Overhaul for the Worst Perks [Killer and Survivor]
Introduction
This post is a compilation of all the worst, forgotten, or situational perks that I've gathered data on and overhauled to fit the current meta. These perks had everything taken into consideration from killer powers, current Metas, SWFs, the EGC, Builds, and etc.
This post is not a demand, it is just my take on perks that could have a better use being changed to these specific formats. My hope is to get a dev to see this post and leave their opinion on the subject. With that being said lets get right into the following perks.
Survivor Perks
The following perks will be listed below that are in need of desperate change to be considered actually useful in a situation.
- Resilience (Grants 3/6/9% Additional speed while repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching chests while injured.)
- This Is Not Happening (Great Skill check success zones when repairing, healing, and sabotaging get 10/20/30% bigger when you're injured.)
- Sole Survivor (Your Aura cannot be read by the Killer within a maximum range of 20/22/24 meters for each killed or sacrificed Survivor.)
- Left Behind (If you're the last Survivor remaining in the Trial, for each Generator that needs to be completed, gain a 55/65/75% bonus to repair speed.)
- No One Left Behind (Once the Exit Gates are powered, gain 50/75/100% more Bloodpoints for actions in the Alturism category and perform them 4/8/12% quicker.)
- Slippery Meat (Grants up to 3 extra escape attempts on the hook and the odds of freeing yourself from Bear Traps is increased by 15/20/15%)
- Up The Ante (For each Survivor still alive, grant a 1/2/3% luck to all remaining Survivors.)
- Wake up! (Once all Generators are powered, Exit Gates are revealed to you within 128 meters of range. While opening Exit Gates, reveal your aura to other Survivors within 128 meters of range. While Wake Up! is active, you open the Exit Gates 5/10/15% faster.)
- Deja Vu (The Aura of 3 Generators in close proximity to each other are revealed to you for 30/45/60 seconds, at the start of the Trial and each time a Generator is completed.)
- Lightweight (Scratch Marks stay visible 1/2/3 seconds less than normal.)
- Dark Sense (Each time you complete a Generator, the Killers Aura is revealed to you for 5 seconds. When the last Generator is powered, the Killers aura is revealed to you for 5/7/10 seconds.)
- Streetwise (Reduce the consumption rate of Item charges by 10/12/15% for you and Allies within 8 meters of range. Once out of range, this effect persists for 15 seconds.)
- No Mither (You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly. You don't leave a pool of blood. Grunts of pain caused by injuries are reduced by 0/25/50% at any time. Grants the ability to fully recover from the Dying State.)
- Open-Handed (Strengthens the potential of you and your team's Aura reading abilities. Increases Aura reading ranges by 4/6/8 Meters.)
Killer Perks
The following perks will be listed below that are in need of desperate change to be considered actually useful in any scenario or situation a killer would have facing a regular 4 man team or even a SWF.
- Monstrous Shrine (The Basement hooks give the following bonuses: 3/6/9% faster entity progression. 5/10/15% increased difficulty on escape attempts. 3/6/9% increased penalty to escape fails.)
- Beast of Prey (The Red Stain disappears after gaining Bloodlust Tier l and stays hidden until you lose Bloodlust. Gain 30/40/50% more Bloodpoints for actions in the Hunter Category.)
- Overwhelming Presence (Affected Survivors' Item consumption rates are increased by 80/90/100%)
- Territorial Imperative (Survivors' Auras are revealed to you for 3 seconds when they enter the Basement and you are more than 32 meters away from the Basement entrance. Territorial Imperative can only be triggered once every 60/45/30 seconds.)
- Hangman's Trick (Hooks destroyed by sabotage or sacrifices repair automatically after 30/20/10 seconds. Gain a notification when someone starts sabotaging the Hooks. The automatic repair time of sabotaged Bear Traps is reduced by 60 seconds.)
- Hex: Third Seal (Hitting a Survivor while the Hex Totem is active applies the Blindness Status Effect. This effect applies to the last 2/3/4 Survivors hit.)
- Iron Maiden (You open Lockers 30/40/50% faster. Survivors who exit Lockers suffer from the Exposed Status Effect for 15 seconds and their location is revealed for 3 seconds.)
- Insidious (By standing still for 4/3/2 seconds, you reduce your Terror radius to 0 meters and thus become stealthy until you move or act again.)
