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There’s a lot of perks in dbd, and a lot of those perks haven’t had many changes since being introduced. I think the biggest culprit of this is premonition. It’s been in since launch and has remained underwhelming the whole time. If you enjoyed, be sure to leave a like, comment and subscribe!
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0:00 Intro
1:15 Why Premonition?
3:25 Premonition in Action
12:10 Outro
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Premonition is somewhere in my top10 survivor perks.
1) I don't like meta, where perks do all the work for you and carry you. Premonition still makes you do calculations in your head. By this perk and identifying killer path you can find out his preferable 3gen before it happens.
2) it counters not only stealth killers, but also undetectable addons.
3) huge value against demogorgon to understand where he teleported to and where he will approach from.
4) wraith is the most difficult for me to play against, so overall value is positive, even if it in other matches was little.
Imo make it the stealth killer finder perk. Nerf spine chill so it can't go off if the killer is hidden. Then make this have a 5 to 10 second cooldown.
If you want a full rework. If your within 32 meters of the killer and you are looking in their direction, get a noise indicator of their location. 10 second cooldown (this does not work during chase and if for some reason it's still too strong maybe have the cooldown paused if your working on a generator)
Premonition idea; remove the cooldown, but have it be the perk being active so you aren't annoyed by the sound so much, and make the cone thinner so you can actually use the info to some degree
I think the should make the cone smaller, less range and a shorter cooldown to give a more general location of the killer
also I do like highly edited vids keep em coming
It could function like object but when you look at the killer whilst outside of their terror radius you get an auditory notification an it reveals the killers aura for 5/6/7 seconds with a cool down of 20/15/10 seconds but it functions as it does now when inside the terror radius
Just an off the cuff idea for a premonition rework.
When you enter the killer's TR, see their aura for 2/3/4 seconds. It has a cool down of 60/45/30 seconds.
It's still a pre warning of what's coming, you see the killer, whether or not they're coming for you or just patrolling and it's not going to constantly activate while you're in the radius. There's also a bit of protection for stealth killers since there's a 30 second cool down, so entering and leaving stealth won't retrigger the perk.
To not change it from its natural state and keep it with its cooldown premonition should give you a 7% haste for 5 seconds after getting a read that the killer is nearby. It will make sense and go with the definition of the actual perk that you are clearly aware that the killer is nearby so you run faster.
I sometimes use Premonition to know where a stealth killer is, because you can't see their aura
i cant play dbd without resilance
Idk if theres already a perk that does this or if this is to op, but heres something that could be interesting possibly. Each time your cone for Premonition touchs the killer, you get a 15% speed boost to any action (some examples: doing gens, chests, healing, valting, etc…). A 5% speed boost to running that can stack up to 3 times, but if the killer is chasing you, the speed boost for running cannot/ will not stack, unless out of chase.
I would change perk 2 ways 1 made in chase type and other in a beginner perk tye
First possible idea make like combo of potential energy and stake out.
Whenever in terror radius but not in chase gain a token these tokens can stack up to 4 with each give a percentage haste bonus whenever in chase however whenever you drop a pallet you lose a token so it can't be abused but if you get hit and lose health state lose all tokens.
This will encourage be sneaky but also test ones knowledge of the chase for killers in return make chase more interesting and only as hard as the survivors skills.
If needed it can also lose stacks whenever healing self or someone or repair gens to balance further.
Other idea is make it detector of killers power for example like a six sense idea that for example should a nurse charge a blink in your direction and hold for couple seconds in a cone radius get audio noise or whenever walk in certain part of map with trapper traps hidden get audio noise but because of cone it's not direct so it's a warning perk but not precise so won't be busted.
For further example is if ghost face go shroud get a audio queue globally but you won't know if coming stealthed for you or other.
It's for beginners then a good tutorial but very niche for skilled players.
Make premonition without a cooldown, you look in that 45° cone and you hear a faint white noise. Survivor's version of whispers.
bold of you assuming i can hit great skillchecks
I think the niche appeal of Premonition is that it can spot stealth killers – so you'd want to keep that. The range and cooldown are utterly pointless limiters – first of all you're going to want the range to drastically increase and bring the cooldown to 10s (same as Small Game, for example). Even so it's kind of janky, would it be too much to ask to have some kind of graphic – not an actual aura read (that would be too strong) but something to visually indicate the general area of the sound effect. This is something they should add to every sound trigger to help deaf players anyway…
have you seen money dog 2: Make it rain?
I'd like for Premonition to be, instead, a perk that's a one use thing that will stop the killer from grabbing you only one time. That way it's useful and make it harder to face camp.
Maybe changing premotion to a perk requiring tokens which are gainable by repairing 50% generator progress. A token is consumed when the survivor does the usual premotion stuff and reveals the killers aura aura for 2-3 seconds.
“Which way did they go George?” killed me. Thank you and well done. 🐶 😂 👏
I think premonition should show you the killers aura for maybe 2 seconds. Maybe balance it out by needing to work on a generator for 10 seconds or only recharging outside of chase.