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Survivor Year 8-9 perks tierlist (SoloQ)
Only good perk I would say is Finess, then we got many okay/decent/niche perks and than rest like 50% weak/bad perks.
Comments
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Killers are not better imo. I would say worse.
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Im going to say it: Still SIght, Dramaturgy, Plot Twist, Chemical Trap and Light Footed are underrated.
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I really enjoyed playing with Chemical trap after last buff. You have it basically for every chase.
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Plot Twist + DS is quite probably the most insane perk combo on survivor side, since it forces you 100% into a lose-lose situation where you are forced to either eat the DS or slug the survivor so that they plot twist their way back to full health
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Definitely not worse. Killers always receive better perks even if they’re still not great.
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Always?
Wanna compare Unknown chapter for example...
Singularity really is not on killer's side.
Also best example would be simple. Wanna compare generic perks?
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I think that Dramaturgy and Champion of Light are probably better than Finesse. Both Dramaturgy and Finesse are perks that are meant to just barely get you out of a hit, but Dramaturgy is much more consistent since you have control over when it activates (with the exception of rolling exposed, which even then you still get the distance). Champion of Light slowing down a killer is quite good and the fact that it effects killer powers (ie Blight and Wesker) make it a very solid perk to me.
My issue with Finesse is that it doesn't consistently save you. You don't always get the fast vault, you don't always have good connection, among other things. Super fun perk though.
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Sure.
Unknown: The Unknown’s chapter dropped a survivor with a perk that took 120+ seconds in the basement to remove 1/10th of a generator’s progress & left the survivor broken for the entirety of the trial; a deliverance that only worked on basement hooks, and a self care that only worked in the basement. The killer’s perks weren’t great (except unforeseen) but none of them, not one, helped the survivors in anyway (Invocation) or required wild stipulations for value (Wicked and Strength in Shadows). Perks that don’t help the other side at base are neutral. Perks that do at best are perks for the other side—in this case the survivor released with what were basically killer perks.
Singularity: People still run Genetic Limits (I also see Machine Learning consistently used). No one uses Soma’s perks anymore. Not unless they’re meming around anyway.
Generic: The generic perks are largely the same: worse for survivor, better for killer.
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Strength is shadows is great for soloq if you dont wanna bring a med kit ;-;
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I mean Weaving Spiders only takes 60s now, Wicked you forgot about the 20s of aura reading after every hook, and Strength in Shadows is actually really nice.
Also who are you running into that's running Genetic Limits???? I haven't seen a single killer outside of adept Singularity or Chaos Shuffle run that perk. I still see Made for This somewhat often, and Troubleshooter occasionally, Scavenger just sucks though.
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The invocation takes 60 seconds and is still not worth the time sink. No one runs it for good measure. Wicked has aura reading but so do other better perks that don’t require being in the most dangerous place on the map. And it can only access the aura reading twice per game.
Yes I still see people using the perks I’ve described. Not often, but occasionally (Machine Learning is semi common in my games). I do not however see Soma’s perks. I’m in low to mid MMR on survivor so I see a variety of killers and they do run off meta perks (though I’m seeing pain res overcharge a lot now).
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Even if that were true, all survivors have are perks and items (which are mehh these days). Killer have powers that make playing as Killer fresh, also older perks can synergise with new Killer powers.
Nt that I don't want good Killer perks.
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Wicked's aura reading works on every hook, not just the basement. It's only the self-unhook that has the basement requirement.
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I know. I’m saying you can only access the aura reading twice per trial and unhook yourself once per trial. There are better perks for those things.
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No Way Scene Partner could be rated that far down
That perk ends chases on its own
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And also starts them.
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not every perk needs to be release mft to be good. there have been lots of unique perks that added variety recently and objectively good ones like plot twist, champ of light and wicked. in my personal opinion they aren't that strong but dramaturgy and finesse also.
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Better me, the constant in all my games, than some unknown variable. Safety in the Eye of the Storm, I suppose.
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Wicked is often misinterpreted as a niche perk, but it's one of the best perks if you know how to zone a killer in the chase and force basement hook. It's typically best to use in anti-tunneling builds to unhook yourself in basement, track down the killer with aura reading from the perk, take aggro and waste stupid amounts of killer's time.
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Niche perks are what we get when perks like MFT result in horrendous metas and the worst backlash BHVR has seen since old 3gen and old DS-DH meta. BHVR is probably not willing to do strong effects anymore because there's too many ways such effects can combo to make the game obnoxious for the other side.
We can all look forward to even more mediocrity in future years, and we have only ourselves to blame for always without fail only ever comboing the strongest perks with the strongest perks. The era of strong fun perks is over, y'all.
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Chile. Nobody’s doing all that. There are better perks available and no one should be trying to goad the killer into chasing them from, to, or around the basement.
