How Undying BROKE Dead by Daylight



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

Thanks to MANSCAPED for sponsoring today’s video! Get 20% OFF + Free International Shipping with promo code “ARDETHA” at https://manscaped.com/ardetha

The release version of Undying was undoubtebly one of the most overpowered killer perks in DBD’s history – yet most people completely forget just how broken it truly was.

LIVE: https://twitch.tv/Ardetha

• Twitter: https://twitter.com/ArdethaBite
• Discord: https://discord.gg/4XWgUqRRez
• Support continued content: https://streamlabs.com/ardetha
• Steam Group: https://steamcommunity.com/groups/The_Coven

#DeadbyDaylight #DBD

source

31 thoughts on “How Undying BROKE Dead by Daylight”

  1. Well technically very often ruin was gone after a couple of cleanses, usually they struck either undying first, or ruin then undying then ruin against which was very strong but not always 5 cleanses as you said.

    Reply
  2. It's crazy how they reworked Ruin to be healthier overall at the beginning of 2020, only to release a perk that not only catapulted it back into being the top killer perk, but also drilled into people's heads that it was still too strong. Now the most recent combo receiving this level of criticism is Buckle Up + FTP. Which is a shame in a way because Buckle Up was so useless and non-existent in it's original state. I don't envy the devs for always having to balance this game over one change to the next. They've still done great things though.

    Reply
  3. I don't think I missed it, but correct me if I'm wrong, you never actually stated the correct way old undying worked? Don't get me wrong, it was a very good perk, but it did not guarantee 5 totems needed to be cleansed to clear ruin. It could not replenish itself. If undying was cleansed first, which is a 50/50, then ruin would not be able to be moved. Against a good team, it was 3 cleanses at most with bad luck because the team would keep track of what totems were previously dull and work out which totem was actually undying

    Reply
  4. Man I remember those days it was one of the few occasions where on the survivor side you saw things like Detectives Hunch, Small Game, and Maps become meta just to keep track of totems. Even funnier was how people DEFENDED this perk when many in the community called for its nerf. If you thought people defending old Eruption was crazy imagine trying to defend this abomination as being balanced. Just goes to show that some people are willing to defend anything in this game so long as it makes their role easier to play.

    Reply
  5. Waiting for the For the People nerf, absolutely atrocious that the game just allows survivors to heal instantly in front of your face, not to mention the person healing them can use additional perks to not really suffer the effects of the broken status (endurance) Really unbalanced imo and does not get mentioned enough, majority of my games as killer have at least one person running that combo. Think it would be an easy fix too?? Just either make it so the person healing can't gain endurance for a set amount of time (offering a fair tradeoff, or they have to be good at looping), or make it so there is a built in cauldrophobia effect, making it not instant but still close to instant and more of an anti-slug perk, which is always a healthy thing for the game.

    Reply

Leave a Comment