The ultimate killer perks rebalance (high mmr point of view, very constructive) part 1

This post is made to make every or almost every killer perks that are totally unused or underpowered BETTER and more worth using to increase build variety and different gameplay.


Killer perks should be powerful, they play against 4 survivors which all have 4 perks which means 16 vs 4 perks, every killer perks should count as at least 3 perks in strength to compensate this disdavantage in perks numbers survivors have.


I will name every killer perk in alphabetic (or almost) order and give them a buff/rework/change with reasons for it and the why it need this buff/change/rework, if perks aren't into the list it is because it is fine the way it is and doesn't need any changes.

Keep in mind this post is keeping the mentallity of "4 perks vs 16" so the 4 perks need to be BETTER than what they are now to give killers the boost they need from these perks with how the game is currently balance wise, these changes are from the point of view the game is NOW and no map balance is taken into account for these changes, some of these changes are my own ideas and some can be from other people.


Agitation: The perk itself allow killers to carry survivors slightly faster than the running speed of survivors, making killer a little more of a threat with it, but it is also used to reach further hooks or the basement, giving it a better boost would make this perk more worth making you still a threat while still having a survivor on your shoulders. CHANGE: "tier 3 speed is increased to 22%"

Bamboozle: The perk itself is great to break strong windows and make safe loops lose it's pallet faster, but the speed bonus the perk give itself is hardly noticeable and only blocking 1 window can sometimes make a blocked safe window useless because another safe window is nearby, if we block the new window the previous one is now free to access and so giving little value overall even if the pallet is used, because the window remains safe. CHANGE: "increase vault speed at tier 3 to 25% and allow you to block 2 windows, both having their own timer"

Beast of prey: The perk itself is totally useless since breaking a pallet or getting blinded remove bloodlust and so nullify the perk, the best option is to give this perk a new way to be triggered to give it a real reason to exist. CHANGE: "after 10 seconds in a chase pressing the ability button removes your red stain for 10 seconds, has a 40 seconds cooldown in tier 3"

Bitter murmur: This perk is mostly used on huntress but really not many at all use this perk and hardly anything can be done for it, CHANGE: "removing this perk all together to make it base kit would be the best option, but at half the duration"

Blood echo: A perk able to make survivors exhausted is a really good perk, but it requires survivors to be injured to get all the value of the perk, not many killers can keep survivors injured consistantly, many simply heal before you manage to hook a survivor, giving it barely any value, giving this perk a effect that will always give it value is the only option. CHANGE: "healty survivors are exhausted for 20 seconds when a survivor is hooked"

Bloodhound/sloppy butcher: Bloodhound by itself has no reason to exist anymore, anyone would take sloppy over bloodhound, and haemorrhage by itself is a really useless status effect, mixing both perks is a great idea. CHANGE: "mix both perks together, sloppy butcher and bloodhound are now 1 perk"

Brutal strength: the perk by itself isn't bad, the numbers are bad, they give a very little speed increase that it almost never really make a difference, and with the amount of pallets in the maps, this perk don't do much of a difference, even by breaking them 1/5 faster, they easily reach another safe loop increasing the speed at which your break them to make the perk worth a perk slot is all it needs. CHANGE: increase tier 3 speed to 35-40%

(to anyone saying omg but we'll get no distance anymore and mix it with fire up and billy's new glove add-on, the killer use 2 perks slots to break pallets faster while losing more slow downs or tracking perks, to make 1 fast pallet breaking build they lose lots of gen pressure, it's not big deal)

Terror radius perks: coulrophobia/overwhelming presence/unnerving presence: these perks have no real reason to exit because most of the time you won't get real value out of these perks, since you most likely will chase survivors and so not getting any value. CHANGE: "The perk effect remains 15 seconds after leaving the terror radius, like how survivor perks work"

Coup de grâce: the perk itself is really fun but we never get any real use out of it since it can only be used 5 times per match, changing the way we get tokens to have more use of the perk is the best option but also will slightly reduce the distance it offers to not make it too overwhelming. CHANGE: You now gain tokens from hooks, tier 3 distance is reduced to 45%

Cruel limits: blocking windows is a good thing but you can never know when a gen will be finished unless you use tinkerer or are right next to it, giving it a little indication it will be finished and also allowing to block pallets will make this perk extremely more threatning and make survivors think twice if they should finish it NOW if it is a 1 shot killer. CHANGE: "The generator aura will appear in white once it reach 90% progression, also block pallets for half the duration of windows"

Dark devotion: The perk itself can be useful to catch survivors off guard, but the fact it requires a basic attack can be problematic when a killer like billy or leather face could use their power and leave them on the ground to hopefully get a quick chainsaw on survivors who are unaware they are coming for them. CHANGE: "Special attacks also trigger the perk but for half the duration a basic attack would"

Dead man's switch: this perk requires the killer to get 1 specific survivor out of 4, which means it will rarely get value unless paired with Nemesis, but the effect of the perk itself isn't actually really strong, because the duration is actually pretty short, and by the time the killer reach a gen that is being worked on, maybe half the duration is already used, and unless you have BBQ, you can't tell which gen to go first, and the duration of the perk is a real annoyance to it's effectiveness, the best way to improve this perk is to make it extremely stronger by making it's effect remain as long the obsession is on the hook, and give the killer aura reading on which gen is being worked on to extremely improve the perk value and effect. CHANGE: "As long the obsession is on the hook, the effect of the perk remains active, any survivors working on gens while the obsession is on the hook have their aura revealed to the killer, if the obsession is changed by any means and isn't on a hook, the perk lose it's effect"


End of part 1.

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