Top 5 Useless Perks
What do you think are the Top 5 useless perks in DBD? Also, how would you buff them?
My list (in no particular order):
- No Mither - we asked for them to change it so that it at least has a benefit, other than the useless "grunts of pain" reduction, but so far they've refused to change it.
- Poised - In general, tying perk power to gen completion is a bad idea, unless the perk is powerful enough to justify only being used 5 times per match. 10 seconds of no scratch marks is lackluster at best.
- Left Behind - self-explanatory
- Monstrous Shrine - another perk that we asked them to change to make more effective. Maybe it works for all hooks? That sounds a little OP, but the perk definitely needs to be changed.
- Deerstalker - ???
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Deerstalker is used for slugging build, Monstrous Shrine is totally OP on basement trapper insidious build, totally legit.
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Deer stalker is great for slug builds.
This is not happening is trash.
Premonition is not terrible, but why would one equip that when spine chill exists?
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No mither has use in slugging builds and sabo builds.
Poised is underwhelming but occasionally very helpful.
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5.Furtive Chase. Seriously. WTH is the point of a smaller TR "during" a chase? They already know your there.
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Old sabo builds, maybe, but the hooks come back too quickly now, so I can't see how it would work.
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- Babysitter - the concept is cool, I think a buff on numbers (10-20 secs) might be enough. Maybe also adding no injured sounds to the unhooked survivors.
- Furtive Chase - the stacks of this perk are so damn useless it hurts, and they go away if the obsession gets killed. Something that still keeps the theme but is a bit more powerful is reducing the red stain each stack.
- Vigil - now that it doesn't affect mangled it's even worse, only works in conjunction with other exhaustion perks and even then it's pretty bad. Not sure how I'd buff this one tho.
- Autodidact - Fun but backfires more often than not. Just a QoL that guarantees at least a skill check per heal would be enough.
- Buckle Up - I'm convinced that getting value of this perk is physically impossible. I would make it like a kindred but for slugged people.
There's many more but those are my top 5.
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To add something, Left Behind actually does its job quite well. It WILL increase the chances of you making a hatch escape if you're the last Survivor standing a fair bit. My list would be:
- No Mither, for fairly obvious reasons.
- This Is Not Happening does essentially nothing once you learn the very basics of skillchecks, and it feels like doing essentially nothing is so powerful it needs to be locked behind you being injured.
- Monstrous Shrine, even in a Basement-oriented facecamping build, doesn't really give much value at all.
- Unrelenting is almost worthless. Even mediocre Killers like myself will usually only miss attacks once or twice in an average match (with some exceptions like Nurse players, but I'm almost certain their missed blink attacks aren't even affected) and even then, almost all the time when you miss an attack, Unrelenting would not make a difference on if you could save enough time to get a followup attack.
- Hex: Huntress Lullaby has very similar activation requirements to Devour Hope, but instead of being able to freely mori and instadown Survivors, you... Make skillchecks harder. Even on impossible skillcheck builds, which are already very gimmicky and not gonna work against sufficiently skilled Survivors, this is gonna get cleansed 9/10 times before you can properly build its stacks up.
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30 seconds can be enough time to get up assuming the killer is preoccupied and correct me if I’m wrong but isn’t there an addon to increase sabo duration?
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I would just mention that Premonition differs from Spine Chill in that it does tell you which direction the killer is in, so it can be useful at times. However, it also frequently goes off (and starts another cooldown) when you already know where the killer is. I'm sure it's not really a helpful perk for high-level players, but mediocre survivors (like me) can get some fun and value out of it.
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All of Huntress' perks, Up the ante, Lucky Break, Camaraderie, Streetwise
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When Ghostface first came out I brushed through Furtive’s description too quickly and misread it. I actually originally thought each stack removed 4 meters of terror radius in general up to 16m. Played with it a few games because of how amazing it was to be able to work towards shrinking my TR throughout the game then I thought about how broken M&A might make it so I went back and actually read what the perk said lol.
I preferred my fantasy version of the perk much more than what it actually does.
After that I’ve only used furtive maybe a handful of time with nemesis and make your choice for a specific doc build.