- Dark Devotion (You become Obsessed with one Survivor. Hitting the Obsession with your basic attack causes the Obsession to emit a Terror Radius of 32 meters for 20 seconds. During that time, your Terror Radius is reduced to 0 meters. The effects can only be triggered once every 60/45/30 seconds. The Obsession hears the Terror Radius they emit for the duration.)
- Predator (Scratch Marks left by Survivors will spawn Slightly/Moderately/Considerably closer together.)
- Unrelenting (You recuperate faster from missed attacks made with your main weapon. The cool-down of missed attacks is reduced by 20/25/30%)
- Coulraphobia (Survivors within your Terror Radius have a 30/40/50% penalty to Healing progression speed.)
Perk Rework/Tweaks
All perks listed here will be changed under a simple criteria. These perks will have everything considered in order for them to be eligible for a rework, if they're not eligible for a rework they will be brought over to being considered for tweaking to make them more useful, if both of these conditions are not met the perk will be classed under its own section as not needed for change.
These perks as stated many times will have EVERYTHING considered before the 3rd option is given, this means Killer powers, EGC, SWF (To see if it is OP in one), current Metas and OP perks, Builds, and etc. So before anyone leaves any feedback on these changes read what reason were put under the specific perk(s) you don't agree needed to be changed, or were not changed/changed enough.
(It is possible I may miss something when reworking these perks, i'm only human not a robot so give me a break.)
Reworked/Tweaked Survivor Perks
- Resilience (Grants 6/9/12% Additional speed while repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching chests while injured.) [The perk itself needs a buff to give a "high risk high reward" build more of a reason to actually use this perk. The flat 3/6/9% wasn't enough to make it worth using a perk slot for.]
- This Is Not Happening (Great Skill check success zones when repairing, healing, and sabotaging get 20/30/40% bigger when you're injured.) [Testing this shows the success zone is significantly bigger at max rank than it is base, that being said buffing it by 10% isn't massively OP for No Mither builds, but its not a bad buff either giving the perk some use. The perk is part of this build, so it was decided to not be put into the "Rework" category.]
- Sole Survivor (As the last remaining Survivor your Scratch Marks, and Bloodstains are Slightly/Moderately/Considerably less frequent for the rest of the Trial.) [This was a tough one, the previous perk was borderline worthless since BBQ can't detect you in lockers. So I drew inspiration from Killer perks to make it some what more useful in a EGC scenario. The perk is now useful for stealth purposes on the Killer when trying to open the gates during the EGC, and its easier to break line of sight and chases as the last remaining Survivor. I also wanted it to work with its namesake since the previous installment doesn't.]
- Left Behind (Being the only Survivor left in the Trial grants 4/7/10% Additional speed while healing, vaulting, cleansing, opening Exit Gates and searching chests.) [Since the EGC is a thing, the way this perk is is utterly worthless and needed to be reworked badly to fit the new system. I considered tweaking it, but the massive buff I gave it wasn't enough to even be considered useful, most scenarios I thought of led to the EGC so it was utterly pointless to do.]
- No One Left Behind (Once the Exit Gates are powered, gain 50/75/100% more Bloodpoints for actions in the Alturism category and you gain 5/10/15% additional speed to Unhooking.) [This perk needed a rework badly, a tweak wouldn't do much of anything, so I changed the last part of the perk to increase unhooking speed since it would go with the perks namesake "No One Left Behind" and the Alturism bonus would make it worth a perk slot. It would be good for a End Game build for sure.]
- Up The Ante (For each Survivor still alive grants a 1/2/3% additional speed to Generator repair for any remaining Survivors. This at the cost of 1/2/3% additional speed of your own. Does not stack with itself.) [I wanted a gamblers risk to this perk, while Ace is all about luck he is also a gambler, and gamblers like to risk everything to gain something may that be money or items. In this case, I wanted the survivors that use this perk to feel they're risking their own repair speed at the cost of increasing their teams. And before you consider this to be OP in SWF, consider this. It costs a perk slot, and whoever uses this is one less OP perk in their use. So its even more of a risk in a SWF.]
