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After the success of my last meta perk update video, I decided to take another shot and rework or change a collection of perks. I think it’s time that we change some of the less popular perks, in an attempt to make them more powerful or useful.
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About mettle of man, i don't get the comparrison to the E button: E button makes you have enduring for 1 sec, whilst MoM just shows you that it's giving you endurance, although it's a diffirent kind of healstate altogether, because MoM's enduring works even if you're in deep wound, so you could press E, get caught, and still have "another E". It also works with you being healthy, so 1 shot killers can get fucked over by that. So i think the MoM requierments do not need to be any easier, it's essentially a 1 time use god mode, and knowing how survivors love to use defensive perks aggresively, it's going to be a nightmare once all the gens are done, you did your best to not tunnel and deathook everyone, and now you just hilbilly chainsaw trough everyone or something effeciant like that just to find out everyone stacked up their MoM's.
Dont touch Up the Ante, you can 99% always unhook yourself if you are running with Slippery Meat, also it works with Renewal/Second Wind and Adrenaline
Mhm, tats STILL goated.
I like the new poised. I would lower it to 3/4/5 seconds, but let them use it while injured as it doesn't remove grunts of pain or blood.
finally a ner for territorial
Funny how content creators do a better job at perks than behaviour themselves.
Here we go again! Time to prepare the new essay. One at a time now…. BEGIN!
Leader – Alright, I guess. I think Leader is a fine perk that no one uses because they'd rather rely on themselves than help their team, but this small buff would be fine.
MoM – Hmm… I would be willing to test it, at least. MoM is a perk I want to be careful with, because in terms of raw effects, it is one of the most powerful perks in the game. I would like to test it, see if it becomes an issue. If not, then I'd be down for this.
OtR – Duration doesn't bother me that much. All effects disabling after a conspicuous action would be nice though. It'd also be nice if solving Ceno's box was a conspicuous action, but that's an entire different subject.
Poised – I mean, neat… you still leave blood. It's a nice change but doesn't change that it remains a mediocre perk.
Preminition – Well, for starters now the perk's name doesn't make much sense. There's no premonition going on. But otherwise, it's not that great of a perk. The 2% haste is… well, a joke. 2% is nothing. See Dark Theory for proof. As for the aura reveal, I… don't see the utility. If a chase starts, you're both running and the killer is within 12m. 12m is a big distance, meaning a lot will just be spent W-keying on both sides, meaning this perk will have ran out two games ago before the killer reaches you. If you let them get close, you're likely running to a window/pallet. So it's incredibly unlikely you'll get a mindgame or anything out of it.
UB – I mean… sure, I guess? Pretty situational benefit. Killer needs to slug you, you need to get up, the killer needs an aura perk, and the killer needs to have proceed that perk within 30 secs of you getting up to get any use. Not that great, honestly.
Up the Ante – This is… pretty bad. Okay, you just hit the survivor. You're in cooldown for almost 3 seconds and they're already speeding away. The time this would add is extremely marginal, topped off with it only working in endgame.
Distressing – No. I hate this the same reason I hate shattered hope. It is a perk that requires the OTHER SIDE to bring a perk to do ANYTHING. Distortion for survs? Nope, it doing nothing gives you info of what perks are NOT in play, which is something. Small Game? You still can do bones for points. Lightborn? It's an item which you can see pre-game and… well, it's a terrible perk anyway, so not a good role model. There should NEVER be a perk that outright requires the other side to bring another specific type of perk to do ANYTHING, and I hope Shattered Hope burns because it is an abomination of God. (Also, I like Distressing as is for niche TR based builds and/or on Doc)
Dragon's Grip – Nothing to really argue here.
Hanged Man's – Not sure 8m is much better than 6m. It's a buff which this perk desperately needs but idk if it's enough. You could also have it slow sabo-ing speeds since it's meant to be an anti-sabo perk (I think?)
