All Things Wicked Perk Review – Dead by Daylight



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Perks from The Unknown and Sable Sableson.
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45 thoughts on “All Things Wicked Perk Review – Dead by Daylight”

  1. I almost want to say Territorial Imperative may get a chance in the spotlight cause of that new ritual perk, but lol Lethal would probably be more suitable for seeing any would-be basement runners.

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  2. This Killer looks like his creation was inspired by Dead Hand. Mini boss from Zelda OoT. The face, Teeth, long neck all somewhat match. Dead Hand was the most Terrifying N64 mini boss that's existed. Has this childhood horror returned after so many years? Is this Dead By Daylights version of Dead Hand? The tentacle also matches Dead Hand arms. They grab you by the face while Dead Hand bites you in the face.. HORRIFYING. He's Backs!

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  3. I feel like the Incantation perk should split based on gens not done.

    So 7 gens = 15%
    6 gens = 17.5%
    5 gens = 21%
    4 gens = 26.25%
    3 gens = 35%

    That way it's still worth it to do it at 3 gens (and can help in a 3-gen situation significantly).

    I also think the downside is a bit much. I feel like instead it should leave you exhausted for the rest of the trial and maybe broken for 120 seconds. And maybe anyone who participates in the ritual should also be exhausted for 120 seconds as sort of a trade off for a weaker downside.

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  4. next chapter, these survivor perks might be playable. This patch, killers will be aware they exist, and check basement. That's the real buff for survivors, killers wasting 10 seconds to peek if someone is Invoking.

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  5. 5:42 Here's an idea to make the perk favorable not just for the beginning of the match. Rather than all remaining gens get 15 charges instantly instead a total of 100 charges is split among the remaining gens in the game. However with this idea, when to trigger the perk will just be shifted towards the end of the game (tho it might be better? since then it will be useful to counter 3 gen locks).

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  6. I find it interesting that they made a survivor kit whose entire gimmick is "Ya know what? This is my basement now. You keep doing bad things so you don't deserve to have it.".

    Seriously speaking, it's nice they're trying to find something more to do with the basement than "easiest camping strategy" and "free loot room" since I'm sure we've just accepted that they're not going to yeet it out of the game like they really should.

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  7. Scott I think your math might be off when valuing the incantation perk. Even at 7 gens, you’re only gaining 105 charges for your 120 seconds. Even if you somehow needed 15 seconds to run from gen to gen at best, you’re breaking even, as a survivor does gens at 1 charge a second.

    Even if you have 2 people with the perk, you’re still spending 120 seconds total, 60 per survivor, for 105 charges.

    Only at THREE people with the incantation, do you start to see value, with 90 total seconds spent, 30 per survivor, to get 105 charges. Even then, that’s only 15 seconds of time gained, in return for 3 survivors having 3 perks for the rest of the game, and one survivor being permanently broken.

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  8. I think weaving spiders shouldn’t be a perk, but just a base kit way of winning. Survivors need different ways of winning. Holding forward and tapping skill checks gets old.

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  9. The downside of taking 2 minutes in the basement is already enough to balance Weaving Spiders imo. The permanent broken after seems too far. A lot of progress on 1 or 2 gens is always worth more than a little progress on many gens in most situations anyways; the value comes from killers not expecting (competent) survivors to waste time in basement so they might never know that it's being used.

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  10. I think weaving spiders would be a more interesting perk if the affect divided 105 charges between the remaining gens- to have a perk that can be used earlier for a spread out jumpstart or later for a more powerful 3 gen solution. ¯_(ツ)_/¯

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  11. 1. I see where devs were going with the theme and new mechanics – and I love it!
    2. WHY IN THE FUCK would you put 3 perks that effectively nullify each other on the same character?! Especially than mangled is so shit now and you definitely not need a perk against this! Wicked heal should be increased a tiny bit and it should work on all the statuses, like gremlin's perk.
    3. It feels like christmaxx. I've been using teritorial on and off for years now for easy first down from time to time and now that Billy is back this is going to be a good time.

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  12. The unknown is going to be really overpowered. He's basically a mixture of clown, singularity, doctor and Wesker all in one. I think they just need to tweak the cool downs on his perks and tweak a few values and it'll be fine

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  13. I mean. Wicked synergizes incredibly well with the other perks. If you're going to be spending time in the basement casting the Invocation, you'll get ALL your stacks of Wicked, and it wasn't just spent AFKing. That's not to say it's a particularly useful perk, but if you pair it with the other basement perks, you'll easily passively get the charges on it while doing something else productive.

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  14. Watch them add one Invocation perk for each of the next two chapters and then completely scrap the concept.
    Though No Mither value with the Invocation perk? Let's go.

    Fully agree, kiler perks are overall great, survivor perks are overall terrible. Twitter will go up in flames tomorrow.

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  15. Unbound reminds me of the Xenomorphs Rapid Brutality. I guess one of the next killer perks will be Unbound with pallets and the one after that Unbound with gens? Those perks are getting less and less inspired by the minute. Killer seems really fun though.

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  16. ppl say autodid is griefing but when people start running this fucking salt circle perk and sit in the basement for 2 fucking minutes for (not permanent) 15% on gens that title will shift very quickly. it's such irredeemable garbage lol

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