Nick Cage's Dramaturgy Compared to Old Dead Hard – Dead by Daylight



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32 thoughts on “Nick Cage's Dramaturgy Compared to Old Dead Hard – Dead by Daylight”

  1. "It can be the best exhaustion perk in the game" proceeds to get a commodious with double charge add-ons.

    Scott really putting a lot of effort in planning these review videos lmao I like it

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  2. I’m just curious if the different alternatives have different % to happen or all equal.

    For example if exposed is 1-2% more likely to make it a high risk reward. Similar to a Hex totem it has massive downside but strong ability.

    Example:
    Rare item 20%
    Sprint burst 25%
    Exposed 30%
    Nothing 25%

    Or all equal.

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  3. I have had so many people scream at me saying that the exposed part of the perk is bad and this perk will never be good but i always tell them that you want to use this when its necessary not whenever you feel like its somewhat good. its like sprint burst because of how you have to plan out when and how it will benefit you instead of just using it as soon as the killer sees you.

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  4. i don't think it's a 1-in-4 chance but 1-in-3 chance after the first usage. Perk says you can't get the same effect twice so by that logic once one of four effects are used, only 3 are left to pick from.

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  5. As an Ace main that loves chest opening builds, I feel really conflicted.

    Sure, I could dedicate a whole build to opening chests

    Or I could just run this perk, not be limited by the amounts of chests in the trial, and have a powerful chase ability on top of this, and have 3 more perk slots for other things

    On one hand, this is an item goblin's dream perk. On the other, it feels like it makes opening chests obsolete

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  6. Honestly the issue for me with old dead hard wasn't how good it was, it was how unsatisfying it felt to play against as killer. Having to constantly be waiting out dead hards just felt awful.. Dramaturgy doesn't seem to function like that so I'm personally not too concerned about it.

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  7. It definitely could be problematic. However it's one of those perks that definitely has to exist for a while to truly understand if it's busted or not. Personally I wouldn't mind if the unlucky side effects were slightly more severe. Anything other than hindered.

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  8. The scream should just be baseline and what used to be the rng scream should be aura reading for 3-5 seconds.
    After that this perk would be more well rounded instead of basically only upsides

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  9. IMO the biggest reason it's not obnoxious like old dead hard is only being able to use a perk while healthy is a lot more difficult than being able to use it while injured. You're basically always going to get injured. Against an instadown killer or perk you may have to go down first but after youre unhooked or someone picks you up you're now injured.

    You can't always be healthy except right at the start of the match. Whether you get tunneled, don't have a team mate/medkit/perk to heal you, or it's simply not a smart play to spend your time healing in whatever situation you're in there's going to be scenarios where you wish you were healthy to use the perk. That was very rarely the case with DH where you'd rather be injured than healthy.

    It's like overcome which only works when you go healthy > injured so it's just meh compared to sprint burst, lithe, or made for this

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  10. I really wish the community would stop with assuming the worst when a new perk like this gets put out. It's a fun goofy perk that could potentially be strong. Keyword "potentially"

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  11. It's a good perk yes is it op no because there a lot of killers that have range attack like PH, huntress, trickster, deathslinger, pinhead, nemesis, demo and artist and then there killer that ate faster like blight andbsome with insta downs like hillbilly, ghostface, myers, skull merchant bubba and killer that have exposed iri addons there is also trap killers that can counter it like trapper, freddy and hag so there is so meany killers out there that can counter this perk so in my opinion this perk is like top B or low A tier perk it's not that great of a perk so i really wouldn't see this perk to be meta in a way unless your using made for this with it but either way it won't become meta but what i do see that might be meta is that perks that can put you into the dying state and pick yourself up and insta heal yourself that might be meta if you know how to use the perk like if you face against legion you can just put yourself into the dying state and pick yourself back up and heal yourself without not worried about mending or anything hell even if the killer has sloppy butcher now the perks that can counter it is all the aura reading perks mostly deerstalker so yeah all of cages perks are probably high B or low A tier because they're not made for competitive they're made to have fun and stuff witch i know top mmr survivors will use S tier best perks that are available and cages perks are not even close to be S tier perks

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  12. I had to watch this multiple times because I was so focused on Scott’s teammate messing up the pallet save that I completely got lost in it.
    Seeing that player then run off to use plot twist at the next tile and the killer walking directly toward him for a pickup brought me endless joy….
    Wait what was Scott saying again?
    hits replay

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  13. I honestly wouldn't even mind if it was as good as DH for Distance. For me personally, I had an issue that dead hard could be used as both a third health state or a chase extender tool.

    I always thought it would've been better to split the two usages of old Dead Hard into to different perks, and now it's kinda happening. Would be nice to finally see two exhaustion perks get used regularly instead of just 1.

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  14. If you've previously used the perk in the game, your odds can actually be better or worse depending on what you want since you can't have the same outcome in a row

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