The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Bottom 20 Survivor Perks
[According to Nightlight]
So, I decided to look at the least used perks in this game. The list goes from least to most used out of those 20.
- Teamwork: Toughen Up (Rick Grimes)
- Invocation: Treacherous Crows (Taurie Cain)
- Road Life (Vee Boonyasak)
- Teamwork: Collective Stealth (Renato Lyra)
- Apocalyptic Ingenuity (Rick Grimes)
- Deadline (Alan Wake)
- Cut Loose (Thalita Lyra)
- Moment of Glory (Trevor Belmont)
- Rapid Response (Orela Rose)
- Come and Get Me! (Rick Grimes)
- Red Herring (Zarina Kassir)
- Rookie Spirit (Leon S. Kennedy)
- Better Than New (Rebecca Chambers)
- Camaraderie (Steve Harrington)
- Boon: Illumination (Alan Wake)
- Pharmacy (Quentin Smith)
- Corrective Action (Jonah Vasquez)
- Teamwork: Throwdown (Michonne Grimes)
- Buckle Up (Ash Williams)
- Visionary (Felix Richter)
Fun facts:
For one, Rick seems to be the least used survivor perkwise, since all 3 of his teachables are among the bottom 20. Alan is not far away with 2 of his perks here.
Another thing is, we have 3 Teamwork perks present, 1 Invocation and 1 Boon.
Majority of these perks are new/recent, and for the most part are utterly outclassed by other perks.
Some perks that barely avoided the bottom 20: Clean Break, Change of Plans, Duty of Care and Blood Pact.
What are your thoughts?
Comments
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if apocalypic ingenuity didn't have such strict conditions you'd have 4 survivors just rebuilding god pallets
-3 -
Maybe. But, keep in mind these are fragile pallets.
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Ricks perks suck so bad and the only decent perk alan wake has is his torch one.
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Champion of Light 😏
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While this is somewhat true, the event ability in the Anniversary Event is already garbage and you get this for free.
To have to waste time to search two chests to activate this Perk is not really appropiate.
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That's the one. Couldn't remember it offhand.
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Toughen Up being number 1 is so deserved its such a odd and confusing perk.
1. Be 24 meters from another survivor
2. Have another survivor stun or blind the killerReward? Your scratch marks and blood are hidden for 30 seconds. the person not in chase. it seems backwards I would rather give the other person that effect.
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I see it as a perk that helps you get away if your teammate gets a flashlight save, or something like that. It's kind of the opposite of his other perk, in that both swap the aggro from one player to the other - Come And Get Me is the offensive one, Toughen Up is the defensive one.
Is it good at that? Eh, I never really bothered finding out. That's just the use case I'd say is its most promising.
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I'm surprised any invocation escaped containment, given the whole concept is a killer perk that somehow wound up on the wrong side of the aisle.
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These are mostly crap but more than half are on licensed characters, so less people will have them if they don't check the Shrine regularly. Many are recent too, and a lot of people are pretty secure in their perk choices.
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teamwork perks are such a terrible design
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Many are recent too, and a lot of people are pretty secure in their perk choices.
Exactly. This is the problem with Survivors not really getting new good Perks because they either have stupid activation conditions and/or are just too weak. So whenever a new Survivor is released, the question is "Is one of those Perks better than one of the Perks I run since 2018?"… And the answer is almost always "No".
Sure, there is the person who just has more fun with a specific Perk, but the bottom 20 are neither fun nor good.
Killers have it better, because they either get actual useful Perks or at least useful with specific Builds or on specific Killers (Vecna even has 3 Perks which see use: Turn Back the Clock: #17, Secret Project #48, Hive Mind #62, all are in the top half with Turn Back the Clock even in the Top 20).
Granted, being able to be used by specific Killers is an advantage and makes it easier for a Killer Perk to see use.
9 -
Having 5 Chests default might help with some perks. The busted version of Corrective Action from the 8.3.0 PTB just needed a cooldown after activating
You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every Great Skill Check. When a Survivor fails a Normal Skill Check within 8 meters, 1 token is consumed and their failed Skill Check becomes a Great Skill Check.
Invocation: Treacherous Crows needs to work map wide and have all Survivors not be able to scare crows like Calm Spirit.
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Out of the 17 survivors listed here, I only have 2 unlocked. I generally won't waste my shards or money on characters I won't use. Even when these perks pop up in the Shrine (and the more recent ones have maybe been there once, if at all) I often won't waste them there either. If the perk looks like crap, why clutter up my screen more? So many other people probably don't even have these perks as well.
Yeah killer is a little different with how the killer and the perk work, like how you'll almost always see Thano on Plague and Legion, or FtD on Pig. Henry did get some solid perks though; survivor has been pretty crappy for the most part.
Post edited by cogsturning on1 -
well I'm on console not boosting the nightlight stats but I promise you I'd single handedly turn treacherous crows from the 2nd least picked perk to the 3rd.
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- Cenobite profile pic
- Perk build of a masochistic madlad
Checks out!
