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What are the worst perks [Killer or Survivor] that you think need to be changed and why?

FireHazardFireHazard Member, Trusted Posts: 7,119
edited May 2019 in General Discussions

As the title suggests, i'm gathering data for a future post on my ideas towards some perks that need to be desperately changed, all I ask is you guys don't suggest perks that are "OP" or have been recently been nerfed or buffed.

This is to get a general idea of perks that literally nobody uses or thinks about, and with this data I can compile something that could make these perks more useful, fair, and balanced to use.

All points, existing perks, and killer powers will be put into consideration. This will probably take awhile to compile an exact list but we'll see where it goes.

Post edited by FireHazard on


  • Star99erStar99er Member Posts: 937
    edited May 2019

    Survivor: Resilience, This Is Not happening, & Sole Survivor.

    Killer: Monstrous Shrine & Beast of Prey

  • Aven_FallenAven_Fallen Member Posts: 5,334

    Survivor: Left Behind (if that counts, it got recently changed, but it is as useless as before), Sole Survivor, Slippery Meat, Up the Ante.

    Killer: Overwhelming Presence, Territorial Imperative, Beast of Prey, Monstrous Shrine, Hangmans Trick

  • Chaotic_RiddleChaotic_Riddle Member Posts: 1,892
    edited May 2019

    Monstrous Shrine, Wake Up, Deja Vu, Hex: The Third Seal, Iron Maiden, Territorial Imperative, and Insidious all really need some sort of new rework or buff.

    Monstrous is only used in Basement Leatherface builds, it's just not useful overall for all Killers, sadly.

    Wake Up is kind of better for the new Endgame Collapse, but it's still just as effective as Spine Chill or Leader, making it really overshadowed.

    Deja Vu can't compete with Detective's Hunch and pretty much every map. It needs to be looked into for a perk that still has the same concept since it's release.

    Third Seal isn't entirely useless or useful, it's a mix, and it should honestly be better. Blindness isn't an overall good mechanic when it comes to SWF.

    Iron Maiden is only useful on Doctor and Huntress, and even then, the benefits from this perk aren't entirely useful for most Killers, even Legion, and it's his perk.

    Territorial Imperative is probably the least used perk amongst Killers and that's just depressing.

    Insidious hasn't changed in years, and the only Killer it really benefits off of is Leatherface, not to mention that Tinkerers does a better job at keeping you hidden when you mostly need it, unlike this perk itself.

  • DelfadorDelfador Member Posts: 2,553

    I want to introduce you to a site. I find it to be really useful and pretty accurate for the most part.

    I agree with the community.

    Survivors: Left behind, no one left behind, sole survivor, deja vu, this is not happening, and up the ante.

    Killers: Monstrous shrine, beast of prey, territorial imperative, overwhelming presence, predator, dark devotion

  • FireHazardFireHazard Member, Trusted Posts: 7,119

    This would be useful indeed, thank you for showing me this.

    I'll use this, but what i'm looking for are fresh opinions on the subject. That doesn't mean I won't put this into consideration, i'm just looking for peoples opinions on the matter as well as their views of why they're "useless" or "slept on"

  • FireHazardFireHazard Member, Trusted Posts: 7,119

    I'll put Left Behind into consideration, as it was changed but the change didn't really do anything for the perk.

  • DelfadorDelfador Member Posts: 2,553

    Even then my answer wouldn't change. I think the perks I listed are pretty much useless and need significant changes and I am pretty sure many people will agree with me on the perks I have chosen.

    Also, are you going to propose complete reworks or will you just tweak the numbers?

    Streetwise is pretty much useless as it is but if you make it something like double the item's charges (32 charges instead of 16 charges for brown medkit) it can become meta. On the other hand, even if you make coulrophobia decreasing your healing rate by 500%, it is still going to be useless due to how that perk works currently.

  • FireHazardFireHazard Member, Trusted Posts: 7,119

    The point of this post is as stated above to compile data on other players opinions on perks they have chosen and why they've chose them.

    These perks will go under everything that should be considered, the current meta, killers powers, future and past buffs/nerfs (But not as much since i'm focusing on the here and now), and how they work with other perks.