Ruin – I don't think that's enough, honestly. It's actual effect is bad now. So what if it doesn't auto cleanse? It's still a hex that'll be gone in the first minute. No? It's base regression, which is slower than a snail with a hangover! You lock yourself out of the base 2.5% instant regression and any gen kick perks! It's actual effect is terrible, which is the problem with Ruin, moreso than its auto cleansing.
Oppression – Just remove the cooldown. Honestly. What? It's not like it applies perks (THAT would be busted af). Gonna spam kick the gen you JUST put into the regressing state? And its effect is small. Sure it can hit a lot of gens but it's just base regression. Only annoying part is the skillcheck.
Territorial – If you go in basement, you're either trying to unhook someone or you're trying to die. If the former, you'll know if the killer is around/camping. If the latter, well, I'm sure bubba will be there to thank you. (don't touch the chest)
Unnerving – laughs in Skillcheck Doc But in all seriousness, Skillcheck Doc could go beyond a meme and become a genuine issue with this. Madness skillchecks are difficult with the right perks on certain maps. Add this in, and hell awaits. God, Coulrohpobia + Unnerving and/or Lullaby would make me DC instantly.
Unrelenting – I mean… sure? Still an awful perk.
partel 3 when?
Hey Tat! Here are some of my Killer/Survivor Perk Buff Ideas!
KILLER PERKS
New Perk Idea: Allies From The Shadows
Effect: After 40/35/30 seconds of an idle generator with at least 1% repair progress, the Entity’s crows will fly to the generator and peck at the wires, regressing the generator at normal regression speed. If any player, including the Killer, approaches the crows within a 4 meter radius, the crows will fly away, stopping the generator from regressing.
The perk Spies From The Shadows would synergize well with this perk since the killer would also receive a loud noise notification when the crows are interrupted.
Forced Penance
Current Effect: Survivors who take a Protection Hit suffer from the Broken Status Effect for the next 60/70/80 seconds.
Buff: Along with the current effect of Forced Penance, Survivors who rescue a carried survivor by blinding and/or stunning the killer suffer from the Incapacitated Status Effect for 30/35/40 seconds.
Hex: The Third Seal
Current Effect: The last 2/3/4 Survivors hit with either your Basic Attack or Special Attack suffer from the Blindness Status Effect.
Buff: Once the killer injures a survivor and applies Hex: The Third Seal, it activates on a single random dull totem. For 120 seconds, the Hex Totem is blocked by the Entity and cannot be cleansed by anyone. Additionally, after injuring a survivor and/or downing a survivor while they are cursed by the Hex, their hearing and vision are moderately impaired for 3 seconds. This effect would be similarly to the perk Knock Out.
Septic Touch
Current Effect: Whenever a Survivor performs a Healing action while they are inside your Terror Radius, that Survivor suffers from the Blindness and the Exhausted Status Effects. These effects linger for 6/8/10 seconds after the Healing action is interrupted by any means.
Buff: The Terror Radius requirement is removed.
Remember Me
Current Effect: Each time the Obsession loses a Health State, Remember Me gains 1 Token. Increases the Opening time of both Exit Gates by 4 seconds per Token, up to a maximum of 8/12/16 additional seconds. The Obsession remains unaffected by this penalty.
Buff: The Obsession is now affected by Remember Me, but at half the amount.
Grim Embrace
Current Effect: Each time a Survivor is hooked for the first time, Grim Embrace gains a Token. Upon reaching 4 Tokens Grim Embrace activates. The Entity blocks all Generators for 30/35/40 seconds. The Aura of the Obsession is revealed to you for 5 seconds.
Buff: Each time a survivor is hooked for the first time, gain a token and activate Grim Embrace up to a maximum of 4 tokens. Each token blocks all generators on the map for 15 seconds. After all 4 tokens have been acquired, the auras of all survivors are also revealed to the killer for 4/5/6 seconds.
Bloodhound
Current Effect: Pools of Blood are shown in bright red and can be tracked for 2/3/4 seconds longer than normal.
Buff: Along with the current effect of Bloodhound, the auras of injured survivors are revealed to the killer for 3 seconds once every 45 seconds. Additionally, survivors also make more noise while they are healing.
