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DBD PERK VIABILITY

In order to be as objective as possible, each perk is rated based on 10 questions plus an extra 11th side-specific question. A perk’s rating is higher with the more ‘YES’ answers it has, and perks with more ‘NO’ answers will be lower down the pecking order.

Don’t forget that for the utmost viability, the highest rated perks are the ones that function adequately in both vanilla public games and ranked PUGs in the DCG group. Some perk ratings will probably be as you expect them to be, while others might surprise you. But know that quite a number of perks out there will be a much better fit in public games than in ranked PUGs, and vice versa. That’s why some ‘obvious suspects’ in the eyes of many players might not even make it into the top 10!

  1. Is the perk a good choice for your points potential? This is probably the most important question when it comes to perk choice for your points, especially in ranked PUGs. There are some perks which can be very good but fail to benefit your points potential.

 

  1. Is the perk a good choice for your time management? Another important question for both sides but mostly leaning towards the killers. This can be anything that helps you manage your time better, whether it’s saving you a substantial amount of it or managing it better in a way that doesn’t put you at too much risk.

 

  1. Is the perk available for the entire game? Just for clarification, a perk that lasts the ‘entire game’ is something that remains active either until the very end or until the exit gates are powered up. Although it could be debated whether the latter case counts, there are some games which end without five generators being popped.

 

  1. Is the perk (even if it’s temporary) very likely to feature for most of the game? This is about whether the perk will feature heavily for its circumstances and whether said circumstances are likely to occur on a regular basis or an extended period of time.

 

  1. Is the perk the best/only one of its kind? Some perks are the only ones of their types, while others share very similar functions or attributes with each other. There are a few perks which are similar but might not necessarily have one that’s clearly superior to the other.

 

  1. Is the perk able to make a difference with its function and/or numerical values? Will this perk change the state of play with its function or its boost in numbers, or does it lack too much in either?

 

  1. Is the perk able to function independently of other perks? Can it work on its own or does it require other perks in order to function at all? There are only one or two perks that don’t.

 

  1. Is the perk able to function independently of items or addons? Similar to the previous question, there is at least one perk that would not meet this standard.

 

  1. Is the perk foolproof in its intended purposes? This determines whether the perk will function almost flawlessly, or if there are downsides to its abilities, or even if it can be negated in some form or another.

 

  1. Is the perk a worthwhile choice in both public games and ranked PUGs? A perk will pass this measure only if it fits in both. One or none, and it won’t pass.

 

  1. Is the perk a worthwhile choice despite the advantage of Discord? (Survivors only) Is Discord enough to negate the point of using up a slot for a perk?     Or does it bring an advantage to the table that Discord cannot match?

 

  1. Is the perk a worthwhile choice for all killers? (Killers only) Killers obviously don’t have the exact same playing styles as each     other so not every perk will match all of them equally. But some function at certain capacities where killer identity or playing style is irrelevant.

 

NON-UNIQUE SURVIVOR PERKS

 

LIGHTWEIGHT (7/10)

 

  1. NO – Anything that helps end chases more quickly, is something that cuts off your constant supply of Boldness points.
  2. YES – Managing time with this perk can entail either using it to either end a chase or have an opportunity to gain more distance if the killer is confused.
  3. YES – It never stops for any reason.
  4. YES – It occurs every time you are running.
  5. YES – No other survivor perk provides the exact same benefit.
  6. YES – Scratch marks that expire quicker can make a difference when it comes to ending chases.
  7. YES
  8. YES
  9. NO – Although the very function of the perk is fine, this is by no means a guarantee that will help you escape chases. In addition, there are certain instances where scratch marks can glitch out, instances which might confuse the killer and buy you more time if the scratch marks lasted for longer. And finally, this perk can be negated by a killer running Predator.
  10. NO – Very good for public games where emphasis is placed more on survival and kill count, but ranked PUGs are all about the points and so Lightweight becomes a waste of a perk slot.
  11. YES – Discord changes nothing regarding this perk or its overall usefulness.

 

PLUNDERER’S INSTINCT (9/10)

 

  1. YES – Searching through a chest nets you 250 Objective points for starters, but each chest has the potential to give you an item which can help you gain points easier and faster. The rarer the item, the better prospects for your points.
  2. YES – Again, the rarer the item, the more likely it will be a boon to you for your time. Rarer medkits for faster healing, rarer toolboxes for faster repairing, etc.
  3. YES – It’s available in the sense that you’ll always have the auras of the chests, even if they’ve already been looted.
  4. NO – With the exception of the auras, Plunderer’s Instinct is only relevant until all the chests have been searched, and there are only three chests by default, so it’s unlikely to feature for most of the game.
  5. YES – No other perk like it.
  6. YES – Chest auras plus greater odds of rarer loot? How does that not make a     difference?
  7. YES – Works on its own, but can also be buffed by Open Handed. All 4 survivors     stacking Open Handed together means that your Plunderer’s Instinct has a 64m radius!
  8. YES
  9. NO – It’s not foolproof because you can still be disappointed with what you find. I speak from experience where despite running Plunderer’s Instinct, I’ve had nothing but brown items in all the chests in the same game. You will have the occasional game where the odds are stacked against you.
  10. YES – Items come in limited supply yet feature more heavily in public games. Very rare items in ranked PUGs can help substantially, including finding keys for the hatch, but only do that if you have no qualms about being a scumbag!
  11. YES – If anything, people can pinpoint where on the map chests are if they’re outside of your vision. Furthermore, they can search through the chest to about 90% in advance and allow you to finish the remaining percentage to save time.

 

SLIPPERY MEAT (4/10)

 

  1. YES – Although the odds are only slightly increased, you get extra Survival points for the kobe or for freeing yourself from a trap.
  2. NO – This doesn’t really add anything to your time management barring one or two minor exceptions.
  3. NO – The answer to this question is actually debatable, but technically, Slippery Meat is not available to you unless you are on your first hook before struggle phase and/or play against a Trapper.
  4. NO – In a game with as many as 7 killers, half of this perk’s function is only going to be relevant against the Trapper and that’s assuming you ever stumble into a trap. The other half only works for your first hook; it becomes useless if you reach the struggle phase.
  5. YES – None other like it.
  6. NO – The numbers are too small.
  7. YES
  8. YES
  9. NO – The numbers are so small that you probably won’t ever feel the effect of this perk in most of your games.
  10. NO – An extra 5% chance for a kobe at the expense of a perk slot is a waste whether in public games or ranked PUGs.
  11. NO – The perk isn’t worth it, period. Discord is not a contributing factor.

 

SMALL GAME (6/10)

 

  1. YES – Finding totems and traps can lead to more Boldness points.
  2. YES – You find totems faster and can choose to either trigger/disarm traps or remember their placements for future reference.
  3. NO – This is another debatable one, but it’s safer to err on the side of caution and say no because in most games, you should expect to see totems get cleansed fast and early on anyway. As for detecting traps, that’s only 2 out of 7 killers for which the perk is relevant.
  4. NO – Again, the statistical odds of the killer identity do not favour this perk as a choice, and once the totems are gone, it will not feature for the remainder of the game.
  5. YES – What other perk can detect totems and traps?
  6. YES – Audial alerts that notify you of totems and traps can make a little difference.
  7. YES
  8. YES
  9. NO – The problem with the audio alerts are that they’re a little vague: they’ll tell you there’s a totem or a trap, but the perk doesn’t help distinguish which one is right in front of you if it’s obscured from your vision. You might think there’s a totem behind the rock, but a Trapper may have left a trap in the patch of grass immediately in front of you.
  10. NO – In public games it’s not so bad, but you don’t need this at all in ranked PUGs.
  11. NO – Survivors relay information to each other about locations of totems and traps, so Discord can act like a built-in Small Game anyway.

 

DEJA VU (4/10)

 

  1. YES – Although very brief, you’re shown where your first potential source of Objective points can be found.
  2. NO – It adds nothing to time management.
  3. NO – It literally only lasts for a few seconds at the very beginning of the game.
  4. NO – Far too temporary!
  5. YES – Thank goodness it’s the only one of its kind!
  6. NO
  7. YES
  8. YES
  9. NO – A perk that lasts for a few seconds at the start before leaving you with just 3 perks is far from being deemed foolproof.
  10. NO – It’s one of the worst perks in the entire game, the type of game matters not.
  11. NO – You can use Discord to relay to each other the locations of multiple generators instead.

 

HOPE (7/10)

 

  1. YES – This helps you run a little faster which means that in chases, you could extract a few more Boldness points.
  2. NO – Time management is more of a thing you should consider before the exit gates are powered up.
  3. NO – It doesn’t activate until the gates are powered up.
  4. NO – Not every game results in 5 generators being popped so you might have games where this perk is never used.
  5. YES – It’s a constant speed boost.
  6. YES – Provided your movement and positioning are up to scratch, it’s possible to outmanoeuvre killers with Hope.
  7. YES
  8. YES
  9. YES – The killers may eventually catch up to you anyway, but there’s no denying that this can help in tricky situations.
  10. NO – Perhaps in public games, but it’s of no real use in ranked PUGs.
  11. YES – Someone with Hope can act as a decoy with a slight speed buff to help in situations that require coordinated altruism for example.

 

KINDRED (7/10)

 

  1. NO – Being on a hook doesn’t do anything for your points anyway, unless you’re     struggling.
  2. YES – No one can claim ignorance to each others’ exact locations around the map when you’re on a hook with Kindred active. You’re more likely to get rescued before reaching the struggle phase.
  3. YES – It technically doesn’t expire until you die.
  4. NO – At maximum, you can only use this perk three times and that’s assuming you get hooked three times!
  5. YES – One of a kind.
  6. YES – It shows the killer’s aura within your 8m radius as well as the auras of all survivors wherever they are.
  7. YES – Works on its own as intended, but Open Handed can buff the range on the killer’s aura too. Get 4 survivors to all equip Open Handed, and the killer’s aura will have 40m!
  8. YES
  9. YES – It’s a very reliable perk for its intended purposes.
  10. NO – It’s definitely more of a perk for public games.
  11. NO – You can easily beat it with effective communication over Discord.