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Generic: The generic perks are largely the same: worse for survivor, better for killer.
Lol, do you even know what generic perks are in DBD?
List me good generic killer perks.
None of them are better than Deja Vu, Kindred, Hope, Resilience, We'll make it.
This is not even close.
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Sure, but not that many players are going to keep playing new killers.
Perks are something you can bring to other killers. If those perks are mostly trash, then whole chapter can easily become irrelevant.
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You really think you did something.
Better than those perks: NOED
Foils to those perks: Spies from the Shadows, Whispers, Bitter Murmur, Sloppy Butcher, Unrelenting.
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As an avid mirror illusion user I had to chuckle at it being placed at the bottom lol
it is of course a purely meme perk for me but I think it can be strengthened (not needed of course but I mean IF it is to be taken a bit more seriously) - maybe have it so it actually stays solid and static as opposed to the very obvious giveaway at present and/or have it so it doesn’t disappear if interacted with by the killer.
That would probably actually make it VERY useful beyond purely meme purposes but hey, I’ll still use it as is anyway
☺️🪞☺️✨
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NOED is just a shadow for it was, it's nowhere near to be considered meta.
Same for sloppy, only desperate killers run it, when they don't have better option.
Unrelenting is supposed to be a joke, right?
Whispers is actually good on like two killers, definitely not meta.
Spies got better recently, but nowhere near best information perks.
Bitter Murmur is basically Huntress only thing.
Those survivor perks are used even by survivors with thousands of hours, because they are very good options. Some especially for soloQ.
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I think we've reached the point where we need new gameplay mechanics. There's only so many interesting perks you can create around a limited list of actions.
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thrill is good in totem builds, noed is itself, sloppy butcher is still decent, whispers can be alright, and unrelenting has been the top killer perk since day one buckaroo.
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Why can't the OP comment on perks being kind of lackluster, without people turning it into a flame war over which side has it worse? It's not like they were shading anyone. They just said that they thought this year's survivor perks were kind of meh. Which is fair enough.
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this. Me and my friend joked about this when we read the Castlevainia chapters perks, I literally said “BHVR really ran out of ideas with this one”
There’s only so many perks you can make with such a barebones base game (looking at objectives and maps alone) really you have windows, pallets, hooks, gens, totems, chests, healthy, injured, dying, deep wound, And… that’s kinda it. And everything listed there (except deep wound) has at least 3 perks based around it. And how would you really make a perk about deep wound?
Without anything else all we can do is keep stacking more and more perks onto these same mechanics that have been perked to death.
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I get the feeling that with a big roster of perks and killers (and I say killers because they have unique powers) every new perk that is introduced runs the risk and potential to become overpowered when combined with something.
Like you said, there is only so much that can be done, so I think it’s time to make DBD a bit more granular.
X perk cannot be combined with Y.
Category A (killer/swf) cannot use/repeat certain perks.
New side objectives (meaningful ones that progress the game)Maybe this can be a refreshing evolution for the game and can make balances for perks easier without affecting everyone.
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there was a roblox game that was removed a few years ago called “escape the darkness” and I always thought they did the objectives way better than dbd. Basically there was 3 “sections” of the objective. One was fixing 3 generators (it was the same as dbd, skill checks and all) , one was repairing 3 fuse boxes by opening chests (chests only had fuses as items weren’t a thing) and putting 3 fuses in a box to repair it, and one was fueling 3 gas tanks by finding Jerry cans on the map and using them on the tanks (each can did 50% of the tank and 3 people could work on it at once).
Each objective had 5 (5 gens 5 tanks 5 boxes) but only 3 needed to be done, the order the objectives were in was random each game and you could only do the active objective. and there was no gates, once all the objectives were done the exits were open, idk about that part though.
Honestly it made the games feel different every time, especially because there weren’t pallets but windows, crouch spots, and doors that could be broken by killer m1 but infinity repaired manually by the survivors.
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sounds really interesting! I’d like some of these kind of ideas implemented - maybe as a side mode like chaos etc as a kind of testing ground and slowly see what can/can't be implemented.
At the very least it can throw up a fun side mode and at best, may make the main mode better if things can shift over!
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I think there's a couple perks being undervalued here.
I agree with Finesse being in the highest spot filled here. I don't think any perks on this list are on the absolute top-tier list, they're not rivalling Adrenaline and Sprint Burst any time soon, but I do think some other perks are on the same level as Finesse.
Champion of Light, Strength in Shadows, Wicked, and Light-Footed are all easily as good as Finesse, if not better. I also think Chemical Trap is being underrated here, but it's also not on the same level as the others here.
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I Haven't once considered using adren since it's rework. I'll never use lightfooted as it's only slightly helpful for fl saves, iron will is a better in every regard.
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because people can’t go a single post without whining. That’s how the forums are.
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Adrenaline? That perk's still incredible, it still does the main thing you need.
