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Why are most killer perks so underwhelming?
Lately I've been trying to mess around with my builds but most killer perks are so bad or have little impact that it doesn't even matter if you run them or not.
- Brutal strenght: 2.6s to break a pallet to 2.08. Unnoticeable in most chases as they can get to another tile in most maps (The Game map has so many pallets that it won't make any difference).
- Unnerving Presence: Only works with newer players, I don't remember missing a single UP skill check since years ago.
- Stridor: It was nerfed considering that IW is meta (and probably the strongest survivor perk), now that the Spirit has been nerfed, it should affect IW again.
- Territorial Imperative: Why is this even a perk? Better yet, why does it even has a cooldown?
- Fire Up: The idea is good on theory but in practice is useless, by the time you get its full effect you probably already destroyed most, if not all, pallets and walls. And the game never lasts long enough after all gens are repaired to actually get to use the perk.
- Hangman's Trick: A really cool but specific perk that helped counter sabo, now it's been nerfed. It won't help you, ever.
- Cruel Limits: Only usable 5 times, and in most maps you won't get value in any of those procs.
- Dead Man's Switch: This perk is just straight up bad. It blocks gens that people stop repairing after hooking the obsession, it has a 45s activation window but if someone gets off a gen after 30 seconds of the perk activated, it will only block the gen for 15s.
- Hoarder: It would be ok... maybe... if only didn't spawn more chests and it affected the entire map.
- Oppression: The cooldown makes this perk not being worth picked over other gen regression perks.
- Eruption: 6% of regression when you down someone, that's 4 seconds of gen progress. Go figure.
- Hex Pentimento: A cool perk in theory but only works with broken totems. This has to be the worst possible time to release this perk, who breaks totems now that boons are meta? #########?
- Monstrous Shrine: monstrous shrine.
There are many more perks that are garbage, these are just a few. But it's really sad cause at higher mmr you're forced to pick the same perks over and over unless you want to be genrushed. Maybe if devs actually buffed some of these jokes they call "perks" people would start using them more, making the game more fun and less stale for both killer and survivor. And keep in mind that some of these ######### perks are get only after you spend money on a character, so not only they're bad but you get them while paying for a character.
It seems like the devs are scared to release perks that are strong, but remember that this game is a 4v1, 16 perks against 4. Those 4 perks should be equal on power to the 16. Survivor perks are SO strong nowadays that they can win you games. Dead Hard can get you enough distance to loop for who knows how many seconds, forcing to drop chase in most cases. Decisive Strike can straight up make you lose a game if a survivor uses it (even if you weren't tunneling). Boon totems are a lose-lose for the killer, remember when devs said hexes were supposed to be high risk high reward? seems like they forgot to add the "high risk" part to the boons and only added the high reward. And there are so many second chance perks to the survivor side that sometimes you have to go against the equivalent of 8 survivors.
I'm not saying that survivors don't have bad perks, its just that you have less variety on the killer side and its really unfun, while on the survivor side you're able to run whatever build you like and if your teammates are running the meta, you will still win.
Comments
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I was gonna say if you put unrelenting in this post you don’t play Hag or spirit lmao. But I love these kinds of posts. BHVR NEEDS to recognize meta shifts are healthy for a game. Make monstrous shrine a scourge hook perk that doesn’t allow escape attempts, or makes basement hooks count as scourge hooks for other perks. There is so much potential the devs are sitting on.
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Not just Killer Perks, most Perks in the game suck, it's why you only see a handful of Perks at high MMR
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Monstrous Shrine is s-tier, wdym?
(snark)
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I've used unrelenting a few times and the reduced cooldown can take even good survivors off guard some times. I would've thought it was ######### if I didn't used it though, as it seems more like a perk for newer players at first glance.
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You do really misunderstand how to use half of these perks thats why they seem underwhelming for you.
Especially brutal and erruption, they are close to meta perks even.
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Playing on console it’s a god send for 360s no matter how intense my sensitivity is my killer literally cannot turn as fast as survivors on pc can. Unrelenting saved me many times.
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Anytime killer gets a strong perk the survivors yell "unfun" and bhvr bends the knee.
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That they are meta, doesn´t mean that they are good. I mean, the effect of Fire Up on release was so weak, that people thought it was bugged. No, turns out, most killer perks are near useless. Even the meta ones.
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Tbf most perks period are weak. There’s a reason like 7 survivor perks are only ones used
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Its always easy to cover your eyes and point your fingers at something and denying the truth. You can call if whatever you want but the mentioned perks and also meta perks indeed to alot, even if you dont realize or want to realize it.
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0,2 seconds for breaking a pallet doesn´t make a difference.
