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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.

Comments

  • Ayodam
    Ayodam Member Posts: 3,203

    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.

  • toxik_survivor
    toxik_survivor Member Posts: 1,184

    Yeah man have you seen the amount of conplains on PT? It's ridiculous

  • Ayodam
    Ayodam Member Posts: 3,203

    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…

  • Biscuits
    Biscuits Member Posts: 1,097

    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.

  • Pulsar
    Pulsar Member Posts: 20,908

    I think Eruption is overtuned against non 4-man teams.

  • OrangeBear
    OrangeBear Member Posts: 2,858

    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.

  • Cameragosha
    Cameragosha Member Posts: 630

    Hoping these perk will get nerfed.

    Reassurance and off the record.


  • Objectively_speaking
    Objectively_speaking Member Posts: 514

    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.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    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

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    There are no overpowered Perks, but there are overpowered Perk combos, like CoH/BK

  • ShinySilverfish
    ShinySilverfish Member Posts: 32

    There is an OP perk. It is Overwhelming Presence.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    Circle of Healing still exists within DBD and you think Franklin's or Rancor is better? Be serious

  • OrangeBear
    OrangeBear Member Posts: 2,858

    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.

  • GeneralV
    GeneralV Member Posts: 11,715

    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.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370
    edited August 2022

    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.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    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.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    There's a reason MedKits are still the best items in the game.

  • DoritoHead
    DoritoHead Member Posts: 3,546

    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.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    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.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    The two most overpowered perks in the game were Iron Will and Dead Hard and they both been fixed.

  • dugman
    dugman Member Posts: 9,713

    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.

  • Pulsar
    Pulsar Member Posts: 20,908

    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

  • Dead_Harder
    Dead_Harder Member Posts: 1,370
  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    Have you ever went into a lobby that had rare event items with franklins, slapped it out of their hands and immediately dced?

  • Pulsar
    Pulsar Member Posts: 20,908

    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.

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    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.