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Realistically, How Many "Bad" Perks Are There On The Side You Main

I love perks. I spend more time and have more fun thinking up perk synergies than I do actually playing the game. That being said, I sometimes go through all the perks and count how many I think are in desperate need of help. Either I see no use case for them or the use case and effect aren't something that I could see popping up and/or seeing much value in your average match.

I counted 35 Killer perks: Awakened Awareness, Beast of Prey, Bitter Murmur, Blood Echo, Claustrophobia, Coup de Grace, Deathbound, Deerstalker, Dragon's Grip, Dying Light, Fire Up, Furtive Chase, Gearhead, Grim Embrace, Hangman's Trick, Huntress Lullaby, Third Seal, Hoarder, Hysteria, Insidious, Iron Grasp, Leverage, Nemesis, Oppression, Overwhelming Presence, Predator, Remember Me, Septic Touch, Shattered Hope, Spies from the Shadows, Stridor, Territorial Imperative, Thanataphobia, Thrilling Tremors and Zanshin Tactics

To be clear, I'm not asking about personal preference. I have both placed perks like Oppression and Nemesis on here despite using them because I know they stink while relenting from putting most Hex perks on here despite my dislike towards them because I know they're capable of getting value.

Also, let's be respectful

Comments

  • Phasmamain
    Phasmamain Member Posts: 11,534

    I wouldn’t call most perks in dbd bad but the upper 10% are just so much more useful

    Autodidact and furtive chase are the absolute worst perks I can think of though (Autodidact is still fun to use though)

  • Rulebreaker
    Rulebreaker Member Posts: 2,085

    Your going to have to define "bad" as we get use out of a lot of odd perks like blood echo.

  • Solomonkane
    Solomonkane Member Posts: 112

    I wouldn't call some of the perks that you listed bad, niche yeah, but not bad. I think the major problem is that there's a handful of perks that simply overshadow everything or rather they're more "generalist" perks.

  • Shroompy
    Shroompy Member Posts: 6,772

    Most perks are actually decent and synergize with either specific killers or with other perks

    Problem is the strongest perks are way better than these, which is why you dont see them very often.

  • Strawhat
    Strawhat Member Posts: 9

    I mean I put bad in quotes since there's no one way to define a bad perk. The preferences bit was just to maybe get people to be more realistic with their assessment of what is and isn't bad

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    A lot of those perks you listed are usable in some builds. Dragon's grip in particular surprised me, it's an amazing way to discourage players from tapping gens. Or getting free downs out of it. But then again I always use zanshin tactics on trapper to find good pallets and vaults to trap 🤣

    I play both roles roughly equally and I find survivor has so many dead perks that just aren't really useful at all. Most killer perks are at least ok.

  • Halloulle
    Halloulle Member Posts: 1,351

    I don't use too many different perks on Killer (I like my basic builds; one slot for info, one slot for slowdown, two slots for whatever sounds funny enough to equip).

    On survivor I have made it my personal mission to stay clear of meta perks as much as possible and find the overlooked ones that you can actually get good value out of (Distortion has become more popular and I've seen more We'll Make It - but Desperate Measures and Leader are def. underrated perks and come in useful more often than you'd think). But boy, are there a lof of perks that I have failed to find some form of consistent application for (aka that don't rely on effectively throwing half the match just to get the perk working and/or the active participation of one or more teamies).

    But the two perks that hurt me the most (because they used to be niche but useful in that niche) are just the very definition of bad now: Calm Spirit and Pharmacy. No matter how you define bad - they always fit the definition. Though there are more perks that fall into that category: Technician (except if you want to build a flashbang mountain...), This Is Not Happening, Visionary, Rookie Spirit, Situational Awareness, Premonition, Counter Force and Corrective Action. These may just as well be removed from the game altogether. --- Then there are a number of perks that could, in theory, have some form of useful application but don't ever actually come in handy or actively harm the team in the process; Dark sense, Dark Theory, Autodidact, Bloodpact, Soulguard, Buckle Up, No One Left Behind, Guardian, No Mither, Mettle Of Man, Object of Obsession, Slippery Meat, Up the Ante, Ace in the Hole, Poised, Potential Energy, Tenacity, Power Struggle, Flip Flop, Breakdown, Self-Preservation, Plunderer's Instinct, Clairvoyance, Appraisal and Red Herring.

