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List of Survivor Perks that *almost* nobody uses and deserve a buff

AhoyWolf
AhoyWolf Member Posts: 4,387

I do not see any of these Perks in my games period:

  • Better Than New
  • Blood Rush
  • Camaraderie
  • Corrective Action
  • Fast Track
  • Friendly Competition
  • Invocation: Weaving Spiders
  • Low Profile
  • Lucky Star
  • Pharmacy
  • Poised
  • Potential Energy
  • Premonition
  • Quick Gambit
  • Red Herring
  • Resurgence
  • Rookie Spirit
  • Scavenger
  • Self Preservation
  • Sole Survivor
  • Solidarity
  • Spine Chill
  • Teamwork: Collective Stealth
  • Teamwork: Power of Two
  • Technician
  • This is not Happening
  • Up the Ante
  • Visionary

This is the Perks I never see being used, it's kinda sad because some of them are quite unique and could be good with some tweaking and some were already buffed several times yet they still suck. :(

I wanna see these Perks changed, there were enough suggesstion from people already, yet devs do not seem to have time to change a number to make these Perks actually worth something, also for some reason This Is Not Hapenning was scheduled to be changed in the next mid-chapter yet for some reason was removed…

Please change these Perks already.

Comments

  • Solomonkane
    Solomonkane Member Posts: 112

    Honestly, even if these perks were buffed they probably still wouldn't see the light of day unless they were miles above what the current most used perks are.

    In the case of both Solidarity and Resurgence (I personally believe that these two are decent perks), since sloppy butcher has been meta, they're borderline useless because of hemorrhage. Maybe the recent nerf might change that.

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    Yea you're right, even if some of these Perks were buffed they wouldn't be meta ever, but at least some of them would be usable, like Poised or Red Herring haha

  • Solomonkane
    Solomonkane Member Posts: 112

    I agree that some do need some love. But even perks like Lucky Break that do have a pretty strong effect, still don't see much use.

    And as a Red Herring enjoyer, I'd say it's usable :)

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    Red Herring is usable, but it could be 10x better without screwing up your team haha, Red Herring activating with a press of a button supremacy!!!! 💪

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,073

    I think its just a fact of DBD that the majority of perks will always be niche and for meme builds more than anything and this is okay.

    We don't want every perk to be on an even keel strength wise anyway and some just never will be meta

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,324

    I'd love lucky star to light up the locker I'm in for other survivors, that's all I ask, then it'll be a mainstay for my head on

  • Hexonthebeach
    Hexonthebeach Member Posts: 461
    edited March 30

    There are a few perks that need buffs but why youre not posting one or 2 perks and write why do you think they are bad and what do you want to change?

    Just posting a list of perks without commenting makes not sense at all.

  • Rudjohns
    Rudjohns Member Posts: 2,204

    Head On should be doing that

    Lucky Star should remove your grunts at any time without cooldown

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    Inner Focus once again being so unnotable that nobody remembers it even when talking about bad perks.

    why does it have a range limit

  • anarchy753
    anarchy753 Member Posts: 4,212

    The issue is that most players won't use a perk unless it directly translates into an extra health state in the game, and when a perk reaches that tier, it quickly becomes oppressive to play against 4 of it every match.

  • Ayodam
    Ayodam Member Posts: 3,195
    edited March 30

    I’d say most people prefer perks that bring value every game versus under rare and specific circumstances. That goes for killers and yes, of course survivors as well. No one in this game wants to waste their precious perk slots on things that only work during a full blue moon.

  • Sandt1985
    Sandt1985 Member Posts: 386

    Blood Rush does not need to be touched at all. I pray survivors never realize how strong it is

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    Because I have done so already like ten billion times, and I don't need to state the reasons because everybody knows why these Perks are bad.

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    I mean, the Perk isn't really that bad, it can give you some useful info unlike some other Perks, it would be better without a range limit like Alert is tho I agree.

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    Of course not every perk needs to be meta or really strong, but some obvious choices like This Is Not Happening could use small adjustments or additions to make them worth using on any level.

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    That Perk is so situational that before it does anything you're most likely dead or never had the chance to use it in the first place, and it needs to be paired with an Exhaustion Perk to do anything at all (mostly Sprint Burst). Literally never seen the Perk used once one week after it's release.

  • AhoyWolf
    AhoyWolf Member Posts: 4,387
  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    But without being snarky, what Perks do you really think are good? If you give me your examples I'll tell you why I think they're bad.

  • goodfriday
    goodfriday Member Posts: 209

    Please add iron will to the list as bite the bullet makes it a joke, I actually see spine chill strangely here and there .

  • Nos37
    Nos37 Member Posts: 4,142
    edited March 30

    Only perks that help SWF bully and help Solo live long enough to complete 1 gen are used.

    They would have to buff these perks over and over until they're game breaking.

    12 new survivor perks a year. Still the same 4 perk slots.

    Can't have good perks without bad perks.

  • AhoyWolf
    AhoyWolf Member Posts: 4,387
    edited March 30

    They don't need to make them meta, they could fix the obvious flaws the Perks have, like Poised being 5 times use Perk at max with a pretty pathethic effect, could at least make the effect last 30 seconds.