    When the list is created it will go in full depth on everything I've compiled here, so it will be a very long list indeed. I usually put a TL;DR in every post I make but with this one it will be mainly focused on presenting what I've compiled and in hopes will get a devs attention to give their opinion on it.

    Of course i'm not expecting ANYTHING to happen with any of the perks i'll be working on, but I would at least like to see what the devs think on the matter when it is created.


    I'll focus on this criteria, we'll go from Reworking if the specific perk doesn't need a rework than we'll go to tweaking the numbers, and if the perk doesn't need to be changed at all it will be put in its own section on the list.

    Before the 3rd part of that criteria is met EVERYTHING will be put into consideration and a reason behind why it wasn't changed will be pinned to that perk.

  • FireHazardFireHazard Member, Trusted Posts: 7,119

    I realize there isn't many perks in need of a change as much as I thought, about 12 for both sides (surprised it was even) but i'll wait a bit before making the post and see if anyone has something to add with a "valid" reason.

  • edgarpoopedgarpoop Member Posts: 2,072

    Monstrous Shrine and Overwhelming Presence are super pointless.

    I haven't really found a use for Dark Devotion yet.

    Hangman's Trick could use a rework. It's super niche and only works if you correctly guess that you're facing a sabo squad.

  • NMCKENMCKE Member Posts: 7,283
    edited May 2019

    Sole Survivor:

    As more of your friends fall victim to the killer, you become shrouded in darkness. For every killed or sacrificed survivor, you'll receive 5 tokens up to a maximum of 5/10/15 tokens. If you have a token, when your aura or location would be shown to the killer, the perk will activate for 10 seconds which causes:

    • Your aura and location to be hidden to the killer.
    • Your scratch marks are hidden to the killer.

    After activation, Sole Survivor will consume one of its tokens.

    Increases your chances of becoming the killer's Obsession.

  • VisionmakerVisionmaker Member Posts: 2,051
    edited May 2019

    Absolute hot trash / forgotten survivor perks:

    • Up the Ante
    • Saboteur
    • Sole Survivor
    • Open-Handed
    • Left Behind
    • Wake Up!
    • No One Left Behind
    • Resilience
    • Slippery Meat
    • This is Not Happening
    • Boil Over
    • Lightweight
    • No Mither

    Overly situational / so weak I shouldn't even bother survivor perks:

    • Technician
    • Vigil
    • Solidarity
    • Breakdown
    • Diversion
    • Autodidact
    • Buckle Up
    • Dark Sense
    • Deja Vu

    Absolute hot trash / forgotten killer perks:

    • Unrelenting
    • Hangman's Trick
    • Territorial Imperative
    • Stridor
    • Predator
    • Monstrous Shrine
    • Overwhelming Presence
    • Mad Grit
    • Iron Maiden
    • Lightborn
    • Fire Up
    • Beast of Prey
    • Hex: The Third Seal

    Overly situational / so weak I shouldn't even bother killer perks:

    • Dark Devotion
    • Dying Light
    • Tinkerer
    • Play With Your Food
    • Shadowborn
    • Spies from the Shadows
    • Insidious
  • TAGTAG Member Posts: 7,055
    edited May 2019

    Off the top of my head, Left Behind, Slippery Meat, Monstrous Shrine, and that one Huntress perk that takes away your red stain.

    Left Behind was a trash perk made worse by the Endgame Collapse changes, Slippery Meat was a bad perk made obsolete by Deliverance, Monstrous Shrine does nothing most of the time and very little some of the time, and that one Huntress perk requires you to jump through WAY too many hoops to the point where it is not even close to worth it.

  • thrawn3054thrawn3054 Member Posts: 3,246

    Slippery Meat: Let's face it, the extra chances to get off the hook won't matter. Yes on occasion it'll pan out. But mostly a waste. I'll add in a potential fix. How about it increases your wiggle speed. This could end up being extremely toxic so it would need careful testing.

    Monsterus Shrine: Absolutely useless. Extremely situational with terrible pay off. As a fix make it so anybody who enters the basement suffers from the exposed effect for 30/45/60 seconds.

    Deja Vu: Useless for anyone not new to the game. A possible fix would be to make it act like a map. Whenever you return to an area it reveals the aura of any item a survivor can interact with.

    Left Behind: With the end game collapse it's a completely dead perk. My solution have it give you a haste effect like Hope does.