 

NO ONE LEFT BEHIND (9/10)

 

  1. YES – Double Altruism points are glorious!
  2. YES – This end-game perk is so effective at what it does that it’s an exception in regards to time management.
  3. NO – Despite its brilliance, the exit gates must be powered up.
  4. NO – There’s always the potential tragedy that you and your fellow survivors might not live to see this perk in action in some games.
  5. YES
  6. YES – Never underestimate this perk’s ability to get you 8k Altruism points in the dying moments of a game!
  7. YES
  8. YES
  9. YES – As long as you reach the end-game phase, all altruistic actions give you twice as many points without a single catch.
  10. YES – Public games can play out so fast that Altruism points are probably best sought when the exit gates are powered up. In ranked PUGs, points are everything.
  11. YES – You can utilise Discord to coordinate hook rescues better; a single hook rescue with NOLB active will net you 3k Altruism points alone!

 

RESILIENCE (5/10)

 

  1. NO – 9% for yourself is not a big increase.
  2. NO – Unless your friends have already died, you should be looking to get patched up instead of soldiering on when one hit away from being floored.
  3. YES – As long as you’re injured, it works at any stage of the game.
  4. YES – Although this is dependent on a) how often you get injured and b) how much you intend to remain in that state. In ranked PUGs it could be a possibility.
  5. YES – There are other perks out there that function based on you being injured, but this is the only one that makes you do things faster with a static speed buff.
  6. NO – 9% just for yourself is not much to speak of.
  7. YES
  8. YES
  9. NO – The increase can be negated by debuffs from the killer, not to mention that you’re putting yourself at greater risk for the sake of enjoying a very partial buff.
  10. NO – Public or ranked PUG, it’s a waste of a perk slot.
  11. NO – If anything, Discord is more likely to make this perk worthless, as fellow survivors will use it to meet up with you faster to heal you and net some Altruism points for themselves.

 

THIS IS NOT HAPPENING (7/10)

 

  1. YES – Larger skill check success zones means better odds of landing great skill     checks.
  2. YES – If you land more great skill checks, then you’re saving quite a bit of time.
  3. YES – Repairing generators, sabotaging equipment or healing, all of them are actions with skill checks that can happen for the vast majority of a game.
  4. NO – It could go either way, but it’s safer to assume that you won’t undergo a     marathon of skill checks.
  5. YES – No other survivor perk helps increase the size of the skill check success     zones.
  6. NO – Ultimately not, because it’s reliant on how many skill checks you are dealt.
  7. YES
  8. YES
  9. NO – Skill checks themselves can be limited, and this perk can be debuffed by     Unnerving Presence.
  10. YES – Might not find much use for it in public games, but it’s a good perk and if it     helps you land more great skill checks, then it will come in handy for ranked PUGs.
  11. NO – Like Resilience, fellow survivors will want to heal you for their own points, so Discord is sort of counterproductive towards the perk.

 

WE’LL MAKE IT (10/10)

 

  1. YES – Double healing speed means Altruism points twice as fast.
  2. YES – Being able to heal other survivors twice as quickly does wonders for your time.
  3. YES – As long as you land a hook rescue or two, you can activate this perk at any stage of the game and make it last a while
  4. YES – Just make sure you’re getting hook rescues and this perk will play a huge     part.
  5. YES – It’s not the only perk that buffs healing speed but it’s certainly the best!
  6. YES – The healing is so fast that it exceeds the rate of being healed by two other survivors at default speed, and sort of semi-counters A Nurse’s Calling!
  7. YES
  8. YES
  9. YES – Even if     there are debuffs present somehow, a 100% increase to healing speed is humongous.
  10. YES – Great for action and points, totally worthwhile in public games and ranked     PUGs.
  11. YES – Discord allows you to hook up with others more quickly and reliably, so     directing injured survivors towards you with We’ll Make It means that Discord serves to enhance this wonderful perk!

 

DARK SENSE (5/10)

 

  1. NO – Knowing where the killer is at that precise moment won’t directly boost your points.
  2. NO – Time management kind of goes out the window when generators are popped.
  3. NO – Only when exit gates are powered up.
  4. NO – The potential risk of death before the exit gates are powered up is a real possibility.
  5. YES
  6. YES – Even if if the perk isn’t necessary, the killer’s aura can inform you of where you ought to be heading to next.
  7. YES
  8. YES
  9. YES – Not a great perk, but it’s reliable for what it does.
  10. NO – Public games maybe, but no way does it belong in ranked PUGs.
  11. NO – You can     easily use Discord to tell each other where the killer is located.

 

PREMONITION (7/10)

 

  1. YES – In a sense, if the perk picks up the killer, you could choose to head     straight to them for some Boldness points.
  2. NO – You’re spending time being immersed instead of getting things done if     you’re using this perk to hide in the shadows.
  3. YES
  4. YES – Even with a cooldown period, this perk will feature a lot.
  5. YES – The best of its kind if you’re a vigilant survivor.
  6. YES – Provided you’re looking in the right direction, you get notified of the killer’s presence before the (default) terror radius tells you.
  7. YES
  8. YES
  9. NO – This won’t detect Myers in tier I Evil Within. Also, killers can get the drop on you still if you’re not looking in the right direction by the time you hear the terror radius.
  10. NO – It’s more of a beginner perk and only in public games. You absolutely do not need this in ranked PUGs for any reason.
  11. NO – Again, you’re more likely to get accurate information regarding the killer over Discord than solely relying on Premonition.

 

SPINE CHILL (6/10)

 

  1. YES – If a killer’s looking in your direction, you could just wait for them to come to you for Boldness points.
  2. NO – Like Premonition, you’re not helping yourself or others by trying to be immersed.
  3. YES
  4. YES
  5. NO – Not the best in terms of being notified of the killer being nearby.
  6. YES
  7. YES
  8. YES
  9. NO – About two thirds of this perk’s functions are anything but foolproof. You will get smaller skill checks with slightly more frequency and a measly 6% speed boost, with the killer en route to disturb you and stop whatever it is you’re trying to use that 6% buff for.
  10. NO – Another     beginner perk that has no usefulness once you garner enough     experience.
  11. NO – Discord will serve you better than this waste of a perk slot.

 

UNIQUE SURVIVOR PERKS

 

BOND (10/10)

 

  1. YES – Tells you where fellow survivors are which can mean repairing gens together, healing each other, taking aggro off of them or even sandbagging them!
  2. YES – For the same reasons as above.
  3. YES – You will always see their auras.
  4. YES – It plays a monumental part in your games.
  5. YES
  6. YES
  7. YES – It functions by itself just fine, but it can also be buffed by Open Handed. If all 4 survivors run Open Handed, they stack to give your Bond an extra 32m!
  8. YES
  9. YES – There’s nothing that can truly make this non-foolproof; it’s a passive bonus.
  10. YES – In public games, you might not even be in voice comms with other players and in ranked PUGs, it can feed you valuable information.
  11. YES – There will be moments where Bond will help you more than any sort of     communication over Discord, especially when Bond visually tells you what’s happening within your immediate proximity. As an aura perk, Bond is so good that Discord can never truly negate it!

 

PROVE THYSELF (6/10)

 

  1. NO – You need the entire survivor group huddled together just so you can get a 9% buff (with diminished returns assuming you’re all working on a generator).
  2. NO – This perk in itself makes almost no difference in time management.
  3. YES – As long as you’re close to other survivors.
  4. YES – You’re bound to do some coop actions together.
  5. NO – It’s not the only one of its kind nor is it the best.
  6. NO – The numbers are far too small.
  7. YES
  8. YES
  9. YES – Even though the numbers are so small, its function can’t be suppressed by anything.
  10. NO – It’s totally worthless in public games, and not much better in ranked     PUGs either.
  11. YES – If anything, Discord is more like a saving grace for this perk in order to truly get the most benefit out of it.

 

LEADER (9.5/10)

 

  1. YES – Even though the buff is only 9%, it applies to EACH survivor close to     you! This is very useful when working together on generators which is a must in ranked PUGs for Objective points!
  2. YES – Even faster repairing of generators with combined effort, it also works when people are searching chests, cleansing totems or even opening the exit gates!
  3. YES – Just have friends close at hand.
  4. YES – Same as above.
  5. YES – The best of its kind.
  6. YES – Repairing generators can be time-consuming, but this is one of the best perks for getting them popped faster and for encouraging bonus coop points too.
  7. YES
  8. YES
  9. YES – Killers might inflict debuffs on you, but this perk will carry on regardless.
  10. NO – As much as I wanted to say yes, the harsh truth is that Leader isn’t much use in public games simply because the emphasis is on getting generators popped as fast as possible, in which case it’s faster for survivors to split up and work different generators solo. However, it’s a sorely underrated perk which can be very useful in ranked PUGs.
  11. YES – Discord enhances this perk’s potential.

 

QUICK AND QUIET (9/10)

 

  1. NO – It’s a perk that’s designed for you to remain immersed and/or shake off the     killer during a chase, both of which don’t do much good for your Boldness points.
  2. YES – While it’s not a good perk for points, it can potentially help you in those     moments where you need more time to yourself.
  3. YES – There is a cooldown attached to it, but it’s usable throughout the entire game.
  4. YES – If you’re being chased, you’re going to want to vault over windows or be daring enough to duck into a closet.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – The perk is not guaranteed to shake off the killer and the cooldown means that you’ll be making plenty of noise still if you’re vaulting through windows relentlessly.
  10. YES – Public games tend to be more about hide and seek, while it’s useful in ranked PUGs if there are moments where you have enough Boldness points and don’t want the killer’s attention anymore.
  11. YES – Discord doesn’t really have an impact on this perk.

 

SPRINT BURST (7/10)

 

  1. NO – While it’s arguable that a killer still chasing you after this perk is used is     good for your Boldness points, most smart killers will know it takes a lot of time to chase and strike down a survivor using Sprint Burst, and will most likely abandon the chase as soon as the perk is     activated.
  2. YES – In terms of evading a killer, there’s no doubt that this perk buys you more     time.
  3. YES – There is cooldown but it will always be there.
  4. YES – For the answer to be no, you’d have to avoid the sprint key entirely.
  5. NO – There are other perks related to bonus sprint speed.
  6. YES
  7. YES
  8. YES
  9. NO – The exhaustion mechanic means that you can easily waste this perk at a bad time if you’re not careful.
  10. NO – It’s an overrated perk that might fit the meta of public games, but is actually not such a smart choice for ranked PUGs.
  11. YES – You can coordinate with others on Discord to maximise Sprint Burst several times in the same game.

