Reworking 5 Forgotten Survivor Perks! (Dead by Daylight)



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Hey everyone, time to look over some more forgotten perks. This time for Survivors. For these I want to make them more interesting and slightly better, but not always necessarily the best perks in the game or anything. So, keep that in mind with these ideas. As always, be sure to drop your own thoughts and ideas for these perks, down below. Let’s get into it.

Chapter XXI is a Hellraiser one! The DLC is currently out and features the new killer, The Cenobite, or Pinhead. This is, however, the only content that seems to be releasing with the chapter. We also just received a teaser for the Survivor releasing with the mid-chapter!

Music used from YouTube Audio Library:
The Emperor’s Army – Jeremy Blake
Clean and Dance – An Jone

Hope you enjoy!
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Dead by Daylight Wiki (very helpful and a ton of cool stuff and secrets on there): https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki

Intro 0:00
Buckle Up 0:18
No Mither 2:00
Up the Ante 3:43
Pharmacy 6:39
Solidarity 7:55
Outro 9:43

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45 thoughts on “Reworking 5 Forgotten Survivor Perks! (Dead by Daylight)”

  1. The thing about no mither is that nobody gonna slug when they know you can pick ur self right up
    I was going to make a different comment but whatever I’ll just edit this one
    Pharmacy isn’t a bad perk in my opinion, but nobody is going to use it with the current use it has, maybe it slows down the time you open the chest but you get a confirmed key or something, that way chests aren’t a waste of time but I’m ok with what you are trying to replace it with

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  2. I think up the antes grace periods should trigger effects once you leave a chase, as in tokens 2 and 3 I doubt you will be able to use the increased action speeds on anything other than healing yourself mid chase. Idk just seems a little counter productive to me seeing as you probably are still being chased

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  3. The up the ante rework of get a buff but also have a big challenge or drawback is cool, but I think the drawbacks should be passive, keep the harder skillchecks at one, two has louder grunts of pain that trumps iron will, and three has exposed/broken status or something. You gotta give something to Up the ante in a gamble, it's about knowing when to and when not to.

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  4. I still think that the best possible buff No Mither could receive is not notifying the killer until they actually down you one time. Because you show up with the Broken effect on the hud at the start of the trial so the killer already knows that you have it, and thus targets you hoping for an easy down, and they almost assuredly will not slug you. So the idea that I have is to have a survivor that’s running No Mither show up normal on the HUD until they’re actually hit by the killer, and then you show up with the Broken effect on the HUD.

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  5. I loved the solidarity idea till the thing where you take some of there load of exhaustion etc. I think you should have left it there still a good video though live your vids keep up the good work! <3

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  6. I think some interesting changes for No Mither would be the following:

    – You are affected by the Exposed status effect for the duration of the trial
    – While healthy, you are affected by any perks that would otherwise require you to be injured
    – You can fully recover from the dying state, and recover 0/15/30% faster
    – You automatically recover from the injured state after 20 seconds

    It achieves the same effect, but also stops the killer immediately knowing you're running it, so you're less likely to get picked off as an easy target early on

    It also suits the perk's name better because you're not making a fuss over being at a disadvantage; you're brushing it off and not letting the killer know you're actually injured, similar to how David would probably act in a fight

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  7. It absolutely boils my piss when people pronounce "No Mither" incorrectly. Its pronounced (My-ther). Because the definition of mithering someone/thing is bugging or annoying them. So the term "No Mither" is basically means, "Im not bothered"

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  8. I'm sorry but these are pretty bad, and overly complex, I'd honestly prefer the originals… but here's my attempt 😂

    Buckle up: (base perk)+ When a survivor is in the dying state within 24m. they recover 15% faster and are given a 5% haste effect for 5 seconds apon being healed
    (This adds the ability to help them recover quickly in situations where you may not be able to heal them, or when they may be knocked down immediately, for example in chase)

    No mither: (base effect) +
    You recover from the dying state and negative status effects 25% faster. And during the trial you earn Bloodpoints in all categories 25% faster.
    Taking a protection hit will not inflict damage to you, this effect goes on cooldown for 120/100/80 seconds after a protection hit.
    (More reward for running it, and can get max BP more easily)

    up the ante: (just change lucks effect to also apply to skill checks, trap escape chance, chest item rarity, etc)

    Pharmacy: (base perk)+
    Healing items used on other survivors use 50% less charges.
    (Means that medkit you got can heal twice as many people rather than using it for yourself)

    Solidarity: (base perk)+
    You both recover from status effects 20% faster while healing without a medkit.
    (Kinda like your idea but more simple)

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  9. Idea for Up the Ante. Like he was saying about it phase meaning increasing the odds/bet. What if it kept the same idea about helping you off the hook (luck on the original perk) but decreased the amount of attempts you had. For example, you only have one attempt to remove yourself from the hook but you have a 33% chance to do so. Just an idea

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  10. The Up The Ante rework seems like it would be more harmful then useful, maybe if the stacks didn't only last 30 seconds it would be good but I don't think doing stuff slower for 60 seconds is worth doing stuff faster for 30, seems kinda like a shot in the foot.

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