- Wake up! (Once all Generators are powered, Exit Gates are revealed to you within 128 meters of range. While opening Exit Gates, reveal your aura to other Survivors within 128 meters of range. While Wake Up! is active, you open the Exit Gates 7/14/17% faster.) [Not a massive buff since EGC does exist, so this perk didn't really need a massive buff nor was it eligible for a rework]
- Lightweight (Scratch Marks stay visible 2/3/4 seconds less than normal.) [Small buff, the perk is true to its name sake and isn't a massively desire nor slept on perk either. Its a good fit for it, and it wasn't even considered to be reworked.]
- Dark Sense (Each time you complete a Generator, the Killers Aura is revealed to you for 5 seconds. When the last Generator is powered, the Killer and Exit Gates auras are revealed to you for 5/10/15 seconds.) [The perk doesn't need a massive rework, but it needed something to give it a tiny bit more use, but not much to go off of the point of the perks existence.]
- Streetwise (Reduce the consumption rate of Item charges by 10/20/30% for you and Allies within 8 meters of range. Once out of range, this effect persists for 15 seconds.) [It doesn't need a rework, a buff was more its style, it gives the perk some usefulness in a team but not to the point of it being OP.]
- Slippery Meat (Grants up to 2/3/4 extra escape attempts on the hook and the odds of freeing yourself from Bear Traps is increased by 20/25/30%) [Small tweak, nothing massive or impressive to write home about.]
- No Mither (You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly. You don't leave a pool of blood. Grunts of pain caused by injuries are reduced by 50/75/100% at any time. Grants the ability to fully recover from the Dying State. Gain 50/75/100% more Bloodpoints for actions in the Altruism Category.) [Small buff to No Mither, I wanted it to stay true to what its supposed to be for but didn't want it to be OP. The perk itself does exactly what its supposed to do but I wanted to reward people for its use as well as reducing the grunts of pain from a perk that gives you permanent Dying State for the rest of the Trial.]
- Open-Handed (Strengthens the potential of you and your team's Aura reading abilities. Increases Aura reading ranges by 6/9/12 Meters.) [Just a small buff nothing major, I wanted to buff it since I agreed with someone that the original amount it is currently at isn't enough to make it worth a perk slot.]
Reworked/Tweaked Killer Perks
- Monstrous Shrine (While a survivor is hooked in the Basement, all survivors are given a penalty of 3/6/9% to repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching chests.) [Being hooked in the basement must give Survivors a sense of urgency, this Rework allows survivors to focus more on unhooking a hooked survivor in the basement to negate these effects.]
- Beast of Prey (The Red Stain disappears after gaining Bloodlust Tier l and Bloodlust Tier l is boosted for the duration of Bloodlust. Gain 50/75/100% more Bloodpoints for actions in the Hunter Category.) [Small rework, I thought giving Tier l Bloodlust a boost to it would give it a better use. But that's the best I can give on this one, also the Bloodpoint increase also makes it a bit more useful to have for BP builds.]
- Overwhelming Presence (Survivors in your Terror Radius suffer from a penalty of 3/6/9% to healing, and Generator repairs. Items Survivors use are consumed at a 80/90/100% faster rate.) [Small rework, wanted to stay true to the perk but not go massively in-depth with it since its not needed.]
- Territorial Imperative (Survivors' Auras are revealed to you for 5 seconds when they enter the Killer shack and Basement when you are more than 32 meters away from the Basement entrance. Any previously kicked Generators that're repaired reveal the Survivor that repaired it for 3 seconds. Territorial Imperative can only be triggered once every 60/45/30 seconds.) [Small additions to this perk giving it more of a use, I was going for a "I marked this territory and i'm keeping an eye on it" mentality when adding the generator and Killer shack part.]
- Hex: Third Seal (Hitting a Survivor while the Hex Totem is active applies the Broken, and Hindered Status Effect. These effects are applied to the last 2/3/4 Survivors hit.) [Something unique I wanted to have tried out in one of these reworks. It would be more than useful as a Hex Totem while not being too OP as it is just a Hex Totem and can be destroyed at anytime, Using Hex Ruin or any other Hex would put them more at risk and as a result is a bigger "high risk high reward" when combining this Hex with any other Hexs, the Blindness status effect was removed as this status effect can be agreed as the worst status effect in the game.]
