How Tatariu would update Survivor Items & Add-ons | Dead by Daylight



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The majority of Survivor items & add-ons in Dead by Daylight are relatively useless, or incredibly situational. This videos aims to fix that. I have compiled a list of changes I propose to make Med-Kits less powerful, Flashlights more fun to use, and boost the effectiveness of Keys and Maps! Let’s discuss Survivor items & add-ons in Dead by Daylight!
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Background music: https://www.youtube.com/watch?v=DipKQioRqlE
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Dead by Daylight
https://www.youtube.com/c/Tatariu/playlists?view_as=subscriber
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Twitch Channel
https://www.twitch.tv/tatariu
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#DBD #intothefog

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21 thoughts on “How Tatariu would update Survivor Items & Add-ons | Dead by Daylight”

  1. like the idea regarding aura reading with these add-on concepts, could make some interesting builds around them. the broken key concept, did that implied you had to survive the match awhile still holding onto the item to receive the bloodpoints in return for it?

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  2. The Altruistic Healing speed on Med-kits means it's never worth it to heal another Survivor using a Med-Kit: You're only 10% faster than healing them without a Med-Kit and high-level the 16s Self-Heal still allows for 16s-time efficiency applied to at least one other Survivor.
    Blood Amber: It disables Channeling the Key, but does it use charges while revealing the Killer's Aura?
    Black Silk Cord: Why would I use this over Crystal Bead?
    Intense Halogen && Power Bulb: Why relatively the same values and why not just one addon that does it?
    Focus Lens && Sapphire: Given the proximity needed to blind in the first place, isn't this information rather redundant at high-level play?
    Odd Bulb: This seems extremely niche, how did you get the Blindness status applied in the first place?

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  3. The medkit changes are trash. As a killer main who also uses a medkit almost every time I play survivor, I can say that medkits aren’t op. They can’t heal during chase unless they play very well and you aren’t being oppressive. I do main spirit and artist though but like, at the same time, medkits aren’t op. They are annoying but why aren’t survivors allowed to heal? If it really bothers you, bring antiheal perks or franklins.

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  4. While I agree medkits and their addons are a bit too strong, I don't see with these changes why I would ever want to use a green or purple medkit over a brown or yellow. The green doesn't have enough charges for a full heal and the purple only adds 4 extra charges in exchange for decreased self-healing speed which doesn't seem worth it.
    I think the current charge numbers are fine, the issue is that self-healing is too efficient and using them to heal another survivor is almost never worth doing. What I would propose is decreasing the self-healing speeds of all medkits, but slightly increasing the speed at which they heal others.

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  5. For med-kits addons rather than finishing a heal so you can se the aura, wich means 99% normal heal 1% med kit.
    I would prefer something like heal for at least 3 seconds with med-kit see the aura 30 sec. If the point its that you should use med-kits on teammates more than 1%

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  6. I did something similar the other week, but my process was a little different. I tried to make new items so all items had at least one varient in each rarity and redid all the add-ons so there's a standard of 4 comm on, 5 uncommon, 5 rare, 1 very rare, 1 ultra-rare.

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  7. I wishhhh, I know either side the game sucks at times, I play both. There hasn't been much new stuff with survivors in a while other than nerfs and a couple buffs on perks that were nerfed again. The game feels dull sometimes because there's only a few add on that are meta and anything else is garbage or not worth using. It doesn't even have to be powerful just something new, somethin to be excited about and want to try.

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