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No Mither is not useless. The no bleed capability is actually pretty good, as is the ability to pick yourself up. It's just that the perk doesn't do enough to justify its humongous drawback and since it telegraphs to the killer the revive ability is useless 99% of the time.
Left Behind is also extremely useful it has saved me more times than I can count.
Deer Stalker isn't completely useless either it's actually not bad for a slug build, though BBQ is definitely better for that purpose. Not the nurse kind of hyper slug I'm talking about the third seal knockout type of slug build.
Monstrous Shrine working on all hooks is a bad idea. Would encourage tunneling and facecamping even more than they already are. Monstrouus Shrine is actually a good ability except that it's useless in that it's' a "win more" kind of perk, because if you got a survivor in the basement it's already a gigantic advantage.
Poised is definitely junk.
Other perks I consider absolute junk:
- No One Left Behind
- This is Not Happening
- Monstrous Shrine
- Up the Ante
- Predator
- Baby Sitter
- Overwhelming Presence
- Camaraderie
- Buckle Up
In about that order.
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Fun fact camaraderie is run a lot in tournaments due to the extra time it gives to do gens
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Poised is luck-based but solid, actually. Run Poised, Dark Sense, Adrenaline, and Distortion and get back to me - I love it! Deerstalker isn't bad either, even though slugging builds are weaker now than they once were. I can see running it in a snowball build with things like Infectious Fright.
My top 5 in no particular order:
- No Mither - It should either lean into its "challenge perk" side and grant bonus BP in exchange for the high risk of using it, or it needs to offer a high reward to go with its high risk (e.g. buffing the user's speed by 1%/2%/3%). If not, I think it needs a full rework.
- Monstrous Shrine - Agreed, it's useless. It's also hard to buff because I don't think meaningfully buffing the basement game is something that would be healthy for the game. With that said, I heard an idea from someone that Monstrous Shrine could cause a second basement to spawn on any maps that have two basement spawn locations. It feels more like an offering effect than a perk effect, but I still think that could be cool.
- Up the Ante - It is only usable in SWF in a Up the Ante / Slippery Meat / Salty Lips stack. Otherwise it's absolutely terrible. I would like to see luck reworked to also affect the rarity of items in chests. That wouldn't make this perk good, but it would be a lot less terrible. It's hard thinking of other uses for luck that wouldn't be controversial, but I could see things like giving you a chance at preventing the loud noise notification when missing a skill check, giving you a chance at a fast vault when you'd typically get a medium vault, etc.
- Predator - Spawning scratch marks closer together is actually a bad thing in most situations because it can prevent them from showing up on walls and such, and thereby make survivors more stealthy. I've found it useful as a Nurse in the corn, but there are precious few situations where it actually helps. I'd rework it to make it a reverse Lightweight. Instead of affecting the grouping of scratch marks it would make scratch marks persist in the environment for longer.
- Unrelenting - You should almost never be missing hits in the first place, and even if you do, a 30% cooldown is honestly not that useful! The default missed basic attack cooldown is only 1.5 seconds, so reducing that cooldown by 30% only saves .45 seconds. If the survivor holds W away (which they probably won't, since they were probably juking all over the place if you missed an attack) they'd only make .77m in .45 seconds on a 115% killer; killer movement speed is cut in half while cooling down from a missed attack, so .45s * (4.0m/s-(4.6m/s / 2) = .765m. A killer would make up that extra distance in .765m/(4.6m/s-4m/s) = 1.28s. That is absolutely nothing. In extremely rare cases it might be the difference between a survivor making it to a pallet and not, but that should almost never happen given that 1) it's a small amount of time saved, and 2) again, you should almost never be missing hits in the first place. It's not absolutely useless if you're learning Nurse, since it's a default perk (meaning new players will have it unlocked) and she already has a long fatigue after blinking and you'll likely miss a lot of swings with her. That extra .45s saved on the cooldown / fatigue could be what you need to not lose a survivor, and at the very least it'll make her feel a bit less punishing to play. It's still pretty trash though... I would buff the effect massively. Think maybe a 60% cooldown reduction on missed swings. That way, it's niche, but it's actually good in its niche. A .6s total cooldown on a missed attack is insanely small, so you could definitely catch some survivors unaware with that. It'd make learning Nurse even less punishing too, which is great.
