One of the Most Unhealthy Perks Changes Ever – Dead By Daylight



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18 thoughts on “One of the Most Unhealthy Perks Changes Ever – Dead By Daylight”

  1. Let's not forget that this buff is gonna force killers to run even more gen defense which is unhealthy as well… Seriously, gens need some serious changes. They either get done in 30 seconds or take forever.

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  2. 2:18, yeah, about that, why survivors have info about killer perks(dissolution,hex perks,trail of torment leave a yellow gen, for example) but killer cant have that kinda info? Find your first chase and see a little red icon? you have a choice: take that chase or gtfo to other gens.

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  3. I still can't believe survivors not wanting to play against a B-C tier killer got them hard nerfed. Like when I started playing about 3 months ago I thought pinhead was the most OP killer out there, I was like WTF are these chains! Then I learned that you needed to do the box and now he's one of the most enjoyable killers to go against. Yes Skull has so many status effects but they are temporary and not that bad to work around, she's still just an M1 killer! Like her hinder for an example, if you have windows and pallets near by you still get away. Stuck in clown's gas? Good luck lol If this is the case, let's quit the match on every killer that has range attacks, high mobility abilities such as a dash or teleports. Let's keep DC out of games until they nerf every killer and make them pure M1 so we can loop them all day. Man I can't stand anything anti loop cause if I can't loop them, it's not fun LOL

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  4. Idk I want to see this perk go live to see how "broken" it really is. 5%, even if all survs ingame get the buff, is not that big of a deal. Especially since chases don't go that long either way. And if they do, then that usually means that the killer is not good and in that case, do you really need the extra couple of seconds you gain from it? It then feels like a win more perk.
    And it's not like it's guaranteed that all three survivors are doing generators when being chased. Sure that's the case most of the time in the early game, but most of the time the gameplay loop is that 1 survivor is hooked, 1 is rescuing, 1 is being chased, and 1 is doing a generator. So the 5% there is especially a small deal.
    From a design standpoint, the "gambit" is that the perk can give you nearly to no value if you just get hit instantly at the beginning of a chase (i.e. stealth killers).
    I feel like the 5% is not even the best part of the perk. I like the global aura reading of all survivors during the chase, so you know where to run off to. (Bond is probably better since it's constant aura reading, even if it's a limited range, but still.)

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  5. I think it would be balanced to just have it affect the closest gen or maybe have to be in chase for a certain amount of time also if someone can pull off a blood pact play with someone else then everyone could get 10% repair boost, AND both the survivors running have haste making it take even longer to hit either of them, and when one of them does get hit it still just drops the boost by 5%

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  6. The WGLF buff was uncessecary. I totally agree with that. However that buff is not gonna be a problem whatsoever. First of, while you now get the Endurance effect off without collecting any tokens, has a cooldown attached now to the perk. Meaning that you can't do "infinite" survivor heal ups, like it was with Soul Guard. You also lose Endurance when healing another survivor, so it wouldn't be possible either way. Just hit the survivor that healed the survivor back up. Like you did before the buff.
    And the change to 150% healing speed just saves 2 seconds. It's not that big of a deal. And if some might get worried that the healing speed will make it, so that you can heal someone up faster than the killers' hit cooldown. Nope that's not possible. Well it technically is, but the setup is so convoluted and absurd that you will never ever encounter it in your games. And if you do, then you will most likely win the game because the survivors wasted too much time to set it up.
    Someone did the calculations on reddit and you basically need: WGLF, Desperate Measures with 4 stacks, Botany Knowledge, We'll Make it WHILE being affected by Better Than New, Circle of Healing, Dying Light and Leader. Circle of Healing requires no Medkit, so one can't be used.
    That's because stacking healing speed buffs is additive, not multiplicative.
    But yes Zanzhin Tactics it way too overtuned and will hopefully get nerfed. Probably will.

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  7. DBD YouTubers do basic math challenge = impossible, this literally saves 4.5 seconds on a gen AT BEST. This is assuming the perk holder never goes out of chase, never gets hit and the survivors on gens are never interrupted for 90 SECONDS. If these requirements are all done you're losing this game as killer anyway. Why are we even talking about this when Corrective action and hyper focus can cause gens to be done in around 20 seconds?

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  8. For quick Gambit

    The perk was fine before as the condition was highlighted generators meaning that the 36 metres could be extended by open handed, trouble shooter and even blast mine.

    It's bad by itself and okay with other perks.

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