 

ADRENALINE (7/10)

 

  1. YES – Assuming the killer is standing by your downed body, getting up on your feet and sprinting away is enough to start a new chain of Boldness points. It could also help you reunite with friends or get to an exit fast.
  2. YES – Even though it’s an end-game perk, it can swing things back in your favour regarding your own time.
  3. NO – It’s an end-game perk; you must power up the exit gates first.
  4. NO – It only lasts for 5 seconds when it activates, assuming it’s able to activate at all. You and your friends won’t always be alive to see Adrenaline in action.
  5. YES – No other perk has a combo of instantaneous self-heal plus Sprint Burst rolled into the same package.
  6. YES – It can be a real live-saver in the right circumstances!
  7. YES
  8. YES
  9. NO – Let’s assume that you’re alive and the exit gates power up. This perk won’t do anything to help if you’re being carried by the killer or are on a hook. In that instance, not only did you waste a perk slot for something that literally only lasts for 5 seconds max in a game, but the killer had you preoccupied at the exact moment for Adrenaline to be made redundant.
  10. NO – Adrenaline sounds better for public games, but a waste of a perk slot in ranked PUGs.
  11. YES – Discord allows you to maximise the correct timing and usage of Adrenaline.

 

EMPATHY (8/10)

 

  1. YES – Knowing where the injured people are means more potential for Altruism     points.
  2. NO – This is debatable, but ultimately Empathy does not change much regarding     wise time management because most of the time, you’re only using it to gain a rough idea of where the killer is anyway. In some situations, you don’t want to be running to every injured person you see either.
  3. YES
  4. YES
  5. NO – It’s very similar to Bond; a lot more range but a lot more conditional as well.
  6. YES
  7. YES
  8. YES
  9. YES – It won’t     fail in telling you where injured survivors are located.
  10. YES – It’s a great perk that has its uses in both types of games.
  11. NO – It may be a great perk, but you can use Discord effectively enough to negate Empathy.

 

BOTANY KNOWLEDGE (8/10)

 

  1. YES – Faster healing means faster Altruism points.
  2. YES – Faster healing means better time management.
  3. YES
  4. YES – As long as you do enough healing at least.
  5. NO – Even if its conditional, there is one superior healing perk that springs to     mind.
  6. NO – It’s debatable, but this perk is 50:50 in terms of basic healing and extra efficiency with a medkit, which you might not always have.
  7. YES
  8. YES – Although it does work much better with a medkit in hand.
  9. YES – The buffs are there to stay even if killers give you debuffs.
  10. NO – To truly see the full benefit of Botany Knowledge, it requires constant     access to high quality medkits with addons attached, something you can easily enjoy in public games but not so much in ranked PUGs.
  11. YES – Discord doesn’t really boost this perk unless a friend is directing you to a     medkit.

 

SELF CARE (10/10)

 

  1. YES – Altruism points for skill checks, Survival points for healing yourself.
  2. YES – Besides the obvious act of nursing yourself back to full health, it means you can do something else constructive besides gen-rushing.
  3. YES – You’ll never lose this ability.
  4. YES – It plays a major part.
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES – You can roll out with your best medkits to maximise Self Care in public     games, and you can seriously boost your points potential in ranked PUGs.
  11. YES – Discord can’t take anything away from Self Care.

 

IRON WILL (9/10)

 

  1. NO – Ending chases is not a good thing for your Boldness points
  2. YES – However, ending chases can be a good thing for your time management.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – All it takes is for a killer who is very good at following your blood trail, not to mention any competent killer who runs Bloodhound or Stridor or both, to make Iron Will irrelevant.
  10. YES – Better in public games obviously, but still useful in ranked PUGs as well.
  11. YES – It’s arguable that you can coordinate plays via Discord where Iron Will helps greatly.

 

CALM SPIRIT (8/10)

 

  1. NO – Being immersed does not do much of anything for your points.
  2. YES – Not pissing off crows can be beneficial for your time management.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – Even at 100%, it’s actually possible to disturb crows so the perk is far from foolproof. Subsequently, this can be punished by Spies from the Shadows.
  10. NO – Public games tend to be more of the scene where survivors love to be     immersed, but that does not really help you much in ranked PUGs.
  11. YES – Discord does not really impact this perk.

 

SABOTEUR (10/10)

 

  1. YES – Creates a new avenue for Boldness points without having to interact with the killer.
  2. YES – You have another option available to you besides gen-rushing.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES – You can go into public games with your best toolboxes and make the most of Saboteur, and it’s almost free licence to roll in more Boldness points in ranked PUGs.
  11. YES – Discord is more likely to help Saboteur when survivors can tell you that they’ve found toolboxes in chests, or where hooks or traps are that need sabotaging.

 

BALANCED LANDING (7/10)

 

  1. NO – Same reason as Sprint Burst.
  2. YES – Same as Sprint Burst.
  3. YES
  4. YES
  5. NO – There are other perks that perform the same function.
  6. YES
  7. YES
  8. YES
  9. NO – Some maps might not have enough spots for you to drop from heights, and you could easily mistime its usage and get hit on a drop before the speed boost kicks in.
  10. NO – Again, a perk that makes more sense in public games but not in ranked PUGs.
  11. YES – Discord could allow you to maximise the usage of Balanced Landing.

 

URBAN EVASION (6/10)

 

  1. NO – It helps with immersion which does extremely little for points at best.
  2. YES – Being more immersed however can do well for your time.
  3. YES
  4. NO – Just because you have the perk doesn’t mean crouching is the best way to     get around.
  5. YES
  6. NO – It’s a nice speed boost but you still move slowly while in the crouched state.
  7. YES
  8. YES
  9. YES – It’s a static buff that’s there to remain.
  10. NO – As with most survivor perks that boost immersion or your chances of     evading/losing the killer, public games yes, ranked PUGs no.
  11. NO – You can be notified ahead of time if a killer is approaching your area if you really want to hide, so Urban Evasion becomes a waste of a perk slot.

 

STREETWISE (8/10)

 

  1. YES – More conservative item usage means more and/or faster points.
  2. YES – If you’re able to use your items for longer, then that’s good for time     management.
  3. YES – So long as at least one person in your band of survivors has an item at hand.
  4. NO – In ranked PUGs especially, you’ll have a maximum of 3 items which isn’t much.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – This won’t do anything for items with addons that instantly consume the item. Although the buff is static no matter what, you have to be within 8m of other survivors for it to register, and it can be completely overshadowed by Overwhelming Presence which is as big as the     killer’s terror radius.
  10. NO – You’re far more likely to use items in public games than in ranked PUGs.
  11. YES – Discord can certainly enhance the potential of Streetwise.

 

SOLE SURVIVOR (3/10)

 

  1. NO – Another     perk for immersion.
  2. NO – Time management ceases to be relevant when you’re the only survivor alive.
  3. NO – All your     friends have to die.
  4. NO – There’s no guarantee that you’ll be the last survivor remaining either. The killer might down one, slug them and find you first before hooking the pair of you.
  5. YES – Although it’s not the only ‘last survivor standing’ perk, it’s the only one that hinders a killer’s aura-reading ability.
  6. NO – It might stop the killer from using auras, but that doesn’t stop the killer from using their other senses, let alone other perks such as Whispers, Bloodhound or Stridor.
  7. YES – But it’s best used in conjunction with Object of Obsession.
  8. YES
  9. NO – This perk really only counters two killer perks: A Nurse’s Calling and Deerstalker. If the killer isn’t relying on either of them, then Sole Survivor accomplishes nothing.
  10. NO – It’s so worthless that it’s not recommended for either style of play.
  11. NO – Your dead fellow survivors could potentially provide you with information to direct you to where you should be going to next, whether it’s another generator or the hatch.

 

OBJECT OF OBSESSION (9.5/10)

 

  1. YES – Although it can help you to remain immersed, it can also give the killer a     flashing beacon to head towards immediately, so it’s good for Boldness points.
  2. YES – This is very dependent on the player’s execution of OoO but yes, it can     serve you very well in time management.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES – It must be noted though that it’s NOT buffed by Open Handed like other aura perks!
  8. YES
  9. NO – Although it’s a great and fun perk, OoO is also a double-edged sword. It works fine against some killers but it can become an awful idea if     the killer is the Nurse or the Hillbilly. It also does not function against the Shape when he is in tier I of Evil Within.
  10. YES – This is such a debatable answer because it’s a very risky perk which might pay off for you in public games, but it’s an even bigger risk in ranked PUGs where games typically last longer when points are the main agenda. Unless you’re a very experienced survivor player who is confident in knowing how to use OoO wisely, it’s recommended to keep this incredibly user-dependent perk restricted to public games for practice until you get used to it. But if you want a perk that can     potentially get you Boldness points via chases on demand, OoO is THE best survivor perk in the game for that purpose!
  11. YES – As long as you know how to wield OoO and have effective enough communication with the other survivors, Discord can potentially enhance the pros and lessen the cons of Object of Obsession. But it will still be a very ballsy choice of a perk nevertheless!

 

DECISIVE STRIKE (7/10)

 

  1. YES – Gives you 500 survival points.
  2. YES – You can buy yourself an extra lifeline and start a whole new chase for extra Boldness points, and perhaps break free of the killer too.
  3. NO – You can     technically save it until near the end of the game, but it’s a single-use perk.
  4. NO – Again, single-use perks don’t really tick this sort of box.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – You can     miss the skill check for it, you could be slugged by the killer so that you don’t use it or use it later on when it’s not much help to yourself or your friends, you could be sent into the dying state far too close to a hook to be able to use DS and if you have the worst luck, you might have DS trigger the moment you are put on the hook which makes the perk expire and cannot be used for the rest of the game.
  10. NO – Single-use perks are questionable in terms of overall value. You might find more use for it in the shorter time frame of a public game, but you’re throwing away a perk slot in ranked PUGs for the sake of a public perk that’s bound to do you more harm than good.
  11. YES – You can communicate via Discord in order to determine the best moment for you to use Decisive Strike.

