The Texas Chain Saw Massacre

The Texas Chain Saw Massacre

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Victim Perk Ratings [WIP]
By willum.d
Perk ratings for Victim
   
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Introduction


This game has been abandoned by the devs.

I do not recommend buying it if you haven't already, nor do I recommend buying any future products from GUN due to their track record of failing to maintain their games.


Family Perk Ratings: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3239617611
Victim Builds: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3205606550
These are my ratings of all of the perks for Victim. The effects of every perk will not be described in this guide. They can be found here:
https://texaschainsaw-massacre-the-game.fandom.com/wiki/Perks#Victim_Perks
Best
These are perks that should generally always be equipped when possible.

Bomb Squad
  • Hands' / Hitchhiker's traps are far better as slowdown than they should be without this perk. No Bomb Squad means having to waste time finding a bone scrap (that you can't even use to defend yourself) and having to go through a slow disarm animation. Even after all of this, Hands / Hitchhiker has a chance of just finding you and chasing you away, and is able to reset the trap within a few seconds, completely negating all of the time that you just wasted.
  • The nerf to this perk did nothing to address its best use, which is in rushing. It's still a top tier perk.
Choose Fight
  • Disgusting perk for brute forcing objectives right in front of Family members. Even stronger if doing car battery with high Proficiency, or having a Connie or Fast Hands teammate unlocking a door.
Fast Hands
  • Great perk with a lenient range for forcing open doors quickly. The nerf that this perk received was minor, and doesn't change its status much.
  • Particularly valuable on Family House, or if a Family member was just stunned and you're brute forcing a locked door.
Saboteur
  • Amazing perk that makes fuse box very strong and can allow for full team escapes.
  • Countered by Hands' Ripstall ability, but having a second fuse ready to place in shortly after he Ripstalls your first one can circumvent this.
Strong
These are solid perks that are generally going to get good value across most matches.

Bounce Back Better
  • Less healing compared to Extra Drip, but still a decent healing perk that will almost always get value.
  • The value really is much worse compared to Extra Drip, unfortunately.
    • BBB will give 11 more health with a small health bottle (27.5 to 38.5), and 17.76 more health with a large health bottle (44.4 to 62.16).
    • For comparison, Extra Drip is always giving 36 extra health. This is around a 131% increase in healing with small bottles (27.5 to 63.5) and a 81% increase in healing with large bottles (44.4 to 98.16). Bounce Back Better meanwhile just gets a measly 40% increase. Extra Drip gets 2-3x more value depending on the bottle compared to Bounce Back Better.
  • Healing perks are great for both conserving bottles and saving time to spend on pushing objectives.
  • One of the weaker perks in this tier, and arguably belongs in the "Decent" tier. However, I'd still prefer this perk over any of those perks in most circumstances.
Efficient Locksmith
  • Great rushing perk when it procs. It triggering just once can mean the difference between being able to rush out of the map in time and being stopped.
Extra Drip
  • Excellent amount of extra health from health bottles, even after its nerf. Heals more than Bounce Back Better.
    • BBB will give 11 more health with a small health bottle (27.5 to 38.5), and 17.76 more health with a large health bottle (44.4 to 62.16).
    • For comparison, Extra Drip is always giving 36 extra health. This is around a 131% increase in healing with small bottles (27.5 to 63.5) and a 81% increase in healing with large bottles (44.4 to 98.16). Bounce Back Better meanwhile just gets a measly 40% increase. Extra Drip gets 2-3x more value depending on the bottle compared to Bounce Back Better.
  • The fact that the healing is applied over time might seem like a downside, but it can actually be an upside. Extra Drip can be used at max health if about to run past Family members, since it will start regenerating the health that you lose if you get hit within 12 seconds after consuming the bottle. This is most notable when trying to escape through an opened valve gate.
  • Healing perks are great for both conserving bottles and saving time to spend on pushing objectives.
Highly Skilled
  • Extra Proficiency is always good, unless you're fully committed to distracting.
  • Ignoring skill tree positions, this is the second best attribute perk, in my opinion. It is second to Ran Track
Jump Start
  • The best perk for stamina. With everybody using Scout, constantly dashing when in chases is required (and sometimes not even good enough) to avoid taking damage.
  • Not as necessary now that Endurance has been buffed, but still a powerful effect.
No Sell
  • Synergizes with the aggressive rushing style that good Victims should be employing.
  • Will save your life if you get hit by a Leatherface (or maybe even caught in the open by Johnny), robbing the Family of precious tempo, especially if you happened to get hit in early game.
  • You would think that this perk is bad if you get hit by a Hitchhiker or Cook, but good Family members are going to be stacking damage and will make those hits hurt a lot without this perk. However, getting hit by a Sissy or Nancy will probably result in a lack of value due to their poor damage.
Ran Track
  • Extra Endurance is good on everyone, since every Victim should bring 40 Endurance into every match.
  • This pushes Sonny's Endurance to 42, which is overkill. Although you shouldn't be using this perk on Sonny anyway, since using it means losing Fast Hands.
  • Ignoring skill tree positions, this is the best attribute perk, in my opinion.
Tougher Stuff
  • Extra Toughness is always good.
  • Ran Track is slightly more versatile and should be preferred if you have a choice between the two.
  • Highly Skilled is also slightly more versatile and should be preferred, unless you're fully committed to distracting.
What Doesn't Kill You
  • Free healing that doesn't require you to spend time using health bottles and can get value mid-chase.
  • Loses some value if the Family member chasing you has a low damage output, though - typically Nancy and Sissy.
Decent
These perks are alright, but there's generally better options to choose from.

