(Actual) Patch 7.0.0 Overview – Perks and Changes! – Dead by Daylight



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0:00 Intro
0:56 Genetic Limits
2:01 Forced Hesitation
3:48 Machine Learning
4:57 General Thoughts

5:35 Troubleshooter
7:04 Made For This
9:48 Scavenger
11:46 General Thoughts

12:11 Patch Notes
12:18 Killer Tweaks
15:04 Perk Updates
16:42 General Thoughts and Wrap Up

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45 thoughts on “(Actual) Patch 7.0.0 Overview – Perks and Changes! – Dead by Daylight”

  1. That gen kick perk could be a part of a decent end game build. Pair it with noed and when they finish the last gen (assuming it’s compromised) and you have haste, insta down, and no terror radius for 30 seconds. That’s fuckin scary

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  2. The Killer undetectable perk makes for a fun build I think; trial of torment-dragon grip-tinkerer-new perk; You get to know which gen will activate the fastest for the new perk, you're undetectable towards it, survivors run you then kick it and are undetectable until someone touches it to finish it and make you undetectable again lol, I'll have my fun with that

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  3. Forced hesitation could be comboed with starstruck and whatever the wesker perk is that lets you see goombas while carrying someone. Maybe pop agitation to be that much faster. Yeah it is memish but that is honestly the only way I can get that perk to be viable. Just shit perks all around though which is par the course lately for killer

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  4. I would appriciate it more if Scavanger was 4 healing skill checks (on others) instead of repair skill checks. Or make it restore 100% on brown, 75% to yellow, 50% to green and 25% to purple toolbox.

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  5. I love how whenever BHVR designs killer perks, they make sure that they scale DOWN with other perks instead of up, so Killers don't get too strong. Like regression perks.
    But when they design survivor perks, they just make them scale exponentially of each other. Hope and Made for this? Stacks.
    The best toolboxes and Scavenger? Stacks.

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  6. I’ve been hoping for nemi addon reworks for a while now, and all they did was make a couple shit addons slightly less shitty. Many of them need completely new effects

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  7. I actually love the PH change. The most annoying thing about him was always to try and force survivors into the trail.
    And I don't think it's too strong considering the first 2 hooks using it was almost a drawback since survivors could be saved instantly.

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  8. Love the PH is getting some attention! Unfortunately with how much people are complaining it probably wont make it to live so it’ll probably get either cut or replaced with something that won’t have hardly any impact ☹️

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  9. I will not be buying anymore chapters moving forward cause every time something fun comes out then it get nerf before going live or you buy the chapter and then like a month later the perks get nerf badly, I’m not wasting no more money

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  10. The new “Perk” “Scavenger” from the newest “Survivor” “Gabriel Soma” seems to have a few Content Creators terrified at the possibility of a “1 time use of getting any “Toolbox” with any “Add-Ons” completely refilled through the trial.” I would like to say that some of the comments about how using “Toolboxes” ups the chances at getting a “Skill Checks” and while this is true “Scavenger” doesn’t activate until the “Toolbox” is empty, thus no added effect of more chances of getting “Skill Checks”. Now while you could run “Hyperfocus or Stakeout” with “Scavenger” I do feel it is pointless just for the chance to more Skill Checks. (That being said “Hyperfocus” and Stakeout are still good “Perks” and would synergize well with “Scavenger” but we can’t always look at the “what if the survivor always brings, “Hyperfocus” and “Scavenger” or even “Stakeout”. The “Perk” by itself is shouldn’t be a problem but yes is “Survivors” make builds around it as in any build these days then yes some builds can be strong. But it has way too many factures to integrate, The “Map”, the “Killer”, the “Killer” “Add-Ons” the “Killers” “Perks”, the “Killers” gameplay, the “Survivors” gameplay, the “Killer’s” mindset, the “Survivors” mindset. It is way too soon to judge the “Perk” strengths and weaknesses on what ifs, let it ride out the way it is and let’s see how well it plays against good “Killers” and “Survivors”, thus good players against bad “Killers” and bad “Survivors”, thus bad players. As it stands right off the gate Killers already have multiple ways to combat “Scavenger” with “Perks” such as “Franklin’s, Demise”, “Overwhelming Presence”, “Unnerving Presence”, and “Hex: Huntress Lullaby”. I’m sure there are more but those would just affect “Generator Speeds” and “Generator Regression”. The before mentioned “Perks”, either makes “Survivors” drop their “Items” or use them too quickly. Also the “Killer” could always just use tactics as in “Camping” (“Face Camping”, “Proxy Camping” “Tunneling “and “Slugging”

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  11. The Argument that if 4 Survivors bring Scavenger than it will be overpowerer, but if 4 Survivors all bring any perks that are the same than it is overpowered. 4 Dead Hards, 4 Sprint Burst, 4 Distortions, Unbreakable, Adrenalines.

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  12. They added 10 seconds to gens that effectively did nothing
    They nerfed almost all gen regression
    Start the match and 3 gens are pretty much done
    Maps are crazy strong for survivors

    This f** sucks. Took a break last winter and am barely here for the anniversary. This chapter will either keep this player in the game, or be it's final straw

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  13. Genetic Limits pairs well with deathbound

    Forced Hesitation has synergy with Infectious Fright. The new perk is stronger against altruistic SWFs

    Machine Learning is good for end game builds and has synergy with perks like NOED, Bitter Murmur , Rancor and Terminus.

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  14. Made For This should be changed to max out at 2% movement speed and so it doesn’t stack with other haste perks other than base kit bt and such. The secondary effect needs to be its own perk tbh

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  15. can someone pls explain why bhvr has so much trouble releasing balanced perks?? “Meta shakeups” are never gonna matter if they can’t figure out what balance is in the first place

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  16. I think the Scavenger perk would be most balanced if they just made it give x number of charges rather than it being a percentage based effect. The problem with making it 50% charges or something is that it basically forces you to run a strong toolbox with it in order to make the perk worth using. I'd rather it just give 16-20 charges regardless of your toolbox.

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  17. I'm not sure if I like the Deja Vu changes. It is a clear buff but doesn't completely counter a 3 gen situation. Maybe if they added it so that everyone on the team including you see the auras of the next 3 closest gen auras, then also give the speed bonus a time limit instead of the aura having a time limit. Because as is now, you just get a flat 5% speed bonus for free, I like that they made the auras infinite but it doesn't help you if your teammates don't know where those 3 gens are. When the next 3-gen auras pop up, a 50-second timer starts when you get a 6% bonus, this would make it more balanced as they want to give survivors a free 5% speed to gens for just having the perk on. And the new survivor's perks will be meta for sure, use reliance with this perk and I believe this might be the new meta.

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  18. Made for This – I'd rather keep the endurance after healing somebody so I can go back to playing my hero build with For the People, Vigil, WGLF since the DH nerf made this build much less useful.

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