Predator
Current Effect: Scratch marks left by Survivors spawn Slightly/Moderately/Considerably closer together.
Buff: Along with the current effect of Predator, the Killer gains a +5% Hast Status Effect only while outside of a chase.
Coup De Grâce
Current Effect: Each time a Generator is completed, Coup de Grâce grows in power. Gain 1 Token per Generator. Consume 1 Token to increase the distance of your next Lunge Attack by 70/75/80%.
Buff: Instead of being based on a token system, Coup De Grâce will now have a 45-second cooldown. However, this cooldown will only begin once the killer is outside of a chase, similar to how the survivor perk Diversion works.
This is so that this perk will most likely not be used inside every chase, but still can be used more often throughout the match.
SURVIVOR PERKS
Boon: Circle Of Healing (Rework)
Current Effect: Survivors inside the Boon Totem's range benefit from the following effects: 50% bonus to all Healing speeds. Unlocks the Self-Care ability, allowing you to self-heal without needing a Med-Kit. Reduces Personal Healing speed by -50%. Benefits from the general Healing Speed bonus.
Rework: The self-healing feature is removed. Instead, injured survivors inside of the Boon radius have their auras revealed to all of their teammates. Altruistic healing speeds are increased by 65/70/75% when inside the Boon radius. Does not increase self-healing speeds.
Leader
Current Effect: Increases the Action speeds of other Survivors in Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking by 15/20/25% while they are within 8 meters of your location. This effect lingers for 15 seconds when leaving Leader's range.
Buff: Along with the current effect of Leader, when performing the Come Here emote, you reveal your aura to all other Survivors for 5 seconds. When performing the Point emote towards interactable objects within a 32 meter range (Survivors, Generators, Totems, Chests, Hooks, and Exit Gate Switches), you reveal its aura’s to all other Survivors for 5 seconds. Both of these effects can only be triggered once every 15 seconds.
Streetwise
Current Effect: Increases the Efficiency of your Items by 15/20/25%. Streetwise extends its effect to all other Survivors within 8 meters of your
Buff: Along with the current effect of Streetwise, hitting a great skill check with an item gives the item +5% of its charges back.
Appraisal
Current Effect: Start the Trial with 3 Tokens. When a Chest has already been opened, consume 1 Token to rummage through it for an Item. Rummage through Chests 40/60/80% faster.
Buff: Appraisal now also shows the auras of all open chests.
Botany Knowledge and Desperate Measures
Current Effect of Botany Knowledge: Increases your Healing speed by 30/40/50%. Reduces the Healing efficiency of Med-Kits by -20%.
Current Effect of Desperate Measures: Increases your Action speeds in Healing and Unhooking by 10/12/14% for each injured, hooked, or dying Survivor, up to a maximum of 40/48/56%.
Buff: Nearby injured teammates are also notified if a survivor has either of these perks, similar to the perk "We'll Make It".
Hope
Current Effect: As soon as the Exit Gates are powered, you gain a 5/6/7 % Haste Status Effect.
Buff: Along with the current effect of Hope, Hope now also activates for 10 seconds after each generator is repaired. The duration stacks if multiple generators are completed at the same time.
Alert
Current Effect: When the Killer breaks a Pallet or Breakable Wall or damages a Generator, their Aura is revealed to you for 3/4/5 seconds.
Buff: Along with the current effect of Alert, you also see the aura of the killer when they check a locker for 3/4/5 seconds.
Technician
Current Effect: Failing a Skill Check while repairing prevents the Generator Explosion. Applies the default Regression penalty. Applies an additional Regression penalty of 5/4/3%. Technician reduces the audible range of your Generator-repairing noises by 8 meters.
Buff: Missing a skill check with Technician now applies the default regression penalty.
Head On
Current Effect: While standing in a Locker for 3 seconds, Head On activates. When performing a rushed action to leave a Locker, stun the Killer for 3 seconds if they are within range. Head On causes the Exhausted Status Effect for 60/50/40 seconds. Head On cannot be used when Exhausted or when you have accrued Stillness Crows.
