The LEAST USED Perk in Dead by Daylight



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I wanted to take a look at the pick rates for some killer perks to determine which was the least used overall. If you enjoyed, be sure to leave a like, comment and subscribe!

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0:00 The Least Used Killer Perk
1:04 Is Hangman’s Trick Bad?
2:25 Did We Just Get Value?
11:11 Some Interesting Gamers
17:28 Outro

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50 thoughts on “The LEAST USED Perk in Dead by Daylight”

  1. My change to hangmans trick whould be to rework the perk
    If another survivor is within 32 Meters of a hooked survivor Hangmans trick Will Activate
    On Activation the hooked survivors bleedout time is X1.50 Faster and the aura of that survivor will be revealed until the hooked survivor is rescued.
    ——————————————————————————————————————————————————————————————————————————————-
    Ofcourse its not a perfect rework though I think it would be character fitting to put the hooked survivor more at risk for others attempting to save them.

    Reply
  2. I personally think old Hangman's Trick was better just because it's effect was unique, Sabotaged Hooks respawned quicker AND it could respawn hooks that were broken by sacrificed Survivors.

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  3. I think if they extended the range and you use the purple branch offering to get more and closer hooks it might be a decent information perk. Technically it also works for getting Zombies and Guards attention so that is something.

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  4. I feel like hang man's trick would be great where when a survivor is fully sacrificed on a hook it comes back after 60/45/30 seconds. It would have great synergy with scourge hooks as well

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  5. one way i’d change it is a little bit like how you suggested with a token based thing. i would kind of rework it.

    – you start with 6/7/8 tokens
    – every time you pick up a survivor, a token is used and the entity blocks the closest 5 hooks from being sabotaged
    – if a hook has already been sabotaged, once a token is used, 1 random hook will be regenerated (for example if 3 had been pre sabod, one will randomly become fixed)

    Reply
  6. My rework to Hangman's Trick is to make it a support Scourge Hook:

    4/3/2 Scourge Hooks are created at the start of the Trial. This effect trumps all other Scourge Hook perks
    Hooking any Survivor on a normal hook turns that hook into a Scourge Hook. This effect can happen 0/1/2 time(s).
    Your Scourge Hooks cannot be destroyed by any means.

    Reply
  7. What i'd do since we got the entire GUI update is

    For everyone outside 28-32 meters they no longer see/hear the the loud noise notification on a survivor being hooked
    survivors no longer scream on the hook
    Survivors no longer know when a survivor is picked up.
    increase the 6 meter range to 10 meters

    Essentially make it a "Knock out" with hooks that would be deadly when combined with Third seal or other blind perks.

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  8. I think a good way to buff hangmans is to make you have to do merciless storm skill checks on sabotage prompts, and missing one resets the prompt. That way people will be discouraged from saboing along with telling you if they choose to sabo anyway

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  9. I would buff the aura reading distance to maybe 10m and make it a scourge hook perk that causes all scourge hooks to take like 20-40% longer to sabotage. It seems like it’s supposed to be an anti-sabo perk so I think that stays true to its purpose.

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  10. I feel like the biggest issues with Hangman’s Trick are
    1) the range is tiny
    2) it’s completely outclassed by Awakened Awareness

    If the aura reading were 16 meters, or even 8 meters, it wouldn’t be so bad.

    I also would love to see the least used survivor perks! I love running “bad” perks on survivor so seeing you make a perk like Red Herring work would be hilarious I think. Good video!

    Reply
  11. I was thinking about a rework for this perk.
    "When you carry a survivor, all survivors suffer from the exposed statues effect and if a survivor sabotage a hook while you carry a survivor, he will be exposed for 30 seconds and his aura will be revealed for 5 seconds. Also the hook he sabotage will be fully repeared after 20 seconds.