6% or 4 seconds regression also don´t make a difference. Because it takes the killer way more time to reach that gen. The only reason why killers would take them, is because they either blindly follow the advice of their favorite streamer, or they are desperate enough to grasp at every straw.
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How is eruption close to meta? It's a ######### perk in most killers, you have to go out of your way to kick a gen and then after you down a survivor you only get 4 seconds of regression, which is nothing. The worst part is that its counterproductive with PGTW (probably the best gen regression perk in along with ruin). The only time I can see it being effective is if you're a Nurse on Midwich where every gen is a blink away so you can kick them pretty fast.
Maps like Springwood, The Game, Haddonfield have so many safe tiles connected to each other that Brutal won't help you in any way, and its not even near a meta perk, I don't know what you're talking about.
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My favourite part is having to identify ever survivor perk on sight just from what the survivor is doing, rather than anything the game is telling you. "Please memorise every exhaustion perk to play Killer in order to be relatively sure someone's not hacking".
I think the only direct feedback is "someone has some type of boon" and Decisive Strike/Dead Hard stunning you?
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like 2/3 of the perks in this game are just bloodweb bloat and have been since launch lmao
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Guess what 15% repair speed is also not much? Even the best perks in the game dont do "much" if you would break them down to numbers. Idk if we are even talking about the same game or you are just trolling but in dbd every second counts, ESPECIALLY in a chase.
Breaking a pallet faster even if its 0,2 sec can give you this little bit that you need to reach the survivors before he reaches another pallet, especially on Killers that can one shot survivors like Myers, Ghostface, Legion (since you are basicly always injured) hell even Oni.
I dont want to even start with erruption cuz since you dont even know what this perk does xD
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Because you should waste more money. One decent perk per killer/survivor
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think you might actually be onto something, would make sense to keep so many garbage perks in the game to encourage spending money on the newly released good ones. god that's sad
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Yes, there are too many useless killer perks. A lot could be fixed by just lowering the cooldown or tweaking a few numbers.
But it could be worse. You could be playing survivor, where you have a ton of good perks - but they are mostly really boring and uninteractive :D.
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CoH and Self Care is the example
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Just like ruin with undying you can "upgrade" that perk with pop together. With pop together you actually kick gens so you trigger erruption while you pop a gen, this means after you down a survivor you get some free bonus damage on it. Secondly, idk why ppl always tempt to forget it since this is actually the most important effect on it. If a survivor is repairing a gen while the explotion comes "which happens pretty often especially if you popped a gen which is very far" they get for 16 sec incapacitated. Which means they cannot repair gens. Now add this together, 6% damage + 16sec.. this is roughly the same time pop would give you with the 25% which means you have a double pop on 1 single gen.
Now keep in mind that erruption triggers on any gen you have kicked before the down. You can go around at the early game "ofc without corrupt" and kick any gen survivors started working on, even if it is like 1%. You have the gen "marked" and the next time you down someone boom you get like 3-4 gens (depending on how much you kicked ofc) regressing and stopped anyone to further repair it. These 16sec are enough for most of the mobile killers like Blight, Nurse, Spirit, Oni, Billy etc etc to get to that gen (keep in mind that survivors also scream when they get the incapacitated effect and reveal therefore their location too) and kick it with pop after you hooked the said downed survivors.
To put it simple: Kick early game gens up to 2-3. Now go chase and play as normal, down the first survivor and you get insantly survivors that screamed, you hook the downed guy and run to that gen and pop it, you have then AGAIN another erruption rdy on it. And this cycle repeats over and over.
*edit: You DONT HAVE TO kick the early game gens but it does make sense to set up your erruptions and it will pay off trust me, but even then if you dont want to do it erruption can give you alot of value.
You probably know this really annoying moment when you have pop and survivors finish gens infront of you? Well erruption is EXACTLY that what stops this from happening. Erruption + Pop is a very terryfing combination and it won me ALOT of games just with these 2 perks.
I recommend this combo on mobile Killers like (Blight, Spirit, Nurse, Billy or Oni) but you can ofc use it on any Killer.
About brutal, I agree that on maps like the Game, Haddonfield and Springwood this perk wont do that much, well and? Same goes to many other perks that get countered by some specific Maps like lets say Wreckers Yards, this map is so small you will constantly find survivors and therefore you dont need tracking perks like BBQ, Whispers etc. Every perk has some downsides, even Meta.
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Brutal is good though in limiting where a Survivor I can go. That decreases a lot of distance. If game speed wasn't so stupidly fast I would be running it on my low tier killers. That's the game's balance in a nutshell there's a lot of good perks but you're basically shooting your own foot if you don't have any slow downs and that severely limits builds.
