Why rework perks?

If they'll just get nerfed into uselessness? Two of Yun-Jin's perks were reworked with the Trickster redo. If these hadn't of made it out of the ptb then fine, that's the point of the ptb, but both made it to live, and both have now been made worse than they were to begin with.

Before the rework I at least saw Fast Track a fair amount. Now, since the nerf, I never see it. SP I saw occasionally as well, then it had a small spike with the rework, and now it'll go back into the dumpster. Why bring a perk for what a locker can do if there's no traversal time included? Shadowstep does the job better as well.

What is the point of doing this if it just ends up disappointing both the people who liked the original version and the people who liked the rework?

Comments

  • Screenshot 2026-10-05 155520.png

    Because survivors aren't allowed to have strong perks (unless if it's Adrenaline apparently). This is just Otz's most recent tierlist with all the changes in the last 6 months or so marked. SP isn't even on there and still got nerfed and cut in half. I also didn't slash Up The Ante because it didn't directly get nerfed, but it's now completely useless with DR on luck and the absence of Slippery Meat.

  • @Arcturus said:

    https://us.v-cdn.net/6030815/uploads/F7DBSTUQ6IVE/screenshot-2026-10-05-155520.png

    Because survivors aren't allowed to have strong perks (unless if it's Adrenaline apparently). This is just Otz's most recent tierlist with all the changes in the last 6 months or so marked. SP isn't even on there and still got nerfed and cut in half. I also didn't slash Up The Ante because it didn't directly get nerfed, but it's now completely useless with DR on luck and the absence of Slippery Meat.

    Visualizing it like this is really tragic lol We really need to stop murdering perks for no reason

  • @Arcturus said:

    https://us.v-cdn.net/6030815/uploads/F7DBSTUQ6IVE/screenshot-2026-10-05-155520.png

    Because survivors aren't allowed to have strong perks (unless if it's Adrenaline apparently). This is just Otz's most recent tierlist with all the changes in the last 6 months or so marked. SP isn't even on there and still got nerfed and cut in half. I also didn't slash Up The Ante because it didn't directly get nerfed, but it's now completely useless with DR on luck and the absence of Slippery Meat.

    And even on this list, I would not agree with some placements. Wicked for example is not "very good". It could have been "very good" if the Buff from that one PTB would have went through, but suddenly Killer Mains were scared about getting robbed of their Basement Hooks for some reason. (I almost never end up in Basement, since Basement most of the time is not worth it for the Killer AND there are usually no Scourge Hooks… For me this is an example of Killer Mains just protesting that a Survivor Perk might be buffed, because I really have to question if they actually play Killer if they think Basement is relevant)

    I would also not put Kindred and Shoulder the Burdern on this list in this constellation, because I would have to question, on what Otz is basing this. Solos? Then Shoulder is not excellent, same with Deli. Or SWF? Then Kindred is not "very good", at this point it is a useless Perk.

    But, my issues with this Tier List aside, I think it shows that a lot of Perks on Survivor just got nerfed in the past few months. And I would argue that a Killer Tier List looks different. There were hardly any Nerfs but other Perks got buffed. (And for some reason, it is always ok to nerf Survivor Perks if their pickrate is high, but say that Pain Res also has the highest pickrate and then pickrate is irrelevant…)

    I would also not say that Adrenaline would move up a Tier. I would even question if it should be on "very good", because it is a Perk with a one time use which might not even activate. And adding 1 second (which was just throwing a bone to be honest, since in the same Patch Deliverance got nerfed and Sprint Burst and Vigil got obliterated) will not change that.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121433#Comment_4121433

    And even on this list, I would not agree with some placements. Wicked for example is not "very good". It could have been "very good" if the Buff from that one PTB would have went through, but suddenly Killer Mains were scared about getting robbed of their Basement Hooks for some reason. (I almost never end up in Basement, since Basement most of the time is not worth it for the Killer AND there are usually no Scourge Hooks… For me this is an example of Killer Mains just protesting that a Survivor Perk might be buffed, because I really have to question if they actually play Killer if they think Basement is relevant)

    I would also not put Kindred and Shoulder the Burdern on this list in this constellation, because I would have to question, on what Otz is basing this. Solos? Then Shoulder is not excellent, same with Deli. Or SWF? Then Kindred is not "very good", at this point it is a useless Perk.