  • Hexonthebeach
    Hexonthebeach Member Posts: 461

    I see perks that are good for beginners. I see perks that can help you hide and distract the killer. I see perks for gen speed. I see perks for more survivability and help you loop. And some have synergies with other perks.

    Maybe they are not good for you but I like some of these.

  • Nos37
    Nos37 Member Posts: 4,142
    edited March 30

    I've been using Fast Track to speed up gens as my team gets hooked, Quick Gambit to speed up gens if I'm being chased, and Weaving Spiders for when I'm death-hook and don't want to be caught on gens / parting gift before I die.

    I've switched some of those perks out for Kindred (because the repair time I would lose out for going to unhook when someone else already was is not worth the 3s a different perk shaves off), and for Resilience to motivate myself to do gens injured instead of wasting time healing up and to synergize with Quick Gambit to make chases last a little longer. (But they also have anti-synergy. If I don't heal up, my chases can be very short.)

  • Nos37
    Nos37 Member Posts: 4,142
    edited March 30

    The problem with Teamwork perks is that they don't get used, so when I do use these perks, my teammates don't know what to do with them or what they mean.

    We finish a heal. Teamwork: Collective Stealth activates. The killer comes near. The other survivor tries to walk away slowly to avoid leaving scratch marks, even though the perk is preventing scratch marks. 🤦‍♂️

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    If you think or use some of these Perks that you didn't mention by name and you think they're fine good for you, but that doesn't mean they are good in general or they don't have obvious flaws that could be easily fixed.

  • AhoyWolf
    AhoyWolf Member Posts: 4,387

    I think the Perks rely too much on SWF play, in Solo Q they're basically unusable due to nobody running them and you cannot force teammates to stay with you, but in case of SWF nobody uses them because of the attrocious cooldowns…

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    It's probably one of the most unused perks:

    Literally bottom 2 on NightLight, it's so underwhelming it isn't even funny.

  • Unusedkillername
    Unusedkillername Member Posts: 215
    edited March 30

    Me still running red hearing and distortion and watching a bubba wander into the corner of the map of Red Forest after he hooks someone for the 80th time. (he thinks im being hidden from his BBQ on the gen when im in the locker)

  • bjorksnas
    bjorksnas Member Posts: 5,688

    Better Than New, Make it last till injured again and for 25s after being injured


    Blood Rush, Let it be used after each unhook, let it be usable while injured giving deep wound and only healing deep wound, or alternatively also give it 2s of 150% haste upon activation (6m/s)


    Camaraderie activate on both hook stages, give an icon for all survivors to show they have it and that its active

    Corrective Action turn them into great skillchecks and cover own missed skillchecks into good skillchecks

    Fast Track gain tokens upon being hooked yourself

    Friendly Competition marks a gen by working on it when any marked gen is complete all survivors who worked on it gets the boost 60s uptime 30s cooldown, all other gens become unmarked when it activates, can't mark gens while on cooldown


    Invocation: Weaving Spiders, this one needs more time but its probably safe for a buff


    Low Profile 125% speed 2.92m/s


    Lucky Star increase the duration to 20s and make the effects global (all survivors see all other survivors and all gens)


    Pharmacy make the medkit function like an old green medkit (11s heal) but also be a temporary item


    Poised grant double the duration (to 20s) and grant 3% haste while active


    Potential Energy make it a 1:1 conversion and tokens are halved upon being hooked instead of all lost upon being injured


    Premonition 45s cooldown reveals the killers aura for 4s if in their terror radius, otherwise just a noise notification


    Quick Gambit show the gens aura intensity based on gen progression and let it linger for 12s (so a quick pass by saves 1% on a gen)


    Red Herring make entering and exiting lockers silent while active (so you can use it faster)


    Resurgence make the healing be non regressable (like bnp or weaving spiders)


    Rookie Spirit decease repair time to stop regression from 5% to 1%


    Scavenger restore 25% upon completing a gen repair in addition to its normal effects


    Self Preservation remove the range limit aka if any other survivor is injured by any means you leave no blood scratch marks and make no grunts of pain for 10s


    Sole Survivor give the lucky break effect for 10s upon being unhooked (no scratch marks or blood)


    Solidarity make the healing be non regressable (like bnp or weaving spiders)


    Spine Chill Old activation condition but doesn't work outside of terror radius, always active in chase 6% vault speed returned


    Teamwork: Collective Stealth remove cooldown linger 10s after leaving the 12m range, make it so both if you heal or get healed it activates also let it hide auras


    Teamwork: Power of Two remove cooldown linger 10s after leaving the 12m range, make it so both if you heal or get healed it activates


    Technician reduce noise radius by 50% and make it decrease progress lost to 7/6/5% (instead of base 10%) missed skillchecks are silent


    This is not Happening increase skillcheck odds by 50%


    Up the Ante remove aces perks from the game


    Visionary Works 24/7 and shows gen progress based on aura intensity

    Its not much and might not make them meta but it would make all of them better

  • LeFennecFox
    LeFennecFox Member Posts: 1,302

    90% of these perks need a straight up rework instead of a numbers change

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    Teamwork: Collective Stealth. That's the bottom 3 right there. Corrective Action is third.