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What are your least favorite perks?
what are your least favorite perks and how would you buff them? For me no mither needs to have tenacity but no crawl speed buff.
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NOED. All 'round terrible design. It needs a full rework to make it fair and scary - something like Devour Hope, but without the cleansing...? There's been plenty of ideas about reworking it into a solid perk, I won't rehash them, but suffice it to say this one is a big deal for me. No-one likes leaving someone behind because the killer equipped a perk and facecamped them. And I especially hate dying because some solo-que genius decided to cleanse all 5 dull totems instead of being a useful teammate.
Dead Hard - I dislike exhaustion perks, but this one takes the cake. And dashes away with it while being completely and utterly invulnerable. My solution? Remove the i-frames. The dash is fine - frustrating, but fine, because it affects all killers equally and makes it so versatile. The i-frames don't. They're what makes it a true, free second chance.
Tinkerer - too strong with mobile killers, barely useful with the rest. I would buff the Undetectable duration and shift the activation forward to 90%, or make it only go off 5 times in a trial.
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Dead Hard. Terrible design and gives a free health state to survivors. To rework it, I would have it do the same dash as it does now but can’t interact with pallets or windows for a 2-second window.
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Dragon's Grip - Just too inconsistent. I would buff it to last indefinitely on the kicked Gen but have the same requirements as MYC in terms of distance, but have a 1 min cooldown once activated.
Coup De Grace - Just useless currently. Hooks grant tokens now too, being stunned 2 times grants a token (Bit like how spirit fury charges work) Remove Gen token aspect.
Dying Light - Needs more to become worthwhile. Redesign to a scourge hook perk, in addition to the slowdown, Survivor's are periodically incapacitated for 5 seconds every 20 seconds until the hooked survivor is rescued or deceased.
Eruption - Too much effort for little payoff. - Merge with Oppression. Kicking a gen now also primes 2 other nearby gens as well as the one you kicked for the same effect, Once detonated leaves a hard skill check with no warning sound. Anyone currently working on a generator when it becomes primed becomes incapacitated.
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I'll talk about my least favorite perk for each side:
Survivor - Any Means Necessary:
This perk frustrates me with how fundamentally bad it is. You want to reset the good pallets, but those will most likely be destroyed as soon as they're dropped. You don't usually want to reset the unsafe pallets, but those are the only ones left alone.
How would I fix it? Just reworking it entirely would be preferable, but working with the current idea, I would say reward the Survivor for actually being able to reset it in a big way.
- Lower the time it takes to reset a pallet to 3 seconds instead of 4
- Make stuns with pallets that you've reset with Any Means Necessary last for 40%/50%/60%.
- To make this more fair, so you can't just throw down and reset pallets as you go, the perk will not begin its cooldown and remain deactivated until the reset pallet is thrown down once again.
Killer - Hex: Blood Favor:
Funny that this is essentially the Killer equivalent of Any Means Necessary and it's also my least favorite Killer Perk. This perk has way too many limitations.
- Only works on a basic attack
- Short range
- Short duration
- Cooldown
- Hex Perk
Personally, the ones I want to be changed/removed are:
- Increase the range to 32 meters. Alternatively, make it every pallet outside of 16 meters.
- Increase the duration to 40 seconds.
- Remove the cooldown entirely. No Hex Perk should also have a cooldown unless it is literally broken without it.
- Additionally, let it also block dropped pallets, perhaps?
I want to keep the Hex Perk part of it so that Blight will have some Undying value outside of the aura reading.
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All of the ones I never use. I could never pick one. I will tell you I think Monstrous Shrine is nowhere near the worst perk. The haters just don't Basement Bubba properly.
I only really use vision perks, slowdown perks, exposed perks, and screw your pallet perks besides Basement perks. If it doesn't work in one of those builds, it is garbage. Lowkey, high key, mid key, bro.
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Slippery meat, idk some kind of increase to the luck percentage because it's pretty unreliable
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I think Up the Ante needs to be reworked or made more clear in how it works.
Monstrous shrine is also a weak perk. I cant remember if theyve ever made changes to it. The benefits of the perk seem great, but in practice the amounts are very miniscule and do not equate to much benefit.
Im glad scourge hooks are a think now. Maybe we will see some changes to the OG perk.
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You completely hit the nail on the head.
Literally was about to say all the same ones and reasoning lol
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Yeah, I don't like painful-to-face perks or nerfing perks into the ground. I just like people having fun :)
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Completely agree, just unfortunate that many people don't have a similar mindset.
Both sides wanting this and that removed or nerfed, toxicity surrounding certain elements on either side. I've learned after 3k hours just relax and have fun it's whatever if certain perks are brought etc...