- Hangman's Trick (Perk activates when a Survivor is hooked, all hooks are given the following bonuses: 3/6/9% Faster Entity progression. 3/6/9% increased penalty to escape fails.) [I took inspiration from the current Monstrous Shrine and changed this perk to a more sacrificial one as sabotaging is no longer a serious problem, most people that do sabotage 99% their hooks and as a result it isn't useful. Yes, the notification is good to counter a sabo team, but we rarely see those these days and its only just one person doing it. The perk was changed to reflect the current meta of DBD]
- Iron Maiden (You open Lockers 30/40/50% faster. Survivors who exit Lockers suffer from the Exposed Status Effect for 15/20/25 seconds and their location is revealed for 3 seconds. [Also a small tweak, I added increased time of the exposed effect to make the effect last longer than it already does. Its base time is not enough to even have the perk compare to for example "Make your choice" but I didn't want to derive from the point of the perk either.]
- Insidious (By standing still for 4/3/2 seconds, you reduce your Terror radius to 0 meters. Effects persist 3 seconds after you move or act again.) [Couldn't really decide on a rework, most involved it being way too OP for anyone's liking so I just slightly buffed it. For this perk some opinions could be made as I couldn't figure out a proper solution without it being overly abused.]
- Dark Devotion (You become Obsessed with one Survivor. Hitting the Obsession with your basic attack causes the Obsession to emit a Terror Radius of 32 meters for 20/30/40 seconds. During that time, your Terror Radius is reduced to 0 meters. The Obsession hears the Terror Radius they emit for the duration.) [Revised Version: I wasn't going to add the revised versions on the main list but this one I will. I removed the time limit on when you can use this perk again since this perk only activates when hitting the obsession, the time limit was unnecessary to have due to the nature of the perk. An increased time to how long the perk last was added to give it some more effective use, this perk is as far as I will go since it wasn't eligible for a rework.]
- Predator (Scratch Marks left by Survivors will spawn Slightly/Moderately/Considerably closer together. Breathing of Survivors is increased by 30/40/50% than normal.) [Small addition to the existing perk, it might give it some use on the field and make stealth builds easier to detect.]
- Unrelenting (You recuperate faster from missed attacks made with your main weapon. The cool-down of missed attacks is reduced by 30/40/50%) [Very small tweak, this perk wasn't meant to be OP or massively used in the first place so a rework wasn't considered.]
- Coulraphobia (Survivors within your Terror Radius have a 30/40/50% penalty to Healing progression speed. Any Med-Kits used to heal within the Killers Terror Radius have a 30/40/50% Item consumption penalty. Self-Healing is reduced an additional 3/6/9%) [Wanted to go for a "Anti-Healing" mentality for this perk, so these additions were the best I could decide. People could argue the self healing addition makes it OP but its so small its hardly noticeable.]
Conclusion
This is my write up on all the worst perks I think need to be changed, if I left out any perks you believe needed to be on this list please leave it below in the comments and discuss why they're useless and or situational.
This write up was exhausting and time consuming so constructive criticism is appreciated, and if you enjoyed what I wrote up please feel free to give any more ideas for a future post on future updates to these perks or additions on a new post.
Changed Perks and Additions
While writing this up I forgot to include tree perks on the list which are now added above and will be added at the bottom here.
- Hex: Third Seal (Hitting a Survivor while the Hex Totem is active applies the Broken, and Hindered Status Effect. These effects are applied to the last 2/3/4 Survivors hit.) [Something unique I wanted to have tried out in one of these reworks. It would be more than useful as a Hex Totem while not being too OP as it is just a Hex Totem and can be destroyed at anytime, Using Hex Ruin or any other Hex would put them more at risk and as a result is a bigger "high risk high reward" when combining this Hex with any other Hexs, the Blindness status effect was removed as this status effect can be agreed as the worst status effect in the game.]
- Hangman's Trick (Perk activates when a Survivor is hooked, all hooks are given the following bonuses: 3/6/9% Faster Entity progression. 3/6/9% increased penalty to escape fails.) [I took inspiration from the current Monstrous Shrine and changed this perk to a more sacrificial one as sabotaging is no longer a serious problem, most people that do sabotage 99% their hooks and as a result it isn't useful. Yes, the notification is good to counter a sabo team, but we rarely see those these days and its only just one person doing it. The perk was changed to reflect the current meta of DBD
- No Mither (You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly. You don't leave a pool of blood. Grunts of pain caused by injuries are reduced by 50/75/100% at any time. Grants the ability to fully recover from the Dying State. Gain 50/75/100% more Bloodpoints for actions in the Altruism Category.) [Small buff to No Mither, I wanted it to stay true to what its supposed to be for but didn't want it to be OP. The per itself does exactly what its supposed to do but I wanted to reward people for its use as well as reducing the grunts of pain from a perk that gives you permanent Dying State for the rest of the Trial.]