  • Strawhat
    Strawhat Member Posts: 9

    35 can look like a daunting number but when there's 71 perks that work just fine you've still got plenty to work with. And that's just my number

  • Caiman
    Caiman Member Posts: 2,959
  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,995

    There are a lot of bad perks on both sides. But a lot of perks would see more use if the meta perks weren't so much better than all of them. Which is why they need to be toned down. A lot of bad perks need buffs too, but buffs alone aren't going to fix the issue. If you leave the meta perks as they are and try to buff weaker perks to directly compete with the meta as it is, there would be too many strong perks and it would become overbearing imo.

  • Nos37
    Nos37 Member Posts: 4,142

    I "main" both, so... a LOT

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    Nearly every perk has its place. Not saying that changes are not needed, but every perk has some use. Sometimes, a perk doesn't give much feedback that we may not be aware is actually working, like Blood Echo or Deathbound.

  • Krazzik
    Krazzik Member Posts: 2,475

    There certainly are some outright trash perks on both sides but there's also a lot of decently-good perks that never see play because why bring a B-tier perk when you can just bring A-tier perks?

  • Strawhat
    Strawhat Member Posts: 9

    I don't disagree. *I* use them in builds. It's just when I do I find myself doing contrived things in order to get value where other strats could get me those results with less hassle. Take Dragon's Grip. An Exposed hit is great, but what isn't is the cooldown. It's not just that it's 80 seconds, it's that it occurs whether a survivor touches the gen or not. Plus, it tends to be one of those "once they know the trick, they stop falling for it" situations that sadly happens with Mad Grit as well

  • Entitled_survivor
    Entitled_survivor Member Posts: 828
    edited March 2023

    There's a lot tbh,, but the thing is the top choice perks outshine the lower tier perks by miles,, example prove thyself vs overzealous,, prove is much easier to get value from and to a certain degree counters the penalty of working gens together, helps clutch the last Gen,, meanwhile overzealous needs you to spend time finding, cleansing a totem for a measly 8% or 16 for hexes and you lose that when hit,, it also denies team mates circle or other boons and opens up possible pentimento punishment

  • Halloulle
    Halloulle Member Posts: 1,351

    Functional in the sense that it does what the description says? Yes, sure. - Functional as in at all sensible to bring into the trial? No. By the time you can/need to use it there's usually not even an unopened chest left and even if there is, somewhere, you won't usually find that unopened chest quicker than finding a teamie who can heal you. That is not at all functional. --- If you really need a disposable heal via perk you're always better off with Inner Healing (or, you know, coh).

  • Kuinzu
    Kuinzu Member Posts: 134

    The way I play the game is so, so different to most people. I find the most fun thing to do is to use a character's three personal perks and choose a fourth that makes sense to that specific character. For example, I main Nancy Wheeler, and use her three personal perks (which are now generic ones, sadly), and then on top of that I'll use Small Game to track down totems efficiently and to eliminate Hex Totems.

    This means I use Object of Obsession and Sole Survivor on Laurie Strode, despite how 'terrible' they are. I find it really fun to have every character use their specific perks so that I never play one character the same as another.

    Then, with a character's outfits, I'll choose two of their personal perks and then choose two others to go with it. So for Laurie Strode's 'Sheep in Wolf's clothing' I'll ditch Decisive Strike or Sole Survivor for something that allows me to read auras, as she's quite observant in the original movie.

    I know it probably sounds stupid, but this way of playing is way more fun for me, to come up with lore-accurate perk builds.

  • Caiman
    Caiman Member Posts: 2,959
    edited March 2023

    By the time you can/need to use it there's usually not even an unopened chest left

    Really? Usually I'm the only one bothering to open chests at all. And while finding a teammate or using Inner Healing are good points, I have an easier time finding a chests than teammates or totems. But I'm a habitual looter so I guess I'm the type who would get more use out of Pharmacy than other people.