Dishonorable mention to Technician. It's already a beginner perk locked behind DLC (on most platforms), which is useless, and that 3% additional penalty is downright insulting to anyone else who might want to try it out. They should just remove the penalty. Then there are at least no drawbacks to running it and it could even be useful against Freddy for waking up by blowing up a gen without alerting him.
Another dishonorable mention to Beast of Prey. 50% bonus in-game Hunter BPs are pretty useless because you should already generally be at or close to the Hunter BP cap by the end of a round. Removing your red stain in Bloodlust I is also pretty useless, because you can just moonwalk to hide your stain and you also shouldn't be in Bloodlust but not have LOS on the survivor very often. It could be okay for real beginners though for getting some surprise hits.
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Honestly the smaller TR aspect of Furtive Chase is not why you run the perk. The obsession switching is the bigger deal.
It's not a strong perk by any means, but it does open up fun killer perk combos. I just wouldn't list it as a top 5 useless perk.
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Premonition also can't be countered by the killer. For Spine Chill, the killer can just approach your gen while looking at an angle and the kitty cat will never light up. Premonition depends on the survivor's camera, though, so they can be sure when the killer is nearby.
Premonition is also uniquely well-suited to some situations, like when you're repairing gens on the second floor of houses on maps like Haddonfield or Badham. There's only one way up, so you can just stick to the gen and aim your camera at the stairs. That way you can guarantee that a stealth killer won't be able to sneak up on you, especially in those solo gens that have basically no visibility. Spine Chill wouldn't be as good in this situation because the killer probably wouldn't be looking at the gen as they circle the house and climb the stairs; you might just think they were passing.
With that said, I agree it's clearly outclassed by Spine Chill overall and should get a buff. While it does have its own niche, it's a really small niche.
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I thought the same thing. Hooking the obsession shrinks my tr, that sounds kinda fun. Then i reread it and thought "who made this perk"?
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Use in slugging builds ??? As killer, you slug someone who has No Mither ? Please. You see a No Mither surv, you hook him...
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Actually Up the Ante is a niche Perk concerning luck, so yeah, use it with Slippery Meat, or Plundered Instinct
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I’m saying that they physically cannot slug you even when they really should
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The pressure you gain by slugging, you gain it by ending fast the chase with the No Mither surv, because he won't have any time two health states. I was never outplayed because of No Mither. As a Killer or as a Survivor, each time I met / used that perk, it was never worth for the surv to use it.
And as a "Hardcore mode perk", it won't reward you for being good. You'll just be down faster. That's all.
As a big user of Resistance/Spine Chill (and now I'm training to use dead hard properly), I want to have another perk to be really "dangerous" as a looper.
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Could be good against killers with Alzheimer's disease but, yeah there might not be many of those.
Up the Ante is not only bad it's super boring to use.
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Luck does not affect chests. Luck only affects the chance to self unhook now. It used to also affect the chance of self escaping from a Trapper's trap, but that was removed with the change to Trapper's traps.
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I disagree with Deerstalker being useless, it's an alright perk for the Oni and a great perk for slug builds. Anyways, buckle up, because Buckle Up should be replacing Deerstalker. Seeing the progress of someone's recovery is very, VERY situational. You could be going against someone that doesn't even slug. Even if it does come to use, it'd be pointless. Experienced survivors will already know when a survivor is fully recovered. If a survivor has been staying still while downed for a good while or if they're crawling faster (Tenacity), you'd know that they're fully recovered or close to fully recovered.
Poised is good for stealth builds, replace that with Solidarity, another Jane perk and probably the worst healing perk (Autodidact being a close second) in the game if not one of the worst perks. I'm surprised no one's mentioned Solidarity yet. At least Autodidact has more opportunities to it, such as endgame instaheals.
- You'll only activate it when you're injured as well
- You barely get any healing progress on yourself when healing another survivor
- It is completely outclassed by Botany Knowledge and We'll Make It, which are way less situational.
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Up the Ante unfortunately doesn't work with Plunderer's because luck doesn't affect chests - that's part of the reason why Up the Ante is so terrible. All luck does is increase your chance of escaping from a bear trap and increase your chance of pulling yourself off the hook. If luck did more it'd be a fine perk, but it's pretty darned useless at the moment.
