Certain Perks Must Be Restricted from Being Shared Between Specific Killers
🚫1. Hex: No One Escapes Death (Hex: NOED)
- The Problem:
For high-mobility killers like the newly released 'The Ghoul', their core design relies on closing distances rapidly to apply strategic pressure. However, when combined with NOED, their extreme mobility allows them to teleport or dash directly onto survivors and instantly down them with a basic M1 attack, completely ignoring health states. For long-range killers (like Huntress or Deathslinger), the 4% haste bonus covers their intentional weakness—slow base movement speed. They become oppressive monsters that excel at both cross-map snips and close-quarter M1 chases.
🚫 2. Bitter Murmur
- The Problem:
This perk reveals the auras of all survivors for 5 seconds the moment the final generator is completed. For high-mobility killers, this 5-second window acts as a perfect GPS navigator. They can instantly see which exit gates survivors are running toward and traverse the entire map in seconds to block the path before survivors even touch the switch. Long-range killers can use this global wallhack to pre-aim and throw hatchets or fire spears from absolute safety, eliminating any chance for survivors to pull off a stealthy endgame play.
🚫 3. Weave Attunement + Nowhere to Hide (The Aura-Stacking Combo)
- The Problem:
This combination continuously exposes survivor positions near dropped items or kicked generators. Endgame survival hinges on carefully hiding to bypass the killer's patrol. However, when high-mobility or long-range killers run this stacking aura build, stealth becomes mechanically impossible. The moment a survivor's location is pinged anywhere on the map, a high-mobility killer can fly across the structures within two seconds, while a long-range killer can lock down the area from afar. It creates a toxic environment where survivors are tracked without limits and punished instantly.
Comments
How long has this been sitting in your drafts?
You are describing some perk/killer combinations that get value and situations that increase that value. I hate NoED more than most, but none of these are overpowered. It feels like you've just come against a killer that knows how an endgame build functions and snowballed off that.
Also not sure what Nowhere to Hide has to do with endgame survival? I agree that perk needs a slight tweak but it's not gonna get you much aura when all the gens are blocked. Weave attunement is also kind of weak without building heavily into aura and losing on other forms of pressure. It at least requires Franklin's Demise to work.
Those are not reasonable. If you say that Ghoul or Nurse can't stack 4 slowdowns which I wouldn't agree with either way I'd at least see it as some sort of reason. There are no problematic perks for specific killers at the moment. Actually some perks that were at least good on some killers fe. hoarder on Pinhead are now completely useless. I hate the diminishing returns with passion because some fun or nieche combos of already bad perks are now even worse. Like Help wanted with save the best for last or desperate measures with no one left behind. But I guess that supporting both sides in running the same meta for years is a solution. And each time new perks come out everyone screams for massive nerfs. Bad perks simply can't stand a chance. No one will use Jason's, Ghoul's or Krasue's perks because they are insanely bad. Now they broke the rule with Shane who has insanely strong perks but those will be nerfed eventually. The only true meta perk that come out in a long time was five moves ahead and all three Vecna's perks.
People are gonna hate on you but yeah some perks straight up should be banned for some killers. Like we all hated on nurse for making awakened awareness garbage but killer mains are so blind that they don't realize it'd make them stronger by allowing the devs to make better perks if they don't have to worry about edge cases with certain killers.