    I kind of wish it worked like Residual Manifest where you rummaged through the chest for a medkit instead, because then I could use the medkit first and then switch to whatever item I got out of the chest too. But if I'm running for chests to get a heal, then getting that medkit first thing as soon as possible is the better design.

  • Halloulle
    Halloulle Member Posts: 1,351

    "But if I'm running for chests to get a heal, then getting that medkit first thing as soon as possible is the better design." - In that case it should still be the exact same way it was before: if you open a chest while having pharmacy equipped you get a green medkit. - ((And if people are afraid it's gonna be abused to scatter medkits around the map, then make it that you start with one token and gain a token for every time you got injured. Each medkit you get from a chest consumes a token.))

  • Hensen2100
    Hensen2100 Member Posts: 339

    I wish there was a random build option that came with a BP bonus. Would shake up the game quite a bit I would think, especially as killer. And it should let people at the end screen know it was from the random build option. The "meta shakeup" didn't do much when I see the same 5-6 survivor perks in every single game

  • Emeal
    Emeal Member Posts: 5,264

    Lets take a count then, I play as Killer and based on my experience with the game there are 44 which is about 40% of all Killer Perks which I believe would be extremely niche, just bad or detrimental to my build compared to other options.

    bHVR is far far FAR behind on working on Perks to make them all viable choices.

  • crogers271
    crogers271 Member Posts: 1,901

    Okay, I decided to go through the list you put together.

    Awakened Awareness - I saw a killer using this in a comp level game (Hens survivors vs the crazy winstreak nurse), though that was more as a surprise. If the survivors are hiding someone near a hook you can get two simultaneous downs/hooks which is a massive advantage.

    Beast of Prey - I've actually used this on killers and I find when I'm getting run in a loop and this kicks in the looper who had been beating me gets caught almost immediately.

    Bitter Murmur - Helps with end game/NOED builds.

    Blood Echo - Okay, this one I don't see a use for that isn't better accomplished by sloppy butcher. Maybe for something like a plague that wants to keep the survivors exhausted.

    Claustrophobia - Yeah, seems really weak.

    Coup de Grace - Never tried, maybe something like a Myers and a surprising insta down lunge?

    Deathbound - Nurse's Calling seems clearly superior.

    Deerstalker - Yeah, seems useless.

    Dragon's Grip - Getting an exposed and a notification along with it always seems like a good thing.

    Dying Light - Yeah, seems like the pros are too long to build and well outweighed by the cons.

    Fire Up - Feels like the gains are too slow.

    Furtive Chase - I don't see the purpose.

    Gearhead - Yeah, seems really weak.

    Grim Embrace - I haven't really tried it, but shutting the survivors down for 40 seconds in the middle of the match seems like it could be really useful.

    Hangman's Trick - Against a sabo team is nice, but the info also really works out. If you have a build that let's you carry survivors for awhile, spin around while carrying them, you get a lot of info.

    Huntress Lullaby - Noob murder perk.

    Third Seal - Yeah, seems weak, more effective ways to blind survivors.

    Hoarder - I've never tried, but would be crazy if you had this in a game were the other teams was trying to complete a chest open archive.

    Hysteria - Yeah, seems weak.

    Insidious - Camping, especially Bubba

    Iron Grasp - What? This one is really good. Pair it with agitation to carry survivors as far as you want (and bait survivors while carrying), ignore boil over, go ahead and take swings at survivors body blocking, you have the time, make it to your scourge hooks, etc.

    Leverage - Haven't tried Skully perks, but doesn't seem like a lot.

    Nemesis - Not sure if it can be paired with builds focused on the obsession

    Oppression - Seems useful to start multiple gen regressions, catches survivors by surprise that they suddenly have to do a difficult skill check.

    Overwhelming Presence - Yeah, seems awful.

    Predator - Yeah, bad.

    Remember Me - Slow down those exit gates.

    Shattered Hope - If you hit a team running CoH, invaluable

    Spies from the Shadows - I tried to use this one for awhile, never really got value.

    Stridor - Maybe with a good head set it can make a difference. I play with the freddy addon that increases grunts of pain and I usually find the survivors more quickly.

