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In your opinion the most useless survivor perk
So simple question to answer right most will say This is not happening but I'm going to set a few small rules that way it's not as easy to go with the main answer plus it's to really think
1. It has to be unique perks as they effect the game more then universal perks
2. There will be a "can't choose this perk" because then as stated way to easy to answer this question is make you really think about it so mostly perks that everyone says is bad or a few have said doesn't work properly so here's the list
Can't choose this perk list *crowd cheer*
Any of Ace's perks: I mean do I really have to spell it out Up the ante most will say is useless as it's luck based aka a thing that doesn't work. Ace in the hole more or less is just there for a new item to bring back I think most people bring it just to get some items and add-ons without spending BP in case their wanting to save a bit for a new chapter and such and well Open Handed...aura reading not a lot of players that I've seen bring aura reading perks maybe Windows but it's barely put with Open handed
No mither: It's a meme perk or hard mode to me it's useless in the way of your basically putting hard mode on for every survivor
DS: PLEASE PUT DOWN YOUR TORCHES THOSE WHO STILL USE IT. To me I haven't seen anyone use it since the last nerf it got I mean I think I've had a total of 8 since the nerf more or less rough estimate
Overall I think that's it I'm not going to add any others as then I'll hear "your making it impossible to choose" so yeah just in your words and idea what is the most useless unique survivor perk in the game also I'll allow you to pick a few thinking just in case you find a few not as good.
Comments
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Slippery meat it literally does nothing. Oh and of course red herring.
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Low profile. Your team needs to be dying so you can actually use this perk which has a horrible effect.
Post edited by OneGoodBoyDemo on0 -
I'll say visionary.
So many other gen aura perks are much, much better.
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I'll say Poised, you have to be in chase when it activates and you have no control when it does activates and even then it only lasts for 10 seconds.
It's an empty perk slot 95% of the time.
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has to be better together and better than new. all other perks still might in some way work for someone but these are just outclassed so hard.
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corrective action is genuinely a pointless perk the effect isn’t even bad but it’s a swfing with new players perk
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Urban Evasion. I cannot think of a single situation in which it would be better than Fixated and just walking. When you need to crouch to dodge an attack, then the extra speed is useless and when it comes to speed without running, Fixated is superior.
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You could argue urban evasion makes avoiding hags traps quicker
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Fair. I didn't think of that.
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Teamwork Collective Stealth. Only reason I'm not putting Power of Two equally with it is because Power of Two at least has a niche with Blood Pact for 12% haste. Collective Stealth is just completely worthless and too difficult to use while also having an absurdly long cooldown for some reason.
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Up the Ante without question. However you've excluded that so I'll say Corrective Action or Collective Stealth
Corrective Action not only requires someone else to trigger it, the higher your MMR is the less likely it will activate. Meanwhile if you are in low MMR, you probably can't hit great skill checks consistently enough to even get the tokens. And even then, your low MMR teammate probably doesn't even know what just happened and will still run off after missing the skill check. And even if you can hit greats consistently, it's still RNG dependent. You might not even get skill check before they miss it.
Teamwork: Collective Stealth is also a contender because:
- Requires someone else to trigger it for you.
- You need to stay very close and in order to get any value you need to be chased or near the killer... but why would you want to both be chased at the same time? And two survivors running is pretty easy to see even without scratch marks. And if you want to hide why bother running?
- If one of you has Sprint Burst it just ends
- It has an over 2 minute long cool down!
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Autodidact: with inconsistency of skill checks, and the perk building a deficit until its fifth check, this perk is more likely to slow you down than it is to help you.
Potential Energy: -30% repair speed, and you lose all charges if you lose a health state, all to ferry a bit of progress in. Even in its intended use case, I see this as a killer perk.
Weaving Spiders: 120 seconds AFK, then a worse version of No Mither, just for ten charges. Nope.
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It's not out yet but weaving spiders is basically a killer support perk
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Repressed alliance
this is literally an extra perk slot of deadlock for killer
it’s like having 2 deadlocks
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Repressed Alliance is very good at denying the killer from using Pop. If you’re working on a gen solo, it’s almost done, and the killer’s coming for you, there’s 0 reason not to use it, as it locks in the progress for the duration. Granted, if you’re a solo queuer, chances are nobody will capitalise on your play, but the potential is there.
Thalita’s perks across the board are really underwhelming, to the point that I can’t even remember what 2 of them even do.
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Corrective Action is a big one. Because it basically requires your teammates to be bad at the game.