On the topic of Light-Footed, it's not just for flashlight saves, it's also for being able to leave tall loops without the killer knowing and for being able to run around on multiple-story maps completely silently. It's slept on, I think it has some legit application but most players aren't really interested in it.
Nothing wrong with that, of course, it just doesn't make it a bad perk.
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Thank Entity for the Modes, modifiers, and Event Queues.
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nobody is doing allat because average survivor is so afraid to take aggro due to not being able to hold M1 chase for longer than 20s ofc. Some of the best survivor perks in game are considered bad by average players because they can't get value out of them due to those actually having a skill floor
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The only problem that I have with Scene Partner is that if you scream when reaching a vault, it disables the vault animation.
I think they added that somewhere after the perk was released, but if they removed that mechanic I'd definitely use it more.
I meant to tag,
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I would add Strength in Shadows to the list, even if you have to trek your way to basement. As long as you're not overly using the perk, it's good value to have a fast heal in basement. I like to pair it with Botany Knowledge to get a faster heal.
Even Background Player is a great perk, even with its recent speed boost nerf.
Yes, going to basement is a risk that I would not advise survivors to do. Wicked is an extremely niche perk, even if I like to run it with Babysitter and We'll Make It for more aura reading. Regardless, being hooked in basement and unhooking yourself isn't that powerful and is just flat out a weaker Deliverance. Even if you unhook yourself, which many people often do right when they get hooked, the killer is going to come back and hook you (rightfully so) back into basement.
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I’m going to stop at this first point because there’s no real sense in going on. NOED is the only perk in this game that can turn a 4E into a 4K. Do survivors have a perk that does anything like this? (Rhetorical. Of course they don’t)
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What does any of that have to do with the perks I mentioned? Half of them are detection perks for finding survivors who “don’t take aggro” and hide. The other half are for catching those survivors who do take aggro. Are you awake?
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Totem builds are simply bad, Thrill is trash compare to previous version.
NOED is not meta, you need whole build around it.
Sloppy is not really better than addons at this point, it's just bad.
Whispers can be good on few killers. Issue is it also works on hooked survivor, so it won't help you find next chase easily.
Unrelenting is trash.1 -
No, it can't. NOED itself will get you 1 extra kill at best.
You need NOED, No Way out (at least), usually also Batteries included and Remember me/Blood warden or some tracking perk.
It's meme build, not meta.Do survivors have a perk that does anything like this?
What about any of those second chance perks?
Unbreakable can definetly do that.
DS, OTR, DH, Deliverance, Babysitter
All of those perks won games for us. If killer won't manage to kill a survivor fast, we finish all gens, who would have thought?
Those perks help to prevent that, which let's us leave.1 -
I was thinking environmental hazards being added to each map. Remove a bunch of pallets, and replace them with new interactions that can be used by the survivors. Things like:
- Damaged steam pipes that could stun the killer or survivor
- Explosions to create smoke screens
- Oil barrels that could be tipped over to create temporary fire barriers
- I can't think of anything else
Then BHVR can add a bunch of new perks.
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thrill is a lot worse then before but because killer perk are so bad currently, i'd consider thrill to be better then 80% of killer perks and totem perk in general are among the better perks for killer again, just because all killer perk just don't do anything.
They have virtually no impact on whether you win or lose. that's how bad for most of killer perk are. survivor perks in comparison are not game-changing however they do work to some degree at fulfilling the perk role. A lot of killer perk don't even fulfill their role. that is how bad they are.
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For a second I thought people here were talking about Thrilling Tremors, not Thrill of the Hunt, and I was confused because Thrilling Tremors is actually lowkey kinda good at both info and gen hold? Like sure it's not meta, but not a trash perk…
Thrill of the Hunt badly needs a change, though.
And @TieBreaker I 100% wanna see that and learn to play around those as Killer and Survivor. I bet lots of fun new chase perks on both sides could be made around those! But why let Survs have all the fun, let it be a boon for Killers too. Imagine being Myers walking through a fire barrier, and you're hindered but you get set on fire and can cause damage to Survivors based on that. Imagine being able to hide your Aura as Survivor with a smoke screen, but you also hide the Killer's TR and red stain doing that… and it can flood a whole section of loops or hall or something. Imagine being Xeno and hitting a steam pipe with your tail, and it hinders Survivors or puts them in Deep Wound and gives you tons of Devious points…
How cool would it be if we could enhance the cat and mouse, and have stuff where both Killers and Survivors can create hazards and barricades for each other?
