10 Incredibly Strange Buffs that happened in Dead by Daylight History!



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

Hey everyone, today we’re looking through the strangest buffs in Dead by Daylight history. These are buffs that left me confused when they happened, they aren’t all directly bad, it’s a combination of being stunned, or just kind of being generally confused by the decision.

Join the Discord: https://discord.gg/azhymovs

Check out my Twitch: https://www.twitch.tv/azhymovs

Check out my 2nd channel for content focusing on stuff other than games: https://www.youtube.com/channel/UCnz3TK9TLt6BhKh-P66srtQ

Dead by Daylight Wiki (very helpful and a ton of cool stuff and secrets on there): https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki

Music used from YouTube Audio Library:
The Emperor’s Army – Jeremy Blake
Night Run Away – An Jone

Timestamps:
Intro 0:00
Blight’s height 0:15
Judith’s Tombstone 1:01
Clown rework 1:37
Map offerings 3:06
Calm Spirit 4:09
Bloodlust 5:39
Hex: Ruin rework 6:49
Adrenaline 8:05
Auras 8:42
Boil Over 9:38
Outro 10:31

source

44 thoughts on “10 Incredibly Strange Buffs that happened in Dead by Daylight History!”

  1. If u don't understand how clown buff actually helps him, then you are not taking advantage of this at all, you can get hits with combined bottles in places where other killers just dream about.

    Reply
  2. 6.1.0 came with several 'buff' nerfs to survivor perks that did not make sense.
    – Calm spirit got buffed with silent cleansing/opening, but with a 30%speed penalty that was far worse than its benefit
    – Pharmacy got buffed by "only working when injured". like seriously, wtf. Not only it does not give you the green medkit while you are healthy but also it does not give the chest opening speed boost.
    – Botany got the healing buffed but received medkit efficience penalty.
    I dont know why the devs feel the need to buff a perk if they are going to add a restriction that will leave it worse than before

    Reply
  3. Funny thing about the map offerings, it gives you a 99.99% chance to go to that realm, it does not guarantee it. It just greatly increases the chance to get that map. You have a 0.01% chance to not get the map.

    Reply
  4. calm spirit buff represents one of the worst parts of dbd design philosophy concerning new perks – they'll have interesting, perhaps niche, but potentially useful effects, but then just have the most absurdly long cooldown or downside that makes them absolute garbage for literally zero reason. like furtive chase – hooks reduce your terror radius. sounds actually really cool right? well sadly it literally only works in chases for some reason, making it borderline worthless

    Reply
  5. I know clown mains that knows how to use yellow bottles, one of them has p100 clown too. They use it in a way that guarantees a hit where otherwise a pink pottle cant get all on its own. They also use it as a pocket agitation. You should definitely re-think the opinion on yellow bottles or at least give them a fair try

    Reply
  6. For the map offerings, I'd like an offering for each variant of the maps that have multiple layouts. So instead of playing Macmillan and hoping I don't get Shelter Woods, I could play an offering for Groaning Storehouse. It would clutter the bloodweb, but it would be great to have some choice there

    Reply
  7. Bloodlust buff was because by the time it made an impact on the chase, you had already "lost the chase" as Killer by wasting too much time. Bloodlust wasn't actually introduced for Infinite's but for ALL loops in general as to why, that requires a bit of a history lesson :

    Back before patch 1.4.0 Looping was nowhere near as powerful as it is today. In Patch 1.4.0 the developers re-sized the Survivors hit boxes to be smaller, in order to help Survivors not get hit out in the open so easy, and to help compensate for latency issues, this was because DBD was P2P and not dedicated servers. This had an unintentional effect, as Survivors found out they could now hug objects much tighter than before. This, in turn, meant they could run around objects in tighter, and therefore, faster circles than Killers could. Before this, you could get MAYBE one Loop out of a Pallet. Instead of the usual 2-3 now, before having to drop it. Thus, Looping as it is known today was born. This, by all accounts, makes Looping an Exploit as it fits the definition of video game exploits.