Agitator
  • Pretty impactful, assuming Family members actually feed Grandpa. Making Family members functionally have to start over just from one stab, even at tier 3, is great.
  • Stabbing Grandpa isn't that relevant, since he is currently weak. Agitator is only going to get value against non-meta Family teams that are feeding Grandpa. If the Family is feeding Grandpa then you should just be trying to rush out.
Artful Dodger
  • Slightly better than Quick Exit since it has an aura effect as well. This effect is hardly useful if you already know all crawl space locations, though.
  • However, this perk is also only available to Virginia, and is tied to one of her weaker paths. Arguably belongs in the "Weak" category just because of that.
Back for Blood
  • 30% extra bond decrease really isn't that good, considering that stabbing Grandpa only depletes 1 bar. This would mean that only 1.3 bars are being depleted, which is worse than tier 1 Agitator (1.5 bars).
  • The health bonus is decent though - 15% of a 15 Toughness Victim is 15 health, and 15% of a 50 Toughness Victim is almost 21 health.
  • Stabbing Grandpa isn't that relevant, since he is currently weak.
Been Workin' Out
  • Strength isn't as important of an attribute to raise as Toughness/Endurance/Proficiency.
  • Overkill on Sonny/Wyatt, and especially Leland.
  • Most of the skill tree paths leading to this perk are also simply not good.
Blood Clot Cry
  • Decent effect - it triggering passively is nice.
  • However, Grandpa hardly being fed combined with rushing in the current meta means that this perk might not get much value.
  • Tied to a good skill tree path thankfully, despite only being available to Maria.
Choose Flight
  • Nice for running long stretches, like the main road on Family House.
  • The nerf to this perk slashed its value to 1/3 of its original, which really hurts.
  • The buffs to Endurance mean that you really don't need any Endurance perks to survive anymore, even with Family members running Scout.
Clear Eyes
  • Only useful for identifying hidden Hitchhiker traps, in which case it could completely save your life.
  • However, good Hitchhikers tend to just trap objectives.
Conditioned
  • Actually requires you to fully deplete your stamina, unlike Fired Up.
  • Effect isn't that spectacular, also unlike Fired Up.
  • The buffs to Endurance mean that you really don't need any Endurance perks to survive anymore, even with Family members running Scout.
  • Arguably belongs in the "Weak" category.
Empowered
  • You can just use the stun time to walk and regenerate stamina instead (though only if there's one Family member chasing).
  • This perk has value if you're stuck in a big deadzone or if you initiate a close encounter near other Family members.
  • The buffs to Endurance mean that you really don't need any Endurance perks to survive anymore, even with Family members running Scout.
Quick Exit
  • Slightly worse version of Artful Dodger, since it loses the aura effect. This effect is hardly useful if you already know all crawl space locations, though.
  • The skill tree paths leading to this perk aren't great. Arguably belongs in the "Weak" category just because of that.
Weak
These are perks that have lackluster effects, are too situational to be worth using, or both.

