New Perk "Scavenger" is problematic… | Dead by Daylight PTB



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The new perk “Scavenger” allows you to refill a toolbox while repairing. Without much hassle, you can save roughly ~20s on a gen and then do it again a second time shortly after. This has potential to fall short (if you’re unlucky with skillchecks) but also can get even more ridiculous with some additional perks…

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Big thanks to @AdrianaSkully for gathering the data for this experiment with me.

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40 thoughts on “New Perk "Scavenger" is problematic… | Dead by Daylight PTB”

  1. Summary: Good toolboxes save an average of about ~21s on a gen, and this perk allows you to use them a second time pretty reliably. The sheer strength of these toolboxes indirectly makes Scavenger an absolutely insane perk which can be used by multiple Survivors in any given game.

    Keep in mind: Tournament Survivors are typically limited to yellow-rarity items and they often STILL choose to bring yellow toolboxes with Streetwise (+25% extra charges). Compared to that, imagine how strong a +100% extra charges purple toolbox is.

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  2. Why stop at just engineers tool box with only charge add ons? Down side to the faster tool box is that it has way less charges. Btl and now scavenger fixes that. Repair speed add ons make t h at tool box even more advantageous after given 3 times the charges.

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  3. People were downplaying this so much saying "oh, skillchecks are rare when not using hyperfocus", and "oh, your toolbox has to be empty" as reasons for saying this isn't that good.

    I watched someone stream solo Q the day of the PTB drop, and this perk is insane. Nothing else needed, just use it with a strong toolbox. As you said, value every single time, 2 gens are popping very quickly. Even with two people using this, the gen rushing is gonna be broken if this comes to live in this state.

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  4. I think they should focus more on perks to speed up the game and have no issue with it because it's at the point matches are getting stale and boring and drag out too long. Years ago the matches went fast but it made it definitely more exciting and more entertaining, that's just my opinion

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  5. I feel like they could change the refill effect so it refills 25% less for every survivor with the perk in the game. So if only one surv has it it refills 100% if two have it 75, if three 50% and if the four survs have it only 25%

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  6. I feel like this perk is something like the Hyperfocus dilemma, strong perk but boring because you have to do gens so people forget about it. Strong perk but doesn't have playrate

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  7. So you're telling me that BEHAVIOR introduced something to Dead by Daylight that wasn't balanced, and completely OP?!?

    Yeah. I can't even pretend to be shocked. They do this all the time. It is VERY hard to believe that the people that make perks actually play the game. The moment I saw that perk, I was like, wait WHAT? Do they not know what some toolboxes do?

    I know they are going to nerf it, they HAVE to, but the fact they even let it get to the PTB this way, and stuff like this makes it to the PTB all the time, is the reason I barely play this anymore.

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  8. Otz your sleeping on the fact that even when u burn tool box, refill it, burn again. You still can rummage a chest for an additional tool box. Combine that with the perk that allows you to get items with add-ons and can basically get another solid tool box

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  9. People lost their minds over Hyperfocus as well, and that's a unicorn. Either way, it should replenish charges, not percentage, so it doesn't benefit god kitting your toolbox charges. Unlike BTL, you also don't have to stop repairing, so I'd rather it activate after you hit 90 repair charges (seconds). This is basically just BTL but without the locker requirement or ability to replenish multiple times (which is kind of worthless anyway), so it should be a slightly worse version of that. But I don't want yet another chapter of totally worthless survivor perks after they all die in PTB. It's hard to enjoy playing DbD right now because of all the concerns over competitive balance. Yet the game is healthier with perks that don't touch regression or progression at all. Matches should have baseline timing and you can't do that with the BNPs and CoBs of the world.

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  10. Or just keep it and build to counter it if it's going to become that meta. I would enjoy countering it, already building against it. More fun playing with builds and theory-crafting. I like having a challenge.

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  11. Yeah I agree this perk is op but have you considered any of my builds like just normal condemn onryo or my personal favorite max objectives pig which makes survivors do traps when the game starts + 1 trap on top of that, as well as TEN totems 1 of those totems being Devour and the basic objectives like healing and doing gens so overall incredibly strong early pressure which means very fast devour stacks build up and very strong mid game pressure, gens are gonna be at a standstill even with these infinite durability toolboxes

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  12. Just had a game where they did gens so fast, deadlock didn't actually do anything a couple times since It'd hit empty gens and they'd start and finish gen before deadlock ended on that empty gen. Since two people can apparently do a gen in 30 sec. Can't wait for gen speeds to get worse! Just nerf toolboxes, all this perk does is showcase how busted toolboxes are

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  13. heres an idea, make it only work when your the Obsession, then increase the chance of you being the obsession with it, that way only 1 can be used.

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  14. Cry more about it otz, the game is absolute garbage for survivors as it stands. You can talk about tournament players but the average survivor player experience is crap. Survivors are overdue some good eating. "Tournament" freaks have ruined the game.

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  15. I'm glad I wasn't the only person to realize how Scavenger realistically is, imo probably the best perk here and likely gonna become meta at least for people that care about winning.

    You don't have to commit your entire build to it, Scavenger + Built to Last as shown here is already pretty damn crazy. But imagine the scenarios that you DO commit your build. Hyperfocus being added on synergizes VERY well here. I know personally I find Hyperfocus fun and when I'm focused up I can hit even the 6 token greats without Detective's Hunch a lot of the time.

    I think a meta build is gonna end up being Scavenger, Hyperfocus, Streetwise and Built to Last. Scavenger obviously gives you 100% more charges so a 2nd toolbox, Built to Last on the first proc is ANOTHER toolbox (99% of one at least) and Streetwise extends each by 25%, so effectively 75% more toolbox charges. All of this if you're insane at hitting great skill checks will also mean that on average VERY quickly, you're doing I believe just shy of 3% generator progress per great you hit.

    Like it's insane in theory, in practice I don't know how consistently tournament players would hit the 6 token greats. But the principal of it all is my main concern. With the purple toolbox, and 2 fairly common charge addons, as well as Scavenger, you're able to shave roughly 40 seconds off gens. 5 gens at 90 seconds is only 450 seconds, one player can do almost 10% of the primary objective extra, completely passively for just playing normally.

    Add in Hyperfocus which not counting the build up stacks, is 2.7 seconds on what should be incredibly common skill checks that will only ramp up another 24%. Or hey, what about Streetwise single handedly adding on 50% more toolbox, which SHOULD translate to an entire minute saved given the averages that we're working with. Built to Last also lets us do all of this a 3rd time, not even count that the 2nd recharge is still 66% which is quite significant.

    I am expecting Scavenger to be nerfed. Hell it might be a nerf to make them good instead of great skill checks as it'd remove Hyperfocus synergy, and at the same time make it harder to stack tokens to be 1 short to use Built to Last + Scavenger on 1 gen later, since goods are easier to hit making it harder to "miss" them by hitting greats instead.

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  16. I don't disagree with you otz, but at the same time how else are we supposed to combat 3 gen knight and skull merchant? It's like behavior reads our problems but not our solutions.

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  17. i could tell that perk was insane, also think the way singularity can teleport to people mid chase by shooting at the pod on their back needs nerfing hard, its like nurse 2.0

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  18. Your argument is entirely based on having great survivors 100% of the time. Survivors are very rarely coordinated enough to even get the gens done. So sick of you whining and getting your way with this terribly unbalanced game

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