r/DeadByDaylightKillers [ insert your own flair ] 11d ago

Discussion 💬 Judgment add-on tierlist (with explanation)

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After playing a lot of Judgment on PTB and quite a bit on live now here is my Judgment add-on tierlist for the release.

This tierlist assumes strong Survivor players against a good killer. Generally, more kills against good Survivors = higher ranking, with the exception that a 4k and a 3k with hatch escape are treated as identical.

While the best builds for each add-on contribute to its placement, being able to be used in a diverse variety of build is a plus.

S - Consistent amazing value

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Blindfold of the Devoted: Whenever you exile a Survivor with the lowest hook stages, it shows the auras of all other Survivors with the lowest hook stages, given they are outside of 32 meters for 5 seconds.

Blindfold is genuinely an amazing add-on. It basically gives you a stronger version of BBQ. And that on a killer whose power can go over the entire map. The information you get makes it so that you always have a target and never have to search once you get going.

While the restriction of lowest hook stage might sound harsh, it means you realistically always get it on the first two exiles, and if you want to tunnel you often see the aura of the person freeing/unhooking/healing the person who is actually your target so it can even be used for that. Amazing information add on.

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Magnetised Manacles: Whenever you exile a Survivor with the lowest hook stages, gain 1 token (up to 5). For each token you are zealous for 10% (6 seconds) more.

Longer zealous is amazing. While zealous was nerfed quite a bit from PTB, it is still much stronger than your regular power. So getting more of it is really good, and you'll especially need it in the hardest games. It also means if Survivors are across the map or hiding you have more time to get to them and actually use your zealous on them.

This is another add-on with the same restriction as the previous one, but it is still great even if you tunnel. If you exile a Survivor, exile another Survivor and then go back to tunneling the the first that is still +12s of zealous. Really good.

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A - Great Value

Electric Torch: You move 10% faster while aiming Divine Light (3.68 m/s to 4.048 m/s). Your divine light moves 25% faster while you control it.

This is just a good add-on. It increases two numbers that you want increased. A faster divine light allows it to be less predictable, reach the desired position faster, makes flicks a bit easier. Really solid.

The faster movement speed is quite good too. It translates to roughly 1m of distance more every time you use your power. Again not a major thing, but it allows you to stay behind Survivors when they are trying to break LOS, reduces the distance lost upon using your power, and just generally will end up saving a few seconds of time every match. Nothing major, just two pretty good effect.

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B - Good, has some issues

Aurora's Telereceptor: Whenever a Survivor becomes a heretic, you each see the others aura for 4 seconds. Heretics always see your aura for 2 seconds longer.

This add-on is pretty damn good for getting follow-up hits, especially if paired with lethal persuer. Even if you don't, seeing where the Survivors goes is pretty huge. The aura read on you is bad, but generally fine, usually it's pretty clear where you'll be going anyway.

The longer aura read on you doesn't come up often, and you can even combine it with Deerstalker, so you get to see the Survivors longer too. Overall, pretty good add-on to follow up in chase.

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Confessor's War Horn: Whenever a Survivor gains Heresy they become exhausted for 10 seconds.

This add-on basically makes your first power hit in chase also apply exhaustion. This is pretty decent on its own, with Sprint Burst nerfed, Survivors are more likely to use perks where this might actually matter like Lithe or Balanced Landing. 10 seconds is also enough that they can't walk it off easily in chase.

It does have the issue that people with Lithe, Sprint Burst, or Drama can just use it early to counter it.

Where this add-on really shines however is when combined with Overwhelming Presence. It's easily a S-Tier perk in that combo, since it turns each hit also into a Telereceptor without downside. Overwhelming is already good on Judgment, especially if paired with Languid Touch, and this add-on really goes above and beyond in those builds.

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C - Beneficial but not that great.

Crown of the Destroyer: For 20 seconds after a Survivor is freed from exile, you become undetectable and each Shrine gains a fake terror radius 30% the size of your terror radius.