 

OPEN HANDED (8/10)

 

  1. YES – It could go either way but potentially yes, extra metres of aura-reading for     fellow survivors or chests for example, could help in terms of points.
  2. YES – If Bond, Kindred, Plunderer’s Instinct and Alert are all good for time management, then having a bigger radius for their auras is also good for it too.
  3. YES
  4. YES
  5. YES
  6. YES – Not so     much on its own, but if all 4 survivors run it, that’s an extra 32m     radius applied to Bond, Kindred’s killer aura, Plunderer’s Instinct and Alert!
  7. NO – This annex perk serves no purpose if it doesn’t have one of the 4 mentioned perks above to attach itself to.
  8. YES
  9. YES
  10. NO – An extra 8m on its own isn’t much to write home about. You shouldn’t expect random survivors in public games to run Open Handed (which at the time of writing, happens to be the statistically least used of all the survivor perks). You’re more likely to get everyone on Discord to run it but even then, do you really need your Bond radius to be 68m when you have Discord at your service?
  11. NO – With the advantage of Discord, it’s arguable that you as a group don’t need     Open Handed to take up a perk slot. When it’s just you as an individual, you absolutely do not need it!

 

UP THE ANTE (5/10)

 

  1. NO – It boosts luck which some might say could indirectly lead to a few more points but it’s not reliable enough to do so on a regular basis.
  2. NO – It doesn’t really add or take anything away from your time management.
  3. YES
  4. YES
  5. YES
  6. NO – It’s like Open Handed except the numbers are so low that not even all 4 survivors stacking the perk is guaranteed to make any real     noticeable difference.
  7. YES
  8. YES
  9. NO – As already mentioned, there’s no guarantee that you’ll notice this perk’s     influence. It also gets weaker when survivors start dying one by one.
  10. NO – It’s not really a solid pick for either type of game.
  11. NO – You can use Discord well enough where your ‘luck’ isn’t something you need to concern yourself with.

 

ACE IN THE HOLE (8/10)

 

  1. YES – The addons could help speed things up a little, meaning faster points.
  2. YES – Time management could be severely boosted if it’s an effective addon.
  3. YES – The perk is always active even if it only gets to be used a few times each     game.
  4. NO – There’s no guarantee that it will feature much. It’s 50:50 chance whether an addon will appear with your loot or not.
  5. YES
  6. YES – There’s potential for it to make a difference at least, but this is not always 100%.
  7. YES
  8. YES
  9. NO – Again, 50:50 chance. You might have games where none of the items in the 3 chests have addons.
  10. NO – It’s one of those perks that doesn’t have much impact on public games, but     actually serves a niche purpose in ranked PUGs where items and addons are disabled in lobbies.
  11. YES – Discord can help in finding you the locations of chests, but AitH is purely about whether or not an addon is present once you’ve opened a chest.

 

LEFT BEHIND (6/10)

 

  1. YES – Although the condition is awful, there’s great incentive to squeeze in more     Objective points before you die/escape.
  2. NO – Time management doesn’t matter when you’re the last one standing.
  3. NO – Everyone else has to die.
  4. NO – Same as last point.
  5. YES
  6. YES – Even if     you’re the last one standing and there are still 4 generators that need to be popped before exit gates open, that’s +100% repair speed to pop one more until the hatch spawns and opens!
  7. YES
  8. YES
  9. NO – Even though it’s an extra option, working on generators, especially when the hatch is already open, is a good way of getting yourself caught out by the killer.
  10. NO – It might be funny to run in public games and you may even have a bit of success with it, but it’s an awful perk to consider for ranked PUGs.
  11. YES – Your dead fellow survivors could inform you of where generators are in case you’re not familiar with their locations.

 

BORROWED TIME (8/10)

 

  1. YES – Provided you’ve time it well, you could get a hook rescue for a nice spike in Altruism points without fear of being downed instantly, and also potentially get to be chased to earn Boldness points.
  2. YES – This enables time management a lot more with such an option under your     belt.
  3. NO – It’s a single-use perk.
  4. NO – As stated above.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – Once it’s used up, you’re down a perk slot. This perk can also be countered hard by Insidious. You could also end up accidentally wasting it by     getting a hook rescue while within the killer’s terror radius when the killer wasn’t even focusing on you. Even if used correctly, a     cunning killer, given the right circumstances, might be able to punish those running on Borrowed Time in a way many survivors would not even fathom.
  10. YES – Although it’s far more of a public game perk, it could find use in ranked     PUGs too.
  11. YES – You can use Discord to truly get the best out of Borrowed Time.

 

UNBREAKABLE (8/10)

 

  1. YES – Similar to Adrenaline, being able to get yourself back on your own feet can indirectly lead to more points.
  2. YES – Not just time management, but getting more time back in your hands.
  3. NO – It’s a single-use perk.
  4. NO – It’s still a single-use perk.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – It could easily be misused. Or even worse, you might never be in a position to use it if the killer immediately picks you up after sending you into the dying state each time.
  10. YES – The fast-paced nature of public games makes Unbreakable a viable pick,     and you’re more likely to get slugged (for strategical reasons ofc) in ranked PUGs.
  11. YES –     Communication over Discord can help you determine when to use Unbreakable.

 

TECHNICIAN (7/10)

 

  1. NO – This doesn’t alter anything regarding your points potential with generators.
  2. YES – For time management however, the chance to avoid an explosion could help enormously.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – Good killers will still be thorough and approach the generators closer to be certain it’s not being worked on. And the chance to avoid an explosion is 50:50; it won’t always work.
  10. NO – For a generator perk, it still leans a bit too much towards immersion; good for public games but not worthwhile in ranked PUGs.
  11. NO – Whether it’s drawing the killer towards you or steering clear when he/she is     approaching your generator, Discord will do a better job of getting you what you want than using Technician.

 

LITHE (7/10)

 

  1. NO – Same as Sprint Burst.
  2. YES – Same as Sprint Burst.
  3. YES
  4. YES
  5. NO – There are other perks like this one.
  6. YES
  7. YES
  8. YES
  9. NO – Even though its activation is a little more foolproof than its other sprint-boosting cousins, vaulting through windows can be a risky business and it’s not that uncommon to end up taking hits even in situations where you felt you shouldn’t have been hit at all.
  10. NO – Definitely more of a public perk than one for ranked PUGs.
  11. YES – Discord can potentially be used to maximise Lithe.

 

ALERT (7/10)

 

  1. YES – While the perk is probably intended to help you remain immersed, you could use its function to go to the killer for more Boldness points.
  2. YES – Knowing the killer’s precise location is always helpful for time management.
  3. YES
  4. NO – Depends on how often the killer player is likely to smash pallets/generators in your proximity, especially as Alert has a cooldown period.
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. NO – You could argue that it’s good for both but honestly, this perk highlights something that should be obvious to you from a distance without auras to confirm. A good perk but just not quite worth a perk slot.
  11. NO – Again, you can relay info over Discord to each other without requiring the killer’s aura to confirm what’s going on.

 

WE’RE GONNA LIVE FOREVER (8/10)

 

  1. NO – The stacked bonuses count towards your expendable tally of bloodpoints for the bloodweb, NOT your final in-game score. In a setting where your points count such as ranked PUGs or tournament matches, this perk would have zero effect or benefit.
  2. NO – This doesn’t change anything regarding time.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. NO – One of the greatest perks you can run in public games, but completely undermined by ranked PUGs where the bonus points do not apply to your in-game score, only to your expendable points for the bloodweb.
  11. YES

 

DEAD HARD (8/10)

 

  1. YES – This allows you to prolong a chase for longer BUT without overdoing it like the other sprint perks which is more likely to entice killers to carry on chasing you, meaning more bloodpoints. You can even time it to shake off a Trapper’s traps or a Hillbilly’s chainsaw swipe.
  2. YES – Same as above, such slight opportunities can pay dividends for your time.
  3. YES
  4. YES
  5. NO – Even though it functions a little differently from similar perks, it is still a sprint perk that makes you suffer from exhaustion and requires a     certain condition to be activated.
  6. YES
  7. YES
  8. YES
  9. NO – Because it’s manually-activated, it could still be prone to survivor error and easily be misused. In some situations it might only buy you an extra 2-3 seconds as the sprint boost only lasts for about a second.
  10. NO – Even though it’s the best of all the sprint perks, it’s still a perk more for public games than it is ranked PUGs which generally last longer.
  11. YES

 

NO MITHER (5/10)

 

  1. NO – Being one hit away from the dying state actually decreases your points     potential.
  2. NO – Time is certainly not on your side when you run No Mither!
  3. YES
  4. YES
  5. YES
  6. NO – Unless you mean making a difference in terms of getting yourself killed     quicker, then by all means yes!
  7. YES
  8. YES
  9. NO – This is a perk that’s designed to troll yourself and your friends more than it is to disadvantage the killer. Despite whatever benefits it may bring on the other hand, a perk that forces you to be close to death the entire game is not at all foolproof.
  10. NO – As a joke, it might be fun to play with it in public games which typically don’t last that long, but you are stunting yourself in ranked PUGs.
  11. NO – It’s not a worthwhile choice, period. You can arguably use Discord to do a better job than what No Mither’s positive aspects bring.

 

NON-UNIQUE KILLER PERKS

 

DEERSTALKER (10/10)

 

  1. YES – Being able to keep track of dying survivors can make it easier to create     scenarios for more points on the board.
  2. YES – In many situations, leaving survivors on the ground instead of hooking all of them each time you down them, can be very beneficial for your time management.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES – It will serve you so well in public games, and in ranked PUGs, it’s especially useful for preventing the hatch from unlocking as you down the last survivors and then use Deerstalker to find them again and take them to hooks to extract the most from your Sacrifice (and Deviousness) points.
  11. YES

 

HEX: THRILL OF THE HUNT (8/10)

 

  1. YES – Bonus Hunter points is enough.
  2. YES – Survivors taking longer to cleanse totems is a good thing, especially if     you’re running a hex build.
  3. NO – Being a hex, it’s safer to assume that it won’t.
  4. NO – This can vary depending on the course of the game, but it’s safer to assume it won’t.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – If the hex is cleansed, you lose a perk for the remainder of the game.
  10. YES – The extra time in public games can help, and the bonus Hunter points can be very beneficial in ranked PUGs for killers whose styles don’t usually foster many points in that category. It’s definitely a benefit in both.
  11. YES – Not all killers can maintain a hex build as well as each other, but this hex     perk can help in terms of buying you a little extra time and points, even if it’s very brief.

