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I think I've come to the point to say that no perks are "OP"
The meta shake up was good I think besides some very strange changes. The only perk that maybe comes close to OP is save the best and maybe lethal pursuer? But still I think lethal is fine. All the survivor perks seem fine to me. Some may say prove thyself but it's been the same for so many years and dosnt require any changes. It's a healthier perk in this game I would say. Overall can't think of anything else. Make your choice on dredge is pretty cracked but besides that I got nothing.
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People think Prove Thyself is OP? It seems more like a detrimental. It’s generally META for survivors to split up and work on different generators. I guess PT could be really helpful when there are 1-2 gens left in some sort of 3-gen set up. You’d need at least 3 survivors alive to really make it work, though.
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Yeah man have you seen the amount of conplains on PT? It's ridiculous
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Heavens no. Are they saying similar things about Deja Vu and Overzealous? Those perks give survivors more of a boost to generator repair speeds than PT…
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If I had to say any one perk being OP I would say save the best for last, only because it wasn't changed with the buffs for some reason. I do think that being able to stack slow down in all 4 slots is too strong. I played a build yesterday with Eruption, Overcharge, and Dragon's Grip as wraith with the iridescent gen addon. I didn't have to commit to any chases, just hit survivors kick the gen and go to the next one. It was so bad that two of them just straight up gave up and pointed at hooks. 10 minutes into the game they still had only completed one gen, despite me only having a few hooks. Developers really do need to look at the regression meta.
Old dead hard was OP, but I don't think survivors currently have anything OP on it's own. Anything that I see as survivors being too strong ends up coming down to coordination, something SWF's have but solo's don't.
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I think Eruption is overtuned against non 4-man teams.
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I personally don't think any survivor perks are OP.
But killer i honestly feel like there is a lot of OP perks.
In alphabetical order...
Deadlock - Allows for camping to be very viable.
Franklin's Demise - I feel like this perk can take way too much away from survivors. It's also more available due to the progression rework so if you prestige bubba and play a random killer and see survivors with items you can always put this perk on whenever you want. I think this perk is the biggest reason why items aren't used that much.
Hex : Devour Hope - Can win you games. Combine it with other hexes like plaything, haunted grounds, retribution, undying, the survivors could have a really hard time finding it before they are killed.
Hex : Noed. - This perk did not get much weaker lets be real.
Hex : Plaything + Hex : Pentimento - Plaything does a lot. It is very debilitating for solo queue on indoor maps. Can make tunnelling very easy. It's devastating on Pig. And the amount of hexes it spawns it can really get in the way of boon perks. Combine it with pentimento and you get very oppressive slowdown.
Infectious Fright - On some slugging capable killers there is just no escape against this perk. Only way to counter it is to use Calm Spirit but nobody wants to use that perk.
Jolt - On Midwich and Game this perk can be very oppressive now.
Make Your Choice - Rusty Shackles Mint Rag Hag.
No Way Out - No Way Out combined with DS and OTR deactivating during endgame means that endgame builds are very strong with no way out. This perk can usually guarantee you at least 1 kill.
Rancor - There's sometimes no escape against rancor. Used against undetectable killers and you have no warning.
STFBL - This perk on demogorgon is ridiculous.
Pain Resonance - Best slowdown perk currently.
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Deadlock: I sort of agree, but I think Reassurance makes this a non-issue.
Franklin's: This perk is not OP. This perk isn't even good. It counters med-kits and that's really it. Items are used in most of my matches.
Devour Hope: This perk is the literal definition of high-risk high-reward. It is a complete gamble.
NOED: I do not know if I would call it OP, but I would call it bad design.
Plaything: Obliviousness isn't a huge deal. Most Killers give off sound effects and footsteps, watch your surroundings and you'll be fine.
Infectious: It's only good on two Killers. Oni and Nurse. Literally just keep holding W and you'll be okay.
Surge: It's not even close to OP. It shouldn't have the Basic Attack requirement and I will die on that hill.
Make Your Choice: Is a very healthy perk. Promotes anti-tunnel and anti-camping gameplay. W perk.
No Way Out: Is a healthy perk. Promotes spreading damage and anti-camping gameplay. W perk.
Rancor: You literally have the entire game to prepare for Rancor. You know it's going to proc. Get in a damn locker and wait for a Gate to be opened.
