Perk Epistemology: Proactive vs Reactive perks

Generally, all perks can be classified into one of 2 categories based off why you would want to pick them.

The first and most common category is Reactive perks, their purpose is to trivialize an aspect of the game or counter some opposing strategy. Basically it's the "I don't want to deal with X so I run a perk to deal with it for me".

The most blatant example of this kind of perk is Stake Out for obvious reasons. Most (but not all) information based perks fall into this category.

These perks can be subcatagorized into perks that make tasks easier and perks that directly counter something the enemy does.

I'll label these as "Assistance" and "Counters". Note that most (but not all) of the perks generally labeled as toxic/annoying/whatever are counters

Survivor Reactive perks:

  • Decisive Strike - Counter
  • Borrowed Time - Counter
  • Stake Out - Assistance
  • Iron Will - Assistance
  • Dead hard - Counter
  • Calm Spirit - Counter
  • Autodidact - Counter
  • Vigil - Counter
  • Buckle Up - Assistance
  • This is Not happening - Assistance
  • Kindred - Counter
  • Fixated - Assistance
  • Windows of Opportunity - Assistance
  • Bond - Assistance
  • Unbreakable - Counter
  • Camaraderie - Assistance
  • Deja vu - Assistance
  • Detectives Hunch - Assistance
  • Distortion - Counter
  • Hope - Assistance
  • Wake Up - Assistance
  • Left Behind - Assistance
  • Plunders Instinct - Assistance
  • Premonition - Assistance
  • Spine Chill - Assistance
  • Breakdown - Counter
  • Second Wind - Assistance
  • Self Care - Assistance
  • Small Game - Assistance
  • Sprint Bursts - Counter
  • Alert - Assistance
  • Technician - Assistance
  • Better together - Assistance
  • WGLF - Assistance

Killer Reactive Perks

  • Iron Grasp - Assistance
  • Agitation - Assistance
  • Nurses Calling - Counter
  • Bitter Murmur - Assistance
  • Blood Hound - Assistance
  • Enduring - Assistance
  • Coulrophobia - Counter
  • Discordance - Counter
  • Franklins Demise - Counter
  • Brutal Strength - Assistance
  • Hangmans Trick - Counter
  • Hex: Retribution - Counter
  • Unrelenting - Assistance
  • Hex: Ruin - Counter
  • Lightborn - Counter
  • Overcharge - Counter
  • Mad grit - Counter
  • BBQ - Assistance
  • Corrupt Intervention - Counter
  • I'm all Ears - Assistance
  • Iron Maiden - Counter
  • Make Your Choice - Counter
  • Cruel Limits - Assistance
  • Mindbreaker - Counter
  • Overwhelming Presence - Counter
  • Rancor - Assistance
  • Whispers - Assistance
  • Hex: NOED - Assistance
  • Shadowborn - Assistance
  • Sloppy Butcher - Counter
  • Thrilling Tremors - Assistance
  • SFTS - Assistance
  • Spirit Furry - Assistance
  • Stridor - Assistance
  • Territorial Imperative - Assistance
  • Thanataphobia - Counter
  • Predator - Assistance
  • Zanshin Tactics - Assistance

The other kind of perk is Proactive perks. These perks aren't perks you run because of something you don't like, but to either enable or enhance a playstyle you DO like. For example: Take a look at Diversion. It doesn't counter anything and it doesn't make some aspect of the game easier. Instead, it allows for you to utilize an entirely new playstyle that would be outright impossible without it.

Like with Reactive perks, these perks can also be sub-categorized into 2 subtypes. There are perks that make existing playstyles stronger, and there are perks that allow for unique playstyles and tactics that otherwise wouldn't exist.

I'll label these as "Enhancements" and "Enablers" respectively. Note how Enablers tend to be the linchpin in most "meme" builds.

Survivor Proactive perks:

  • Ace in the hole - Enabler
  • Adrenaline - Enhancement
  • Aftercare - Enabler
  • Empathy - Enhancement
  • Any Means Necessary - Enabler
  • Babysitter - Enabler
  • lithe - Enhancement
  • Balanced Landing - Enhancement
  • Resilience - Enhancement
  • Boil Over - Enabler
  • Botany knowledge - Enhancement
  • We'll Make it - Enhancement
  • Breakout - Enabler
  • Flip Flop - Enabler
  • Dance with Me - Enabler
  • Deliverance - Enabler
  • Diversion - Enabler
  • For the people - Enabler
  • Head on - Enabler
  • Inner Strength - Enabler
  • Leader - Enhancement
  • Light Weight - Enhancement
  • Mettle of Man - Enabler
  • No Mither - Enabler
  • No One Left Behind - Enhancement
  • Object of obsession - Enabler
  • Pharmacy - Enabler
  • Poised - Enhancement
  • Prove Thyself - Enhancement
  • Quick and Quiet - Enabler
  • Saboteur - Enabler
  • Slippery Meat - Enabler
  • Sole Survivor - Enabler
  • Solidarity - Enabler
  • Streetwise - Enhancement
  • Urban Evasion - Enhancement

Killer Proactive Perks

  • Beast of Pray - Enabler
  • Blood Echo - Enhancement
  • Blood Warden - Enabler
  • Dark Devotion - Enabler
  • Dead Mans Switch - Enabler
  • Deerstalker - Enhancement
  • Distressing - Enabler
  • Dying Light - Enhancement
  • Fire Up - Enabler
  • Furtive Chase - Enabler
  • Gearhead - Enhancement
  • Hex: Devour Hope - Enabler
  • Hex: Lullaby - Enabler
  • Hex: Haunted Grounds - Enhancement
  • Hex: Thrill of the Hunt - Enhancement
  • Hex: 3rd seal - Enabler
  • Knock Out - Enabler
  • Infectious Fright - Enhancement
  • Insidious - Enabler
  • Monitor and Abuse - Enhancement
  • Monstrous Shrine - Enhancement
  • Nemesis - Enabler
  • PWYF - Enabler
  • Pop Goes the Weasel - Enhancement
  • Remember Me - Enhancement
  • STBFL - Enhancement
  • Survailence - Enabler
  • Tinkerer - Enabler
  • Unnerving Presence - Enabler

Let me know if I missed any.

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