 

IRON GRASP (9/10)

 

  1. YES – If you’re having to trek long distances with a survivor draped over your     shoulder to get to the nearest hook, this could make the difference in reaching that hook in time.
  2. NO – Carrying a survivor over your shoulder is a time-consuming aspect of killer     gameplay, and Iron Grasp does not specialise in speed or time management.
  3. YES
  4. YES
  5. NO – There’s another carrying perk which can help in terms of extra distance and is objectively superior to Iron Grasp.
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES
  11. YES

 

SLOPPY BUTCHER (8/10)

 

  1. YES – Extra blood is good for keeping track of injured survivors.
  2. YES – It’s good for time management because you can keep the pressure on injured survivors, which might encourage altruistic survivors to stop whatever they’re doing and try to get your attention.
  3. YES
  4. YES
  5. NO – There’s a superior blood-tracking perk.
  6. NO – It could make a slight difference at best, but not a big one.
  7. YES
  8. YES
  9. NO – There may be more blood, but it’s still the same colour and lasts for the same duration, which is not that long.
  10. YES – Anything that helps you to carry on the chase and apply the pressure to the survivors is a good thing for both types of game styles.
  11. YES

 

DISTRESSING (8/10)

 

  1. YES – It gives you extra Deviousness points.
  2. YES – Depending on how you use it or which perks you combine it with, Distressing could have an effect which results in you having a little more time on your side.
  3. YES
  4. YES
  5. NO – It may be the only perk that offers bonus Deviousness points, but the main     feature of the perk is the increase in your terror radius which is shared with another perk.
  6. YES
  7. YES
  8. YES
  9. NO – Having extra terror radius 100% of the time can be a double-edged sword. It can intimidate survivors, but it can also give them earlier warning and help them hide before you spot them.
  10. YES
  11. NO – In terms of managing the pros and cons based on their own special abilities, the Wraith, the Hillbilly, the Shape and the Doctor can make great use of Distressing. But it’s more likely to have a negative impact on the Trapper, the Nurse and the Hag.

 

MONSTROUS SHRINE (4/10)

 

  1. NO – Faster entity progression on a hooked survivor might get you a few extra     Sacrifice points but if we’re being practical, how often are you going to hook survivors in the basement?
  2. NO – Your time is too precious; trying to get the majority of your hooks each game in the basement is a calamitous idea.
  3. YES
  4. NO – Again, are you serious about trying to host basement parties every single game?
  5. YES
  6. NO – The numbers are too small and basement parties are occasional at best.
  7. YES
  8. YES
  9. NO – This only works on the basement hooks and yet again, how often do you expect     you’ll get to use them, unless you run both Agitation and Iron Grasp and waste so much time?
  10. NO – It’s terrible for both game styles.
  11. NO – Even if the perk was half-decent, the factor of time dictates that the closest     hooks are the best ones to hook the survivors on. In addition, a couple of killers are so good at roaming maps to hunt down survivors that they have zero need for this perk.

 

UNRELENTING (5/10)

 

  1. NO – Missing hits does nothing for points.
  2. NO – You save yourself more time by landing your hits instead of missing one (with Unrelenting) and then landing a successful hit.
  3. YES
  4. NO – You don’t want this perk to play a major part in your game! If it is playing a huge part, then you have far bigger issues than relying on a perk such as Unrelenting!
  5. YES
  6. NO – Landing     your hits makes a far bigger difference than missing your hits, period.
  7. YES
  8. YES
  9. YES – The perk itself is foolproof, but the same can’t be said of its user.
  10. NO – An awful choice for both pub games and ranked PUGs.
  11. NO – Works the same for every killer on missing normal hits, but this is absolutely pointless for Nurse players.

 

BITTER MURMUR (5/10)

 

  1. NO – If you’re     decent at tracking or using logic and deduction to figure out where     the survivors are next, then this perk won’t make much of a difference in terms of points.
  2. NO – It can pinpoint the survivors, but your time management kind of goes out the window once the exit gates are powered up.
  3. NO – It only activates when the gates are powered up.
  4. NO – It only lasts for 9 seconds and that’s assuming the game reaches that stage.
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. NO – Public games might offer this perk a little validity, but absolutely not in ranked PUGs.
  11. NO – Some killers are better at finding survivors, and some are better at killing them to greatly reduce the chances of them popping five generators. End-game perks are not good for all killers, period.

 

HEX: NO ONE ESCAPES DEATH (5/10)

 

  1. NO – Let’s assume that you’ve defied the odds and have this hex active for     argument’s sake. If you find someone and down them in just one hit, you have half as many Brutality points and less Hunter points as well.
  2. YES – Downing survivors with more ease however, is definitely good for managing time, although time management goes out the window in the end-game phase.
  3. NO – It’s an end-game perk.
  4. NO – It’s a hex perk which might get cleansed before you ever get to use it.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – It’s a hex perk that only activates when the exit gates power up, so you’re     already spending the majority of the game with 3 perks at best. On top of that, you need at least one totem still remaining otherwise you won’t have this perk at all.
  10. NO – Again, more of a perk to consider for faster-paced public games, but an awful idea in ranked PUGs where survivors are almost certain to have all the totems cleansed before popping all the generators.
  11. NO – Some killers cannot defend totems as well as others, and it would be a waste of valuable time to even try.

 

INSIDIOUS (6/10)

 

  1. YES – If used     correctly, survivors could end up running into you when they least expect it and thus start a chain of good points.
  2. NO – It’s bad for time; you have to stand still for it to work and there’s no telling if it will pay off.
  3. YES
  4. NO – Nor do you want it to be a big feature of your game, because that means you’re throwing away valuable time in most circumstances.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – You can     still be detected by perks such as Premonition, Spine Chill and Object of Obsession. But even without them, aware survivors will be able to tell by your killer’s breathing that you have Insidious and against an SWF group, you lose the element of surprise once all the survivors know.
  10. NO – Public games tend to go by a little quickly for you to stand on the spot for too long, and ranked PUGs always have survivors in the same     Discord channel as each other.
  11. NO – Stealthier killers would make this work better, but they do stealth well enough to not need Insidious.

 

SPIES FROM THE SHADOWS (9/10)

 

  1. YES – Any alert you see is a potential chain of points.
  2. YES – Allows you to find survivors who may have remained obscured from your vision.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – It doesn’t work 100% of the time and it can be countered by Calm Spirit.
  10. NO – Good for public games, but I doubt you’ll feel its absence in ranked PUGs     where survivors being immersed can be counter-productive for them at times.
  11. YES

 

WHISPERS (9.5/10)

 

  1. YES – It can help narrow down the search for survivors which could lead to more     points.
  2. YES – If it helps you find survivors quicker, then you’ll save more time.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – Many ardent Whispers fans will flame me for this but the objective truth of the matter is that no matter how much you swear by it, Whispers is NOT foolproof and is therefore not a 10/10 perk. The whole concept of Whispers is that it tells you you’re getting ‘warm’ but it never tells you that you’re getting ‘warmer’ unlike the survivors who can hear the terror radius intensify. While Whispers can indicate that     there’s a survivor within your default terror radius, that is never a 100% guarantee that you’ll find them; they could be elusive and     smart enough to move around and avoid detection. Furthermore, it also triggers on survivors you have on the ground or on a hook, so it’s not always reliable enough to distinguish if there are multiple     survivors within your terror radius.
  10. YES – Survivors love to be immersed in public games, and it can tell you that you’re heading in the right direction in ranked PUGs even though survivors will be less immersed and more daring in order to get more points.
  11. YES

 

UNIQUE KILLER PERKS

 

UNNERVING PRESENCE (5/10)

 

  1. NO – Numbers are too small.
  2. NO – The function itself could buy you more time, but the numbers are insufficient.
  3. YES
  4. NO – It’s not a perk you can feel much as killer.
  5. YES
  6. NO
  7. YES
  8. YES
  9. NO – Let’s assume that a skill check occurs for a survivor within your terror radius. What if they land a great skill check because Unnerving Presence gave them the opportunity to do so? It’s a perk that has as much a chance of helping them progress further as well as hindering the survivors.
  10. NO – Too ineffective for either.
  11. YES

 

BRUTAL STRENGTH (9.5/10)

 

  1. YES – Faster     breaking of pallets means faster Brutality points.
  2. YES – More pallets out of the way means more of the map is open up to you, therefore helping you for time management.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES
  11. NO – The Nurse spoils the party here; she’s unique when it comes to pallets and     just doesn’t have the same issues with them like all the other killers. It’s also very questionable whether the Hag should be breaking that many pallets either considering her slower movement speed and having to be within reasonable proximity of her traps in order to teleport around. The Huntress can throw hatchets over pallets and has the least mobility out of all killers, which means roaming the map with her is a horrible idea, thus you shouldn’t encounter that many pallets as other killers.

 

AGITATION (10/10)

 

  1. YES – When you carry survivors to hooks faster, you get Sacrifice points faster.
  2. YES – Carrying survivors to hooks is more time-consuming than most players realise, so a perk that speeds up that process is a major fucking boon!
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES – Whether it’s for kills in public games or Sacrifice points in ranked PUGs,     Agitation is an excellent choice for both.
  11. YES – Killer identity is irrelevant when carrying a survivor over your shoulder: they all move at the same speed as each other.