But tinkerer.... that is testing my patience atm I can't lie. I'm really sick and tired of it atm
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Killer: Tinkerer is the definition of a crutch and is just annoying on high mobility killers like nurse of blight
Survivor: Urban evasion because the people who use it make me want to tear my hair out
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I know exactly what you mean. It's so frustrating having the killer repeatedly harass you off gens, especially if they don't commit to a chase. It's like being in a 3-gen, but from the start of the trial.
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Hangman's trick. Pretty worthless.
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E (something was here but I deleted it)
Post edited by ImAJoke264 on0 -
I think Dragon's Grip biggest issue is the cooldown trigger. If they don't touch the gen for 30 seconds, it then goes on cooldown for 80 seconds. If they do touch it, and get exposed, it doesn't go on CD until the exposed status goes away. So, if for some reason you can't find them, that is a potential 140 second cooldown. There are so many other perks that give exposed that are just way better. The cooldown should trigger as soon as the generator is trapped.
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Dead Hard needs I-frames though, otherwise any lunge would be a hit, removing any decent use for Dead Hard. If you'd remove the i-frames, the dash needs to be longer and faster to outspeed/outrange a killer lunge. Giving survivors more distance while keeping essentially the same effect.
Survivors already are consistently exhausted on the floor even with Dead Hard.
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Spine chill, people who run this perk usually let their team die while they never been hooked. Just nerf the range or let undetectable counter it. But that never going happen. Even swfs I play against say spine chill is op lol
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Because it's not a dodge perk. If a survivor is exhausted on the ground, they ######### up and used it wrong. Dead Hard is a distance perk that can be used to extra-######### some specific killers by also dodging their attacks for free.
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Perks I (practically) don't use because they are too weak or too boring and I cannot really think of any builds that work or they are too good at what they are supposed to do(and thus least favourite):
Flip Flop(give it a 100% conversion rate and cap wiggle progress at 65%)
Buckle Up(add the ability to pick up other downed survivors while you're downed, or to be picked up by other downed survivors while you're downed, and it would be amazing, first perk to counter mass slugging without being a self pick-up perk)
Calm Spirit(should make breathing softer too, no screaming and no crows is a bit too niche and softer breathing would fit the perk theme)
Sole Survivor(since it no longer works with Object of Obsession, the distance should be 40 meters per token(having 120 meters at 3 survivors dead, AKA full aura reading immunity)
Up The Ante(buffing from 1/2/3% to 3/4/5% for a max of 9/12/15% of luck would actually be quite good)
No Mither(either being healthy from the beginning of the match, only to be broken for the remainder of the match if you're able to pick yourself up once, or reducing grunts of pain by 75-100%, it's supposed to be hard mode for survivors, not easy mode for killers)
Poised(also remove blood for 10 seconds, having no scratchmarks but still blood isnt exactly useful in any scenario)
Tenacity(the first 5 seconds you're downed, have 0 sound and 150% increased crawling speed(which would be close to Urban Evasion 1 crouching speed), then back to the 50% increased speed(which is roughly standard crouching speed))
Babysitter(also block aura readings on the survivor you saved, and up the amount of time to 12 seconds, that way it's a decent replacement for BT)
Red Herring(reduce the cooldown from 40 to 10 seconds, it already takes time to find a usable gen and a locker for it to work properly)
Visionary(double the aura reading on gens, Rookie Spirit would still be better value than Visionary if that were the case, at least Visionary would make it easier to find difficult gens)
Power Struggle(only an issue because of current Flip Flop, so either lower it to 15% with current Flip Flop, or buff Flip Flop and this perk is fine)
Hope(Hopefully this would become a Boon totem, and like NOED would last essentially forever as long as it's standing instead of only 2 minutes, otherwise, buff the time to 180 seconds)
Lightweight(make scratchmarks more spread-out, making it even less predictable, including the 3 second faster disappearance so it's still possible for the killer to deduce where the survivor is heading, but instead of having 3 seconds less to see the scratchmarks, they would need to wait 7 seconds to see which direction the scratchmarks are disappearing towards)
No One Left Behind(trigger the effect once the final gen is finished or increase the speed to 100%)
Premonition(lower the cooldown, even a 5 second cooldown would make Spinechill superior, it would just be easier to use)
This Is Not Happening(increase the chance for skillchecks by 20%, would make it a useful support perk for perks like Autodidact)
Dying Light(each gained stack should also reduce the healing buff gained by the obsession by 3%, stacks should remain once the obsession is removed from the game just like STBFL)
Beast of Prey(just gain undetectability whenever you enter a chase)
Territorial Imperative(notification and perma aura reading rather than just 3 seconds, distance could remain the same, I'd rather have it be based around the Terror Radius, meaning if the survivor is not in the terror radius while entering the basement, their aura is being shown)
Fire Up(should gain 5% per gen, 15% for the last gen, giving a total of 7 stacks(at 35% increased action speed after the final gen) as there are a total of 7 gens on the map)