    But, my issues with this Tier List aside, I think it shows that a lot of Perks on Survivor just got nerfed in the past few months. And I would argue that a Killer Tier List looks different. There were hardly any Nerfs but other Perks got buffed. (And for some reason, it is always ok to nerf Survivor Perks if their pickrate is high, but say that Pain Res also has the highest pickrate and then pickrate is irrelevant…)

    I would also not say that Adrenaline would move up a Tier. I would even question if it should be on "very good", because it is a Perk with a one time use which might not even activate. And adding 1 second (which was just throwing a bone to be honest, since in the same Patch Deliverance got nerfed and Sprint Burst and Vigil got obliterated) will not change that.

    If you want a visualization for killer meta perks, here it is (note that I made these before the PTB went Live, so Thrill is most definitely a nerf now).

    Screenshot 2026-10-05 155906.png

    This is not accounting for the fact that Nowhere to Hide is still one of the top 5 used perks on NightLight because it is still strong, and also 10.2.0 sees a lot more strong killer perks contesting the meta than survivor perks.

  • @Arcturus said:

    https://us.v-cdn.net/6030815/uploads/F7DBSTUQ6IVE/screenshot-2026-10-05-155520.png

    Because survivors aren't allowed to have strong perks (unless if it's Adrenaline apparently). This is just Otz's most recent tierlist with all the changes in the last 6 months or so marked. SP isn't even on there and still got nerfed and cut in half. I also didn't slash Up The Ante because it didn't directly get nerfed, but it's now completely useless with DR on luck and the absence of Slippery Meat.

    To be fair, I don't know how illustrative this visual really is considering what perks are actually shown from the original tier list.

    Some stuff is here that's kinda questionable, like Slippery Meat and Up The Ante being skyrocketed up to the top due to a heavy bias in favour of coordinated 4-mans at the highest level, and some stuff that should probably be here like We'll Make It and Background Player are missing.
    It's also a bit outdated so it doesn't have Self-Preservation as you mentioned, as well as Lend A Hand and (imo) Change Of Plan.

    The marks added afterwards also only really signal that a perk got changes, not what those changes were or how the perk is afterwards. Slippery Meat, for example, is given the same mark as Vigil; a perk that got reworked to be much more directly useful vs a perk that was very much over-nerfed and isn't very good right now.

    I don't think you can fairly conclude from this that survivors aren't allowed to have good perks, even as hyperbole. It's just missing too many of the good perks that currently exist for the ratio to be accurate.

  • That's still really good, I think it's something like a fourteen second self heal which is pretty fast.

    The PTB version was eight seconds, which is pretty nuts.

  • understand it, PTB: "the T stands for delsuinal influence of the costumers & PR for coming stuff"… they dont care what you, veterans, streamers, consaltens (just pinatas for bhvr "dont blame us only, there are also others"). they only do what they like, you always see how they justify it"look at our (so called) stats, we have to do that!" but when the stats go against them, they ignore them; that’s where you see the hypocrisy and double standards (Nurse bad stats, still nerfed. SWF fake stats so much that they want you to belive that solo q is better then 2-3 swf xD im not joking xDD)

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121456#Comment_4121456

    That's still really good, I think it's something like a fourteen second self heal which is pretty fast.

    The PTB version was eight seconds, which is pretty nuts.

    Though this post was about stuff that made it to live and was later demolished, I really don't know how you can defend this one. It's completely rng based. Three skill checks on the whole gen? Sucks, I guess. Can't sit on a gen long enough to get the skill checks? Oh well.

    I can't think of any reason to bring this when you can bring a juiced up medkit and have an easier time, or Inner Strength and just keep a totem in your pocket for when you need it.

    This perk didn't just go from useless to useful to trash. It just went from trash to slightly less trash, but still inferior to other options.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121433#Comment_4121433

    To be fair, I don't know how illustrative this visual really is considering what perks are actually shown from the original tier list.

