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The anti-popular perk perks
So out of curiosity I was looking at the most popular perks used by opponents on the aggregate site I follow and thinking about what perks specifically counter them, at least in part if not fully. Here's the top few popular perks with their percentage of use
Popular survivor perks
- Prove Thyself (22%) - Significantly increases repair speed when the perk holder cooperates on a generator.
- Counter: Discordance - immediately notifies you whenever multiple survivors are working on a generator so you can react.
- Windows of Opportunity (21%) - Survivor can see auras of pallets, vaults and walls
- Counter: Hex: Third Seal - Inflicts permanent blindness on any survivor hit by your attacks. Of course, as a Hex, it's subject to possibly being destroyed, but so long as it's up it will completely negate Windows of Opportunity along with any other auras they might see (e.g. other perks like Kindred, key and map auras, auras of downed and hooked survivors, etc.) Normally I'd say Blindness is decent but not "great" depending on the survivors you're facing, but with so many people running Windows of Opportunity it's tempting to run Third Seal more often.
- Lithe (21%) - Free sprints after a rushed vault, Exhaustion perk
- Sprint Burst (19%) - Sprint at will while starting to run and not Exhausted
- Dead Hard (18.33%) - Block attacks while not Exhausted
- Counter: Blood Echo, Fearmonger or Septic Touch - Basically any perk or add-on that inflicts Exhaustion can negate the Exhaustion survivor perks. The tricky part is all of these killer perks have limitations. Blood Echo lasts the longest but only works on survivors who are already injured when you hook someone. Fearmonger suspends recovery of Exhaustion while working on a generator and for a few seconds after leaving but won't do much mid-chase. And Septic Touch causes Exhaustion only on survivors who heal within your terror radius and lasts a short time afterward, but typically survivors try to heal farther away from the killer for safety. So I definitely wouldn't call any of these "hard counters" to Exhaustion perks, but they're better than nothing if you really want to directly counter the various Exhaustion related survivor perks
- Also as an aside since Septic Touch's Blindness lasts 10 seconds it can also act as a somewhat limited counter to Windows of Opportunity as well.
- Adrenaline (19%) - Gain a health state and sprint burst when the Exit gates are powered
- Counter: Terminus or NOED - This one is tricky since there's no way to actually stop this perk from reviving a dying survivor. However, you can prevent an injured survivor who has this perk from becoming Healthy if they are Broken, so Wesker's new perk Terminus can at least make sure the Adrenaline user isn't instantly uninjured. Another option is running NOED since if you can instant down a healthy survivor it won't matter if they got healed to full. Terminus is a little more consistent in terms of always lasting the entire time the doors aren't already open plus 30 seconds, but NOED has the more powerful effect even though it can hypothetically be cancelled early.
By the way, in case your curious about the top killer perks and want to think of survivor perks to counter those, here's the top few picked killer perks. (I won't bother listing survivor perks against them since I'm a bit less familiar with the full list of survivor perk options.)
Barbeque and Chili (23%) - While this is still less than the usage it had before it lost its bloodpoint bonus, it's still the most popular killer perk in the game at the moment. The reason is simple - it offers aura readings at a very predictable time between chases at moments that you can take the time to clearly look around, see them, and decide how you want to react. It's a bit less useful on killers without good map mobility, but even on just generic walking killers knowing roughly where the survivors are between hooks is a nice effect. Obviously Distortion and other aura hiding effects counters this, but also to a lesser extent any perk that synergizes with the survivor being in a locker since that also hides the aura. And there's also an interesting interaction with possible perks that give a benefit if you're within a short range of the killer since being close to them also prevents the aura from appearing.
Jolt (17%) - Jolt's recent buff where it no longer has a cooldown has made this more popular (it jumped from about 10-12% pre-patch). This is tricky to directly counter by perks since it will regress anything in range regardless, even if the generator is otherwise blocked. (Calm Spirit might suppress you screaming when it explodes, but that's kind of a minor effect even if true.) The best counter is probably simply perks that speed up gen repair to offset the regression.
Scourge Hook: Pain Resonance (17%) - As above, perks that speed up gen repair help counter this extra regression. In addition, Saboteur can let you see all Scourge Hooks very easily with yellow auras as soon as someone is picked up and sabotage them. Also Breakdown can remove a Scourge Hook from play for a full 3 minutes after someone is unhooked from it, which is quite a long time considering there are only four Scourge Hooks on the main map (not including the possibility of Monstrous Shrine making the basement hooks also be Scourge Hooks).
Save the Best for Last (15%) - This perk was a bit popular before the patch and now is even more in vogue because of how fast the hit recoveries with it are. One possible counter for this would be Overcome, since Save the Best for Last is mainly useful for following up a hit on someone who is healthy to continue chasing them. Overcome directly counters that by giving you an automatic free 2 extra seconds of sprint to gain more distance despite the STBFL recovery being shorter. (You actually gain more sprint time from Overcome than the killer shaves off from STBFL). Of course the downside to Overcome is it won't protect you once you're already injured and it won't work in combination with other Exhaustion perks, but if you feel like you're encountering enough killers using STBFL to directly counter it then Overcome might be a decent option.
Pop Goes the Weasel (14%) - Even though Pop is less popular than it was before its nerf it's still good enough that a lot of killer continue using it. In addition to the usual counter of running gen repair speed boosts, Repressed Alliance is an interesting counter to this and other perks that require the killer to kick a generator since you can block the generator completely off from them for 30 seconds. I've personally had survivors do this to me while I was running Pop or Call of Brine, etc, and it definitely works, especially since Pop has a limited time frame in which to kick the gen so by the time the Alliance ends the Pop might also have expired if the killer hasn't used it on a different gen by that point. The other perk that comes to mind is Blast Mine, the equivalent of showing a giant troll face on the killer's screen when they kick a trapped generator. 💥😝 I don't think Blast Mine is actually all that great, it only slows the killer down a few seconds per kick, but it sure is annoying!
Lethal Pursuer (14%) - This is seeing an uptick because of how it buffs all the other aura effect durations. The counter to Lethal Pursuer is obviously anything that hides auras like Distortion, Off the Record, etc.
Anyway feel free to come up with your own counters, I'm kind of spitballing mainly for my own amusement on things to play around with in the coming weeks based on what's currently popular.
Comments
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Third Seal doesn't get enough use. Obviously the biggest problem is hex perks don't last very long, but I've seen matches go tits up if the killer can get that power to activate early on. It's even more powerful if they're using thrill of the hunt and undying.
I also started using distortion almost every game now. Killers are heavily reliant on aura reading. Some always have been, but now if they're not using bbq it's absolutely lethal pursuer. We can always count on blights, billys, and nurses to use bbq though.
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-Iron Maiden counters Head on, Flash bang, Inner Healing, The Fish from Zarina and Built to Last.
-Lightborn counters Flash bang, Flashlights in general, half of Blast Mine and Residual Manifest.
-Forced Penance counters WGLF, almost overcome, almost all healing perks, almost MOM.
There is nothing wrong with that because the perks that they counter arent that good either
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Lol, if 20% of survivors ran Head On I'd run Iron Maiden. 😄
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I've been running distortion lately and getting a great deal of value from it. I've been seeing more aura perks in my games since the patch. It sucks that I can't let my teammates know about lethal at the beginning of the match, but eh.
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