    Territorial Imperative - Basement camper, but seems kind of awful.

    Thanataphobia - I see this one quite a bit, slow down the gens.

    Thrilling Tremors - Via deduction you can use this to figure out which generators are being worked on, quite a bit of info.

    Zanshin Tactics - Agreed, seems weak, you'll learn this pretty quickly anyway.

  • Rulebreaker
    Rulebreaker Member Posts: 2,085

    Then our answer is 0 as anything that can be used to a positive effect which in our eyes is not bad. As an example Beast of Prey can be used to surprise a target switch. Obviously theres way better options but as long as it works and doesn't actively hinder the player without a potential payoff, its not bad.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,998

    I would only consider like 7 perks per side genuinely bad and terrible in any circumstances

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,887

    Some of those perks are pretty decent, it’s just that the top level perks are so much better. If they removed them you would see some of these perks get more use.

    You can get value out of all those perks except Furtive Chase and Predator, those two are worthless.

  • Caiman
    Caiman Member Posts: 2,959

    Even Predator has a niche to fill. Most players don't need help with scratch marks but some do, and Predator is helpful for them, so it at least has a reason to exist.

    Furtive Chase though, I don't know why it was made. Who thought of this and what was the point? Especially now that the chase indicator exists, this perk does nothing of value.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,887

    True, but I think Predator still needs a buff or rework because it’s just a hindrance more than it is useful.

    Furtive Chase is so bad and the worst part about it is that it somehow keeps becoming even more useless. Nemesis and now Game Afoot do the Obsession switching better and just made it obsolete. Not to mention the killer it comes with is already stealthy in chase

  • Blueberry
    Blueberry Member Posts: 13,671
    edited March 2023

    Saying 50% of them are completely terrible would be generous on both sides. Maybe 20% are near useless.

    We need massive perk buffs/reworks on both sides for all the bad ones. At least 25% of those bad perks could be fixed by literal just number changes too, super easy, no programming time required.

  • Xernoton
    Xernoton Member Posts: 5,882

    There are only a few bad perks in this game. Most perks can come in handy. However, I think Beast of Prey, Territiorial Imperetive, Furtive Chase, Nemesis, Unnerving Presence, Predator and Leverage qualify as bad perks. You might be able to get some use out of them but mostly you need to dedicate a complete build and playstyle to it, that will probably still be worse than running no perks at all and playing normally.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Depends on your definition of bad, if by bad you mean overshadowed by the couple of good ones then yeah a ton of perks are "bad"

    If you look at them in a vaccuum then very few perks are actually bad.

    The only really bad perks on the top of my head are predator, Dying Light and Autodictate cause those are the perks that not only don't give you much benifit but are detrimental to you in a lot of cases.

    A lot of other perks you can make work to get vallue out of them, just not as much or as easy as the top dogs

  • Chordyceps
    Chordyceps Member Posts: 1,715

    Killer has a lot of Niche perks, but I believe there are only 8 killer perks that are truly bad. For the most part, these are ones that are actively detrimental to you, are reliant on survivors doing certain things, or provide potentially useless bonuses.

    Coup De Grace: Can actually make your chases take longer, cause you want to save your tokens for when you need them, making you walk all the way up to the survivor to hit them.

    Claustrophobia: I can count the number of times this has helped me on one hand. Extremely map dependent, requires you to lose generators, and a few seconds of running is all it takes to leave it's effective zone.

    Forced Penance: Requires survivors to bodyblock for you to get use out of this. Unlike mad grit, does not really prevent bodyblocking from happening. Broken is a status effect with debatable usefulness anyways. If a survivor is not healing, they're going to work on objectives because what the hell else can they do?

    Gearhead: First of all, it's reliant on skill checks, which is a famously inconsistent requirement. Secondly, the survivors must be hitting great skill checks specifically. Lastly, you could miss the intel this gives you entirely. Sometimes the aura of gens blocks the aura of the survivor you're trying to see, and it doesn't even give you a noise notification when it procs.

    Insidious: As a killer you always want to be on the move. Also, survivors can tell when a terror radius suddenly drops to 0, which alerts them that something's up. Really only good for camping, and at that point you've basically lost anyways if the survivors play well.