- Open-Handed (Strengthens the potential of you and your team's Aura reading abilities. Increases Aura reading ranges by 6/9/12 Meters.) [Just a small buff nothing major, I wanted to buff it since I agreed with someone that the original amount it is currently at isn't enough to make it worth a perk slot.]
These two perks are added to the list and can be viewed here and or on the list above, another perk revised on the main list as the current one that resides there had little to no change what-so-ever and was a better fit to be put on the main list rather than the new Revised List that will be posted in the comments below.
- Dark Devotion (You become Obsessed with one Survivor. Hitting the Obsession with your basic attack causes the Obsession to emit a Terror Radius of 32 meters for 20/30/40 seconds. During that time, your Terror Radius is reduced to 0 meters. The Obsession hears the Terror Radius they emit for the duration.) [Revised Version: I wasn't going to add the revised versions on the main list but this one I will. I removed the time limit on when you can use this perk again since this perk only activates when hitting the obsession, the time limit was unnecessary to have due to the nature of the perk. An increased time to how long the perk last was added to give it some more effective use, this perk is as far as I will go since it wasn't eligible for a rework.]
Revised Version [Important]
A Revised Version of some perks on this list will be put into its own section on a separate comment to keep the original list. New additions were not put on the main post as the post is already as long as it is. Please refer to the comment section to view the Revised Version, if the Revised Version is not posted yet that means it hasn't been made yet and when it is will be linked in this main post.
REVISED VERSION The perks on this list are to be changed as the idea for them were too niche, not every perk from the main will be added to this Revised Version and only the ones that stuck out the most will be put here to be changed.
Thanks to everyone who supported this post,
See you in the fog.

Comments
When I change Up the Ante in my final revision on this post i'll keep that in mind.
An interesting concept, i'll add it to the revision.
That suggestion might give me a idea on how to make Beast of Pray some what useful.
And this would be a new meta. Way too strong
I like the Monstrous Shrine buff ya got 'er
@NuclearBurrito @UncannyLuck @Blueberry
New additions to the main post have been added, and one perk was revised on the main post to save time, a final Revised Post will be added as a comment SoonTM and after that this post is complete until a new meta is made.
@se05239
A new Revised Version will be added in as a comment to not make the Main Post too long, it will be added whenever it is complete. Aka SoonTM.
@fluffybunny I thought about it and decided to buff No Mither, it has been added to the list, Enjoy.
Hindered and Broken would probably be way too strong in addition to not being fun to play against. On the other hand, it might make no mither into a meta perk.
Its a double edged sword, its not really too strong in the sense that its a Hex perk.
Before the perk even becomes an issue you can break it, and pairing it with Ruin risks Ruin from being destroyed. Its like I put in the comment next to it "Its a high risk high reward Hex perk" meaning if you want to use it you can't use Ruin or you have to risk Ruin, and most people never play without Ruin so.
It's definitely not a double edged sword though, and arguably is not a high risk high reward perk.
The only way this perk could be double edged is if survivors just don't bother cleansing or healing and just do generators, but with hindered they're still moving slower than no blink nurse.
As for high risk high reward, it's not really that either. Unlike Devour, where you legitimately risk it going out before it does anything, you get something out of it by hitting even 1 survivor. Just because you can get nothing out of a perk in a match doesn't automatically make it high risk high reward. Take Spirit Fury for example - you can go an entire match without getting it to proc, which is no different than losing a hex perk before getting to use it. Does that make it high risk high reward? If a survivor never hits you with a pallet, you don't proc enduring. Does that make enduring high risk high reward?
In any case, what was the idea behind the change to third seal? What did you want to accomplish or what play styles did you want to enable? Like, did you want to slow the game down?
The idea behind Hex: The Third seal was to remove the useless status effect it came with. This perk was only good with one killer "The Pig" to hide Jigsaw boxes from survivors, and as of how the game currently is, that was removed.
The Blindness Status Effect brings nothing to the table, and the perk was way too situational to even be deemed viable, so it was changed to Broken, and Hindered to give killers a sense that their perk slot wasn't wasted on something useless.