    No One Left Behind: It's too situational to be viable. Change the effect to whenever you unhook somebody and reduce the blood point gains to keep the farmers at bay.

    Open Handed: The range is too short and relies entirely on others having aura reading perks to be truly useful. Change it to reveal your perks to other survivors when within so close a range.

    Saboteur: Too slow and the added time is laughable. Change the speed with each tier to 50/65/80% of normal speed and make the broken hook last 30/60/90 seconds longer then the 3 minute base.

    Streetwise: It's not a bad concept. The values are too low though. Maybe 20/25/30% would make it viable.

    Up The Ante: Absolutely useless. Either luck would need to play a larger role in the game. Or a large jump in the luck bonus would be needed for this. The only other option would be a complete rework.

    Wake Up: Fine idea. The values need increased for it to be useful though.

    Beasts of Prey: With the blood lust conditions it's useless. How about while in chase you lose your terror radius for all other survivors instead. This could allow for some ambush attacks.

    Coulrophobia: It's too limited to be viable. Add in repair speed, and it could be amazing.

    Hangman's Trick: Never used as sabo isn't a big thing. Perhaps an increased sacrifice speed would make it useful.

    Overwhelming Presence: Franklin's Demise does a better job if you want to screw with their items. Change it so a failed skill check in your terror radius does additional regression. 10/15/20% maybe.

    Predator: Only makes the scratch marks more confusing. How about instead make the noise made by footsteps 20/35/50% louder.

    Territorial Imperative: Even if you get the notification you'll likely be to busy to take advantage. How about instead each time someone enters the basement you gain a stack 2/3/4 at max. For each stack you gain an one percent increase to your movement speed.

    Unrelenting: People tend not to pick a perk based on failure. How about each time you are stunned you get a slight movement speed increase say 2/4/6% for 6/8/10 seconds.

  • Tru3LemonTru3Lemon Member Posts: 1,359

    trash perk on survivor:

    -Saboteur: waste of time

    -streetwise: the % its low waste of perk

    -sole survivor: useless you need to survivor if youre team dies

    -up the ante: % its way to low

    -left behind: useless with the EGC

    -technician: killer can still hear the sound of the gen

    -no mither: killers know you have this perk

    -were gonna live forever: only give stack by bodyblock, saving someone or protecting someone to get the hit

    -wake up: % its low

    -pharmacy: youre first box to open gives a green medkit meh

    -vigil:useless dosent give any potential of survival to reduce the cooldown of youre exhaustion

    -tenacity: useless if the killer just grab you directly and not leaving you on the floor

    -detectives hunch: its just the same as small game but a bad version

    -stake out: useless against stealthy killers

    -windows of opportunity: useless cuz dosent give you anything except aura reading on pallets and windows.

    -diversion: to be active its way to long but also you need yo be in TR of the killer its bad

    -deliverance: bad if the killer its camping and youll get camp by 96% on the game

    -autodidact: just based on RNG and dosent give skillchecks and if you use this you must have equipped spine chill just a waste of a perk

    -distortion: only starts with 3 tokens and when its finish it become useless waste of a perk

    -aftercare: its just same as bond but unlimited range but its a bad version

    -solidarity: 50% and thats it nothing more? pff waste of a perk

    -head on: waste of a perk since its a exhaustion perk i dont really get it why tho

    -boil over:useless unless its a map like the game or lerrys

    -flip flop: you recover 95% and when the killer grabs you those will become 50% on youre wiggle its just bad it should at least 50% directly if the killer grabs you and if you have 95% recover that recover will go to wiggle at 95%

    -buckle up: just give you a warning if the survivor its fully recover and gives an aura but meh its bad

    -slippery meat: why this perk exist

    -this is not happening: useless


    -no one left behind: another useless perk

    -lightweight: dosent give anything except the scratch marks will be gone little bit fast but meh

    -kindred: this should be a kit and not a perk

    trash killer perks:

    beast of prey: ewwww

    -dying light: tunnel time for the obsession

    -hangmans trick: why nobody its using sabo

    -insidious: good for LF only thats it

    -lightborn: ewwww

    -monstrous shrine:ewwww

    -remember me: where the old remember me

    -territorial imperative: ewww


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