    Predator: An actively detrimental perk. Can cause you to miss scratch marks that would have appeared on a wall.

    Territorial Imperative: Typically if you're hooking someone in the basement you want to stay relatively close to basement anyways, and this requires you to go away from basement. And even if you're playing a killer that can actually capitalize on the information it provides, you're now chasing someone near basement, which pretty much always has a strong structure of some sort near it, whether that's shack or main building.

    Unrelenting: Why are you missing basic attacks in the first place fivehead?

  • Firellius
    Firellius Member Posts: 4,512
    edited March 2023

    There was a topic a good while ago where someone had listed a ton of perks that don't see much use and asked for suggestions for buffs to those perks. Had a lot of fun going through the list and coming up with stuff. Gonna be tough to find it again though. Anyone know if you can search by a forum user's comments in a way that goes back further than the last, like, 25?

    EDIT: Found it!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335225#Comment_3335225

  • jesterkind
    jesterkind Member Posts: 7,937

    Honestly, realistically, very few perks are genuinely bad.

    Some are weak enough that making them work requires a fair amount of effort, so I suppose you could include those too, but even they tend to do something noticeable in their niches. Take Furtive Chase- that always comes up in conversations about bad killer perks, because its "main" effect is borderline useless, but its secondary effect can be really solid depending on your build. If you want to target the Obsession, or open yourself up to more variance in avoiding the Obsession, then any perk that swaps that around is good- and all Furtive Chase requires for that is an unhook.

    So, is Furtive Chase a bad perk? On its own, absolutely. But in its correct niche, it can be the binding agent that lets builds function properly. I wouldn't call it bad, personally, because it has a clear use that does work and does provide value- even if it's mostly for gimmick builds.

    The perks you're left with that are legitimately bad would be ones that either hinder you more than they help (for example, Predator) or perks that just fail to reach even their proper niche (Deathbound, especially after the weird scream changes). There really aren't that many of those, what you're far more likely to see are perks that work perfectly well and do provide value but are simply outclassed by other perks- Spies From The Shadows, for example, is a perfectly serviceable tracking perk that just happens to be outclassed by most other tracking perks.

  • Caiman
    Caiman Member Posts: 2,959

    Unrelenting: Why are you missing basic attacks in the first place fivehead?

    Auto-aim.

    I do like Forced Penance but I think it gets more value out of smacking survivors in chase than when carrying someone to a hook. Easier to follow up on. I like to run it on Knight because it counts as protection hits when survivors block his guards during hunts.

  • Justa335i
    Justa335i Member Posts: 223

    I love Hex: Huntress Lullaby.

    It works great on my facecamp bubba build.

    People are so worried about doing gens or unhooking that they aren't looking for the totem. Tons of missed skill checks, which leads to a 3+k.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Disagree with a couple of these.

    Coup de Grace can come really clutch especially against survivors that like to greed. If you are missing out on hits cause you want to preserve tokens it's on you not on the perk.

    Usually you want to walk up to survivors anyway cause a lot of them can react to lunges with their dead hard. They might not bother to dead hard if they know your lunge normally wouldn't reach though

    Forced penance can be pretty decent as well, it works on bodyblocks outside of carrying too and 80 is a long time to be injured especially against killer you don't hear coming

    These 2 aren't good by any stretch but they are not detrimental, they do help out, coup especially is quite underrated imo

    Pretty much agree with the rest though

    Unnerving pressence also feels detrimental, it helps against newer players but whenever i'm up against it i find it easier to hit the great skillchecks

    Survivor also has a load of detrimental perks, technitian and calm spirit both work against you more then they help you

    There are probably more that i'm forgetting

  • RaSavage42
    RaSavage42 Member Posts: 5,564

    Most perks need others to make stronger

    Some are just outshined by others

    Some are counterintuitive to Killers powers

  • woundcowboy
    woundcowboy Member Posts: 1,994

    The majority of perks in the game are not worth using, on both sides. The problem is that some perks on both sides are good in the majority of situations, with few or no drawbacks. In my opinion, all perks should be relatively weak and only give minor buffs.