Killer Perks that need buffs/are not helpful

You don't have to agree with my list, feel free to add anymore you think are fine or need changing as well on killer side. These are from my personal experience using them

Gen perks that aren't helpful or need a buff imo:

  1. Eruption: It needs a higher regression penalty than a measly 8% for the conditions of the perk itself
  2. Oppression: It NEEDS a debuff penalty for missing a skill check that get's spread across the 3 random gens
  3. Trail Of Torment: I really dislike how you can kick a gen and with a click from a surv, this perk is deactivated
  4. POP: There is no reason imo why this perk needed to be nerfed from 60 second hold to 45, and needs a revert
  5. Overcharge: The skill check is unexpected but the same as any other skill check, so it's going on this list too.
  6. Tinkerer: It needs a lower activation, simply for how fast 3 man survivors can do a gen, also they will most likely commit and take a hit anyway.

Killer Perks in General that need a buff or a tweak imo

  1. Spies from the Shadows : This perk always confused me on a survivor's movements more than helped me.
  2. Territorial Imperative: This is such a waste and would work maybe one time in a match
  3. Zanshin Tactics : I don't need to see auras when i have eyes to see pallets and windows
  4. Dead Man's Switch : Never found a use for this one
  5. Coup De Grace : I feel as though the condition to get stacks isn't worth even taking this one
  6. Beast of Prey : Blood lust needs to go, that's a personal opinion
  7. Deerstalker : needs a range buff
  8. Unnerving Presence : It needs a range buff
  9. Shadowborn : I feel like this was built for console or something, i've never used it for any build other than 1 blight one.
  10. Predator : the devs changed this perk a few times and honestly i feel it's harder to follow with it than normal scratch marks
  11. Strider : Strider is a little weaker now that Bite the Bullet exists
  12. A Nurse's Calling: Needs a range buff imo, but on some killer's with builds is very useful.
  13. Fire Up: I wish this perk had something more to gain and be worth taking
  14. Blood Warden : Nobody is foolish enough to stay and find out, it needs a different unexpected way to be useful to the killer
  15. Hangman's Trick : idk what to do with this one but it needs something.
  16. Furtive Chase : Never did anything for me that changed chases much with it's reward value
  17. Cruel Limits : The counter play is leave the area affected and it doesn't provide much reward at all.
  18. Gearhead : Never found a good reward for using this one other than specifically to DeathSlinger

Hex Perks that are useless and a waste of a perk slot imo:

  1. Hex: Blood Favour : This shouldn't be a hex, it should be a cooldown perk
  2. Hex Crowd Control : Needs undying
  3. Hex: Ruin: Needs undying
  4. Hex: Undying: You have to bring it to protect other Hex's from getting popped in the first 20 seconds or less.. that itself for only have 4 perk slots is just a mess.
  5. Hex: The third seal : blindness isn't a heavy enough debuff to take this one imo for a hex
  6. Hex: Thrill Of the hunt: eh, other than the notification someone's working on a totem, it's useless


Anything else i haven't put i either forgot, or they are in a good enough place to not mention at the moment

Comments

  • I can see Pop. I can see thinking Ruin is weak due to it's ability to he taken away.

    I will never understand the sentiment that Tinkerer is weak.

    I'll add one though.

    I think PWYF should only lose tokens on hit.

  • One idea I had for Dead Man's Switch was change it from Obsession perk to Scourge Hook perk to make its effect potentially more frequent and easier to activate.

    Similarly a Scourge Hook version Hangman's Trick could stay as is but let the auras linger for a few seconds after hooking a la Barbecue and Chili, but only if done on a Scourge Hook.

  • I would take Coup if you got tokens from unhooks and being blinded in addition to gens.

    I would merge Oppression and Eruption with their effects with a slightly longer cooldown

    Reduce Thrilling cooldown

    Dead man's switch i would make a scourge hook requirement instead of obsession, force a tremendous skill check with no warning upon hooking.

    Furtive chase i would make it hide your red stain while in a chase for 60 seconds.

    Dragon's Grip i would make it last until touched, with the same requirement of MYC being 30+m away. Cooldown will start once touched.

    Lullaby, in addition survivor's become incapacitated periodically depending on amount of tokens.

  • @SasukeKun said:

    You don't have to agree with my list, feel free to add anymore you think are fine or need changing as well on killer side. These are from my personal experience using them

    Gen perks that aren't helpful or need a buff imo:

    1. Eruption: It needs a higher regression penalty than a measly 8% for the conditions of the perk itself
    2. Oppression: It NEEDS a debuff penalty for missing a skill check that get's spread across the 3 random gens
    3. Trail Of Torment: I really dislike how you can kick a gen and with a click from a surv, this perk is deactivated
    4. POP: There is no reason imo why this perk needed to be nerfed from 60 second hold to 45, and needs a revert
    5. Overcharge: The skill check is unexpected but the same as any other skill check, so it's going on this list too.
    6. Tinkerer: It needs a lower activation, simply for how fast 3 man survivors can do a gen, also they will most likely commit and take a hit anyway.