    Some stuff is here that's kinda questionable, like Slippery Meat and Up The Ante being skyrocketed up to the top due to a heavy bias in favour of coordinated 4-mans at the highest level, and some stuff that should probably be here like We'll Make It and Background Player are missing.
    It's also a bit outdated so it doesn't have Self-Preservation as you mentioned, as well as Lend A Hand and (imo) Change Of Plan.

    The marks added afterwards also only really signal that a perk got changes, not what those changes were or how the perk is afterwards. Slippery Meat, for example, is given the same mark as Vigil; a perk that got reworked to be much more directly useful vs a perk that was very much over-nerfed and isn't very good right now.

    I don't think you can fairly conclude from this that survivors aren't allowed to have good perks, even as hyperbole. It's just missing too many of the good perks that currently exist for the ratio to be accurate.

    I simply used Otzdarva's tierlist as a guide, I too would move a few perks around here or there. I will say that Self Preservation was still on this list in its 30s version but still isn't in the top 2 tiers, and I think this is reflected in the fact that SP was not that popular of a perk, it wasn't meta. Slippery Meat and Up The Ante, while they weren't good in solo queue, yes in 4 man stacks they were incredibly impactful, literally the only counterplay was to slug the whole team or hard tunnel someone out. It literally evaporated any pressure the killer made at the beginning of the match, allowing for hard slamming gens.

    We'll Make It I'll give you that it should maybe be at the bottom of the 4 star tier. I wouldn't consider We'll Make It meta, but it is a strong perk. Lend A Hand would only be in this tier with duos or squads with Resurgence. Otherwise the perk just shaves 4s off each heal at the sacrifice of 14s for each totem cleansed or blessed (and if you're using a perk to speed it up like Counterforce, that's another slot used up). So if you think the 4 man swf bias of Slippery Meat and Up The Ante makes them undeserving of their top spots, the same is with Lend A Hand.

    There's also no way Change of Plan is meta. I agree that it is underestimated by the community, but it is not so strong to be in these top tiers, and it is so unpopular as well.

    I gave all the perks that are now less powerful than before the same marks, true. In the case of Slippery Meat, yes it's usable by itself now, but it is permanently just an "okay" perk in its current form. While old Slippery Meat was not very useful on its own, in a luck build squad its power was insanely high. There is no build that can make new Slippery Meat come even close to that.

    It is a fact that the survivor meta has been shrinking and shrinking for the last half a year. And especially with this patch, the killer meta is hardly touched in comparison while having more perks to contend with the top. The only two buffs that made survivor perks possibly strong enough to contest any of these top tier perks were Flow State and Road Life (and I wasn't even convinced on the second one). Flow State by some miracle survived, and Road Life got nerfed to take almost twice as long to heal.

    Yes, my statement of "survivors aren't allowed to have good perks" is a hyperbole, but at the rate we're going we are not far off.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121458#Comment_4121458

    Though this post was about stuff that made it to live and was later demolished, I really don't know how you can defend this one. It's completely rng based. Three skill checks on the whole gen? Sucks, I guess. Can't sit on a gen long enough to get the skill checks? Oh well.

    I can't think of any reason to bring this when you can bring a juiced up medkit and have an easier time, or Inner Strength and just keep a totem in your pocket for when you need it.

    This perk didn't just go from useless to useful to trash. It just went from trash to slightly less trash, but still inferior to other options.

    Yeah, sadly this perk just suffers from the same issue like autodidact. And it's useless in end game

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121446#Comment_4121446

    If you want a visualization for killer meta perks, here it is (note that I made these before the PTB went Live, so Thrill is most definitely a nerf now).

    https://us.v-cdn.net/6030815/uploads/0181FTIM12Z7/screenshot-2026-10-05-155906.png

    This is not accounting for the fact that Nowhere to Hide is still one of the top 5 used perks on NightLight because it is still strong, and also 10.2.0 sees a lot more strong killer perks contesting the meta than survivor perks.

    Why you marked those perks? NTH is still insanely braindead free aura without needing any form of game sense, blood favor is still extremely strong just you will have to basic attack before rushing into your power, DMS is actually still the most unhealthy perk as it constantly keeps objective hostage on good killers or bad teams.

