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Reworking survivor and killer perks in Dead by Daylight to make them more useful (Part 2)
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Reworking Dead by Daylight Perks (Part 1)
#dbd #deadbydaylight
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What’s your favorite rework in this episode?
I think Calm Spirit is good as is, and I like it as is. And I like the pick up for buckle up rock, but so would removing broken 😅
I agree with blood favor full heartedly. In my year of playing the game no one has used it because it is so bad
That calm spirit buff should have been in the game from the start.
6:25 how would it work with affects a hex totem applies? (example: NOED or hex: devour hope)
Dude I wanna see kyto do a backflip 😋
"who did this perk pass the testing team?" – wait there is a testing team for dbd?
So much better compared to the first one. Loved them all!!!
anti-slug perk
We ArE gOnNa LiVe FoRvEr
That's exactly how I would buff Vigil as well!
4:28 sick fucking body blocking
I feel like your calm spirit rework is just a slightly worse spine chill and alert combo. I’m assuming the main use of it is to know when a killer is coming and from where. That’s usually best against stealth killers right? Auras don’t work on them as they’re undetectable. Also a cloaked wraith doesn’t disturb crows. So really all it does is tell you where a killer is coming from when you know they’re coming due to the terror radius. I just feel like alert does that but better.
I would love to see that technician change. It would force killers to run tinkerer/discordance if the map is really big and gens are far from each other
"How did it pass the testing team?"
Is there even a testing team for dbd?
I have a idea. Borrow time needs a buff BC If you unhook your self u need endurence effect for 8 12 18 sec
I've been saying that for the vigil rework for so long!
do you use and colour settings on your game
My version's of the perk reworks I made that may also be viable:
(Edit: Done)
Technician
The repair noises caused by you and allies within 8 meters are reduced by 100%
On failed skill checks have these following effects for everyone who is 8 meters of you:
•The generator explosion is prevented
•The Generator loses repair as usual
•An additional regression penalty by 3/4/5%
Prevented explosion progression recovery is 2 seconds faster.
Calm Spirit
•Your Urge to scream is suppressed
•Crows won't be disturbed
•Regular Breathing is 15/20/25% quieter
•Coughing noises are muffled
Idle Crows take 30 seconds longer to spawn on you
Boon: Vigil (New totem perk)
You and your allies that suffer from any negative status effect will have it's effectiveness reduced by 30%
•Broken status effect
•Exposed status effect
•Hemorrhage status effect
•Hindered status effect
•Blindness status effect
•Exhaustion status effect
•Incapacitated status effect
•Oblivious status effect
Boon: Vigil doesn't stack with other instances of itself.
Boon: Vigil effects will last for 20/30/40 seconds after the totem as been destroyed by the killer.
Buckle Up
You and your allies see the recovery intensity auras of dying and injured survivor's within 36/64/128 meters.
A survivor who's bleeding bar is past 50% can recover off the ground at anytime, after self-recovering the survivor will gain the 7% haste boost for 15 seconds.
(Killer perks)
Beast Of Prey
You gain bloodlust 15% faster, upon reaching Bloodlust tier 3 survivors within your terror radius while in chase receive both Oblivious and Exposed status effects. These effects last for 30 seconds when survivors leave your terror radius.
While having bloodlust tier 3, you cannot see Scratch marks or Pools of Blood until downing a survivor or losing the chase.
Fire Up
Each time you hook a survivor, Fire Up grows in power.
•For each survivor you hooked individually, you gain a stack-able 0.5/1/1.5% bonus up to a maximum of 6/12/18% in Picking-up, Dropping, Vaulting, and reduced pallet stun speeds for the remainder of the trial.
Each time the survivors completed repairs on a generator, Fire Up grew in power.
•For each generator completed, gain a stack-able 4/6/8% bonus up to a maximum of 20/30/40%, Pallet breaking, Break-able wall breaking, Generator damaging, Carrying Survivor, and reduced successful attack cool-down speeds for the remainder of the trial.