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  12. They could rework hangman’s to when you kill a survivor the hook Will come back after a short time so the hook isn’t completely gone and maybe a higher aura reading like 10m of hook

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  13. While carrying a survivor if another survivor comes within 6 meters of a hook they become exposed for 20/30/40 seconds. Dropping animation speed is also increase by 20/30/40%

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  14. Hangman's trick
    – Triggers loud noise notif when a surv begins sabotaging a hook within X range of you while you are carrying a surv, then reveals the auras of those survivors for a few seconds
    – When a survivor successfully performs a sabotage on a hook within X range of you and had begun while you were carrying a survivor, perk gains a token
    – When a survivor attempts to sabotage a hook within X range of you while you are carrying a surv, this perk loses a token and applies the following (reveal effect still triggers):
    – Sabotage progress is not automatic
    – Triggers a rapid series of skill checks (like merciless storm, requires more skill checks with slower sabotage speed)
    – Failing a skill check causes the survivor to scream (this interrupts the sabotage attempt and prevents them from making further attempts for a couple seconds)

    Things that punish altruism, especially risky altruism you need to go out of your way for, aren't fun or healthy, but this would make it more usable with some psyche play. The surv can start a sabo, cancel it as killer starts to drop, then it gives no token, for instance

    Also, I want to see a perk like this:
    Clockwork
    – After a Survivor within X medium range of you leaves repairing a gen, this perk activates for a couple minutes (and can be refreshed before that timer ends by meeting the same condition)
    – Shows a timer overlaying the perk icon that accurately tracks the current progress of that gen in its current state, revealing that gen's aura in a thin teal outline (for other aura effects to not be blocked, like surveillance), where the timer shows red for regression and white for progression and grey otherwise. This timer remains until the next time this perk activates, but stops accurately tracking progress by not accounting for updates in the gen's status after the perk's duration has elapsed. The gen's current state updates the timer within a X medium distance of that gen.

    Made to synergize with observation perks like surveillance, but it's more literal and precise than surveillance's boost to hearing repairs. It's not an information perk for where a surv touches the gen by itself, but will tell you if a surv is still working on it when you start chasing someone off of the gen or is working on it after chasing someone when you come back and patrol it. Actually, it can tell you if there were survivors on a gen you approached leaving the gen before you can even see them doing so, you can even insidious around a corner to have it tell you if and when someone hops back on (if you didn't want to bring the global benefit of surveillance). You might have left a survivor to work on it while chasing someone off of the gen, so when you come back you wouldn't see the jump in progress from brand new part or skill checks until you did update the timer. A perk that should benefit both low tier play and high tier play in its specific use, but wouldn't be centralizing information gain, even if high tier play could just listen out for the repair sounds underneath the noise of the generator or the chase music and also know to estimate how long it takes for a gen to be complete

    Reply
  15. What I'd do to Hangman's Trick is turn it into a Scourge Hook.

    Scourge Hook: Hangman's Trick
    -Turns 4 Hooks in the environment into indestructible Scourge Hooks
    -Hooking a Survivor on a Scourge Hook grants a Token
    -Gain a Loud Noise Notification whenever a Survivor begins sabotaging a Hook
    -While carrying a Survivor, you can see the Aura of any Survivor within 8 meters of any Hook
    -For every Token you have, this range is increased by .5/1/2 meters up to a maximum of 14/20/32

    Reply
  16. Hangman's Trick: Repair a destroyed hook in 60/45/30 seconds. Sabotaged hooks have the repair time cut by 50%. Aura of players within 16m of a hook are revealed to you.

    This covers sacrifices, sabotage by Toolbox, Saboteur, and Breakdown, as well as having a larger range for aura reading.

    Reply
  17. My proposed buff for HT would be, any survivor that passes within 6 meters of a hook has their aura revealed for 3/4/5 seconds. If a survivor attempts to sabotage a hook while you’re carrying a survivor, they scream and become exposed for 10 seconds.

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  18. I think it’s biggest potential lies in aura reading, but it feels like that niche is done so much better by barbecue and chili or awakened awareness. I don’t think it should be the least picked perk though, considering there are many that are worse.

    Reply
  19. Here's an idea:

    "When you pick up a survivor, all survivors sabotage hooks 50% slower until you hook or drop the survivor. Whenever you hook a survivor, the auras of survivors carrying an item are revealed to you for 3 seconds"

    Reply
  20. Make Hangman’s Trick Great! Not again, just from the start.

    Increase time to sabotage hooks by 100%.
    See survivors within 4 meters of a hook at all times.
    Sabotaged hooks respawn after 14/12/10 seconds.
    Hooks destroyed by sacrifice respawn after 100/90/80 seconds.

    Reply

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