If anything it sounds like actual game's mechanics needs to be fixed instead and perk meta would naturally change.
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No, those 0,2 seconds won´t make a difference. Especially since you wouldn´t be able to notice a difference if the killer has BS equipped or not. Because 0,2 seconds is just the blink of an eye.
Erruption requires the killer to kick several gens (with the full kick animation that takes over 2 seconds), so it can make gens explode for 6% gen progress (or 4 seconds for a single survivor). As you said, every second counts for the killer. He wastes more time kicking the gens than what he gets out of the regression (and stun).
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What you're saying is really situational, with pop + eruption you can't kick gens with progress before pop procs because otherwise you risk yourself to have the gen regressing and thus being unable to use pop, which is the main perk in that build.
And sometimes eruption and pop can damage you instead of helping, if you find a gen with like 90% or more of progress with no one around you'll have to kick it otherwise the next survivor to find the gen will repair it in 5 seconds. But by kicking gens like those you're invalidating pop for the next time you have it activated.
It would be an okay combo if killer had 5-6 perk slots, but for now I don't think you'll get more value with those than other gen regression perks
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Just saw this answer. Sounds good, doesn´t work in a normal match. If you take Pop and Eruption together, you won´t be able to kick most of the gens with pop, because they are in fact regressing from Eruption and the short Pop Cooldown will run out before you can kick it. Regression speed is 1/4th of the time a single survivor requires to repair. So 4 seconds of a regressing gen is 1 second of additional repair time for 1 survivor.
Are YOU sure, you know how those perks work?
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I would like to point out that Eruption is better than you're giving it credit for.
If the gen explodes with somebody on it, it is arguably better than Pop. 4.8 seconds of Regression + 16 seconds of a useless Survivor is more than 20 seconds of regression. If it don't get a scream, well you know there's nobody there and that info is pretty nice to have. Add on to that that you can potentially inflict that 16s of uselessness on more than one Survivor... yeah it can be really good. I'm not gonna say it is better than Pop because Pop is much more reliable but Eruption is definitely not bad.
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Did you say say a perk that saves you not even a second kicking a pallet and a perk that saves you 4 secs of a generator being done almost meta
Lmaoo I love posts on these forums I just hope the devs don't take ######### like this seriously
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I mean, we can do some basic maths for pallet breaking to see how much difference 0.2s makes. Breaking a pallet takes 2.6s by default, which is enough for a survivor to travel 10.4m. 0.2s reduces the distance a survivor can travel by 0.8m, so they have 9.6m headstart on you instead if they hold W. At full bloodlust (the least favourable situation), a 115 killer travels at 5.2m/s and will therefore close in at 1.2m/s. Therefore, 10.4/1.2=8.66..s, and 9.6/1.2=8s. You save, in the end, 0.66..s total from your pallet breaking (of course, pallet breaking resets it, but just so we know the range we're working with).
Ignoring bloodlust entirely (inaccurately,) and with a 110 killer, the difference is instead 26s vs 24s. You save 2s of holding W.
So, 0.2s saved in pallet breaking saves somewhere from 0.6 to 2s of chase time. Slightly less, bloodlust will kick in after 15s (towards the end of the 115 chase in this instance).
Or another way of thinking about it is: it's only useful if it would take a survivor 24-26s (with a 110 killer) or 16-17.33..s (with a 115 killer) to get to another pallet/obstacle and start looping again (also ignoring lunges and dead hard because that's just going to give more headaches). With map design, that seems rather unhelpful. Otherwise, you'll save maybe a second, which is technically useful but "one second saved" is not a good perk slot use.
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if no one is repairing that gen that just exploded then that is fine and the gen is save for no, you have still your pop up and can guard it or you can just leave it and focus on chases. Also if someone was repairing while you down someone so the gen explodes and the survivors gets incapacitated, the gen is not regressing, you can kick it right after the screamed without any worry.
But again if noone was at that gen and it explodes normal it will just regress and you can then pop a different gen aswell, nothing stopps you from that except yourself.
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KILLER is OP.
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Every perk thats boring is... well boring
every fun perk is complained about by survivors until it's nerfed into becoming boring
the only fun perks i can think of rn for killer are plague and hag perks however every perk for survivor and killer can be combined in someway to make them fun
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meanwhile you should maybe open up dbd wiki or the game and read what this perk does and maybe use some of your remaining braincells to think how to use this perk instead of blindly writing a comment without even knowing what ppl are talking about. You are also one of these ppl that the devs should never take seriously.