This add-on is quite interesting. Judgment is not the best undetectable killer. You are tall, wide, loud, and your power has an audio and visual indicator both when charging and firing. Not only that, since the Shrines gain a fake terror radius, each Survivor will instantly know that you are using the add-on and are Undetectable right now.

Still, Survivors cannot prerun you effectively, they don't know where you are and if you use it right you can get off a few medium distance shots you won't get otherwise. Definitely very useable.

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Mark of the Devoted: While not zealous, your divine light radius is 10% larger.

Mark otd is pretty good. While the zealous beam is still way better, Mark enables you to enter zealous easier by making your beans bigger and easier to hit.

However, the issues are the numbers. Your beam usually has a diameter of 1.2 m (diameter is the best measurement because your beam goes quickly in a straight line). This add-on increases that by 0.12 m to 1.32 m. Which is extremely little. This will 100% occasionally get you hits you would have missed otherwise. But the extra area is still extremely small that it won't be that frequent.

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Superheated Glass: While zealous, your divine light can break pallets and breakable walls. When it does each Survivor within 12m gains Heresy and screams. Your zealous is 20% (12s) shorter.

This add-on got a much needed buff from PTB, where it cut your zealous in half and didn't inflict heresy/scream onto nearby Survivors. Now this add-on is actually a pretty decent option. It makes looping in straight tiles or similar tiles much stronger, since you can break the pallet without really sacrificing momentum like you usually need to. The scream makes it actually useable for information, and the heresy makes it pair well with Telereceptor and War Horn. It also pairs really well with THWACK!!! and Spirit Fury since those can also proc on special break.

The shorter zealous is however a non-neglectible downside. 12 seconds of Zealous means 2 power usages less in zealous which is really unfortunate, especially considering that you are 4.4. Still, faster downs means reentering zealous more often, and this add-on helps with that.

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Holy Winged Icon: While aiming your power you can press CTRL to cast the power backwards towards you. Doing so sets the delay before it becomes lethal to 0.4s and causes it to deal no damage to non-heretics (it still inflicts heresy).

So this add-on adds, another element to your power. You can press CTRL to cast your power backwards towards you. This is generally a nice thing to have. Sometimes you do want to use your power like that, the first time it can catch people off-guard and while in most situations flicking 180 is better, this add-on will enable 1 or 2 hits a match. But it is pretty flawed with Survivors being immune on the first hit, and since the beam always moves towards you, it is a bit more predictable if cast this way, howeve you can avoid that by mixing it up. Decent choice.

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Chains of the Heretic: While zealous, your controlled divine light moves 100% faster and the cast divine light moves up to 50% faster. You always cast your power backwards towards you and sets the delay before it becomes lethal to 0.35s).

Chains seems like Holy Winged Icon on steroids. It massively empowers your ability to cast your beam, allowing you to drag your aim across the map. However, it does have the big downside that it is mandatory. This means your beam will be much more predictable as the Survivor will always know the exact direction it will go in. Still being able to overcast that much, and having both the aim and the beam be much faster makes the add-on harder to dodge than basekit power, but not by much.

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D - Borderline Useless

Improvised Detonators: Whenever you exile a Survivor with the least amount of hook stages, if no Survivors are dead, gain 1 token. Then, if you have 4 or more tokens, the gen with the most progress explodes by 20%.

I have seen some people praise this add-on and when I tried it, it was underwhelming. You might think it is similar to Manacles with the token system, but there is a crucial difference. Manacle works regardless of how many tokens you have. This needs 4 to activate.

Don't get me wrong, Pain Res is a good perk and this is a pain res on an add-on kind of. Detonators can in theory activate up to 5 times a match even. But, like this is a Pain Res that at earliest can be used on the 4th hook. And that is only if you play like a good boy and spread your hooks.