Blood Echo(base 5/10/15 second exhaustion regardless of injured state, +30 second exhaustion(aka 35/40/45 seconds) when injured. Cooldown 60 seconds across all tiers)
Dragons Grip(should work like Make Your Choice. No cooldown, just the last gen you kicked having a 30 second "protection", disable the perk once a survivor is exposed. As soon as the survivor is no longer exposed, the perk can be used again)
GearHead(buff it to 45 seconds and include great skill checks)
Dead Man's Switch(activate the timer once a generator has been let go)
Distressing(make it 35% and give the bonus BP post-game rather than during, some builds benefit from a large terror radius, having Distressing be the best solo perk to get a massive TR would be great)
NOED(100% spawn chance if all totems are standing, 80% when 4 totems are standing, 60% if 3 totems are standing, 40% with 2 and 20% with 1. Or 100% spawn chance with 5 and 4 totems standing, 75% with 3, 50% with 2 and 25% with 1, OR 100% chance with 5/4/3 totems standing, 66% with 2, and 33% with 1, essentially making the perk less likely to spawn if survivors cleanse totems and more likely to spawn if survivors dont or barely cleanse totems. As for compensation, the totem should be entity blocked for 30-60 seconds after it spawns)
Thrill of the Hunt(increase to 7% per totem for a max of 45% increase, also bloodpoints awarded post-game)
Insidious(stand still for 2 seconds to gain undetectability, for each second you stand still, gain 2 seconds of undetectability while moving up to a max of 60 seconds)
Monstrous Shrine(should either apply to every hook, or should be 20%-25% flat in all values)
Spies from the Shadows(instead of notification, give a 5 second aura reading of anyone within 36 meters of a disturbed crow, 20-40 seconds cooldown)
Unrelenting(increase the % from 30 to 45% and we gucci)
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"Because it's not a dodge perk." Except it literally is: 'When Injured, tap into your adrenaline bank and dash forward quickly to AVOID damage.'
"If a survivor is exhausted on the ground, they [BAD WORD] up and used it wrong." Nope, it's dedicated servers. From their perspective, they used it at the perfect time.
"Dead Hard is a distance perk that can be used to extra-[BAD WORD] some specific killers by also dodging their attacks for free." Nope, it's a dodge perk that gives you a slight amount of distance to give you enough room to vault a window if a killer whiffed a hit. If you didnt gain any distance and just gained I-frames, the killer could just hit you directly again. Where other exhaustion perks are guaranteed to give you distance once used, Dead Hard does not.
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How long have you been playing DbD? Dead Hard hasn't been a dodge perk since dedicated servers, when people realised it was objectively stronger as an on-command burst of speed.
And besides, that doesn't justify i-frames in a game like DbD, where your opponent doesn't have an equivalent ability. It's original concept was as a perk that robbed a killer of a hit for free because you could always see them swinging before they touched you - I'm glad it stopped functioning that way.
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"How long have you been playing DbD? Dead Hard hasn't been a dodge perk since dedicated servers, when people realised it was objectively stronger as an on-command burst of speed."
Doesnt matter, it's still primarily a dodge perk.
"And besides, that doesn't justify i-frames in a game like DbD, where your opponent doesn't have an equivalent ability. It's original concept was as a perk that robbed a killer of a hit for free because you could always see them swinging before they touched you - I'm glad it stopped functioning that way."
It actually still functions that way if latency is good. And as for i-frames where your opponent doesnt have an equivalent ability, what about killers being unable to be stunned during an animation? What about blinding killers not letting grabbed survivors go unless they were blinded at the right time? What about killers being able to prioritize hooking after survivors have reached 100% wiggle progression, even though wiggling out is as impossible in this game as it can get. What about killers being able to slug in a 2v1 for a 4k to prevent a hatch game OR a gate game when they can just as easily hook the 3rd survivor and reach the hatch before the final survivor?
There are plenty of unfair things in this game, Dead Hard isnt really unfair as it gives killers a moment of hesitation that give ALL survivors(including those who dont run DH) a moment where they can pull something off rather than killers mindlessly swinging at survivors.
Like I said, DH would need increased speed and distance if you want to remove i-frames, that keeps the effect that current DH grants all survivors. Just like BT gives killers 12 seconds of hesitation, and DS gives them 60 seconds of hesistation, both reasons to not tunnel a survivor.
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It’s a very lengthy response and I enjoyed what you said, the only perk I really think shouldn’t be changed is insidious because your change would encourage more camping and then moving and then camping. Other than that, BUFF UNRELENTING.
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Hex perks
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Lethal Pursuer - Make it base-kit.
Lightweight - Give it the exact opposite effect of Predator.
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I think Lethal Pursuer is fine as a perk.
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All the weak perks, so 90% of killer and survivor perks. Seriously, there are so many garbage perks which do almost nothing, its a joke. No wonder we see the same perks on survivors and killers every game....
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