http://dbd.game/killswitch
Weak perks that you hate
Comments
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Personally Forced Hesitation really screws me over considering Im always lingering near a survivor because of the builds I usually go for
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Boil Over. The DBD equivalent of giving the killer a wet willy. 98% of the time it does basically nothing, but it sure as hell puts even the most philanthropic killer in a foul mood...
To my mind, it's like the reverse snoot boop... a declaration to the killer that this ######### is on and anything goes. You don't get to complain about ANYTHING the killer does if you run Boil Over.
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I dislike No Quarter whenever I see it. Feels like it was made exclusively to punish SoloQ players who find themselves having to self heal more often because of their unreliable teammates. Yet it does absolutely nothing against SWFs, who can usually find their teammates for altruistic heals anway. Why would you design a perk like this? Plus, hitting those skill checks consistently is wishful thinking for Switch players.
Thankfully it's a fairly rare perk and I tend to only see it on Houndmasters trying for their adept.
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for survivor : breakdown , flip flop and power struggler.
for killer : dead mans-3 -
No Mither. Just, ewwwwwww
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Boil Over, specifically on Lerys
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Off the top of my head, I really don't like Mindbreaker. I don't run exhaustion typically so it's meaningless for me there. I just dislike having my basekit aura blanked out for any period of time. Especially post-Distortion.
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I feel attacked lol
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Friends till the End.
Can't count how many times I have been tunneled because of that god-forsaken perk.4 -
The killer perks disguised as survivor known as invocations
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no mither besties 😎
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Last Stand.
This perk is weak. Undeniably. But dear GOD it is annoying AF.
And you only see it used in a bully build because, well, what else it can do? Nothing.
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When playing killer, Head On. It's not by any means that great compared to the other exhaustion perks, or very strong in general, but when used properly it's really annoying, especially when used in a SWF and paired with Vigil.
When playing survivor, Coulrophobia, and I'm surprised no one mentioned this one yet, it's not often used or that strong alone, but when used right with certain killers (Doctor) and builds + add-ons that affect your terror radius, it makes healing almost impossible especially paired with Sloppy Butcher, I've versed some killers where they made healing miserable with this perk equipped.
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That's a big reason why I think Doctor is ultimately unhealthy for the game. Too many ways to deny progress via skill check builds.
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Blast Mine. I know it does basically nothing but getting hit by it just makes me sigh.
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As killer? Boil Over. I play on console, this perk basically specifically hurts console killers while PC killers hardly notice its existence. Survivors who bring this when I play killer have a high likelihood of bleeding out.
As survivor? No Quarter. Like playing on Switch doesn't feel crappy enough, this perk rears it's head and then I can't ever heal. Merciless Storm at least only happens the one time per generator, but No Quarter just laughs and says, "You thought you were miserable before because you're playing solo and can't rely on your teammates? Well, you ain't seen nothin' yet!"
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lucky break
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Lightborn and Mindbreaker
Lightborn because it makes the one interactive survivor item completely null and I firmly believe nothing should be a complete 100% counter. Id bring it back to its previous iteration where it took much longer to blind and you recovered faster from blindness. Still makes flashlights harder to use, but at least you can do something
Mindbreaker simply because of the blindness effect. All this does is screw over solo Q more than anything. The Exhaustion is the main reason why the majority of people use it, so simply keep that but remove the blindness.
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This. It should not be in the game at all.
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Few things annoy me more than boil over and it will always result in me just dumping the perp back on the floor unless I'm right in front of a hook. That same guy will also run flip flop and then get mad at me in endgame chat for slugging… it's like, bro, you don't want to be hooked so I'm not gonna hook you
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bird is the word
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no mither
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I also hate this perk and I've been seeing it a lot lately. I used to run Iron Grasp all the time and it was no problem, but on a hallway-heavy map like Hawkins it's so obnoxious.
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As a survivor, it's more my team member perks that stress me. I see No Mither or an invocation happening and I'm ready to die.
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It'd probably have to be shadow step, just hate not seeing the scratch marks.
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what they did to spine chill my beloved
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I just realized someone changed my discussion name I guess they didn't like the jokeðŸ˜
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I HATE Blast Mine.
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I hate Forever Entwined. Not really sure why.
I also hate when my teammates run invocations.
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Selfcare on my teammates…
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Flip flop. It's a perk that directly incentivizes long term slugging. (Short term by comparison being slugging to prevent sabo/pallet/flashy saves.)
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As a killer, I honestly hate self care, just because of how much it helps me. It doesn't feel earned when I win from this perk.
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Im not a fan on one's that are super specific like chest perks. On a slightly different subject I wanted to ask not about a perk but an ability. Survivors how do you feel about draculas ability to have the exit gate riddled with fire colums. Do you find that a toxic ability or a fair one. I run it (mostly to reduce exit gate t bagging and to deliver that one last scare) but I was curious if it was one that the survivors looked down upon.
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Breakdown. Paired with a hook offering it can create pretty substantial hook deadzones for a significant length of time. I don't think the perk is weak per se, just rare to see outside of the full SWF setup it thrives in.
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I love looting builds, so anybody that uses Weave Attunement is automatically added to my list of enemies.
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Their existence is an insult to the survivor playerbase.
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It sucks because I love sitting in that stupid little circle.
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Perks that offer minimal impact or are too situational can break immersion and strategy. For me, it's those that give tiny stat boosts (+1% damage, +2% XP gain) with no noticeable gameplay value. They clutter progression trees and dilute meaningful choices. A perk should feel rewarding—if it doesn’t change how you play, it’s not worth taking.
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I never make it to end game vs drac so that add on doesnt matter to me..
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Thrilling Tremors. Like, of all the slowdown perks available, you're running the one that does little to nothing other than annoy people? It can only work once every 60 seconds and only operates for 16s? That's the one you're going with? Even Deadlock lasts longer than that.
Chemical Trap. Does nothing. No one is discouraged from breaking a pallet just to avoid a few seconds of less speed. Either I catch you now or later - 4 seconds of going slower isn't going to change that. Several killers like Nurse, Legion, and Knight can ignore it completely.
P.S. I am a huge proponent of Invocations and hope they make more. Stop persecuting people who use them. It's not wrong to run those perks.
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Not sure why this was downvoted, it's just facts. If I'm on an indoor map and someone has Boil Over I know I'm going to be bumping like a pinball trying to get through a doorway. Not sure if it's a controller issue though.
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