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Leave it to DbD netizens to instantly make it about sides and who's got it worse. How about we advocate for good perks period, regardless of which "side" they're for. There's tons of, frankly, trash released for both killers and survivors, that's been the same story throughout all these years, legitimately 80-90% of perks are objectively subpar and not being regularly used by anyone seriously trying to win, most of the most popular perks being 6+ years old. BHVR buffing perks is rare enough, buffing perks even just to semi-serious viability is a once-in-a-blue-moon event, most perks are tragically lackluster even if they receive buffs. And yes not every perk needs to be S-tier (although personally I would like if most perks could be serious contenders for serious builds), but most of the subpar perks are underwhelming even at doing the "fun" or gimmicky or niche things they're supposed to. BHVR has no issue with perks being useless and having usage rates in the 0.XX range - as long as the DLCs sell that just means less work for them to come up with and code more ambitious perks and less potential balancing and bug fixing upkeep associated with them. It's on us to keep complaining about bad perks, rate and buy releases accordingly.
But that's for another topic (literally: https://forums.bhvr.com/dead-by-daylight/discussion/405984/various-perk-buffs - I will at some point add the perks released since creation of that post to the list). For this topic, I will say that Dramaturgy, Plot Twist and Champion Of Light also deserve to be in the 4* category. Dramaturgy is a good perk in and of itself, the issue it has is that as an Exhaustion perk it of course directly competes with other Exhaustion perks as they can't be used alongside one another well or at all, and since it can only be used while healthy and has random risks attached to it, it is simply not as good as some of the others, therefore not being worth the slot over those others if you're being really serious about optimizing your build to win. I do however think it's in a pretty decent spot, where it is viable enough and a fun and interesting alternative to the available options. It wouldn't really need buffs, apart perhaps from minor things such as making it so the silly animation doesn't lock your movement into one direction. That said, I don't see why the perk could not also be usable when injured. I mean, I know one or ridiculously enough maybe even the primary reason for that is the fact that it would clash with Dead Hard as they use the same input, but there's really no compelling reason why this Exhaustion perk needs that stipulation that none of the others do (well, Overcome does, which it also should not, i. e. it should work on any hit sprint, even if you had already been injured). The "Exposed" risk could turn into a Hindered effect if injured, or even putting you into the dying state, which would be fairly hilarious and maintain the status of the perk as a decidedly less "serious" choice, while still being a buff.
Plot Twist has a lot of interesting use cases, is noteworthy as an anti-tunnelling tool of sorts, and even just the ability to heal on your own up to two times per match can be impactful. And Champion Of Light is not to be underestimated because not only does the Hindered effect give you so much distance that killers will not seldom give up on the chase, but the faster walking speed while using the flashlight can make saves easier and even enable you to break chase state more easily, to prevent or drain bloodlust or the entity window blocker.
Chemical Trap similarly is a bit of a chase ender, and even does the job against killers such as Billy and Blight. You obviously need an at least semi-safe pallet to use it at, but if you do and know your checkspots and play it well, you either get the killer to break it giving you half a map's distance, likely leading to them simply giving up on the chase, or you get them to refuse to break it and waste a lot more time on that pallet than they otherwise likely would have. It doesn't quite make the 4* cut, for that it is simply not reliable enough, doesn't consistently give value. But if you are already using a perk that mostly only helps in chases such as Finesse, maybe try ChemTrap in its place sometime, you might be surprised what it can do for you and the round. 3*.
Made For This is obviously a mere remnant of its former self, but I would still put it somewhere between 3 and 4*, or just 4* outright. Picking people up off the ground isn't rare, and with MFT you can do so aggressively, starting to heal, taking a hit, finishing the heal, then being able to take another hit. Particularly good if you have something like We're Gonna Live Forever alongside it of course. It also procs on healing someone from injured to healthy, something people tend to neglect. And in those instances if you tank a hit (and most killers won't even try to play around this because MFT is a rare perk to be seen these days) you get the Haste. And then there's Endurance from unhooks, Off The Record, Dead Hard, Styptics and various killers/their add-ons that also put you into Deep Wound. I will say that MFT could now be 4 or even 5% Haste - still considerably less than Hope, but since its activation condition is rather situational and since the killer can simply leave you forcing you to mend, I don't see why it shouldn't be stronger. In fact, since the killer is more likely to notice the 4 or 5% of Haste, it could even be argued to be a bit of a nerf, in the respect that the killer instead of overcommitting to a potentially bad chase for them with the more sneaky 3% will simply leave to do other things due to noticing the 4/5%, again, forcing you to mend and lose the speed boost.
Worth mentioning: Moment Of Glory should be 3*. It isn't a good perk, for that its activation condition/accommodating perk investment is too steep and its activation time too long, but it is definitely better than the others on that 2* list. Weaving Spiders is 1* material, or in fact material for a killer perk tier list. Lucky Star and Hardened are 2* at best.
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Adrenaline? That perk's still incredible, it still does the main thing you need.
Not if you're hooked when the gates are powered. Then your "once per game and only in the end game" perk does literally nothing.
Instead of playing most of the match with 3 perks, you end up playing the entire match with 3 perks.
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