Everyone is wrong about Resilience | Dead by Daylight



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resilience is a solid perk that makes you do a lot of things faster when injured, one of those is vaulting. Does that 9% really make a difference in chase?
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Timestamps:
Good parts about Resilience: 0:00
Why it’s bad in chase: 0:57
Comparing it with MFT: 3:09
Reviewing why it isn’t good in chase: 4:37

Sources:
DBD Stats: https://www.youtube.com/watch?v=ECh31IU0tb4

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49 thoughts on “Everyone is wrong about Resilience | Dead by Daylight”

  1. I feel like the value from resilience lies in not the vaulting animation itself I'd say it's more about the hit box animation also a big part of it is also based on latency. Resilience kinda gives you that leeway for an actual good safe vault, makes so your hit box isn't active as long. A game like dead by daylight also it's very much derived from split second decisions. So even if it is like half a second or some miniscule amount that can be the difference between a down and an extended chase. Think of it as old dead hard, dead hard was just prolonging the inevitable. It's a chase extender, sometimes it works sometimes it doesn't. Resilience can give you that golden chase extend or it can just be another perk.

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  2. Why you didn't talk about vaulting pallet i think this is cenario were you getting the most of this perk. You know saving 9% 2 + times in a row if you panic vault and etc is actually really big difference.

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  3. These are good points, but I think you are failing to see the reason why MFT (and thus Resilence to a smaller degree) are strong. The reason is because good killers know exactly when they can swing and hit you. So it's not that it's saving you .045 seconds, it's saving you the complete cooldown of a full missed swing optimally(1.5 seconds according to the wiki). Ironically, I'm surprised more serious killers aren't running Unrelenting instead of STBL to counteract this. But I guess no one wants to bet on that you're gonna miss a swing. But yes I agree, if you are running it for the vault speed you aren't getting much from it. Work on gens when you're injured, 99% a medikit heal.

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  4. pretty sure no one uses resilience for the chase aspect but after a lot of time playing this game i see swings that would have totally hit me on a window not hitting me thanks to resilience
    pallet vaults are a different story those hits will always land no matter what

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  5. If resilience makes you vault 50ms faster, then that's the same difference as having say 20ms ping vs 70ms ping no? And we know a 50ms difference in ping can make a big difference at windows unless it's also placebo of course.

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  6. I "feel" the resilience on both sides, i "feel" faster as survivor and as killer i "feel" the survivor is just faster with resilience.

    Im not arguing the math here, but it seems a lot faster than 9%. Maybe it's just the random ping difference but i swear resilience as saved my life multiple times.

    As for gen speed i love how it counters thanataphobia to an extent.

    But youre probably right, for the vault speed alone, it's probably not worth it.

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  7. As many others have said, Killers' "Lagvantage" is when a Killer hits you on their screen, but clearly whiffed you according to the server, and on your screen. Resilience helps negate "Lagvantage". 0.045s is 45ms, so you have essentially negated 45 ping from the Killer. Most loops function on tight timings, and a Killer doing a back and forth at a window or pallet forces a reaction vault, where latency is the most prevalent. The MfT math is ran assuming straight line hold W or triple vault entity blocks, but resilience is based on the key vault timings of split second decision making. MfT can also function in a similar fashion to Resilience, where you need to move to react to the Killer, but doesn't necessarily help as much when the Survivor is already camping Shack window from the inside for example.

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  8. I've been saying this for a long time, Resil is not OP in a chase. Like you said it saves 0.05s on a fast vault, which is 2 frames TWO. The game runs at 60 fps. A normal vault is 29 frames, and vault with Resil is 27. That said, there are specific vaults against specific killers where it's impossible for them to get a hit if you have Resil. Example, the "i" shape pallet loops on Macmil. Yes they are very strong but a killer with bloodlust 3 can brute force a hit with the pallet down. BUT if you have Resil it's physically impossible unless the survivor messes up.

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  9. All your numbers make sense and you have a solid argument, but showing you making mistakes in chase doesn’t exactly make me wanna agree w u
    Also I’m just tryna relive the vault speed build 😭

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  10. I usually get resilience value every match I live the perk. Saves me in chases, makes games around a minute shorter, just gets a heal on a survivor when you shouldn't have, etc.

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  11. i use it for gens and for bad Internet situations mainly. also, not to be that guy but, i regularly barely make a window the killer swings at it and i dont get hit when i have this equipped. sometimes i get hit anyway but i usually juice a window or pallet a lot before i vault.

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  12. This perk is useful when you consider the best survivors and the best killers. Just some ms is enough to allow a survivor to constant vault a strong pallet like in Macmillan, which makes extremelly hard to the killer hit. Also with the vault animation speeded, it for sure will make the killer miss a lot of attacks.

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  13. It definitely makes a significant difference when trying to play pallets that are borderline safe/unsafe which is why its a go to 1v1 perk when you can only have 2 perks. That 1/3 of a meter (1 foot) means you can wait that little bit longer before you vault a pallet to not get hit, meaning the killer has to commit farther to get you to vault, and if the killer doubles back you now get to the other side faster and are ready to vault sooner, and remember the killer is still an additional .3m away that they had to move to make you vault. Its so much safer for you as surv in that instance. You can also vault and immediately hold W around the loop with that extra .3 meter of distance from killer having to go farther to get you to vault, plus .3 meters from your faster vault itself (which means a 4.6 killer has to chase an additional second to close that distance to what it would have been if you didn't have resilience, which neans the killer had to chase for an added 4.6 meters if you are holding W much safer when killer doesn't have bloodlust). Plus you can vault back faster again, making it so much safer for the surv to vault repeatedly, which normally is a road to getting yourself hit. I think it's much more of a difference maker than you're giving it credit for, particularly when playing a pallet. And to your point about it not giving you distance to leave, you don't need distance to leave if the perk changes a pallet from being somewhat unsafe to a safe pallet. Eventually the killer has to break, or it gives you more time while the killer has to wait for an additional tier or 2 of bloodlust than what they would have needed without the perk in play (assuming you can't shift tech and get them to lose their bloodlust)

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  14. Finally someone to speak out about this. I was so tired about these youtubers always relying on resilience to vaulting faster when in reality they had good ping, when in my matches I kept getting bs hits no matter what. Ever since i swapped it out for iron willed I've gotten so much more value it's crazy. The only good this perk ever does is save 9 seconds on gens and about 1.5 on healing. Can make the difference, but what are the odds you need that extra 9 seconds or 1.5 on healing?

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  15. Fun fact new vaults as well made it worse cause you cannot gained as much distance from fast vault plus in the past nerfed spine chills made that 9procent inst that strong as it used to but 9 on everything else is still good btw i like to abuse 9 on slow vault to get quicker and save lithe

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  16. I used spine chill and resilience and while many other solo perks do vastly better in chase, it still does play a factor in chase. A value difference of about "I got hit because of lag" vs "I just have a really good connection." The reason this happens is due to the fact that adding or subtracting 60 milliseconds to someone's game can be the difference between an okay experience and a less okay one, so it's not just placebo.

    That said, resilience isn't good because of the shortened vault time, but instead because of the shortening of time in general.

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