Ranking Aestri Yazar’s 3 Perks in Dead by Daylight

Aestri Yazar is Dead by Daylight’s newest Survivor. Hailing from Dungeons and Dragons, her three perks revolve around magic, music, and chance. After a week of game time, players might wonder which, if any of her perks, are worth using. After all, a survivor’s perks can be the difference between an escape or finding oneself dangling from a hook.

After extensive testing, let’s rank the three perks from weakest to strongest in this article. Every perk has three tiers. Certain aspects of the perks are affected by each tier. I will address the powers like this: tier 1/tier 2/tier 3. Being ranked third does not necessarily make a perk bad. It is just weaker than the two other perks.

Aestri Yazar’s #3 Perk:  Still Sight

Still Sight requires the player to stand still for 6/5/4 seconds. Doing so grants the survivor the ability to see the auras of killers, chests, and generators within 24 meters of your location. This is the weakest of Aestri Yazar’s three perks.

That does not mean it is useless. This perk can come in handy when being healed by another survivor. The

player may use the camera to look around while being healed. While the heartbeat will tell you the killer is close, Still Sight will give you the killer’s location. This has its limits as some killers can move around stealthily. When a killer is Undetectable, Still Sight will not show you the killer’s location. I found this out the hard way playing against a Pig.

You cannot use the perk while a player is performing any action. That means it will not work when repairing a generator, opening a chest, or cleansing a totem. After all, the perk is called Still Sight for a reason. This perk may be helpful to a newer player but there are still much better aura-reading perks in the game. These perks will allow the player to see auras without making a few-second pitstop.

Aestri Yazar’s #2 Perk: Mirrored Illusion

After repairing 50% of a generator, this perk activates. The player presses the ability button next to a chest, totem, generator, or exit gate. This will create an illusion of the players in the kneeling position. This illusion will remain 100/110/120 seconds and will deactivate if attacked by the killer. This perk is a little stronger than Still Sight but seems highly situational.

Time is not on the side of the killer. The longer a game goes, the better the chance players have of repairing all five generators and escaping. This perk could be useful when a friend is in a chase with a killer. Communicate where you are, drop an illusion, and hope your friend can make it. I have used this perk a few times to fool killers into attacking nothing.

This causes the killer to waste his time. It may only be for a few seconds. Those few seconds could be a matter of life or death for a fellow survivor. It could give enough time for someone to finish a generator. It might fool a killer long enough for survivors to power the opposite exit game. But there is a problem with this perk.

The problem lies with the Law of Diminishing Returns. The older this perk gets, the less valuable it will be. Unless a killer is new to the game, there will come a point when the killer will see the illusion, know it for what it is, and ignore it.

Aestri Yazar’s #1 Perk: Bardic Inspiration

The first rule when playing Survivor is, “Repair the generators!” Is a fellow survivor getting chased? Repair the generators. Has said survivor been hooked? Save only if it is safe. If it is not, you repair the generators. Chests, totems, and other items are all side quests. Generators are the main storyline. That’s what Bardic Inspiration helps you do. Repair generators faster.

When standing motionless, a player may press the Active Ability button. A dice will roll above your head and your character will pull out a lyre and rock out for fifteen seconds. You and survivors within 16 meters of you are affected depending on what you roll on the dice.

  • 1: You scream but the Killer is not notified.
  • 2-10: Skill checks grant an extra 1% of progression.
  • 11-19: Skill checks grand 2% progression.
  • 20: Skill checks grand 3% progression. 

Bardic Inspiration has a cooldown of 110/100/90 seconds after completing or canceling the performance. Why is this perk at the top of the list? Unless you roll a one, you’re getting extra progress on your skill checks. This means you heal faster. You do Jigsaw Puzzles faster. You repair generators faster. Every time you get a skill check, there is progression.

This skill does not just affect you but it also affects the Survivors close to you. Multiple generators are being repaired faster than normal. Granted, there are a few things to remember. The Killer is eventually going to find someone to chase. People may need rescuing off hooks and healing. While you are not repairing a generator faster, you should be able to heal faster.

With that, Aestri Yazar’s three perks have been ranked. Still Sight is not terrible but other perks do a better job. Mirrored Illusion will not work as well in the future as it does now. Bardic Inspiration is the strongest perk of the three. The best part of Bardic Inspiration is the off chance of serenading one of the Killers. Most will strike you down for trying but when you find the Killer who appreciates your tune and leaves you alone. That is priceless.

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