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Doesn't work on bear traps anymore with the recent change. Luck is purely an increased chance to self unhook.
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Hope is straight garbage.
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Wow really? It's a flat 1/6 chance (with a cap of 6) regardless of luck boosts?
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I like Hope :) It's definitely not strong, but it's very rewarding to take the killer on a merry chase at the end of the game because they don't know what's happening. I love running underused niche perks, provided they have at least alright utility in their niche.
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Yes outside of the Trapper add-ons that decrease the chance and increase the cap.
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Wow really ? I thought chance offering or chance perks affected chests ! Damn, yeah, that isn't even a niche perk...
No there are players who love Hope, it's just super strong against 4.4m/s killers (and I don't even talk about Hope / Blood Pact in SWF, you're almost invincible during 120 seconds). If you think Hope is bad, you think the same thing about Adrenaline imo.
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No Mither is hard mode. The point is to make the match more difficult. There are some benefits, but they require thoughtful builds.
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Adrenaline actually does something. Hope doesn't do squat. It's a tiny bonus on a short timer that really doesn't matter unless you are in a chase and most Survivors are just going to head for the exit gates anyway, which a speed bonus of that size might net you one second of door time.
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If you want to play in hard mode, just don't heal yourself. No Mither brings nothing interesting and useful. The build you would bring with No Mither would be effective if you aren't heal or during the second part of a chase when you got hit (plus you can bring a perk instead of No Mither... (Iron Will)).
It would be so much more interesting if just the perk grants 100% points in the boldness category, you see how bad I see this perk, and 95% of the DbD community thinks it. It's a almost a trolling perk.
It's useful as a survivor who wants chase interactions, and buy a huge amount of time for the others. "Being a Survivor" like sitting on a gen, and opening gate is boring, I don't think the majority of the survivors play that role for that... (And I don't play to do gen or get a fast escape)
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If a Survivor is very obviously trying to get my attention during the end game, I'm going to ignore them. I have nothing to gain taking that bait when I know where the doors are.
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It’s just a misunderstood perk. For example. It can be used to derail a killers slugging momentum by forcing them to pick YOU up. Take a hit for somebody and the killer can’t ignore you unless they don’t care about you reviving yourself.
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Anyway there is a lot of people loving that perk, it's very situational but god damn, when you have chases with it, trust me, you feel it helped you. I mean, the perk is not meta, but it's not bad. And for that I don't want to change it immediately, there are perks wayyyy worse and less useful than Hope.
Well, yes, you'll just be out fast of the game, but sure it's a god move if the killer is chasing a dead on hook survivor. And... Well, you got a point with that, but there are better perks to help chased survivors which won't make you super brittle, see what I mean ? The disadvantages brought to always be injured are far heavier than the advantages brought from the perk.
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On the one hand that's good because it seems unfair to just have luck mess with Trapper, but on the other hand good lord is luck useless now. They seriously need to rework or remove the whole mechanic.
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Lol yup, it's awful. It's actually even worse than I thought too - Crowman pointed out that as of 4.5.0 it doesn't even work on bear traps anymore. It only matters for pulling yourself off the hook 💩
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Again though, the other point of No Mither is hard mode. Once upon a time survivors complained how easy the game was. Now they have an option to increase difficulty.
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Well, if you want hardcore mode, don't heal, impose yourself rules, you don't need a perk to make the game harder x)
I want No Mither to be a perk that grants you bonus, but making any mistake super punitive. But right now, if I want to play hardcore mode, or I play random perks, or I play nonsense build (No Mither, SelfCare ....), or without any perk, or with only 3 perks.
Then, I'm talk about bonus(es), I don't know what they could be (when you rework/buff a perk, you have to think what it will be in combination), maybe the first 16 of a chase, you're faster, or you see pallets and windows in a 32 meters radius, I don't know, but now, the perk isn't even cool to run, it's just... So damn bad :/
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There’s nothing wrong with Autodidact. It’s meant to be underwhelming in the beginning because of how powerful it ends up becoming
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No Mither
Sole Survivor
Monstrous Shrine
Buckle-Up
Predator
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