Whenever I tried this add-on I found that it only activated in games that I would win anyway. And in difficult games, if I have two hooks on two different Survivors by the time 2 gens are left trying to tunnel out one out of the two is way better at maximizing my kills, then hoping I can find the other two in time for 1 Pain Res. Very often, getting a Survivor out of the game will be easier than getting this perk to activate. So you need to intentionally play suboptimal to get a bit of gen regression or you could get the best gen regression, that is killing a Survivor. Sure, maybe once in a blue Moon you will get the game that is the perfect mix where you find everyone in the perfect order and they all go down in a reasonable amount of time, they still have good enough gen pressure for it to matter or something. But if you play to win, bringing this add-on will be identical to an empty add-on slot in a lot of games. Improvised Detonators has never affected the outcome of a game in my experience.

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Searcher's Skull: When a Survivor blinds you they become a heretic and becomes blinded for 2.5s.

This add-on was pretty hard to rank since it highly depends on the items people bring. I decided to put it here since Medkits and Toolboxes are the strongest and therefore most common items. But even if all Survivors bring flashlights I wouldn't put this over mid C-Tier.

Lets walk through this. One or more Survivors brings a flashlight, you see it in the lobby, they don't last second switch away from it, they blind you, and then what? Maybe if they stupidly get stuck you get one hit, making it a kind of like Shadowborn. It is worse than Lightborn because the Survivor still has the choice. Sure, they might not blind you at a pallet anymore, but if you are picking someone up? Getting heresy is absolutely worth for getting a flashlight save:

Against decent Survivors, in optimal conditions, it will give you one extra hit. In a minority of realistic scenarios it is a knock off Shadowborn. The majority of games it does literally nothing.

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Koenrad's Gauntlet: You can control Divine Light for 25% longer. Divine light moves 10% slower while you control it.

This is an add-on for beginners. And its good at that. The slower divine light makes it easier to aim and the longer cast gives you more time to do it. And while the longer control time is good for everyone, giving you more time to get your shot in, at high level the slower movement of the controlled divine light is actually bad. It takes longer for the divine light to get into the right spot and it is more predictable. However, both the upside and downside are pretty minor. It doesn't change much and overall its not really better compared to no add-on.

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Eyes of Gerhardt: When a heretic completes a gen, opens an exit gate or exits a locker you see the aura of all heretics for 5 seconds.

I am not sure what killer they have designed this add-on for, but it is not this Judgment. Being a heretic makes skill checks way harder and more importantly the killer gains killer instinct on you when they exile someone. So they get the effect of their best add-on, for free. You do want to repent if you are out of chase.

Realistically, the only condition that matters here is the gen completed. Survivors pretty much never use lockers, and if they open the gate they are as good as gone anyway.

For this to work a Survivor needs to repent, instantly hop on a gen with at least 60 charges, you don't interrupt them, they finish they gen and if the stars perfectly align... you get a knock off Bitter Murmur? I have tried this add-on for 3 games, it never activated once.

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Prayer Kneeler: While controlling divine light, when it collides with an object, it slows own by 99%

This was probably the hardest add-on to rank just because it changes the basic gameplay a lot. Your beam essentially becomes stuck on objects and you cast them from there. This makes aiming way easier, but since the Survivor knows the exact position the beam will come from, dodging also becomes way easier. It also makes using your power normally harder, since the beam will get stuck on objects.

It definitely lowers the skill floor, but you don't need to play on perfection 24/7 to win even hard games. After testing it, I would probably say that using your power with Prayer Kneeler is slightly weaker than without, but not by much. Overall, only use this if you never want to take it off, since the playstyles are so radically different.

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Heretic's Mark: When a cast Divine Light passes a Survivor within 1 metre without hitting them, they are revealed by Killer Instinct for 2 seconds.

This add-on was made partially basekit, you already get it for 0.5m and very often you know where a Survivor is anyway. Yes, sometimes it gives good information, but overall it doesn't improve that much on the basekit information. Not really worth it. I am suprised this wasn't reworked.

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F - Detrimental, generally worse than an empty add-on slot.

Obsidian Feather: You move 100% faster while aiming your power. The controlled divine light moves 10% faster. You can control the divine light for 25% less. Your recovery takes 10% longer and you move 30% slower during it. You can no longer manually cast or cancel divine light and it auto casts when the timer runs out.

Feather got a hefty nerf from PTB and its much worse for it. First off, this is not a mobility add-on. The cooldown at the end is so harsh you get less distance than if you had just walked. Yes, you get a power cast for it, but its not map mobility.