*Any stack-able bonuses mentioned above don't stack with other stack-able or pre-existing bonus speed perks
Hangman's trick
All Hooks instead of the basement gain these bonuses:
•Hook progression accelerated by 4/5/6%
•Survivor's self-unhooking difficulties is increased by 5/10/15%
•Self-Unhooking penalty is increased by an additional 4/6/8%
•Each time the same hook gets sabotaged will increase bonuses above by 1/2/3% to that hook
Sabotaged Hooks respawn 10 seconds faster, while sacrificed Hooks takes 30 seconds to respawn.
(I have no idea what to change for blood favor…)
Here's my rework idea for blood warden: End game Collapse begins immediately when all generators are completed. Hooking a survivor for the first time during end game Collapse causes the entity to block both exit gates for 30 seconds. The speed penalty for a survivor being hooked or in the dying state is reduced by 10/15/20%. Blood warden's biggest problem is that survivors 99 the gates until a scenario occurs where more people can escape but by forcing EGC immediately the perk can ACTUALLY activate.
@kyto please help me im trying to launch dbd but it always saying steam is offline and please tell us any method i ran as admin with steam and alot of other methods please help:(
My idea for Buckle Up is:
While you are in a healthy state, You can pick up Dying Survivors, placing them over your shoulder and moving at 80% speed while carrying them. Being damaged while carrying a survivor causes you to drop them and disable the perk.
I actually get a lot of use out of blood favour against SWF
The new survivor perks that Jill and Leon have are ok but they could be better like counter force is the similar to small game so the addition I would do for
counter force is in the beginning on the game gain tokens for each hex . Hidden hexes that appear during specific requirements will not appear like noed until the hex spawns no token will be given as well as a bonus wen all totems r cleansed gain a 4% speed boost for the rest of the match .
For blast mine I would add is if the blind was successful the killer cannot kick the same gen after 30 the aura of the gen will be revealed for the killer wen they r allowed to kick it . As well as a use during end game if u have a left over blast mine during the completion of all gens u can permanently destroy one hook with that blast mine but survivor must Attach the mine to the hook and take 5 -10seconds for it to detonate the killer must be close to the hook
Then for Leon perk the flashbang is that it would be given tokens and these tokens would only benefit u …and u gain a token for each flashbang u make the max is 5
First token- flashbang creation 15% less on generator progression
Second Token – flashbang gives no indicator wen dropped to killers
Third token – u granted the ability to throw the flashbang and would give u a visual on where it will land and radius increase
Fourth Token : the flashbang brightness increases canceling light born
Fifth Token : U are allowed to craft flashbang 2.0 these new flashbang will be given the affects of no indicator , brightness increase, throwable , and radius increase so turning or looking up won’t work but the max u can craft is 4-3 u can also turn ur regular flashbang into flashbang 2.0 but it take 20sec to do it again and to turn the old flashbang into the new one u grab it and go into the locker and it would say upgrade
For bite the bullet if ur still injured after 30 seconds if grants u the ability to self heal and ur aura would not be shown within a certain radius
For rookie spirit only thing I would add is if u saved two regressing gens gain a token these token can help u take a hit wen injured or going for saves kinda like borrowed time but reversed and ur tokens can stack to take more incoming hits but the max u can have is 3
I´ve thought Dance with is kinda underpowered by itself (without lithe). It should last for 5 secs maybe or just make it 20 secs of CD
The rework I disagree with is calm I think calm is fine as it is cause if you do add the aura reading then there has to be a cool down cause the killer will always alert crows you can’t avoid that
12:46 The pain of the everyday blight main
the remember me buff is too strong 15% speed is too much it will make 115% killers 130% speed and 110% speed 125%. either reduce the speed you get or give it a cooldown. By the way love your videos
Here are 3 suggestions for survivor perks:
– Sprint Burst: Rather than activating as soon as you run, You should be able to activate it using a button making so you can run around with the perk but also save it for when you need it rather than sprinting every time it refreshes.
– Borrowed Time: When you are unhooked the endurance status effect timmer will not go down when you are in the killer's terror radius, and the timmer is reduced to about 5 seconds, this will stop killers waiting 12 seconds after a survivor gets unhooked and downing them instantly.
– Decisive Strike: When unhooking yourself or getting unhooked decisive activates, the timmer doesn't go down when you are in a chase and if you are put into the dying state the timmer pauses so that when the killer picks you up you can actually use DC.
iv had alot of games where Borrowed and DC were useless cause the killer left me on the floor or they waited until borrowed ended XD just suggestions
Your Vigil rework was actually a mechanic previously, but it was base kit. It was considered too powerful so it was later changed to how it is now.