 

PREDATOR (5/10)

 

  1. NO – If you’re     chasing someone already then it makes no difference to your points at all. If you’ve lost them and are trying to track them down, scratch marks alone aren’t reliable enough, let alone ones that last longer.
  2. NO – Chasing after unreliable scratch marks is more likely to help you waste time.
  3. YES
  4. YES
  5. YES
  6. NO
  7. YES
  8. YES
  9. NO – Scratch marks can be unreliable and misleading.
  10. NO – This is arguably the worst tracking perk in the game and has no real place in either public games or ranked PUGs.
  11. NO – Perks such as this are actually pretty bad for killers such as Nurse for example who has to recover from fatigue after blinking. Relying on scratch marks in that instance is bad.

 

BLOODHOUND (10/10)

 

  1. YES – Better blood trails can help maintain chases for extra points.
  2. YES – This can allow you to keep on injured survivors even if they use Iron Will.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES – Not only is the blood more discernible to the eye, but it lasts for an extra 4 seconds which is staggering! Considering that a blood trail is one visual clue that never lies, it makes an underrated perk such as Bloodhound a real unsung hero and one of the very best killer perks in the game!
  10. YES – Survivors love to be immersed in public games, and more blood allows you to keep up the pressure in ranked PUGs.
  11. YES – This is a boon for every killer, including Nurse who can benefit from this immensely even when blinking to try and stop an injured survivor.

 

SHADOWBORN (9/10)

 

  1. YES – Extra visibility could mean pinpointing survivors in hiding and points for     chasing.
  2. YES – If Shadowborn helps you find survivors more often, then it benefits     your time.
  3. YES
  4. YES
  5. NO – It may be the only perk that increases the brightness of your vision, but certainly not the only one that widens your FOV.
  6. YES
  7. YES
  8. YES
  9. NO – Any survivor with a flashlight is empowered a lot more simply by you choosing to run with Shadowborn, so be careful of what you wish for!
  10. YES
  11. YES

 

ENDURING (9/10)

 

  1. NO – Getting stunned by pallets does nothing for your points at all. If anything,     you’re more likely to get less Hunter points if you’re recovering from pallet stuns faster.
  2. YES – By default, pallets stun you for about 3 seconds. With Enduring however, you’re stunned for less than a second! Between the two of them, Enduring saves you more time on pallets than Brutal Strength.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. NO – It’s one of the best perks you could pick for public games, but it’s a real     double-edged sword for killers to consider in ranked PUGs. If you’re scratching your head as to why, well think about it from the survivor’s perspective. They know you have Enduring and you’re predictably launching yourself at pallets and taking the stuns every single time. For every pallet that falls on your head, that’s 1k less Boldness points that the survivor needs. While the perk saves you time, it actually encourages a playing style in which you are     unwittingly helping the survivors to save them more of their time than your own! When they get max Boldness points faster as a consequence, they no longer need to interact with you and that is NOT what you want in ranked PUGs!
  11. YES – If you’re asking yourself “what really, including Nurse?” then I say yes     again. Nurses don’t need to break down pallets, but they still might get stunned by them a few times when they least expect it, and the recovery from Decisive Strike is very nice too. If the devs ever decide to make the Nurse susceptible to pallet stuns mid-blink, then there’s no question that Enduring will suit her as well as every other killer.

 

LIGHTBORN (6/10)

 

  1. NO – This has no real bearing on your points
  2. YES – Or at least it could potentially, if it saves you from being stunned while     carrying a survivor that is, but it’s very situational to say the least.
  3. YES
  4. YES
  5. YES
  6. NO – If strong     flashlights were a real problem over many games, then the answer would be different. But without the flashlights to worry about, you’re just making your vision darker for no real reason.
  7. YES
  8. YES
  9. NO – If you’re     in a game where there is not a single flashlight being used against you, then you’ve wasted a perk slot to do the equivalent of burning a darker moonlight offering.
  10. NO – Possibly a good safety choice for public games, but you’ll never need Lightborn in ranked PUGs.
  11. NO – A few of     the killers need as much visibility as they can possibly get, not less.

 

TINKERER (8/10)

 

  1. YES – If your killer’s ability works faster, it means faster and more plentiful Deviousness points.
  2. YES – Obviously faster abilities means more time on your side.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. NO – If you don’t have the specific addons, this perk becomes useless.
  9. YES
  10. NO – A great choice for public games, but items and addons are disabled in KYF     lobbies for ranked PUGs, rendering Tinkerer obsolete.
  11. NO – It’s questionable whether using this on Nurse is a good idea as it’s generally better for your muscle memory to keep her blink stats consistent by not using addons.

 

STRIDOR (10/10)

 

  1. YES – If you find survivors because of louder breathing, that’s a whole new chain of points.
  2. YES – Again, if you find survivors trying to be immersed because of Stridor, it’s great for your time as well as your points.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES
  11. YES

 

THANATOPHOBIA (8/10)

 

  1. NO – This does nothing to directly contribute to your points.
  2. YES – It does     help your time.
  3. YES
  4. YES
  5. NO – It’s not the only perk that lowers action speed.
  6. NO – The numbers aren’t that high and it means constantly spreading the love just to keep it active and topped up.
  7. YES
  8. YES
  9. NO – It does not count when survivors are dead. The more survivors that die, the less this perk has an effect on the game.
  10. YES – It can be beneficial in both game modes.
  11. YES

 

A NURSE’S CALLING (10/10)

 

  1. YES – Survivor auras can direct you to where you need to go for more points.
  2. YES – Those auras can save you a lot of time too.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES
  11. YES

 

SAVE THE BEST FOR LAST (6/10)

 

  1. NO – Being able to recover faster from successful hits doesn’t do anything for points.
  2. YES – It can help you a little for time though.
  3. YES – It’s technically available as long as you keep your obsession alive.
  4. NO – You don’t want this perk to feature a lot because if it does, it means you’re     doing a lot of chasing without getting many hits in, which kind of makes it a self-defeating perk.
  5. YES
  6. YES – It’s such a rare perk these days that less cooldown on successful hits could take nearby survivors by surprise.
  7. YES
  8. YES
  9. NO – You need to chase a survivor for 20 seconds in order to activate STBFL, so it’s the same as playing in a way which revolves around Bloodlust.
  10. NO – Not worth the time or effort in either game.
  11. NO – Nurses definitely have no use for this perk whatsoever and to some extent,     the Hillbilly wouldn’t benefit as much as other killers would.

 

PLAY WITH YOUR FOOD (8/10)

 

  1. YES – Extra movement speed can help you land hits on your targets faster.
  2. YES – If you can reach your targets quicker, it helps you for time as well.
  3. YES – So long as your obsession is still alive.
  4. NO – You can     only build up this perk by chasing your obsession.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – You have to build up stacks by chasing your obsession and then be forced to lose them every time you commit a form of attack.
  10. YES
  11. NO – Nurse doesn’t need this at all.

 

DYING LIGHT (6/10)

 

  1. NO – It doesn’t directly contribute to your points.
  2. YES – If it activates, it can give you some considerable time.
  3. NO – You have to kill your obsession before it will work.
  4. NO – There’s no guarantee that you will kill your obsession and even if you do, it     might occur at a point where it’s too late for Dying Light to have much of an effect.
  5. YES – Not the only perk in terms of lowering survivor action speed, but definitely the more consistent one when it’s activated.
  6. YES
  7. YES
  8. YES
  9. NO – You have to kill your obsession to validate choosing this perk and until that     happens, you’re gifting your obsession 50% extra altruistic action speed.
  10. YES – You can use moris to swiftly kill your obsession in public games, and you’ve got more time to play around with in ranked PUGs.
  11. NO – Some killers are not as good as others in terms of getting swift kills when needed.

 

HEX: THE THIRD SEAL (5/10)

 

  1. NO – Nothing in terms of points.
  2. YES – If survivors struggle to find their way around the map without their auras, then that gives you more time.
  3. NO – It’s a hex perk.
  4. NO – You can’t always rely on a hex totem remaining intact.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – This perk is a rather pointless choice if the survivors don’t use any aura perks.
  10. NO – Rather pointless for both.
  11. NO – Not all killers can defend their hex totems as well as each other.

 

HEX: RUIN (8/10)

 

  1. YES – Even though the perk’s benefits to you are not direct, survivors can potentially spend a lot more time on generators and thus be easier to catch in the act for potential points.
  2. YES – It can do wonders for your time!
  3. NO – It’s a hex totem after all.
  4. NO – You can try keeping it up as long as you want, but it’s safer to assume that it won’t last long, nor should you exert yourself too greatly to the point of overlooking other matters.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – If you spawn far away from the hex while survivors spawn within reasonable proximity, it could be taken out of the game within the first 30 seconds, effectively making you waste a perk slot.
  10. YES
  11. YES – Even though not all killers can defend hex totems as well as each other, the extra time this perk buys you could prove crucial no matter     which killer you play.

 

HEX: DEVOUR HOPE (6/10)

 

  1. YES – Assuming you get 5 tokens, you get 1500 Sacrifice points per mori.
  2. YES – At 3 tokens, you get to down people in 1 hit. Provided you get your hooks in quick and get away from them fast before the rescues happen, the perk could help you for time.
  3. NO – Hex perk.
  4. NO – It’s safer to assume that it won’t in most games.
  5. YES
  6. YES
  7. YES
  8. YES
  9. NO – In order     for the tokens to count, you need to get the hooks in and then be     outside of a 24m radius of your hooked victims. If you’re not outside of that radius when they get rescued, you don’t get a token.
  10. NO – Certainly not a perk you want to bank on in public games, and ranked PUGs almost always have all the totems destroyed long before the exit gates are powered up.
  11. NO – Some killers can’t defend hex totems as well as others.

 

OVERWHELMING PRESENCE (8/10)

 

  1. NO – This has nothing to do with your points.
  2. YES – If this wears out toolboxes or flashlights, then it could save you a little time.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. NO – Items feature a lot more in public games, but not so heavily in ranked PUGs.
  11. NO – This wouldn’t be a good fit for killers such as the Wraith and the Shape.