By doing this it gives Survivors the sense that this is a serious problem and should be addressed before more of us suffer from it, no survivor wants the Broken status effect on them and removing the Hex from game would disable this effect, by then either the damage has been done or it was broken early on. Hence why I said "High risk High Reward" these Hex Totems exist to give the killer a sense that if they use a perk slot for one they'll be given something that benefits them only when it is active.
I think its a good addition, its not too OP and can be easily countered. Its a better choice over Blindness which lets face it only hides survivors that're being picked up, and most Survivors hide in lockers which already gives them Blindness.
REVISED VERSION
The perks on this list are to be changed as the idea for them were too niche, not every perk from the main will be added to this Revised Version and only the ones that stuck out the most will be put here to be changed. This is my final update to the list, any further ideas suggested will be made off the books and put into consideration for the next Overhaul in the future meta(s).
REVISED SURVIVOR PERKS
The following perks were taken from the Main Post and put into a Revised section on this list, they were changed to better fit their use/other perks had the same use suggested above.
Nothing massive, these changes should be more reasonable and useful for such niche perks.
REVISED KILLER PERKS
The following perks were taken from the Main Post and put into a Revised section on this list, they were changed to better fit situational chases, killer powers, and more use for such niche perks.
IMPORTANT NOTICE
This is the last update to any major perks on this list, there will be no more additions added to the list (Except for very minor changes like grammar or small buffs/nerfs) as stated before everything discussed here will now be taken off the books, and any new suggestions will be taken into account for another Overhaul Perk list in the future.
This took a lot of time to make, both considering what to revise, creating this entire post, and what to add to said list. I had a lot of fun making it and hope to do it again in the future.
@Peanits @not_Queen If you're interested in reading the Revised Version it is here for you, I also added some additions to the Main post for you both to see down at the bottom of said Main post, I enjoyed both your feedback from when this post was created and now. The Main post also has the previous changed versions of said Perks on this list if they're more to your liking.
Thank you everyone for your ideas and support,
See you in the fog.
@TheGameZpro3 Check the updated list, you'll find your suggestion was reasonable enough to be put on there.
I look at your revised perks and I still say meh. I want perks that make me excited to use and make me feel more powerful. These still feel like they are only slightly better than crap. No doubt this is the kinda stuff the devs love though and the route they would take since they are so cautious.
Someone made a much more appealing rework list for killers in the killer forum. Those perks sounded fun.
The perks are not supposed to make you feel powerful, they're sub-par perks at best.
These changes are within the realm of reason, that's why they were changed. I'm sure you like the new Beast of Prey idea though no?
Not that I completely dislike any of them but they don't give me any sense of "wow I can't wait to try that perk!" I'm not sure i'd use any of them in a final build but the little boost is good. These would be much better when you have nothing else. I don't really understand the idea that these perks are all meant to be subpar or bad? Like why even have them? To increase grind? People are still going to just hope for ruin or bbq or noed(from killer perspective)to show up and curse these perks. I know not every perk will be super sought after but I still feel there are ways to make them more fun and enticing almost on the level of current sought after perks. I tried to find the perk thread I was talking about but cant find it at the moment.
So overall your ideas are good but it just doesnt really do anything to excite me or make me want to run them.
Every Meta has low tier things in it, these just so happen to be one of those low tier things.
The update I made to them is to just make them more viable in niche builds, nothing else can really be done to them without making them the next Ruin, NOED, or BBQ.
Its just to keep in mind for the perks that are currently never used or even thought of you know?
Also you have to keep in mind that people like @not_Queen or @Peanits (I'll stop @'ing them i'm sure its annoying.) Are always looking for feedback to stuff like this as well.
They're listening, they just are not really interested in things that outshine or make things more OP over others.
Its nice to discuss it with them though to get some insight on some things that go around at BHVR.
Streetwise is one of those perks that isn't that great in solo, but ends up being a problem in SWF because it allows SWF to use Toolboxs and Flashlights excessively. It also makes green keys with add-on that allows you to see the killer more obnoxious, by giving them Object of Obsession with no drawbacks.
Most of the perks on survival list "buffs" will not change their position. For example No Mither is a perk that gives you Iron will and Unlimited version of Unbreakable, however it takes away a health state from you which isn't worth it and this is just one example. Left behind was perk designed to allow you to complete a generator when the rule of requiring 3 generator to be complete for the hatch to spawn. This condition no longer exists and therefore ruined the purpose of the perk with new End game collapse.