Man made vigil strongest perk
reworked calm spirit should have a 20 second cooldown
Quick question, what's your opinion on disortion?
Ohhhh i like that fire up change 👀
Technician's buff is way too big. Like indoor maps would literally be impossible for literally every killer unless you use every single gen knowledge perk which then it goes from impossible to extremely difficult.
The problem with technician is that it rewards bad gameplay. I think they should definitely focus less on hearing less of the gen and more of a 3gen scenario perk. Maybe something like for every survivor on the gen, all skillchecks give a .5/1% boost so that it becomes a risky yet rewarding perk to use since the current meta is just spreading out and never seeing your teammates unless they are hooked or need healing. You can keep the base 8 meter loss of hearing for the killer.
Another idea is that technician can be used so that if you have worked for at least 20 seconds on a generator, the moment you leave you leave no scracth marks for 3 seconds. This way you aren't rewarding bad gameplay.
I dont like the beast of prey bloodlust buff, getting bloodlust 3 that quickly is a lil op, i think it be more balanced if it only affected bloodlust 1, i also believe that bloodlust 2 n 3 should be removed completely from the game, u dnt need bl 2 n 3, bloodlust 1 is fine this is all my opinion so i could be way off lol
10:08 Another cool buff can be to block the sabotage ability for all hooks while carrying a survivor.
I don’t play killer but that fire up idea actually sounds scary as hell. Imagine being a stalky boy and just waiting for them to finish only for them to be immediately downed hahaha. I love it
Here are some killer perk ideas I thought of:
Beast Of Prey (Rework)
– Current Effect: Upon gaining Bloodlust Tier I, you are granted the Undetectable Status Effect for as long as Bloodlust is active. Beast of Prey grants 30/40/50 % bonus Bloodpoints for actions in the Hunter category.
– Rework: Whenever the killer is outside of a chase, they are granted a 6/7/8% movement speed increase until they enter a chase. Beast of Prey grants 80/90/100% bonus Bloodpoints for actions in the Hunter category.
Insidious (Rework)
– Current Effect: After standing still for 4/3/2 seconds, you are granted the Undetectable Status Effect until you act or move again.
– Rework: After standing still for 1.5 seconds, the killer gains the Undetectable Status Effect for 20 seconds. The Undetectable Status Effect remains active even after moving, attacking, or injuring a survivor. This perk enters a 40-second cooldown once this perk deactivates.
Furtive Chase
– Current Effect: Each time you hook your Obsession, you gain 1 Token, up to a maximum of 2/3/4 Tokens: While in a Chase, your Terror Radius is reduced by 4 meters per accumulated Token. When a Survivor rescues the Obsession from the Hook, that Survivor will become the new Obsession. All accumulated Tokens are lost when Obsession is sacrificed or killed.
– Buff: Each time a Survivor is hooked for the first time, gain a token. Every token reduces the killer's terror radius inside and outside of a chase by 2/3/4 meters up to a maximum of 4 tokens. When a survivor is eliminated from the trial by any means, the killer loses 1 token.
The calm spirit rework baffles me.
It doesn't fit the concept of the perk, like, do birds feel like betraying the killer just because you looked at them nicely or something?
Also, yeah, the vigil buff is one that everyone and their mothers have asked for.
I like the vigil idea but I think another change could possibly increase positive buff durations as well like haste lasts a little longer and endurance does as well. I also think it would be good if vigil made the broken status effect go away faster.
I'd like to point out the Bloodlust thing would actually be very powerful. Think about it.
You're reducing 15 seconds Bloodlust 1 to 12 seconds.
You're reducing 15 seconds Bloodlust 2 to 9 seconds.
You're reducing 15 seconds Bloodlust 3 to 3.75 seconds.
So you're going to go from 45 total seconds to achieve Bloodlust 3 all the way to a whopping 24.75 seconds. 12 seconds to reach Bloodlust 1 is already pretty fast, too, and it would be abusable.
the calm spirit one is hella smart tbf
Why did I get a notification for this video 3 days late??