said.

    Also Off The Record is getting an indirect buff with the coming buff to Fixated. Sauntering away from the hook 20% faster with OTR + Fixated sounds like a fantastic way of disappearing. No noise, no scratches, no auras. If your Killer isn't good at tracking blood or you're running Lucky Break... well you just turned into a ghost.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
    edited February 2021

    That must be why I don't see any Visionary, Aftercare, and Off the Record Gamers because they're the best perks to run. If they're so great how come I and everyone else see Bond, Iron Will, and Detectives commonly? Oh right they're better perks the perks you mentioned niches and downsides aren't worth the perks slot. And you don't need Visionary if you've played the game enough it's a beginner perk.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    The risk is you block the gen. Then you lead of the killer. He downs you but the gen that could've been fixed by your teammate and helped you win isn't repaired because of Repressed Alliance.

  • ChurchofPig
    ChurchofPig Member Posts: 2,953
    edited February 2021

    If you're working on a generator with others you need to be aware of how long the 30 seconds will be and if using Repressed Alliance in that moment would be a smart move. It's more worth it if a gen was close to done and you were working alone. That way survivors know "Go for this generator".