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.
Thanks to everyone who supported this post,
See you in the fog.
Comments
An opinion from @Peanits @Patricia or @not_Queen would be appreciated, i'm open to your feed back and am looking forward to it.
This took a long time to write each individual perk description and power so it would be most appreciated.
I'll do you one better!
I am sharing with the design team.
Thank you very much @not_Queen I hope it will be of use to them.
I skipped over a couple in the interest of time, but most of these seem very reasonable. I would say that Up the Ante and Coulrophobia don't really need a change. Both are very niche but provide some alternative playstyles as is. Up the Ante, when stacked with itself, can make for some great kobe builds. I also worry that the suggested rework for it would make it even f Coulrophobia also works great with a large terror radius build (doctor especially).
Most of these are very nice, though.
Resilience is not a bad perk. Some survivors will refuse to heal and focus on gen repair.
Understandable, i'll keep these in mind the next time I do a write up like this, some of the perks here are niche at best so they were never really supposed to be pushed into the meta.
Your feedback is appreciated!
It's a high risk high reward type situation when going with a No Mither build or a 99% healed build.
These perks need more depth on them but not much to seem too OP since you can just heal from that 99%, of course in a stealth killer will kill you right on the spot.
You know someone who would love something like this? @Orion usually gives a fair criticism on stuff like this. I'd love to hear his opinion and many others on the subject.
More repair speed isn't needed in the current game. We seen what happed in the PTB with Prove Thyself.
No, but the other additions to the perk are nice are they not? Plus someone wrote up some calculations on repair speed efficiency and this could help with that greatly.
While the buffs are nice, most those killer perk changes would change nothing. No one would still run most those perks. The changes aren't enough.
The biggest issue with most of them is just their base design and being highly situational. Most of them need things that aren't just number tweaks.
Well the problem is if we buff them too much they correspond with other builds and killer powers, this leaves them open to being paired with other perks to make for an unfair or unbalanced build.
While these buffs aren't enough, they're reasonable. But what do you suggest? I'd love to hear peoples opinions.
(That isn't sarcasm even though it sounds heavily implied.)
S T A C K S
These buffs are
š„š¦š«š«
Is that good or? I don't follow.
If its not, elaborate it would be good to know where I went wrong.
i dislike the comcept of slippery meat making it easier to get out of traps...
not because its unlogical or anything, but because i dont think we need literal anti trapper perks, as trapper is already weak enough.
on a serious note: you dislike trappers? use Slippery Meat, Sabotage, Small Game and Dead Hard. imo, there should be something done about this anti trapper perk build. he deserves better!
First off, I dont like having two perks boosting exit gate opening. Sounds... irrelevant. I am fine with Leader because it requires 2 Survivors, but there is no reason for Left Behind and Wake Up to do the same. Maybe increase Wake Up's values and give Left Behind and entire different focus.
Beast of Prey, I have said so in a different thread. Just make its effect take place during a chase. Just like Monitor and Abuse does. No cooldown, no bloodlust requirement.
Dark Sense should just trigger like Poised does, regardless of you working on the completed generator or not.
Even if Up the Ante is pretty useless, I dont want to lose its purpose of affecting luck, much less making it something as generic as generator repairing speed.
Except for those cases, all ideas sound rather nice.
Monsterous Shrine and Territorial Imperative should be one perk imo.
same with Overwhelming presence and coulraphobia
I would say Open Handed needs a slight buff, as 4/6/8 meters (in my opinion isn't enough for an entire slot.)
Maybe just 6/9/12 meters.
Maybe instead of changing their numbers, This is not happening and Resilience could be combined and one of them made into something else entirely?
Also you literally turned Predator into Stridor+
Its to fit with the perks theme and purpose, its a tracking perk its not really supposed to be anything else.
Yes but now you need to fix Stridor
Combining perks is a nice thought, but we're left with what to do with the perks we took those ability's from since we can't just delete them sadly.
Well we COULD
I haven't slept and this write up took like 4-5 hours, maybe suggest something and we can go from there?
You can't some of these perks are killer unique perks, unless they want to change the entire perk and name it's not a possibility.
Maybe Monstrous Shrine could reduce unhooking speeds by 100/150/200% and give the killer a noise notification when a survivor starts to unhook someone?
Like. On ALL hooks, not just basement hooks.
With it's current effects being put on Territorial Imperative like @ba_tetsuo suggested
I try to stay true to what the perk was/is before changing anything. In some sense i'd hope the same can be said for others. The perk is based of the basement so what I suggested can make it useful with the new TI suggested above.