Buff: Whenever a survivor hides inside a locker and Head On activates, all other survivors can see the locker's aura. Additionally, when hiding inside a locker with Head On, the survivor no longer suffers from the blindness status effect. Both of these effects only activate if the survivor is not exhausted.
I would love to see dragon's grip not have a cooldown if it doesn't activate, it is way too niche to have a huge cooldown for no effect.
I think a lot of (killer) perks could probably just have the cooldown removed to make them much better (ie compare new and old jolt)
Nice ideas, maybe BHVR will take notice one day. Hopefully remove some unnecessary downsides to perks like with Ruin and Calm Spirits weird 30% reduced action speed
Personally, I think it would be cool to rework luck into a larger mechanic. Instead of it being just about unhook chance, have it impact more aspects of the game. Like, have it also increase the odds of getting higher-rarity items from chests and have it apply to Ace in the Hole add-ons, have a % chance to prevent notifications/regression for failed skill checks… maybe even have a % chance to suppress Killer Instinct. There's a lot of different ways I could imagine it being use but those are probably the least obnoxious ways to incorporate it considering the effects would be random and it would hard to find middle ground effects that are useful but not too strong. That said, you'd probably need to rework the luck numbers or introduce a cap and change perks associated with these other mechanics like, remove the luck effect from Plunderer's Instinct (maybe have it spawn 1 more chest instead?), change Slippery Meat to have 3 tokens that consume no sacrifice progression instead of halving progression for each failed escape attempt, etc.
With Unnerving Presence, you'd have to nerf the skill-check success zone reduction, if not remove it entirely. A 50% increase in skill check speed is really fast, so combining that with a very small skill check zone would become obnoxious, especially consider you lose ~12 seconds of progress for failing a skill check. I'd say go with the 50% speed boost because I find it's a bit harder and catches you off guard more than a reduced skill check zone (because also great skill checks hardly change if at all with reduced zones, so you're actually slightly more likely to land them), although that might have unintended effects with skills like Merciless Storm or Overcharge.
Also a nerf to Overcharge: No skill check if the gen regresses to 0. It's so unnecessary.
I love the poised idea. Maybe make it instead or tokens, just activating so it gives more of a “use it or lose it” mentality, and doesn’t stack. I could see it being really unfun for the killer if you just spam the tokens
I like the unbreakable change. It’s like self care where the power isn’t the speed to heal yourself, it’s the ability to do it in the first place
Territorial imperative rework is cool and I think it would have a really funny interaction with object since you can just go to basement and get the info instantly.
Ngl I just like hearing people do creative stuff with dbd. The community is willing to take more risks and be more creative than the devs, and I think if the devs see people support these kinds of videos they’ll be encouraged to take more risks
the MoM change would have to be coupled with a "safe unhook" change, getting downed within 10s of being unhooked while having 10s of default endurance after being unhooked only happens against like 3 killers in the roster unless you have a very special IQ.
the distressing one would be fun as an added effect, but not as a full rework(just like how im of the opinion that shattered hope shouldve been an added effect to brutal strength).
the territorial imperative one has the same problem as "oblivious within victor's alert range/X m of a demo portal", why would you want the survivor to know that stuff?
9:10 no really bad idea, the skill check size reduction with an increased rotation speed is horrible for new players and mediocre players in general. it's already pain enough when paired with caulrophobia
Nerfing the only good antitunneling perk in the game when the killers tunnels like if they live depended of their victory? Yeah no
Don’t do that to Distressing, it’s so good for TR builds; turning it into Shattered Hope 2.0 and making it completely useless if there are no boons around is such a bizarre change.