You could fix some of these perks, for example I think left behind should give you aura reading of the hatch spawn if you are last person alive. The repair speed and Action speed are simply useless right now. No Mither would be pretty good perk if they removed broken state, sound reduction and Unlimited Unbreakable, however kept the ability where your survivor does not bleed, so it would be good counter to Bloodhound. Another solution for No Mither would be to give the survivor the ability to have deep wound timer for getting hit for duration of 10 seconds so you aren't one shot.
As for the killer side. Aura-oriented perks have one major problem and that is, they a build in Spine-Chill for the survivor. The other issue behind them is that most maps are too big compared to terror radius of the killer, so the killers aren't able to get a good benefit out of the perks)Includes Distressing). They'd be better if they release more smaller maps the game and Lery or if they were much bigger in radius so that killers could get more benefit.
As for the rest of killer perks, I'll comment what i'd like to see for following perks:
Before I comment on this, you checked the Revised Version yes?
Well regardless if you read the Revised Version, i'll keep these in mind for a future Perk Overhaul, at this current time what I post is what will currently be shown including the Revised Version.
But I will keep this in mind.
@FireHazard
Third Seal doesnt affect Jigsaw boxes, just like Huntress' Lullaby doesnt either. Third Seal is meant for slug builds, and, honestly, its fine like that.
A change for it would be to remove the Blindness effect and make it work like Knock Out.
Didn't I say that it doesn't affect Jigsaw boxes?
Third Seal is most of the time never seen on any Killer I come across. I don't think I've honestly even seen a single Killer use Hex: Third Seal in my entire time playing this game, that's not an over-exaggeration I have zero memory of ever coming across it.
I would rather Resilience be 6/9/12% when injured and 9/12/15% when Mangled and injured.
12% additional speed when vaulting windows is only ~.05 seconds shaved off, and 15% is still only ~.07 seconds shaved off.
Also, if a developer reads this, please consider making Spine Chill affect Vaulting too.
What about No One Escapes Death?
Here are my suggestions for underused perks.
Killers:
Corrupt Intervention: add When the generators become unblocked, the corruption spreads to 3 random hooks. Corrupted hooks can not be sabotaged and survivors hooked on corrupted hooks are sacrificed 10% faster.
Dark Devotion: remove obsession component. Last survivor hit gains your terror radius.
Distressing: remove percentage bases increase. Increase terror radius by 8/12/16 meters.
Dying Light: make it a pass/fail system when checking. Was an obsession killed or sacrificed yes/no? If yes, it remains active the whole game regardless of whether or not a new obsession is in the match.
Fire Up: Blocked generators count. (yes, this would stack with Corrupt Intervention but you'd lose 3 tokens when the generators become unblocked)
Furtive Chase: remove obsession component. Change to: "You lurk in the shadows, toying with your victims. When a survivor is rescued from a hook at least 24 meters away, Furtive Chase gains a token up to a maximum of 5 Tokens. The first 4 tokens decrease your terror radius by 15/20/25% while in a chase. You lose the red stain when you gain the 5th token. You lose 2 tokens if a survivor is sacrificed or killed."
Hangman's Trick: add Whenever a survivor is sacrificed with a reverse bear trap, add 1 reverse bear trap to your inventory.
Hex: The Third Seal: add When this hex is destroyed the effect persists for 120 seconds, but survivors not currently afflicted will not gain blindness if hit.
Hex: Thrill of the Hunt: remove current effects. Change to "Other active hex totems can not be destroyed while this perk is active. This perk's hex will have bright green flames. You can see the aura of survivors cleansing this perks totem. Gain 25/50/75% more bloodpoints for actions in the hunter category" (Not included in the perks description, but active totems protected by H:TotH will have a visible shield around them so survivors know they can't be destroyed until H:TotH is cleansed)
I'm all ears: remove terror radius restriction and reduce cooldown to 40/30/20 seconds.
Monstrous Shrine: remove current text. Change to Whenever you hook a survivor in the basement, 3 random unfinished generators are blocked for 30 seconds. Gain 500/750/1000 more bloodpoints for survivors sacrificed on a basement hook.
Play With Your Food: only successful attacks remove tokens.