    Killer Perks in General that need a buff or a tweak imo

    1. Spies from the Shadows : This perk always confused me on a survivor's movements more than helped me.
    2. Territorial Imperative: This is such a waste and would work maybe one time in a match
    3. Zanshin Tactics : I don't need to see auras when i have eyes to see pallets and windows
    4. Dead Man's Switch : Never found a use for this one
    5. Coup De Grace : I feel as though the condition to get stacks isn't worth even taking this one
    6. Beast of Prey : Blood lust needs to go, that's a personal opinion
    7. Deerstalker : needs a range buff
    8. Unnerving Presence : It needs a range buff
    9. Shadowborn : I feel like this was built for console or something, i've never used it for any build other than 1 blight one.
    10. Predator : the devs changed this perk a few times and honestly i feel it's harder to follow with it than normal scratch marks
    11. Strider : Strider is a little weaker now that Bite the Bullet exists
    12. A Nurse's Calling: Needs a range buff imo, but on some killer's with builds is very useful.
    13. Fire Up: I wish this perk had something more to gain and be worth taking
    14. Blood Warden : Nobody is foolish enough to stay and find out, it needs a different unexpected way to be useful to the killer
    15. Hangman's Trick : idk what to do with this one but it needs something.
    16. Furtive Chase : Never did anything for me that changed chases much with it's reward value
    17. Cruel Limits : The counter play is leave the area affected and it doesn't provide much reward at all.
    18. Gearhead : Never found a good reward for using this one other than specifically to DeathSlinger

    Hex Perks that are useless and a waste of a perk slot imo:

    1. Hex: Blood Favour : This shouldn't be a hex, it should be a cooldown perk
    2. Hex Crowd Control : Needs undying
    3. Hex: Ruin: Needs undying
    4. Hex: Undying: You have to bring it to protect other Hex's from getting popped in the first 20 seconds or less.. that itself for only have 4 perk slots is just a mess.
    5. Hex: The third seal : blindness isn't a heavy enough debuff to take this one imo for a hex
    6. Hex: Thrill Of the hunt: eh, other than the notification someone's working on a totem, it's useless

    Anything else i haven't put i either forgot, or they are in a good enough place to not mention at the moment

    1. Tinkerer: It needs a lower activation, simply for how fast 3 man survivors can do a gen, also they will most likely commit and take a hit anyway.

    Already an extremely powerful perk if anything it needs a nerf. If you are that scared of people 3 manning a gen A) they are being less efficient unless they have prove thyself and B swap tinkerer out for Discordance.

    1. Deerstalker : needs a range buff
    2. Unnerving Presence : It needs a range buff

    Neither of these perks would have their issues fixed with a range buff. Deerstalker is only really a nice QOL/begginner perk and having more range wouldnt change that. Unerving skillchecks are just too easy to hit and is only really effective against begginner survivors. Unerving needs a full on rework imo and Deerstalker needs another primary effect with the slug auras being just a small bonus.

    1. Shadowborn : I feel like this was built for console or something, i've never used it for any build other than 1 blight one.

    Really should just be an option and not a perk.

    1. A Nurse's Calling: Needs a range buff imo, but on some killer's with builds is very useful.

    It is a decent while not top tier perk. I feel it is in a pretty good spot since there is no killer where it is unusably bad on and the killers that use it well use it REALLY well.

    1. Blood Warden : Nobody is foolish enough to stay and find out, it needs a different unexpected way to be useful to the killer

    If you hook someone while the exit gates are powered and a gate is above 90/80/70% progress when the gate is opened it will block the exit for 60 seconds. Is how I would change it. You could 69% gates (haha funny number please laugh now) but that would be risky since it would still take 6 seconds to open the gate so you cant 99 gates.

    1. Hex Crowd Control : Needs undying
    2. Hex: Ruin: Needs undying
    3. Hex: Undying: You have to bring it to protect other Hex's from getting popped in the first 20 seconds or less.. that itself for only have 4 perk slots is just a mess.

    The whole point of hexes is risk reward. This is more of an issue with totem placements on maps than the perks themselves.

    1. Hex: The third seal : blindness isn't a heavy enough debuff to take this one imo for a hex

    Blindness effect as a whole needs a rework. Third seal is imo one of the best perks against solos but quite useless againsts people with coms. I have slugged people and they just never got healed or people have died on first hook thanks to this perk.

    1. Hex: Thrill Of the hunt: eh, other than the notification someone's working on a totem, it's useless

    Yes... that is its use. Its like saying other than making survivors exposed devour is useless. Also for someone who likes to complain about how fast totems go maybe you should give it more of a chance.

  • Hang man trick aura reading is increased to 6/8/10 metre and repair all hook regardless (meaning sacrifices hook can be used to sacrifice again)

    Shadowborn should brighten the survivor

    Predator should be completely change. Increasing the scratch marks duration to 2/3/4 seconds and have smaller and spaced out scratch marks when the survivor are walking that last for 2/3/4 seconds

  • @Zeidoktor said:

    One idea I had for Dead Man's Switch was change it from Obsession perk to Scourge Hook perk to make its effect potentially more frequent and easier to activate.

    Similarly a Scourge Hook version Hangman's Trick could stay as is but let the auras linger for a few seconds after hooking a la Barbecue and Chili, but only if done on a Scourge Hook.

    I liked the implement of scourge hooks, i think they can stir around some stuff to make perks stronger at this point and worth taking ya know?