 

MONITOR AND ABUSE (9.5/10)

 

  1. YES – If it helps you find survivors, that’s a new chain of points.
  2. YES – Again, find survivors and you’re doing good for time.
  3. YES
  4. YES
  5. NO – While it’s the only perk that decreases your terror radius, it borrows the     increased radius half from Distressing and the wider FOV from Shadowborn.
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES
  11. YES

 

OVERCHARGE (10/10)

 

  1. YES – You get Brutality points for smashing in generators, so more incentive to do that is always a good thing.
  2. YES – If the survivors fail the skill checks, you buy yourself a bit more time.
  3. YES
  4. YES
  5. YES
  6. YES
  7. YES
  8. YES
  9. YES
  10. YES
  11. YES

 

Based on these ratings, here are the top 10 perks for each side and why they’re the best perks for both public games and ranked PUGs.

 

BEAST OF PREY (7/10)

 

  1. YES – If the absence of the red stain is enough to land a hit or a down in a     situation where it would otherwise be unlikely, then it can help your points.
  2. YES – Landing a hit or a down on a survivor is a benefit for your time too.
  3. YES
  4. YES – It activates with just the first token of Bloodlust.
  5. YES
  6. NO – Landing one hit or down could make a slight difference, sure. But once this perk activates, you have 25 seconds at most to make it count. There’s no     guarantee it will pay off.
  7. YES
  8. YES
  9. NO – The cooldown of two whole minutes prevents it from being foolproof. A lot can happen in 2 minutes, especially a lot of chasing! A perk with only a small operating window before leaving you with just 3 perks in a significant chunk of your play time, is far from being     deemed foolproof.
  10. NO – There may be one or two exceptional circumstances where purposefully     generating Bloodlust could be the best option you have, but it’s a time-consuming and unreliable strategy to use on a regular basis, which is why Beast of Prey is not an ideal choice for either public games or ranked PUGs.
  11. NO – The Nurse for starters has no use for this perk, and it’s arguable whether a     few others would benefit from it at all.

 

TERRITORIAL IMPERATIVE (7/10)

 

  1. YES – You can potentially punish a survivor who goes into your basement to loot chests.
  2. YES – For the same reason as above.
  3. YES
  4. NO – Survivors venturing into the basement on a regular basis is a rarity.
  5. YES
  6. NO – It’s too situational to expect it to make a significant enough difference.
  7. YES
  8. YES
  9. NO – The cooldown means you won’t always be updated on every single moment a survivor is inside your basement. And survivors can enter the basement while within your default terror radius as a counter. Don’t expect this perk to make basement party plans dramatically less foolproof either.
  10. NO – It’s a very situational perk at best for finding survivors, and aiming for basement parties is not a foolproof strategy either. Not a solid     perk for either game.
  11. YES – As long as you play killer normally, then this perk is equally effective with all killers no matter their identity.

 

HEX: HUNTRESS LULLABY (8/10)

 

  1. YES – It’s not     direct, but more failed skill checks and increased generator     regression can set up scenarios for more points.
  2. YES – More so than points, higher chance of failed skill checks reaps you more     time.
  3. NO – Hex totem, enough said.
  4. NO – It’s still a hex, you can’t assume it will last long in most of your games.
  5. YES – Even though Hex: Ruin is very similar to this, Hex: Huntress Lullaby’s     regressions, although less likely to happen, will at least give you notifications to notice. The more you can rack up and sustain the tokens, the more unique this perk becomes.
  6. YES
  7. YES
  8. YES
  9. NO – For the same reason as its arguably more reliable cousin, Huntress Lullaby could be found and taken out within the first 30 seconds of the game, spending the remaining 99% of it with just 3 perks to utilise. You also need to land 5 hooks and hope that your hex still stands to see the full benefits of this perk.
  10. YES
  11. YES – Like Hex: Ruin, you can slap it on any killer and provided it lasts just long     enough, it will still buy them extra time, even if just a little.

 

TOP 10 SURVIVOR PERKS

   

 

  • BOND (10/10) – Some might disagree with this, but Bond has a really strong claim to being the #1 Survivor perk in the game. Why? It feeds you with information that is not only far more accurate, but far more valuable than what you could be told over Discord. It can tell you if a survivor’s nearby, it can tell you if they’re working a generator not far away, it can tell you if someone within your proximity is injured and needs healing, it can tell you if they’re being chased by the killer and/or need the aggro taken away from them. Or if you’re really in it for yourself, you could use it to sandbag fellow survivors! This is the best perk for that purpose because in the DCG after all, you’re competing against other survivors in terms of points. Bond is perhaps the best perk in the game for hurting your competitors!On top of there being many ways to potentially reap some decent points due to the benefits of Bond, you can also use Open Handed in conjunction to buff this wonderful perk. An extra 8m on its own is not much, however, if all 4 survivors run Open Handed, they stack and then that 2nd perk slot is being used to boost Bond by an extra 32m! This is significant because in ranked PUGs, you can’t equip items or addons in lobbies that would boost other great perks, but you absolutely can equip any perk you please; Open Handed fills this very niche and can potentially almost DOUBLE Bond’s power up to 68m!

 

 

 

  • SELF CARE (10/10) – Some of you will predictably say this should be the real #1 perk for Survivors and you would have a good point; it was very close between this and Bond. It’s fantastic for points when you get Altruism for skill checks and those elusive Survival points for the action of healing yourself. Although it can be time-consuming, you’re still getting points in a way that’s not risking popping the     generators too fast. And of course, being able to heal yourself and undo the damage the killer has inflicted upon you is always a huge deal.In terms of points, it’s arguably even better than Bond. However, the reason I listed this as #2 is because if you want to maximise Self Care, it’s best used with a medkit to help speed things along, and you can’t equip a medkit right off the bat in PUG     lobbies. In addition, there is no guarantee that you’ll find a medkit in any of the three chests either. But even without a medkit, Self Care is still a 10/10 perk and if you’re serious about your points but still want to run perks, this and Bond are the two     absolute must-have perks!
  • SABOTEUR (10/10) – I know, you’re probably thinking I must be off my head! But remember, these perks are being rated on how good they are in public games AND ranked PUGs too, the latter being very different from the former. With Saboteur, you have a free licence to farm Boldness points WITHOUT having to interact with the killer! Another discreet benefit is that if you sabotage enough hooks and the killer still tries carrying you to one but won’t get there in time, you get to wiggle out and gain 500 Survival points too, so albeit in a more indirect manner, Saboteur can be great for those tricky Survival points! Considering that Agitation is one of the very best killer perks in the entire game, Saboteur is also rated very highly due to     being somewhat of a counter-perk towards it.Like Self Care however, you won’t get the full benefit of this perk unless you have a toolbox handy, which you can’t equip in PUG lobbies and there’s no guarantee you’ll find one in a chest either. Sabotaging hooks also generates the risk of the killer slugging you and you might assume     that’s because he/she is pissed off with you but being a killer main myself, I can assure you that 90% of the time, it’s because you (and your friends too perhaps) sabotaged so many hooks that carrying you to one would be a waste of his/her time if you’re guaranteed to wiggle free. Even though Saboteur is still a 10/10 perk without a toolbox simply for what it can do for your points, it’s also a perk where you truly reap what you sow!

 

   

 

  • WE’LL MAKE IT (10/10) – Unquestionably the best non-unique Survivor perk in the entire game! You’re bound to get hook rescues anyway, so being able to ride a wave of double healing speed means that anyone you heal will feel like they’re being rubbed by an extra pair of hands as well as your own. For a temporary bonus perk, it lasts quite a while too! And one other major benefit that doesn’t get mentioned much at all, is that this perk is THE best counter-perk to use against killers who run A Nurse’s Calling. When you can heal that fast, in most situations it won’t matter if they can see your auras; you’ll very likely be finished patching up your friend before they can get close enough in time!We’ll Make It definitely qualifies as a     10/10 perk, but the reason it’s #4 on this list is that even though it can give you faster Altruism points immediately after performing what is the best spike in Altruism points you can score, it doesn’t give you EXTRA points or create options or opportunities to score extra points in the same ways that Bond, Self Care and Saboteur can.

 

 

 

  • LEADER (9.5/10) – This perk can boost the speed of any survivor action, and I mean any action which includes searching chests, cleansing totems and opening the exit gates! The biggest benefit of this perk however is when you’re working with other survivors on the same generators. If you truly want 8k Objective points in your games, then you HAVE to work generators with other survivors for those necessary coop points. Leader is the best perk in the game for encouraging survivors to snap up those crucial coop points along with you.The reason why this hugely underrated perk is not a 10/10 one is because there’s not much use for it in public games (which is precisely why it’s so underrated in the first place coincidentally). Survivors get the exit gates powered up faster by working each different generator alone, not huddled together on the same one, therefore making Leader redundant in such a scenario. But it’s one of those rare perks that’s actually a much better choice for ranked PUGs. When survivors work generators together, they get diminishing returns in terms of repair speed, but the buff from Leader can help to partially negate that. If you can pop generators faster in addition to getting as     many Objective and coop points as possible from them, then it gives you a considerable advantage in points and time management!

 

 

 

  • OBJECT OF OBSESSION (9.5/10) – Why is this chaotic perk even in the top 10? Good question, for which there’s a very good answer, believe it or not. When it comes to your Boldness points, there is no better way of raking them in as fast and as efficiently as being chased by the killer. It’s faster and better for Boldness points than Saboteur! You can see the killer’s aura and try to control your line of sight so that you know where he/she is but time it so that you don’t give away your own position. You can even use it to spy on certain killers and relay information to your fellow survivors over Discord with it. But if you want to be chased, this perk can make you shine like a beacon to the killer, and they will head straight to you like they accept your request for a chase on demand!But as I said, this is a chaotic perk; as double-edged as a double-edged sword could ever be! It takes a lot of experience to maximise the pros and lessen the cons that are inherent with OoO, something which Discord could help with too. But the truth is that this perk is not foolproof enough to be a 10/10 perk because it can be sensitive (a good or bad choice) to the killer’s identity, and not being     foolproof enough is also the key reason why it’s rated below Leader overall. You need to have serious balls on you to make OoO one of your main perks!