The idea for distressing is interesting, I think on top of hearing the terror radius while in the boon area no matter what, it would be fun if it functioned as being within the terror radius for the purpose of using it alongside coulrophobia, unnerving presence, overwhelming presence, etc. It could basically act as a counter to circle of healing, even if it takes two perk slots
Your premonition buff is more of a nerf. All Premonition really needs if anything is a slightly lower cooldown of say 24 seconds. With your new version you get a useless aura reading of the killer that will not help you at all. Who cares if you can see their aura when chasing you, you know exactly where they are, they're chasing you. And a 2% speed boost makes it as worthless as Dark Theory. I also think you're nerfing perks that don't need to be nerfed like Off the Record. Off the Record is strong yes, but its actually very well balanced since its disabled in the endgame.
I would really like if off the record disabled when you get fully healed, sometimes you hook so fast you lose track. if you get fully healed its really not needed.
Really good changes!
Naw bro that up the ante rework doesn't make any sense it's nothing related to the original or ace and its so situational
my up the ante rework is god awful. pretend it doesnt exist
I think for Up the Ante, (and maybe even the luck offerings) that it can increase the chance to get a skillcheck for things like gens and healing based on the # of survivors alive, since Ace's whole thing is to give his team buffs and increased odds I feel like it would be a nice touch.
I really really like the idea of territorial imperative! It's exciting to think about it
I also like how it's good for basement killers but not oppressive, it won't make basement trapper op. It just prevents survivors from hiding in the basement
2:26 I have but I also run premonition constantly
I have a dumb idea for a Frank mixtape buff, When you kick a generator or wall in frenzy your movement speed gets increased by 15% for eight seconds. It’ll be a stupid and powerful change but God would it be so much fun.
08:13
My Rework for Territoral Imperitive:
You don't like clutter filling your hunting grounds.
When you hook a survivor on a (scourge hook)
all remaining dropped pallets in the trial will break.
This along side the Tatariu buff could honestly be a decent perk.
Unrelenting Rework:
Unrelenting will become a token based perk.
Everytime you hook a unique survivor you recieve a token up to max 4.
– 1st Token:
Your attacks have a 35% missed cooldown no matter if you hit a obstacle or miss.
– 2nd Token:
Survivors become blinded for 25 seconds after you hit them.
– 3rd Token:
When you hit a survivor you see their aura for 4 seconds.
– 4th Token:
When you hit a survivor you gain a blindness immunity for 30 seconds.
Unnerving Presence, Overwhelming Presence, Quick Gambit, and Coulrophobia should have lingering effects like Streetwise, Vigil, etc. albiet the effect linger is a shorter 4-6 second duration.
I have a wacky idea for Up the Ante.
Up the Ante
For each Survivor Hooked or in the Dying State, Up the Ante gains the following effect(s):
•1: Increases the Luck of all Survivors by 3/6/9%.
•2: Grants 5% Haste while within 24m of a Hooked or Dying Survivor and increases Unhooking Speed by 50%.
•3: Increases the Recovery speed of Dying Survivors within 24m by 50% and increases the Hook Timers of all Survivors by 50%.
If at least one Survivor has been killed or sacrificed and you are the only Survivor who isn’t Dying or Hooked, you gain all the effects of Up the Ante.
Also it slightly annoys me that Off the Record makes no sense thematically so:
Off the Record
After being unhooked or unhooking yourself, Off the Record activates for the next 40/50/60 seconds:
•Prevents your Aura from being revealed to the Killer.
•Suppresses Grunts of Pain and Scratch Marks.
•Pools of Blood disappear 25% faster.
Off the Record deactivates if you perform a Conspicuous Action.
Renewal/Second Wind
After healing Survivor(s) for the equivalent of 1 Health State, Renewal/Second Wind gains a token (max 2). After being unhooked Renewal/Second Wind activates for the next 80 seconds:
•Grants the Endurance Status Effect.
•If you have at least 1 token, 1 token is consumed and after 28/24/20 seconds you are automatically healed for 1 Health State.
Renewal/Second Wind deactivates if you are put into the Dying State or you perform a Conspicuous Action. Renewal/Second will also deactivate completely when the Exit Gates are powered.
For Unnerving Presence i think it should remove white part on skill checks instead of reduce size.(Still will be a little smaller).
If the bad thing is that because more skill checks = more speed on gen, just remove that part.