  • It's still very good perk when out of resources. But to have more consistency you rather run inner healing or medkit. Road Life is still more of off meta gimmicky way to heal, just now serves without building around it. 14s is still decent side effect of progressing game, just less accessable to casual players. I'm overall very dissapointed with this midchapter. Help Wanted, Machine Learning didn't need nerf, This Is Not Happening didn't need nerf. I'll guess we have maybe some boon rising but they are still meh, faster replacing won't change fact that most boons suck and you have to equip one of the worst for it's secondary effect. I tested out Knockout and it's nothing crazy. Nothing but misery, undone and Whispers changes are very nice and I'll glady insert them into my builds.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121456#Comment_4121456

    It's still very good perk when out of resources. But to have more consistency you rather run inner healing or medkit. Road Life is still more of off meta gimmicky way to heal, just now serves without building around it. 14s is still decent side effect of progressing game, just less accessable to casual players. I'm overall very dissapointed with this midchapter. Help Wanted, Machine Learning didn't need nerf, This Is Not Happening didn't need nerf. I'll guess we have maybe some boon rising but they are still meh, faster replacing won't change fact that most boons suck and you have to equip one of the worst for it's secondary effect. I tested out Knockout and it's nothing crazy. Nothing but misery, undone and Whispers changes are very nice and I'll glady insert them into my builds.

    I mean that's exactly the point. You're not gonna self heal 1000 times in a match anyway.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121447#Comment_4121447

    Why you marked those perks? NTH is still insanely braindead free aura without needing any form of game sense, blood favor is still extremely strong just you will have to basic attack before rushing into your power, DMS is actually still the most unhealthy perk as it constantly keeps objective hostage on good killers or bad teams.

    Oh yeah don't worry I know LOL, I think I mentioned the same in one of these comments. It's just that even if you look at purely the number of meta perks nerfed on the survivor side versus killer side without accounting for the fact that NtH especially is still a great perk and still top 5 used on NightLight, survivors have still been hit harder by the sheer number of perks nerfed. So where you are looking at how hard the meta perks got nerfed or how many of the meta perks got nerfed, both hurt survivors way more.

    And as I said in one of my posts as well, this also doesn't account for the fact that way more from 10.2.0 benefits killers than survivors. The only 2 maybe possibly meta perks from the PTB were Flow State and Road Life, and Road Life's heal speed was massively nerfed to almost double the duration. On the killer side, Help Wanted is still very powerful even after they nerfed it, new Undone is a great alternative to pop for certain killers, Knockout may be broken on Artist and Knight, and even the perhaps not meta but very strong perks are more plentiful, as things like Fire Up and Ravenous got sizable buffs to make them much stronger.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121458#Comment_4121458

    Though this post was about stuff that made it to live and was later demolished, I really don't know how you can defend this one. It's completely rng based. Three skill checks on the whole gen? Sucks, I guess. Can't sit on a gen long enough to get the skill checks? Oh well.

    I can't think of any reason to bring this when you can bring a juiced up medkit and have an easier time, or Inner Strength and just keep a totem in your pocket for when you need it.

    This perk didn't just go from useless to useful to trash. It just went from trash to slightly less trash, but still inferior to other options.

    I was talking more about the 10% increase itself on a self heal, rather than the perk as a whole. When you have it active, a self heal with a 10% increase is pretty good.

    For the perk in general, I don't personally mind the RNG, since it only applies when you're doing gens to begin with. Worst case scenario, you're being efficient by pushing the objective without healing.
    I couldn't get on this PTB so I couldn't test this, but my opinion is gonna rest on if you can use it more than once. If you can, I think it'll be a serviceable alternative to good self heal tools, if it's only once per trial it probably won't be.

  • @Arcturus said:

    https://us.v-cdn.net/6030815/uploads/F7DBSTUQ6IVE/screenshot-2026-10-05-155520.png

    Because survivors aren't allowed to have strong perks (unless if it's Adrenaline apparently). This is just Otz's most recent tierlist with all the changes in the last 6 months or so marked. SP isn't even on there and still got nerfed and cut in half. I also didn't slash Up The Ante because it didn't directly get nerfed, but it's now completely useless with DR on luck and the absence of Slippery Meat.

    Im more questioning why Plot Twist is under unbreakable? Plot Twist DS is literally uncounterable unless they patch that today.