Predator: Scratch marks glow brighter and fade more distinctly making the direction of travel easier to understand.
Remember Me: Change back to the way it was, but add "when there is only one survivor remaining the effects of this perk are reduced by 75%"
Save the Best For Last: No longer remove tokens for hitting obsession, however you do not gain tokens for hitting the obsession. Lose 4 tokens if the obsession is killed and can not earn new tokens.
Shadowborn: Add "vegetation within 12 meters of you is 50% transparent"
Territorial Imperative: change to- "Survivors auras are revealed to you when they are in the basement and you are more than 36/32/28 meters away"
Thanatophobia: penalty applies for sacrificed, killed or disconnected survivors in addition
Unnerving Presence: penalty remains for 15 seconds after the survivor is out of the terror radius.
Survivors:
Autodidact- Increase odds of skill checks when using this perk
Boil Over- Increase distance killers can't see hook auras to 10/15/20 meters
Buckle Up- In addition to seeing the killers aura for 6 seconds, also you and revived survivor do not leave scratch marks for 6 seconds.
Deja Vu- Reveal all generator auras at start of match for 60/120/180 seconds
Diversion- Add token system. Max token 3. Add 45 second cooldown.
Head On- Remove 3 second hiding in locker requirement
Left Behind- Add if the hatch is closed by the killer and you are the only remaining survivor, increase the speed you open exit gates by 25/50/75%
Lightweight- Add decreases the noise made by running
No Mither- Remove constant broken status. Add "whenever you are injured you gain the broken status effect for 120 seconds". Begin the trial injured.
No One Left Behind- Add if you are the last survivor to leave the trial, gain 2500 bonus bloodpoints.
Saboteur- When a hook you break respawns, it has 50% progress toward being broken again.
Solidarity- When you are injured, you can see the aura of the nearest injured survivor.
Technician- increase the odds of preventing gen explosions to 60/75/90%. Apply this bonus toward other survivors working on same gen
Wake Up- Change opening exit gates to 20/30/40% DECREASE in time it takes to open
We're Gonna Live Forever- Change to 10/15/20% bonus to all bloodpoints gained for each token. Gain 1 token for each completed generator
Hex: The Third Seal isn't nearly as bad as a lot of players seem to think it is. The blindness effect is actually very powerful even against survivors that aren't running aura perks. It applies to all auras. So survivors can't see where a survivor in the dying state is or where they are hooked.
There is really only one bad thing about Hex: The Third Seal. And that is the fact that it is a hex. By the time you actually get multiple survivors blinded the totem gets destroyed. Plus it is competing against other very strong hex perks like Hex: Ruin or Hex: Devour Hope. It is generally a bad idea to run multiple hex perks because it is almost impossible to defend them all.
I would personally want to see one of two things done with Hex: The Third Seal. Either lose the hex aspect and reword the perk "Whenever you hit a survivor they are afflicted with the blindness status effect for 120/150/180 seconds" or make it so that when the hex totem is destroyed the survivors affected by blindness remain effected by blindness for an additional 180 seconds.
I think few perks here are underrated. I am not saying they are some awsome power level, because they are not, but they are not garbage like the rest.
Survivors:
Resilience - Compare the rest of garbage perks, this one should not be on the list. This one boost you in every single action, that's good.
Wake up! - I like this perk and I used it many times (not the bugged one right now). It will give you and your team (if you are opening) position of gates. Also, so many times that 15% faster opening saved me from getting killed because killer was so close and without this perk I would not open that in time.
Deja Vu - This perk is no longer garbage. This perk is now "anti- 3 gen camp strategy". It's very good if you want to just sit on gens and it will give killer harder time to camp gens in late game (you can make gens pretty far away on some maps with this). It have it's purpose: to make gens harder to control.
Lightweight - I think this perk is no way near bad. It will make you way more stealthy when running and harder to follow. From 7s to 4s Scratch Marks it's pretty good.
Killers:
Hangman's Trick - This perk is designed to have complete control over your hooks all game. You will never lose hooks and if someone will break it, you will get them back very fast. For what it was designed, it's pretty good perk. It does good job in what it should.
Insidious - I know, "camping" dislike many people and it's not good strategy if you want to do it no brain every single game. But still, this perk allows you to create this playstyle and again = for what it was designed ->to camp -> it works pretty well.
It does its job, it was created as an end game Hex, and as such... works as it was intended...