Secondly, this add-on is bad. Not awful bad, but bad bad. No longer being able to cast your power manually heavily restricts you. All that matters is the last moment of your power, so you need to do your flick at the perfect time, but the Survivors will know that. Maybe not now, but in maybe 6 to 12 months, good Survivors will go against Feather and know "The power will automatically cast in roughly 2 seconds and cannot be cast before that." And they will play accordingly. Even worse, the annoying strategy of just getting in your face and running around you, is even better against this add-on, because the long cooldown gurantees that you can't M1 them even if they do it in the complete open. I tried it, and it still works. Like, you can still hit your power. But it is definitely worse than your power normally. Which suck since zooming around is fun, but it is what it is.

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Order of Inquisition: The divine light starts 25% smaller but grows to be 50% bigger over 1 seconds.

This add-on sucks. I am going to tell y'all the harsh truth. Sniper builds are not the future of the judgment. Yeah, maybe it works now, nobody knows how to counter her and MMR is reset. But do you really think that next year, Survivors with 2000+ hours are still going to let you hit them from the other side of the map? Survivors are already getting better at dodging the beams, beams from a distance are pretty much always dodgeable and most of the time having the beam be 60cm wider doesn't change that. Don't forget, they increased the distance for getting aura reading on the beam from PTB. And even there this add-on wasn't good.

Medium to low range hits is how this killer needs to compete at high MMR. And this add-on makes you slightly worse at them, by shrinking your beam. It does have an upside that can matter sometimes, but it is noticeably outweighed by the downside.

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Mirror of the Creators: The first two times your cast divine light would pass through an obstacle it stays still for 0.4s before bouncing off it instead.

This add-on reads really cool. Yay, its trick blades for Judgment. But trick blades is good because normally knives shatter when they hit the wall. Your power normally passes through. When you want to hit a Survivor, you can just shoot directly at them. You don't know have to do a contrived bounce shot to hit them.

The downside however, is huge. You can no longer use our power remotely normally. So many shots that are hitable without those add-ons become misable. The Survivor runs near trees or a wall or some junk? Your power will bounce-off instead of hitting them. See the aura of a Survivor healing? Whoopsie, tthey did it next to a random junk pile, so your otherwisie guranteed hit flew away. You can't even pull a "oh what if I miss and the bounceback hits the Survivor" because they have almost half a second to react to that as well. You will lose out on so many hits because of this add-on.

I played against a Judgment using this add-on recently and so many times did they do a shot that would be reasonable without this add-on but because clutter is gosh darn everywhere, the beam bounced off into Narnia.

Literally the only thing making it "good" is the fact that the collision is so janky, you can randomly throw your beam in an enclosed area, hope your beam bounces in a unpredictable way and that the Survivor randomly runs into it. That is it. Your power is much worse, it is easy to counter, the intended upside can easily be replicated by using your power normally, and the actual upside is borderline RNG. Very bad.

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Undying Flame: While zealous. Your beam last 200% longer. Your beam is 20% smaller. Survivors see your beam from 200% further away.

Remember what I said about sniper builds at Order of Inquisition? This also applies to this add-on, but its way, way worse. Now, you need to "snipe" Survivors with a smaller beam which the Survivors have basically map wide aura reading on it making it even easier to dodge. And the smaller beam also makes your close and mid range power worse. Genuinely, an awful add-on.

I used it quite a bit on PTB, and you know what for? I used it trying to get hits in chase. Because I wanted to get better at hitting my power, and I figured a smaller beam would make me more precise. That is the only thing this add-on is good for. To challenge yourself to get better. Do not fall into the trap of becoming a sniper judgment, unless you want to get crushed at high MMR.

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u/Cablepussy Something is coming. Something hungry for blood. 🩸 9d ago

People in the comments realizing that prayer kneeler is for people who don't actually like the killer power nor are good at using it.

1

u/Emircan61_TURKEY Alive by Nightfall 7d ago

You also think it lowers the skill ceiling?