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like mixing devour with undying what do you get. survivors: TOXIC
mix ruin and survilence what do you get. survivors: TOXIC
mix any perk what do you get. survivors: TOXIC
but anyways it feels liek whatever you mix it might get survivors angry at you but ignore them
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I dont really get what you mean by that? As soon as erruption blows up with a survivors on the gen you can use pop right after that, the regression will not be on the gen after the explosion but the gen still lost 6%, then you just simply kick the gen with pop and regress it with 25% more damage.
Also yes this combo is situational, just as Ruin undying or Corrupt? All the meta perks are situational perks that CAN buy you some time or give you some extra time. This argument can be applied on literally any single perk on dbd.
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It's not S tier but it is decent if you don't have anything better at the time. I run it for fun with Iron Grasp and Agitation when I just want to mess around and it works fairly good.
It's funny seeing their Hook Bar drop quickly. Most of the time they reach 2nd hook state as I do my normal patrol around the basement before moving on.....
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You have 30 seconds to reach a gen that is still regressing and then find another gen in the hope that it´s not regressing. Yeah no, you won´t be able to use Pop at all. The incapacitation lasts 16 seconds in which the survivors won´t touch the gen. So it keeps regressing. But as i already said, the regression time is 1/4 of the time a normal survivor would require to repair the gen. In other words, a survivor who waits the 30 seconds of Pop, just loses 8 (actually a little less) seconds of repair time (plus the 6% instant regression). Don´t take Pop and Eruption together. Its counterproductive, since you can´t use 1 of the perks at full potential.
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"as soon as eruption blows up with survivors on the gen you can use pop" what? Its funny how you tell people on the thread to do some work and go read the wiki when you havent even read the perk yourself. Eruption blows and makes the gen start regressing, now tell me, how are you going to kick a gen with pop when its regressing?
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Dude I have been playing with this combo since Nemesis came out, this what you are trying to use as an argument never ever happend to me xD. And no there is nothing with "hope" the gen that you kicked explodes, its all up to you which gen explodes and which not.
I am playing with this combination, also alot of friends of me and all of them are literally doing even better in overall gen protection, I mean no one forces you to play with this but you havent even tried this and are assuming situations which dont even happen like this.
Also speaking of counterproductive, why are so many ppl using corrupt and ruin? This is probably one of the most counterproductive combos I have seen ever and it is massivly used on almost all killers so pls... xD
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I think you are not even reading my responds properly... well read it again and then reply and we will talk about it buddy
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I find this hilarious since you don't realize that I'm the guy that put a lot of that info on the wiki 🤣
I don't need to read anything to critically think to realize that 2 and 4 secs saved are garbage when by the time you finish one chase 2-3 gens are done
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Writing down numbers doesnt mean you understand them, did you ever had math class?
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Dude I understand that your feelings are hurt but nothing you can say will ever make 6 secs any better the facts are the facts sorry if your upset that 6 secs isn't winning you or anybody else games but it's just not you don't have to be a rocket scientist to figure that out
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I also find it hilarious you jump straight to insults especially about math considering I'm a engineer that designs plane wings for a living 😂
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Insult? Okey lol kinda funny how you instantly switch now the topic about me beeing mad apperantly, someone lost his arguments now as it seems. I am actually not trying to fight but it seems like you are trying to provokate for some reason? Who hurt you today tell me, maybe I can help.
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How tf is asking if I've taken math when I'm a engineer not a insult? I haven't switched topics once I've stated that 6 secs isn't winning games and I meant it your the one that keeps changing the subject their is no fight 6 secs is garbage and that's a fact if you can't accept that, that's on you. The only thing that hurts me is low intelligence which I'm seeing a lot on the internet lately
I'm done with this argument cause it's become quite clear English is your second language language you aren't that profound in it nor can you read it fluently I can give you instructions if you insist
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It starts regressing if there isn't a Survivor on it. Otherwise, it doesn't. Oppression and Jolt actually work the same way too. Because of that, Eruption and Pop actually combo decently well. Down happens, Survivor on Eruption Gen screams. You hook, and walk over and pop the gen. The Survivor who screamed won't be able to finish the Gen before you get there because of the 16s incapacitated. To make it better, if it's been 30s since you triggered Eruption, applying Pop will also reapply Eruption. Seriously that combo is actually pretty great if you have one particular Gen that you don't want the Survivors to finish.
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See most perks aren't used cause of what the game is
Survivors: Do Gens and leave
Killers: Down and Hook Survivors multiple times (Camping and Tunneling are bad depending on when you do it... I guess)
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From what I can tell, it's cuz they been nerfed to #########
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I forgot Territorial has a cooldown. That's pretty clownshoes.
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What info did you put on the wiki? I visit the wiki quite often and your username is not familiar.
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add a perk that lets killers use E to do something imho
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