Survivor perk vs killers' perks, the vast difference between them
So for a long time, Survivor perks are on average way better than killer perks, survivor perks take little to no skill and survivor perks can drastically change how the game goes in comparison to the killer
Survivor perks are way better than killer perks
- I have started to notice that for a long time, Survivor perks are just more impactful to how a trial goes than killers perks
- Survivors have perks that give them immunity to hits, gives survivors more chances to live, grants them elusive, ETC in comparison to the killer, killer on average has way weaker perks and I believe that is why most killers run the same builds
Survivor best perks
-Sprint burst- Can sprint away from a killer, can prevent a chase
Adrenaline- If you are injured and exit games are powered, you instantly become healed, killer loses any pressure on you unless insta down killer
STB- Can prevent survivors from dying by having someone take a hook state from someone else and in return you get measly exposed time which can be reduced more by vigil
Will to live (DS)- Prevents the killer from doing their objective too quickly, using DS can prolong a chase greatly
Deliverance- Just unhook a survivor while you have not been hooked and when you get hooked you can get yourself off of the hook, people don't have to come get you and after a while you lose the broken status effect
Dead hard-Just throw on dead hard so when the killers try to do their objective, you get immunity
Lithe- Just vault a window and you get a speed boost…
Vigil: You lose status effects quicker by just existing
Compare this to the killer best perks
Corrupt intervention- Good for survivors coming to you but if someone goes down, you lose it and it someone plot twists with no mither at the beginning of the round you still lose it
Pain res: Have to walk to north Korea just to get value and survivors could've just finished a gen before you could pop it
Surge, Pop, TBTC and eruption: All good at damaging gens but there is a kick limit to 8
All hex perks besides penti: If a survivor cleansed it its gone, which is funny because boons are infinite hexes unless the killer has shattered hope (MAKE SHATTERED HOPE BASEKIT)
Survivor perks take little skill to activate
Sprint burst- Hold shift
Adrenaline-Survive when all gens finish
STB- unhook someone
DS- get picked up after being hooked for a limited time
Deli- unhook someone
Dead hard- press E
Lithe- Vault a window
Vigil- Exist
Five steps ahead- Throw down a pallet
Self-preservation-Someone gets hooked
Resurgence-Get hooked
Finesse- Fast vault a window
Compare to killers
Any scourge hook perk- Have to walk to a scourge hook to get value
Pentimento- have to walk where the totem got cleansed
Surge- Survivor has to go down near a gen, doesn't work for locker grabs
DMS- have to walk across the map to get people off the gen
Ravenous- Has to hook every survivor once in order to activate
Haywire- Has to interrupt someone 99ing the exit gate just for it to go down by a little bit
Blood warden- has to hook a survivor when exit gates are powered, by that time you probably have lost
Fire up- has to have survivors rush their objective in order to get value
Unbound- has a limited time to vault a window after injuring a survivor
Merciless storm and no quarter- Survivors have to be awful at skill checks in order to get value
Survivor perks drastically change how the game goes
Sprint burst, lithe: prevent a chase
Adrenaline: killer loses any pressure on you after gens are done
Will to live, STB, Dead hard- Can prevent someone from dying
Self-preservation- Can make you elusive just by your teammates getting hooked
Camaraderie and reassurance- Can pause hook timers so others can do gens
Windows- help's you know where to loop
Empathic connection, Do no harm, desperate measure, botany knowledge- increase healing speed
Resurgence- saves time on healing
Unbreakable- Can prevent 4-man slug
Vigil- can help get rid of exhausted or other negative effects
Last stand- Stun the killer just by vaulting
Smash hit- Prolong a chase
Plot twist- Down yourself in a corner than you get up fully healed
Recent trend of awful killer perks
After the release of the unknown, we have Seen the Lich, Dracula, hound master, Ghoul, Spring trap, Krause, the first and now Jason come into the fog
The lich has mid perks that only work in certain builds, or are just not worth running, Dracula also has mid perks, hound master besides her scourge hook, the other two are abysmal, ghoul has forever entwined and that's it, spring trap's perks are just code wasters, Krasue has wondering eye and that's about it with her hex being awful and ravenous activation condition being hard to complete, Henry has three very good perks but Jason has, not surprising mid to bad perks
Summary, Conclusion and suggestions
In conclusion, this trend of survivors getting better and better perks and killers getting worse and worse perks is getting frustrating because I want to play with fun builds as killer and as survivor not going against 4 gen slowdown blight, but considering how many survivor perks just give second chance after second chance, there is no other way that to play with gen slowdown, I believe killers should at least have the same strength in perks as survivors if not more because as killer you are going to go against at the max 16 perks that does random stuff that effects the trial, and unless you are nurse, blight or Billy, I doubt you can win against a p400 SWF with comms and clock call outs with very op perks
Suggestions
-Heavily nerf the top tier survivor perks so they are not as good and majorly buff underused killer perks from spring trap, Wesker, hound master, lich, Dracula, ETC. In future perk designs make is where it's a little harder to activate the perk as a survivor and make it where you don't have to support a family of five just to activate Pain resonance also make killer perks where they can have more control over how a trial ends up because besides NOED and a few other perks, Killer is the underdog when it comes to perks and a lot of killer perks need reworks (Especially to Spring Trap's and hound master's perks) because they are so bad
Comments
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You can win as survivour without perks easily, just by playing well, meanwhile killer needs to pressure 4 survivours at once and sometimes even perks cant help against well coordinated team.
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I've tried pointing this out before, I've tried engaging conversation on this before, and I've tried showing people the math of why it's lop-sided. End of the day no one is going to listen to you. They will say the math is not comparable because asymetrical, and they'll use similar logic to dismiss your opinions with more grounded positions.
There is a problem with how lop-sided the perks have become, but survivors have become married to their buzz word throw-away dismissals. They are right to be upset for some things, but have taken that to a carte blanche approach to dismiss any feedback that isn't a survivor buff. "Any excuse to tunnel", "Remember when you ruined X", "Play for our fun" etc etc. Plenty of @)*@#! killers as well of course, but I never had a Killer preach at me from a position of moral authority then dogpile me with their buzz-word dismissals.
Perks are painfully out of date, and woefully imbalanced. Perks have to give survivors more than killer because BHVR feels survivors need more benefits in order to win as a reflection of death rates. This oversoups standard Q's who will begin to disco on catch, which furthers the problem. It's all a result of how the game is balanced and the speed at which its balanced. It's to the detriment of both Killers and Survivors, but most of each group will take it as a personal attack on them and not the other side.
Not much else to do for it.4 -
I mean, you can see this well in Jason perks.
Where difference of requirements compared to effects is hilariously bad.-1