 

   

 

  • NO ONE LEFT BEHIND (9/10) – It’s extremely rare for an end-game perk to be rated highly enough to make the top 10 for any side so when it does, it’s got to give a HUGE benefit in some way for making you wait until the end of the game. NOLB does precisely that by giving you DOUBLE Altruism points when the exit gates are powered up! On numerous occasions during the end-game period, I’ve gone from 400 Altruism points to the max 8k (yes, multiplying my Altruism tally by 20!!!) just because NOLB made it possible; 3750 Altruism points per hook rescue and 1000 points per heal (not including skill checks or coop points) rack up insanely fast!No end-game perk can ever score higher than 9/10 though due to their situational nature; there’s no guarantee that the exit gates will even be powered up. But NOLB ticks every other box and is another underrated gem that sadly gets overlooked by many.

 

 

 

  • PLUNDERER’S INSTINCT (9/10) – Increased chances of better loot from chests is always a pleasant thing to have. Like Bond, it can also be buffed by Open Handed. It is considered a scumbag perk though when Survivors use it to depend on finding keys to open the hatch. If nothing else, the perk is added incentive for searching through chests which give you 250 Objective points each.But where it fails to be a 10/10 perk is that it plays a temporary part in games at best: once the chests have been looted, it ceases to be relevant. And more crucially, it fails the foolproof test; you can still find brown items in all the chests with PI equipped. It’s one of those perks that is a good choice for both public games and ranked PUGs, but if you’re looking for extra points, there are far better choices out there.

 

 

 

  • IRON WILL (9/10) – It’s good for making the killer work harder to chase you while you’re injured as the lack of noise you make when in pain can sometimes throw killers off. It can save your life in those moments where you really do need to shake the killer off your back.But stopping chases or using it to be immersed is not good for your Boldness points. And even if the killer’s not using Bloodhound and/or Stridor, your default blood trail is enough for killers to go on and make Iron Will seem like a waste of time.

 

 

 

  • QUICK AND QUIET (9/10) – Another good perk for trying to get the heat off of you. It’s gained a lot in popularity since the noise reduction was buffed to 100%.However, its sudden boost in popularity is also its undoing; killers find that Q&Q is somewhat too predictable when there are no scratch marks or other visible clues in sight. If you ducked into a closet hoping that it would work, you could easily end up being yanked out of it and put on a hook. If not used correctly, Q&Q is less likely to keep you alive than Iron Will which is why it’s rated below IW despite also being a 9/10 perk.

 

 

TOP 10 KILLER PERKS

   

 

  • AGITATION (10/10) – Before you raise your arms in hysterical objection, hear me out on this one. When you’re playing for points as any killer, the three main categories of Brutality, Deviousness and Hunter are easy to reach 8k points in compared to the Sacrifice category which is a lot harder, especially when you can only get 8k points by getting a 4-kill and you need to get people on hooks to do that; a very time-consuming factor in killer gameplay. Whether it’s for points or for kills (or both), you need to land those hooks.With the Victory Cube now upon us, getting hooks is more important than ever before, and Agitation works with all killers because despite their own movement speed differences when on the prowl, they are all the same as each other when carrying a survivor on their back. A killer perk that is fantastic for all killers regardless of identity, one that helps save a lot of time and also helps towards getting faster     Sacrifice points as well as kills. It is for these reasons that from a purely objective viewpoint, Agitation is the #1 killer perk in the entire game!

 

   

 

  • A NURSE’S CALLING (10/10) – You can see the auras of 1, 2 or even 3 survivors healing each other in the same spot within a 28m radius thanks to     this perk. Finding one survivor is always good, but finding more than one survivor in the same spot means you have a real chance to trouble them and slow down the survivor side’s progression in the game. It’s brilliant for constantly applying pressure on injured     survivors and luring out healthier survivors to show themselves too!A perk like this is great for your points and your time. But the only reason it’s #2 is because it doesn’t quite give a boost to Sacrifice points in the same way that Agitation does. Despite that, A Nurse’s Calling is very much a 10/10 perk!

 

   

 

  • DEERSTALKER (10/10) – In situations where you feel it may not be the right time to go for hooks, this perk can help you exert more control in the game. Similar to A Nurse’s Calling, it can potentially lead you to more than one survivor. It’s also the best perk for finding the last remaining survivors crawling on the ground trying to hide from you; if you’re serious about maxing out your Sacrifice and Deviousness points with a 4-kill, then Deerstalker is like visual insurance towards that aim, which is what makes it the best non-unique killer perk of them all.So why is it third? Even though it has an extra 8 metres over its survivor-aura cousin, A Nurse’s Calling is more likely to lead you to more survivors as well as apply more pressure on them than Deerstalker could, ultimately meaning that between the two of them, the former is more likely to reap you more points. But don’t let that dissuade you from opting for Deerstalker: it’s the best perk for controlling the end-game by deliberately preventing the hatch from spawning, and there is no better perk in the game for cleaning up and increasing your chances of a 4-kill along with 8k in both Deviousness and Sacrifice categories!

 

   

 

  • OVERCHARGE (10/10) – This might come as another shock to many, but this perk is both underrated and under the radar. When you’ve not got many generators left to protect, this perk is immensely helpful in delaying the survivors and causing them to regress in the latter stages rather than progress, especially if you’re able to hold onto a 3-gen strat.Survivors failing the skill checks alert you the moment they     start touching your generators and when more survivors are dead, those last few generators are virtually impossible for them to pop when you’re backed up by Overcharge. This perk is a little like a more specific and manual version of Hex: Ruin, except it lasts for the entire game and the survivors cannot take it away from you.

 

   

 

  • BLOODHOUND (10/10) – Again, another underrated perk that scores 10/10 when you look at it from a totally objective point of view. With the obvious exception of auras, blood trails are the most accurate and reliable visual clues you can see as a killer. So when those blood trails become more clear to the eye and also last 4 seconds longer, you’ve got a perk that flips the bird to anyone who thinks they’re safe by running Iron Will or Quick and Quiet!The reason why it’s below the top 4 perks is because it’s just a tracking perk that     works when survivors are already bleeding; it’s not quite the same     as a perk that can hook people faster, see auras of multiple survivors healing each other or on the ground in the dying state, or forcing survivors to very likely fail skill checks on generators and delay them further from making it out alive.

 

   

 

  • STRIDOR (10/10) – Another underrated tracking perk, very good at picking out immersed survivors who give themselves away with their breathing. It’s also not bad against survivors who use Iron Will even though Stridor doesn’t function to its full capacity in such an event. On top of     that, it forms a superb perk combo with Bloodhound which is another 10/10 perk! People trying to hide very close by? Listen out for     their breathing. Left a survivor dying but not sure where they’ve crawled to? Bloodhound makes the pool and trails of blood easier to see and the 50% louder moans of pain from Stridor increase your chances greatly of finding them. The combo is like an aura-less version of Deerstalker, except it also works when survivors are on their feet and running about!So why is Stridor the lowest of the 10/10 perks? Because according to some players, you can negate Stridor with better quality headsets or headphones. But remaining completely objective, if you’re trying to find survivors, louder breathing is always a good thing for killers regardless of what headset the player has.

 

   

 

  • BRUTAL STRENGTH (9.5/10) – Really? Brutal Strength is only 7th? Are these ratings broken? Maybe they are. But after all, we are rating these perks based on them ticking as many boxes as possible in domains such as points, how foolproof they are, if they’re good for both public games and ranked PUGs, and if they’re worth using up a perk slot on all killers. Brutal Strength fails on the last part simply because the Nurse and both the Hag and the Huntress to some extent, don’t really need it which is why it’s a 9.5/10 perk at best.Brutal Strength smashes down pallets about 0.8 seconds faster than normal. While it doesn’t save as much time as Enduring does, you still need to destroy some pallets that you come across in order to open up the map for yourself a little more, and at least you get instances of 100 Brutality points faster. But even though you have Brutal Strength, you don’t want to take it as an excuse to explore the entire map and destroy every pallet just because the survivors lead you to all of them for the sake of wasting your time.

 

   

 

  • MONITOR AND ABUSE (9.5/10) – Wider FOV and lesser terror radius when searching for survivors, normal FOV and more terror radius when chasing them. This is a fabulous perk for finding survivors, and it’s downright deadly in the hands of killers such as Hillbilly, Nurse and Shape.The only reason it’s not 10/10 is because it borrows half of its traits from two other perks to form an interesting combination, therefore it’s not the only one of its kind and nor is it a clear superior choice over them in every situation.

 

   

 

  • WHISPERS (9.5/10) – I know Whispers has a lot of fans who will swear it’s a 10/10 perk through and through. Of course, when the survivors suddenly have a terror radius of their own for you to go on, it’s very     tempting to jump on the Whispers bandwagon. When used to its fullest, it’s definitely one of the best tracking perks in the game.But the one thing that prevents Whispers from ever     being a true 10/10 perk is that it just isn’t foolproof enough, and it’s the same reason why it’s the lowest of the 9.5/10 perks. The very function of Whispers is designed to be vague and never quite specific enough. You could find someone fast, but you could just as easily waste time searching every nook and cranny for a survivor who is smartly moving around and avoiding you. Whispers is also incapable of telling apart someone who is on their feet, on the ground or on a hook, nor can it tell you whether there is more than just 1 survivor within your terror radius. Don’t get me wrong, it’s one of the best killer perks in the game for sure, but if you’re one of those players telling yourself that you can’t play killer without Whispers, you seriously need to get better at actual tracking!

 

   

 

  • ENDURING (9/10) – When it comes to pallet disrespect, this helps you save more time than Brutal Strength. It shakes off pallet stuns as if they’re a minor nuisance, so it’s brilliant for saving stacks of time.However, it doesn’t do anything extra for points and there’s a big concern hanging over Enduring for those killers who do actually have points in mind. If you constantly throw yourself into pallet stuns, despite how good Enduring is for saving you time on pallets, you’re actually helping the survivors save even more time when it comes to them milking you for Boldness points! And when they no longer need Boldness points, they’re not going to want anything more to do with you unless they also need some opportunistic Altruism points. IF you’re going to use this perk in ranked PUGs, best to use it gingerly: take a few pallet stuns at key pallets that need to be destroyed immediately but don’t go overboard with every single one you find. When points are the main agenda, you don’t want to even use this perk half as much as you use Brutal Strength in the     same game!

 

 

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