It's time for another meta shakeup | Dead by Daylight



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There are dozens of perks used by both Survivors and Killers that are too powerful. Furthermore, there are a bunch of perks that nobody seems to want to use whatsoever. I think it’s about time for another meta shakeup in Dead by Daylight.
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29 thoughts on “It's time for another meta shakeup | Dead by Daylight”

  1. With thanatophobia rework meta will shift to ONLY camp hook survivor since you will have a reason to stay close to it waiting him to die, meanwile other survivors will have a big 10% speed progression cock block.

    A good change would be to lower the seconds needed to killer to enter in Bloodlust 1 from 15 s to 10 s, since it will only benefict weaker killers, giving them a better chance to chase and hook different survivals.

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  2. I personally disagree with gameplay over lore, I think we should have killers that aren't good but are super accurate to their source material (Myers, revert Freddy to OG Freddy).

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  3. I think this is a really balanced and well thought out video. So many times I just see people complain about perks from one side or the other. In reality both sides have problematic perks. Great job!

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  4. I do also feel that Hex: Plaything should also get a rework since it pairs so well with pentimento cause in a game with both you are now forced to either be deaf all game to the killer's terror radius or cleanse your totem and suffer a 30% loss in gen speed almost immediately. I would make Hex: Plaything more like a normal hex where it spawns at the beginning of the game and has to be cleansed like normal maybe even having the 90s protection and all survivors affected by the hex would only have to cleanse that one totem or after the first survivor is hooked the hex spawn that still affects all survivors under the effect. This just makes it so you don't have to find and cleanse 4 different totems and pentimento doesn't get too much value from this build. Also doing some thinking each totem takes 16s to cleanse and you have 4 and you'd then have 4 pentimento which ends up having you spend 128s cleansing totems. Fun

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  5. Alright, time to go at this one at a time.

    Adrenaline – Short, sweet, simple. Nothing to really argue here.

    Autodidact – Again, short and simple. Still nothing to argue with.

    Dark Theory – I don't think this really addresses the problems with Dark Theory, but instead increases its ability to be problematic. Let me explain: The issue with dark theory is the following: you have to be in a chase, it has to be a killer you can even loop because Knight/Arist/etc can force you out of the small 24m radius, there has to be already strong resources you can use since Dark Theory on a filler pallet is pretty much useless, there needs to be a totem that spawns there, you need to bless the totem, and THEN you have to get in a chase before the killer snuffs it… if you're even chased in that area. What this change DOES do is make spawns such as the one in the top floor of Eyre hell to verse since it'll make the windows/pallets there even stronger, probably more maps/structures not coming to mind instantly.

    Dance With Me – I mean… it could hide blood too. Currently, it doesn't, so even if you Lithe away, the killer can/will still track you.

    Dead Hard – I think you're better off completely reworking it entirely. It's a perk that has room to fail horribly, is countered by certain killers/add-ons, lacks synergy with over endurance perks/mechanics (most notably OtR and base BT), and is competing with old meta perks such as Sprint Burst. Just rework the perk entirely, honestly.

    DS – Fair enough. Nothing more to add. I mean, Nurse/Blight will still down you immediately, but there's nothing you can really do about that.

    Distortion – Once again, nothing more to comment. It's an absurd feature that should go.

    Slippery Meat – Slippery Meat is a weird perk. Firstly, it's not the worst perk in the game. Not by miles. Survivors has garbage such as This Is Not Happening, No Mither, and "buffed" Calm Spirit. It's gimmicky and needs luck offerings, but if you do use them? Yeah, Slippery Meat is cracked, no joke. But in regards to your idea, it's… not that useful. Okay, so if you get unhooked, which you can only do twice, you wiggle faster? Alright, sweet. But 20% isn't massive. It's 3 seconds, which is noticeable but it's not a gamechanger AND Requires that you were hooked twice (you're SoL if you were camped to second stage). Add in that these tokens are lost when you break free by any means, and you have an effectively useless perk. And if you have 1 token? 10% is a joke; it's just 1.5 secs faster, roughly.

    Beat of Prey – I mean, cool but 10 seconds? Especially when it takes a few for your Terror Radius to fade out? Make it 20-ish, at least, and maybe it can work.

    Bloodhound – I mean, sure? Issue with bloodhound is that blood is easy to track in most instances anyway, but whatever. It is better than before.

    Blood Echo – THANK THE LORD, WE HAVE A SAVIOUR UPON US! FINALLY! Get rid of that damn cooldown and let it burn!

    CoB – This is something I am conflicted over. CoB, by itself, isn't that impactful of a perk. It can easily be counted by tapping a gen, and the info aspect is very unreliable since it's basically Old Gearhead. What makes the perk so stupid is that it's used in conjunction with other perks, such as Eruption. I would hold it, for now. Nerf the more problematic perks, and then see what can be done to CoB. If all else fails, nerfing the regression to 150% would be fine, imho.