Am I Bleeding?
  • Could maybe save your life if a distractor happens to be nearby as you enter the health threshold for this perk. Could also telegraph that you're being chased to other Victims.
  • This perk only helps in solo queue, and even then it has a semi-situational condition. Whether or not any other Victims do anything with the information provided by this perk is also something that you can't predict.
Bad Blood
  • Strong effect that lasts for a decent amount of time, but you're better off investing into perks that help you avoid dying in the first place.
  • Try to get Leatherface or Johnny to kill you. Hitchhiker is also a good pick if you think that they're running a damage build.
Coagulant
  • Blood isn't that relevant in the current meta of rushing and ignoring Grandpa.
  • Virginia's skill tree path leading to this perk is also bad.
Cover Recovery
  • X
Deadbolt
  • Needing the extra time from a door being latched is fairly situational and map-dependent.
Efficient Backstabber
  • 20% chance is pretty bad. Keeping a bone scrap isn't as impactful as keeping an unlock tool, too.
  • Efficient Grappler is going to be more useful on average.
Efficient Grappler
  • 20% chance is pretty bad. Keeping a bone scrap isn't as impactful as keeping an unlock tool, too.
Exit Strategy
  • You can just use a mic for this instead.
  • Still, solo queue teammates can be quite oblivious, or not know callouts. Helping these kinds of players probably won't reward you with much, though.
Trash
These are terrible perks. They are either far too situational, have too weak of an effect, or are actively detrimental.

Am I Bleeding?
  • X
Bar Room Hero
  • X
Bloodar
  • X
Cover Charge
  • Hiding spots aren't worth using except to avoid a Leatherface overhead.
  • The five second time requirement holds this perk back from being useful in any real match.
  • Admittedly better than a lot of the other perks in this category, but still mostly worthless.
Dead Weight
  • Proximity range for last Victim is a pointless mechanic that the devs shouldn't have even bothered implementing.
  • Appropriately named perk, since carrying it is a complete waste of a perk slot.
Full Hearts
  • X
Hands Off!
  • X
Hush or Die
  • Boosts a useless stat with a very niche precondition. Stay away.
I Can Do This
  • The best of the 5% health perks, but still far too niche.
I Can Make It
  • You should have 40 Endurance in every match anyway, so 5 points will be wasted when this triggers.
  • Could help you make it to a well to get incapped and heal, but the 5% trigger makes it so niche.
Light on Your Feet
  • X
Resilient
  • This perk boosts your Toughness only while at 5% or less health. Does that sound useful?
  • Might help you recover faster if the perk works while incapped (needs testing, but this perk would still be worthless regardless).
Sneaky Pete
  • Stealth is the worst attribute in the game and should be outright ignored.
Spotter
  • X
Tourniquet
  • Used to be bugged and stop bleeding for the whole match, but even then it wasn't worth using.
Wax On, Wax Off
  • Strength is hardly useful at such low health - you will lose close encounters regardless.
Well Marker
  • Only useful for beginners, yet is only available on Virginia (a DLC character).
  • The path for this perk is just bad as well.
Unrated
Perks that I have yet to rate. I will do so when I have time.

  • Dietician
  • Do or Die
  • Fight and Flight
  • Fight Back
  • First In, Last Out
  • Fish Hooks
  • Forward Thinking
  • Fuse Lights
  • Get It Off Me
  • Grappler
  • Hare or Meat
  • Headstart
  • High Tolerance
  • Immunity
  • Intuition
  • Jack in the Box
  • Jump Scare
  • Knock Knock
  • Last Ditch Effort
  • Lifeline
  • Lone Survivor
  • Lucky Lockpicker
  • Medical Benefits
  • Meter Reader
  • Must Have Been the Wind
  • Noise Pollution
  • No Shock
  • No Time to Bleed
  • No Stopping
  • Out of my Head
  • Overlooked
  • Parting Gift
  • Pep Talk
  • Pick on Me
  • Protective Aura
  • Radar Detector
  • Rally Leader
  • Rescue Medic
  • Safety in Numbers
  • Sanguine Shadow
  • Second Wind
  • Seeing Red
  • Slippery
  • Speed Search
  • Story Teller
  • Stunt Double
  • Tae Kwon Door
  • Talk and Run
  • There They Are
  • Tool Tracks
  • Trace Chemicals
  • Twinkle Toes
  • Well Trained
  • White Meat
  • this game suffers from unnecessary perk bloat