    Survivors, still reeling from the loss of true Infinites, took to this like fish to water. The developers planned to fix it at first, but quickly decided to leave it in the game and try to balance around it due to pressure from their Survivor player base. The majority player base of Survivor Mains just couldn't win without having something that was blatantly game breaking to abuse. Most Survivors then told the biggest lie in the games history : "We want to be chased all game! That's what's fun!" In order to protect this new exploit. The developers caved, and have been struggling to re-balance the game for its inclusion ever since.

    Killers were simply ill-equipped to deal with Looping and Stealth. This is why Killers now have a PLETHORA of aura reading perks, add ons, powers, and abilities. The developers gave the Survivors what they wanted, to be chased all game and let them have their loops. They are simply trying to give both sides what they want. Killers the power to be able to stand up to Looping, Survivors the game play they wanted. Though truth is, neither side is very happy.

    In short : Killers are getting the balance they wanted (I say getting cause they still aren't there yet). However, not the game play they want.

    Survivors are got the game play they wanted, but not the balance they want (as in being OP as hell).

    Throughout the History of DBD the balance of the game has been nothing but the Survivors bunny hoping from one broken thing to abuse to the next. Infinites, Looping, Instant-Blind Flashlights, Pre-nerf Brand New Parts (The first nerf wasn't enough, and the second wasn't either. Only after the third and most recent nerf is BNP balanced), and finally Gen Rushing. Killers had only one truly game breaking exploit they abused the crap out of that lasted for any decent amount of time, and that was Machine Gun Build.

    Even now, survivors are STILL abusing a plethora of things that break the game's balance. Most noteworthy being SWF on voice comms. Mostly paired with three things that have yet to be addressed from the OG that are broken as well when SWF teams have them at their disposal : Large amounts of insane heal med kits, rushing the crap out of the gens, a a few broken perks.

    Killers have been pigeon holed into playing a very strict meta of Gen Regression and Aura Reading perks to deal with Looping and Gen Rushing, which even then still doesn't work very well.

    Reply
  8. Clown main here

    I wish I could be mad about the Clown rework, because then I'd at least know what I'm feeling
    The way they buffed him and the reasoning for doing it that way are confusing to say the least

    Reply
  9. I wouldn’t consider the ruin rework a buff. Maybe you could consider it strange since it didn’t have the indented nerf effect but it still wasn’t a buff, just a new perk.

    The reason old ruin is still better then 200% regression ruin is because it gave automatic slowdown. All you needed to do was to protect the totem to get full use out of the perk.

    New ruin requires the killer pressure the generators in order for you get use out of it. That’s in addition to protecting the totem. So old ruin was a perk that could fit with any killer where new ruin really is most affective with killers who’s power puts pressure in gens (as opposed to chases or hooks).

    Reply
  10. The clown rework to me seem like the most misunderstood rework. The speed boost can be immediately stopped when the survivor is in the purple bottle, and the survivors will be slown immediately to the purple bottle speed, while you're going faster. It works amazingly against holding W, as usually if you throw the yellow bottle in front of the survivor, or throw the bottle near the place you don't want them to go, you can take the speed boost, then slow them down in half a second before getting the boost. They almost get no where good, unless they're in a heavily survivor sided map.

    Reply
  11. Calm spirit maybe odd but its make some killers and perks annoying to use because they simply don't do what you got them for. Screaming is a big thing for someone like doctor that it really throws you off when you blast and noting happens over and over. Tip for doctor players don't forget to glance as the survivor irons and see if someone tiers up. If they do then you know they likely have calm spirit

    Reply
  12. @Azhymovs sounds to me that you don’t play clown much at a high level. Good clowns can use the bottles in-conjunction clown speeds themselves up slow survivor down. If done right survivors won’t be able to reach the pallet window or the yellow gas.

    Reply
  13. The Blight "buff" isn't a buff it was them correcting the fact his FOV was bugged. So that isn't a buff at all its a bug fix. Also Ruin was nerfed big time. It does 100 percent not 200. 200 was a different patch.

    Reply

Leave a Comment