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I think I am one of 3 survivors making sure Deception isnt in the bottom 20, it used to be bottom 5 despite genuinely being a good perk to use.
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Yeah I'd really like perks to be more accessible and useful, especially more niche ones.
Nicolas Cages perks should be the standard for "fun" perks.1 -
fragile pallets prevent brain dead pre dropping but if that same pallet keeps being built it wastes a ton of time and dbd is a time based game
-2 -
i'm thinking ahead like if the devs change the activation conditions instead of chest seaching they changed it to gen progression it would be busted which is why they have to be really careful on what they change it to since even if they put it down to 1 chest search people still wouldn't use it
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Road Life needs a complete rework.
Deadline is now completely outclassed by One-Two-Three-Four! It could use a rework or a synergistic tertiary effect in the era of diminishing returns.
Cut Loose needs a longer effect timer and a much shorter cooldown.
Moment of Glory needs either a shorter timer or 1 fewer chest search needed to activate it.
Rapid Response could use a longer aura reading duration that starts after a short delay upon becoming exhausted, at minimum.
Rookie Spirit: First off it should just start active. But I'd love to see it given some kind of inverse Oppression ability added on top, where you gain tokens for stopping a generator from regressing, which can then be used to stop generator(s) from regressing at a distance (rough concept).
Better Than New needs GIGA numbers buffs in the era of diminishing returns.
Visionary needs a rework, plain and simple, as Déjà Vu outclasses it in every way.
Just some thoughts.
5 -
If fragile pallets didnt work like party pallets and instead remained for 0.5 seconds longer to not be a free hit, it would genuinely be a good perk despite it's conditions.
The fact that missing a stun (which is very ping dependend) turns the pallet into a free hit, despite already having strict requirements, makes it such a bad perk. I mean, 2 chest interactions(minimal 16 seconds), a 4 second rebuilding interaction to turn into a 50/50 giving you a 2 second stun and at most 6 seconds of distance to cover assuming its not a killer with any form of gap closing and there being a tile nearby too? That's a terrible trade-off.
Like, best case scenario, you trade 20 seconds for 8 seconds, worst case scenario, you trade 20 seconds for a negative healthstate. It's only niche situation is where you would have gotten hit anyway and then have that pallet be there as it can only be a win. But in reality, you wouldnt ever go to that general area unless you've either got there by chance, or you were actively trying to get there.
If the pallet lingered for 0.3-0.5 seconds after having been dropped, it would at least reduce the negative effect from a free healthstate, to barely getting enough distance to possibly pull something off because you gained 1 second of distance.5 -
not gonna lie, dbd turned me into a full blown cenobite. at some point you got to embrace it to keep your sanity.
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I miss the days when perks were simple in design. Nowadays, particularly with survivor perks, it feels like there’s really specific prerequisites to get some (if any) use from them. That’s why I think so many of the perks from the last couple years have such poor pick rates. Why would anyone run oddly specific and niche perks when the likes of Adrenaline, Lithe, Kindred etc are all part of the base game?
Look at Lara’s perk “Hardened”… complete these two side-objectives (cleanse totem/rummage chest) to get the pay-off of not screaming. Oddly specific considering screaming isn’t part of most killer’s powers, and you only see scream perks on specific killers/builds. Statistically, there’s a good chance you could run this perk and get absolutely no value.
Whilst I’m a firm believer that meta perks should have prerequisites to activate, I think a perk can still be simple in design and worth running, without being game breaking. Thats why you see the same perks over/over again: they range from meta, to situational/mid, to pretty useless.
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It wastes time.... Of the survivors. You have to spend some time building them, and unlike the party pallets in the anniversary event, you have to actually lead the killer there, and that can get a bit tricky.
I am not denying that extra pallets are powerful, but it takes a lot of timing to actually use them to your benefit.
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I think thats the big ol problem doing all those requirements just to get a fragile pallet is pointless it's bad and not useful if it was a regular pallet then people would run it
You could either either A remove the requirement and it still wouldn't be good to run or B make the fragile pallet a regular pallet but increase the requirement
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what do you meannn I love having to open a chest and do 50% of a gen and eating a totem and be chased by a killer for 90 seconds while files my taxes to activate my perk
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Hardened, Moment of Glory, Road Life... all these are newer, convoluted perks that are fully not worth the reward.
3 -
it doesn't really waste time of survivors since there are 4 of them and they can do basic things like read a hud and windows/five moves ahead are meta since survivors are the ones who dictate chase
Post edited by terumisan on0 -
Survivor perks in general are just bad. I think it says a lot about how weak survivor perks are when WOO is by far the most used. And all the complaining killer mains do about DS and Breaks only for them to not even be in the top ten.
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survivor perks be like…
Cleanse/bless a totem, rummage a chest, repair a generator, and fully heal a teammate.
The next time you’re within 20m of the killer and a teammate becomes exhausted, you gain haste for 3 seconds.3 -
Doesn't even require you to be on death hook? OP, plz killswitch.
3