Haste is EVERYWHERE (And Here's Why) | Dead by Daylight



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22 thoughts on “Haste is EVERYWHERE (And Here's Why) | Dead by Daylight”

  1. Good video! I just noticed too that the past five killer releases (Skull Merchant, Singularity, Xenomorph, Chucky, and Unknown) have all had one perk that grants Haste: Game Afoot, Machine Learning, Rapid Brutality, Batteries Included, and Unbound. The common trend is that 4 out of these 5 perks will primarily function inside a chase. My read on this trend is that BHVR’s goal was to encourage killers to chase more instead of defending generators, by means of giving them a brief period of time in which the killer becomes faster while in chase. Generator defense gameplay or the 3-gen strat, became so widespread before and during the Forged in Fog chapter, and this chapter also added a perk that benefited you with aura reading whenever you kicked a generator (Nowhere to Hide). I believe that these Haste perks are a misguided attempt at course correction by BHVR, to try to encourage more killers to commit to chases. The four perks mentioned earlier all have activation requirements that can be fulfilled naturally in chase, from breaking pallets, hitting a basic attack, being near completed generators, and vaulting windows.

    /// Another perspective I have is that these Haste perks are BHVR’s way of trying to help weaker killers or ‘M1 killers’ without affecting the strongest killers in the game. I don’t think it’s successful but I can see their vision if this is what they intended. These Haste perks have activation conditions that don’t require unusual behavior and these conditions are related to actions that would allow survivors to create distance between them and the killer. These actions being when a killer breaks a pallet, when a killer hits them with a basic attack and has to recover from this attack, when a killer is brought to an area away from generators in progress, and when a survivor uses vaults to create distance. Haste would help these weaker killers/‘M1 Killers’ to have a chance at catching up to the survivors they’re chasing. The Haste can still help other stronger killers but the opportunity cost is far too great to warrant taking a Haste perk for those stronger killers. Speaking of opportunity cost, I think for a lot of killers these Haste perks either don’t do enough or the opportunity cost of other perks makes them less appealing to use. Sure on someone like Freddy, these perks can help you but you may be sacrificing something like a regression perk or an offensive perk like Save the Best for Last…for a Haste buff that will only be helpful if you’re able to activate the condition and the Haste actually helps you land a hit you otherwise wouldn’t be able to land.

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  2. I would assume the reason bhvr is giving more and more haste is to make up for the bad balance of maps , not only that but to help the bad players in chase more but fail to understand how bad the casual r , its sad to say but a lot of the bots r better then average players 🤣

    And im assuming the reason why they don’t fix maps is cause they want the maps to feel like they have variety if they all where the same size it would just feel like your on the same map .

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  3. Hmm, I dunno about this one. I feel like this argument requires you to think that the exhaustion perks we currently have are a problem in any way. Sprint Burst and Lithe aren't new, they've been the same for ages and never regarded as a problem, only used more now because the things more powerful than them (Dead Hard/MFT) have been nerfed. Both perks feel extremely well balanced and fair to me.

    I think the rise in haste perks is simply BHVR trying new mechanics to see if they can expand the killer metagame beyond just slowdown, plus it's just a fairly safe ability to put on a perk and ensure it will likely see some kind of use.

    I also think you're over-hating Lithe a bit. It gives some decent value when used well, but it also can get wasted if you need to fast vault a window but you don't want to leave the loop you're currently at. Survivors might actually misplay to try to get Lithe value by leaving a strong loop and going into a less safe area. "Lithe-brain" is a term for a reason.

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  4. I run lithe so little that I forget I have it when I do, so I forget to vault unless I need to then get surprised. XD
    Personally, I don't mind exhaustion perks and I don't mind killer having perks or add-ons that make them go faster. I like to move fast, both on killer and on survivor, and that's always been my go to. I'd rather face perks that extend chase over gen rushing. On killer I already run killers that move faster (like Legion or Wesker), or I run rapid brutality (when I play ghostface or Pyramid Head). My most used perk on survivor is resilience currently. I think it's completely fair to maybe not like exhaustion perks or that kind of playstyle, but I don't find them to be unhealthy for the game as a whole, imo.

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  5. Every since I’ve Main artist leth and sprint burst is no problem for me as good as I am with the artist I can punish any survivor I please who attempts to loop me because she’s so powerful and also the artist is great for dealing with bully squads that like to all these haste perks as well

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  6. Not to worry: next patch will have the perk Ash Blossom and Joyous Sprint. Whenever someone activates a haste perk: negate the effects of that perk and also send the survivor to the graveyard. Wait, no . . .

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  7. Like those new add-ons on Huntress is absolutely pointless imo, what I would have done, is make it so the leather loop gives you 10% haste for 5 seconds after you reloaded at a locker, and turn it into a green add-on and make deerskin gloves Add-on a yellow.

    Infantry belt after you reload at a locker, any survivors within 12 meters of you, are revealed to you for 4 seconds.

    These add-on changes that BHVR did are just kinda lazy

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  8. The annoying part for me is, they finally started shrinking the ridiculously huge maps… Only to add haste to everything so chases are still frustrating, just for different reasons.

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  9. I might be a bit cynical here but i would say its more a short-sighted, easy fix for alot of bad killer power and perk design. I don't think it's necessarily has to do with exhaustion perks in specific, exhaustion perks have been a problem since dbd came out, and there are alot more easier solutions to them than just giving 900 haste effects.

    It feels like to me atleast, most of the added haste effects are there in the sense of band-aiding a poor killer design choices (Knight needing to stay still to draw out a long guard path, Skull merchant being too much of a 3-gen monster, twins needing charlotte to put people on hooks, and now huntress's addons being overlooked and then being changed in a very slapdash, easy convenient way). The same can be said with the perks, most of the newer ones at least are band-aids for poor killer play (or you know, being an M1 killer on a map like garden of joy): game afoot compensates you for chasing one survivor for a long time, batteries included compensates for you running away from your unworked gens, machine learning compensates you for not being able to defend a single generator, etc etc. they are more and more short-sighted, easy to add compensations. Because in theory, they won't break the game overnight by each individual instance. However, overtime, there will come a point, with some kind of new content where this all has to get painfully ripped out because the devs kept kicking the can down the road instead of solving alot of the issues there and then. a new perk gets added called: ""Scourge Hex: fucking zoom" doubles the effect of all haste effects when you hook a survivor on this scourge hook and have a totem up" and everyone and their grandma will point out this very obvious problem that won't be addressed until bhvr gets hit in the face with the obvious fallen over rake that we all see.

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  10. They've been throwing around Haste and Hindered this past year trying for a Haste meta, but gen control is just too strong. Meanwhile, people sleeping on Blindness; depriving your opponent of information is always advantageous

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  11. it does seem like an easy solution for the sake of making something and i feel the average player are more likely to feel positive about those perks than something niche or hard to pull off. as you said, most are lazy too.
    personally i hate hindered more than anything else, it only feels bad, for killer and survivor.
    i'm not a haste fan either but especially vs skull merchant. predictability is important for fun but she'll just randomly get faster in chase passively thanks to some dumbass on the other side of the map who isn't even in chase. the few standard exhaustion perks i've just come to accept and are easily recognizable but not perks like hope which when you notice it's too late…

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  12. Exhaustion problem? Bruh … like …… never in the dbd history, people used exhaustion less than now !
    They are as viable anymore and you see them in builds that have a theme going like DH + Res + IW / BGP + flash builds / head on + inner strength + star etc.

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