STBFL: Should go back to how it was pre-patch, but other than that it's fine.
Pain Res: Is not the best slowdown perk. It's a fine perk as of right now.
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Hoping these perk will get nerfed.
Reassurance and off the record.
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Don't camp or tunnel. Easy counter. Off the Record was already nerfed.
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The only nerf reassurance needs is after 2 mins then the hooked the surivor can opt out, and it has a 7 min hard time limit.
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Survivors use Prove thyself for the bloodpoints, not the effect.
On a serious note, i think it's fine. 53 seconds to do a gen with 2 people normally and 46 seconds with prove thyself.
It's a 7 second difference at the cost of having to team up wich brings it's own issues
Very good perk but i wouldn't call it overtuned or anything.
Fun fact: Prove Thyself now is 1 second faster then no Prove Thyself with 80 second gens
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There are no overpowered Perks, but there are overpowered Perk combos, like CoH/BK
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There is an OP perk. It is Overwhelming Presence.
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Circle of Healing still exists within DBD and you think Franklin's or Rancor is better? Be serious
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Circle of Healing is strong but not OP. It's heal speed bonus is not that good. 50% means a heal takes 10.33 instead of 16. Not that good. The self healing is good but generally healing is not so strong right now because of the hit cooldown reduction and the speed boost reduction. Also against mangled and hemmorage it's often not a good idea to heal at all.
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Very few perks have overpowered in the first place, mostly things like Old MoM and Old Undying.
It doesn't get much worse than that.
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You can do a gen solo in 40 seconds with the new gen speed perk and stake out.
I think it might be borderline op.
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I can chase and hook 2 people and when i chase the 3rd completely different survivor they sometimes still have OTR.
Which isnt a big deal since it means im getting downs left, right and center but saying just dont tunnel is obnoxious. 80 seconds is an incredibly long time in a game where matches take usually 5 minutes.
I resigned myself to just eating the otr sometimes even when im not remotely tunneling. At least it means the survivor was being largely useless anyway.
Kinda wish people would stop bodyblocking with OTR though, thats annoying af.
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There's a reason MedKits are still the best items in the game.
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Reason why PT is so good is that it takes away the disadvantage of working on a gen together, so splitting up isn’t even that needed.
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But frankies though
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I mean we get it but if you are together its that much easier to pressure you.
Now if a nurse teleports on that gen she is disrupting 2 people for the price of 1. What a steal!
And as some one who runs lethal pursuer most of the time, i love it when survivors group up at the start of the game. Kinda ensures that i get a good early game.
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The two most overpowered perks in the game were Iron Will and Dead Hard and they both been fixed.
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I don’t think Prove Thyself is necessarily overpowered, but it’s definitely super popular currently. Basically while normally splitting up and doing gens solo is more time efficient, Prove Thyself mitigates that and actually makes it just about as time efficient to pair up. As long as not everybody in the team has it (since it doesn’t stack with itself) it can give the survivors a lot more flexibility to pair up and push through on a specific gen if they’re facing heavy slowdown effects.
On a tangent that’s also why I think we’ll probably see more killers running Discordance as a direct response to survivors intentionally frequently pairing up for Prove Thyself. Normally Discordance isn’t all that great because you don’t want to encourage survivors to split on gens, but when they are going out of their way to pair up with Prove Thyself you don’t have to worry about them trying to spread out as much because they’re not inclined to think that way for the most part.
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Who runs Franklin's other than Pinhead?
It's literally not worth the perk slot. Why would I ever bring Franklin's over Overcharge, Eruption, Call of Brine, Pain Res, STBFL, Surge, Corrupt, No Way Out ect ect ect
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Its a meme perk but its a pretty funny meme perk.
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Mad Grit is better
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Have you ever went into a lobby that had rare event items with franklins, slapped it out of their hands and immediately dced?
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When I was younger, more petty and cared more about DBD; I used to take Legion when Franklin's worked with Feral Frenzy and do that.
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Thats a good one : D
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Dead Hard used to be grossly overpowered but now it's merely powerful.
I don't think any perks currently in the live game are overpowered. I thought Off the Record might be, but that hasn't been my experience.
If Reassurance enters the game unchanged I think it will be overpowered. It would still be very powerful with a 60 second cooldown.
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