Another one is Technician. The Perk is CLEARLY aimed to be for newer players, especially if we consider that Feng is free on Console. And yet, the Perk has the Downside of giving a higher penalty for missed Skill Checks, which hurts new players maybe even more than the Sound Notification. (because a Killer will not always go to the Sound Notification, but you will always have more lost progress with Technician)
And it is also a tool which, while rarely, can be used for griefing/trolling. Like repairing Gens and missing Skill Checks constantly. (had a Mikaela in a game two days ago who was just doing that. She was sitting on the same Gen all game and missing every Skill Check. I have seen it in the HUD go down from 2/3rd repaired to 0 progress...)
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Red Herring hands down.
Such a troll perk to take lol. And you would have no idea that your teammates are on the gen.
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Still the gen is blocked for 45 seconds
enough time to catch and hook the person and 45 seconds of not worrying that someone will continue the gen while I try to down the survivor who used it
and it’s a bad counter to PGTW and blast mine does the job better
overall most survivor perks are just bad in general or barely worth the perk slot
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Except for up the ante, I disagree with your statement on aces perks
as for the most useless perk right it has to be poised, Its only useful against bad killer or very niche scenarios.
Post edited by Yatol on0 -
A lot of people are saying Corrective Action, I kind of agree with that rundown, it's really not very good at all. Its best case scenario is still kind of underwhelming compared to a lot of other perks.
I think some other strong contenders - and for the record I don't think any of the excluded perks here are actually in the running, even Up The Ante is just exceptionally niche - would be:
Either "Teamwork" perk. The speed one is sliiiiiiightly better, but neither are worth running, they're middling effects with some of the longest cooldowns in the game. Definitely bad perks.
Left Behind. Seeing the aura of the hatch can be kinda clutch, but even when you're in a position to use it, it won't help you if the killer gets to the hatch first. I think if this perk allowed you to open the hatch without a key it wouldn't be in the running, but as it stands, it's definitely one of the worst picks for "last one standing" perks, which are already not very good as a class.
Inner Focus. As a rule, I don't tend to think that a perk simply being outclassed makes it outright bad in its own right, but Inner Focus really tests that belief. What it does is, technically, strong- knowing where the killer and your teammates are is useful, especially for just one perk slot, but the information is so heavily outclassed by other, much stronger perks on top of being kind of hard to use in its own right that I really think this perk is just kind of bad. Empathy does almost exactly the same thing while being one of the strongest perks in the game, and somehow Inner Focus is bad in its own right too.
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I consider Technician to just barely scrape by without being in the running because at least its other effect is consistently usable.
It's not great, but stealthy gen repairs are a thing you can actually use more consistently than silent missed skill checks.
Of course, it should have its downside removed anyway, I'm just saying.
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I mean, if they remove the Downside, I would change my opinion immediatly. My main reason why I think it is one of the most useless Survivor-Perks is simply because of that Downside and that Downside alone. It is just not needed, in no way it is too strong to not give Noise Notifications or have Gens being a little bit more quite to justify such a Downside.
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it doesn't have a downside. basically when you explode a gen, a gen cannot be repaired for 5 seconds. what technician repair bonus does is remove that drawback but gives new drawback of 3% added regression. I recently tested this with deadline, you gain no penalty for missing skill-checks. I am not going say these are great perks but if your really bad the game, you can run deadline+technician and have silent skill-checks with no penalties because the bonus progression you lose is mitigated from being able to repair immediately.
I am not sure what is the worst perk because the worst perk can be a perk that trigger in 1/20 games. Are blank perk slots the worst perks? The worst perk could be a perk that has a negative that is often worse then no perks like No Mither. The worst perk can also be a perk that trigger every game but often has no impact on outcome of the match.
to avoid perk #1 and perk #2, I would say Better Than New. It is a perk you can trigger every single match as survivor but it is functionally irrelevant in changing outcome every time it triggers. For killer, I would say worst perk is Predator. Again, it is a perk that trigger every match but it functionally does absolutely nothing in changing the match. Some player might even say that Predator is detrimental.
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Boon: Illumination
When Weaving Spiders comes out it will be that imo
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Red Herring for me.
It's not that it's a useless perk, but it's one of the exceptionally few perks that could actively screw the team up. Distracting the killer is one thing, but accidentally leading the killer to your team mates with no warning can be pretty problematic.
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Boon: Dark Theory & Illumination
This week I started using WoO with Open Handed, ngl I love it
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Repressed alliance is fantastic with Wire Tap and can guarantee at the very least 45 seconds of use.
You can also pair it with blast mine to waste a bunch of time as you can block the gen mid stun animation.
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Self-preservation horrible
If the killer on someone else why do u need your scratch marks to disappear? The only scenario this could do anything in is when the killer hard tunneling You. If u have body blockers and u trying to disappear with this perk then maybe u can get a slight bit of vaule.
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