    Deadlock – The entire problematic element of Deadlock is that it just… happens. Always. Meaning, you can camp someone's ass, and it helps. You can AFK, and it helps. Nerfing the duration doesn't fix the problem, just makes it less impactful. Keep the duration, add a condition.

    Eruption – the 10% regression is fine, IMHO. But I don't think anyone will cry about the gen getting blocked for 25 seconds. Yeah, it sucks but at least you can still play the damn game. It ALSO addresses the issue of eruption's 10% actually being 16.7% since the gen regresses while you're incapacitated. So yeah, keep the regression at 10% and everything is fine.

    Dying Light – Pretty meh, actually. 10% haste sounds awesome, but here's the thing, in raw mobility, that's a joke. At most, it's a 2m difference for a 4.6 killer. In chase? It's nice, but it's also very brief (and you're stuck in place hooking for a second or two, so they can get a lot of distance). Sounds a lot better on paper than in practice.

    Fire Up – Fine, I guess. More of a QoL change than a real buff.

    Overcharge – Okay, that's just harsh. You have a perk that starts at a deficit, needs 30 seconds to build up (a long time in a match), and THEN starts regressing at a decent rate. Overcharge, I argue, is in a better place than CoB. I can understand nerfing CoB, but I think Overcharge is perfectly fine. Yeah, the two together can get annoying, but that only gets unbearable in 3-gens and then you bring in map balance and whatnot into the equation. Leave it for now, fix maps, let things sit for a bit.

    Predator – you just made the new Stridor on Spirit. Especially if you removed its old effectt of making scratch marks spawning closer together, something that's more of a downside than a boon. Do that, and good luck juking a Spirit.

    Thana – I'm gonna be honest… this perk is god awful. Okay, there are 4 survivors. 1 is hooked. You're likely chasing 1. 1 is doing a rescue. That means, this perk is only affecting 1 survivor. Useless. If you hook 2 people, then both need to get involved in saving the team, meaning the perk does next to nothing. Revert it to 16% max, and have it be 4% when you injure someone + 3% per injured survivor, and I think the perk will be fine.

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  6. Eruption nerf may be a buff. Blocking a gen for 25 seconds almost on demand is scary. Better than Deadlock and more disruptive than DEad Man's Switch. Also avoiding it now becomes impossible, though it was only a perk of swf that needs removing.

    Reworking something completely when it can be tweaked is never an option for devs. They can be made into separate perks and sold with new killers. That's why these changes for dying light and thanatofobia are meaningless.

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  7. I feel like boons could stand to be rebalanced around the size of their aura; something like: Circle of Healing: 24m -> 6m, Dark Theory: 24m -> 48m, Exponential: 24m -> 36m, and leave shadow step where it is. Additionally, killers could break boons instead of snuffing them, and then maybe buff shattered hope by making the aura 48m and allow killers to break dull totems to trigger its effect even without any boons in play (and possibly pre-empt them).

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  8. Not a bad change for thana. I personally wanted to make it the Killer sole survivor for each survivor that dies, the remaining survivor(s) left gains a permanent penalty for the remainder of the match.
    Ex; 1 survivor dies, the rest of the team suffers from both blindness and oblivious forever
    2nd survivor dies, the other remaining survivors suffers a 3% penalty to movement speed
    3rd survivor dies, the last survivor will suffer a 50% penalty to opening doors

    your version I think would be healthier since if thana were to work the way I thought of, it could just encourage more tunneling to get value out of that perk.

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  9. I can see dead hard to being changed to once per hook state, i.e. you get 1 before your first hook and after each hook you can take a hit once.

    Alternative idea:
    You have to get fully healed before you can use dead hard again. (Like you fully recovered from your near death experience before you can tempt death again)

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  10. Interesting ideas, though I think Beast of Prey rework could kinda make killers like Wraith and Pig a bit redundant if any killer can get on-command undetectable and don't need to crouch/cloak in between going undetectable. Also, I think Deadlock is pretty fine (albeit strong) and is insanely helpful for passive killers like Trapper, but the top-tier killers that have no business running Deadlock (Nurse, Blight, etc.) should be changed and nerfed instead.

    Also personally, I think the Incapacitated effect from Eruption should be given to a weaker perk, such as Oppression. And I think they should just reduce the on-hit speed boost you get with Dead Hard because it's a majority of the reason why it's so powerful. You not only extend your chase, you get to run away for free too.

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  11. Even though I don't use dead hard, I watch people who do use it. I feel that dead hard is fine the way it is because killers tunnel and camp so much. Even though they tried to implement ways to counter this, dead hard helps to counter tunneling killers. If the killer decides to tunnel off hook, why not be able to waste a little of their time for doing so!

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