Counselor Perk Tierlist
Introduction
This tierlist is assuming you have the highest possible quality of a perk, and is subjectively my opinion.
General S Tier
Starting off with the General S tier, these are perks that should rarely be unused or are extremely effective in every counselor's loadout.
This perk allows all med-sprays to be used twice, allowing a singular counselor to safely do each of the following with a single med-spray...
- Disable 2 traps
- Tank 5-6 throwing knives
- Survive sprinting through 4-6 broken windows
- Tank 6 slashes from Jason. (4 if they have +Weapon Strength)
- Survive 2 long falls
This perk grants a free med-spray upon spawning. The value of this perk has tremendously increased since after the nerf, there are usually only 5-6 medsprays that spawn naturally in the map.
This perk increases weapon damage by up to a respectable 15%, but the best part is Spawning with a Free Bat. More worthwhile after the weapons nerf, as now only 2-3 Bats will naturally spawn in the map.
General A Tier
These are perks that are overall good and provide a decent benefit.
Before the nerf this was S tier, but it's still good as it allows you to tank an additional hit/throwing knife before limping.
Grants up to a 25% increased chance to stun Jason with any melee weapon, effectively turns all Wrenches into short-ranged bats.
Lets you attack up to 20% faster, which can mean the difference between a landed hit, or getting grabbed.
Expands your maximum stamina pool, letting you dodge/jog/sprint more than you normally could.
General B Tier
Perks that aren't very strong, but can still give you an edge in gameplay.
This perk gives your fireworks a measly 10% larger stun radius, but also gives you a free batch of them. While not useful in every situation, sometimes if Jason is camping an objective its the only way to get it done.
Makes your weapons sturdier, which can sometimes give you that extra bat stun you need.
EDIT - 5/24 PATCH REDUCED MAX VALUE TO 15%, MOVED TO SUB-PAR TIER.
Gives a minor fear resistance buff, but most importantly your Minimap will never fade away when you are panicked. Very useful on low-composure counselors.
Grants a minor fear resistance buff, and a free Large Map, which can be helpful in locating objectives quickly.
Poor man's Marathon, while it does help you recover stamina faster, it doesn't let you sprint/jog at one time any farther than you normally could.
Sub-Par Perks
- Aquanaut
- Controlled Breathing
- Easy Listening
- Evasion
- Friendship
- Grease Monkey
- Grinder
- Heavy Mover
- Heavy Sleeper
- Home Body
- Ice Cold
- Lone Wolf
- Potent Ranger
- Psychic
- Pyro
- Quiet Swimmer
- Scout
- Sneaky
- Spacial Awareness
- Teamwork
Fighter Tier
These a perks that are most effective in the hands of high strength/luck characters.
This perk is most effective in groups, as it gives you an increased boost of stamina when escaping Jason's grasp, allowing you to sprint away a good distance or continue the fight.
Lets you escape Jason's grip faster. Most effective on high strength/composure counselors, while the effect may only shorten the time by 0.5-1 seconds, it can certainly save your life.
Increases damage only with the Axe, good thing Jason always has one at his shack. Lets beefy counselors like Buggzy demask Jason with 1-2 axe hits.
Nerd Tier
These are perks mostly objective oriented, and should normally be taken on high Repair counselors.
If you are the one to call the Police, they will arrive up to a minute and a half faster than they normally would.
Allows a high Repair counselor repair a part faster than Jason can recover from a stun.
While the 15% speed increase might not seem like a lot, it lets you drive almost as fast as a normal Jason in the water, nevermind a -Water Speed Jason, he'll never catch you.
Chad Tier
Are you a total Chad, stealing cars and boats from those puny nerds and escaping by yourself? These perks are for you.
Gives you an extra boost in car speed, as long as no poor people are weighing you down.
Gives a minor speed increase to car driving, poor people can be included on this one.
Increases stun times with Bats by about 0.35-0.5 seconds, not very useful on most counselors, but this is exactly enough extra time for you to start a car while Jason is stunned.
End Notes
I'd like to make it clear that this tierlist shouldn't determine exactly what perks you need to run, but just informs people on very useful ones.
Perk choice is entirely up to the player, and i'm not disenfranchising players who want to do crazy builds like 75% Sense Avoid AJ or something.
Play the game however you want to.
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