10 More Perks that Have NEVER Been Changed (Dead by Daylight)



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Hey everyone, today we’re going to be discussing some more unchanged perks. This time more recent but still old perks, released between December 2019 and March 2021, meaning all of these are between about 3 and a half to 2 and a half years old now.

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Music used from YouTube Audio Library:
The Emperor’s Army – Jeremy Blake
Clean and Dance – An Jone

Intro 0:00
Blood Echo 0:17
Nemesis 1:32
Red Herring 3:02
Deathbound 4:13
Dragon’s Grip 5:22
Oppression 6:33
Visionary 7:30
Appraisal 8:14
Deception 9:07
Self Preservation 10:04
Outro 11:08

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22 thoughts on “10 More Perks that Have NEVER Been Changed (Dead by Daylight)”

  1. One idea I actually have for Red Herring is pairing it with Quick and Quiet, and with Iron Will so you can hide in lockers while injured. Currently, there's an achievement to end a chase by hiding in a locker 35 times. You could use this perk to distract the killer while you jump into a locker mid chase, though I feel it's more that Red Herring is complimenting QnQ, and not the other way around. Still, it's a neat idea, and maybe could work.

    I think the thing that hurts Dragon's Grip isn't even the 30 second application time, it's the MASSIVELY long cooldown. 80 seconds is literally only 10 seconds shorter than the time it takes to repair a gen solo, so it makes zero sense. If there's going to be a cooldown at all, it should be something like 30 seconds rather than 80. That, or the duration of its activation window should last WAY longer, perhaps indefinitely, or something like Trail of Torment where it's active until the gen stops regressing. Or they could even make it like Eruption or Merciless Storm where it has an alternate activation condition, maybe it could be something like if a survivor lands a good skill check and the generator is above 50%, then it exposes them, however in this case it could still have an activation window, since it'd be extremely unfair to survivors if they had to just endure an exposed duration simply for not hitting a great skill check when a gen is above 50%. The only counter to this would be Potential Energy or a toolbox with the instructions addon, which is something that's never used by experienced players.
    That, or they could make it a hex perk and just make it so if a survivor lands a good skill check on a gen at all then they get exposed. Then it'd be slightly more fair because it can just be cleansed

    Self-Preservation actually does have a use I could think of, and it's for getting flashlight saves and such. Ironically, it's more useful as an altruistic perk than a selfish perk. Perhaps it could even block your aura from the killer, and instead of only lasting for 10 seconds, it could last until the killer picks up the survivor that was downed near you, assuming that the survivor was downed with the hit that triggered the perk, and not just injured. And it would still make sense lore-wise, because if the killer is continuing to look for you and not the survivor they downed, you have all the time in the world to get away because of it.

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  2. Appraisal is genuinely not a bad perk. With Brown Medkits giving you a full heal it gives you three chances to find a medkit. It's not reliable and really not fantastic, but it's honestly more reliable than Pharmacy which says a lot about that perk.

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  3. I've picked Red Heering only once, when doing adept for Zarina and it actually turned out to be useful. Last survivor (except me) was hooked by Plague and i was nearby. I entered a locker and it made loud notification at the gen located at the other side of map and Plague went there with her corrupt purge trying to catch me and it allowed me to unhook survivor while she was far away and we somehow managed to escape thanks to that.

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