Someone please correct me if I'm wrong, but couldn't you stack Blood Pact, Hope, and Teamwork: Power of Two to run at 119% speed permanently after the last gen is done?
I don't think Blood Rush encourages tunneling, its a one use only perk that doesn't give any indication that its there at all. I can't speak for others but that's not enough to make me bother with tunneling everyone on death hook.
I think the first perk could be useful on killers like nurse or blight who don't need to get rid of pallets straight away, but then why not just use bbq. Maybe on nemesis to annoy other survivors while in chase
new perk that means after 4 hooks you get 30 seconds of global sloppy butcher. Feels like a waste. Why is there a 30 second uptime? why does it scale so slow? why do you need to have killed 2 people to cap it out? why not make it like bbq and chilli and just make it gain stacks per unique survivor hooked and then gove a global heal slowdown?
I don't mean this against Scott specifically since he's actually one of the few sane dbd content creators but I find it funny when people complain about cut loose like oh no I don't have the necessary info to react. So you mean kinda like when the knight snipes you with a guard and you have no info until its too late? But that was fine wasn't it
Background Player doesn't need to give the survivor you unhook a speed bonus. We already have Guardian, Borrowed Time, and No One Left behind for that. Not to mention that's the whole point of the base kit borrowed time as well. The way to use Background Player is to run it with Guardian and now you both get massive speed bursts, you see the killer's aura and the survivor you rescued has no blood or scratch marks and now both survivors have a much better chance of escape.
Personally I like this chapter so far. Because I had no expectations and didn't buy into all the hype that people were making for the new chapter I'm not disappointed in what we got. And while I have alot of issues such as the perks(I only like one of the perks and it's for killer) overall the map and design of the killer I actually really enjoy.
10:00 You can technically use it with dead hard but you're never guaranteed to get value It still helps you recover from exhaustion, so that means that if you're exhausted (by killer's add-ons/perks, for example), you can recover your exhaustion while in chase (if you can stay safe and not get hit for 20s) Also, imagine being chased by an insta down killer/while you're exposed. Usually you can't get any use out of dead hard in that situation, but with this perk, you can.
Ok this may be a stretch but I feel like they’ve had this killer waiting and planned it to be Predator. They got sick of waiting and just released her as this version anyone else?
sprint burst -> insure and use sprint burst again into adrenanlin. loop a bit and you git 2 sprintbursts again. i can see the JRM value video already xd
if you combine the new Teamwork: Power of Two, bloodpact, and hope, in the end game are you faster than the killer to the point where they can't ever catch up?
A fun build I could see is coupling that Background Player with Steve's Guardian perk. Long as the killer doesn't have direct line of sight of you both you could give the unhooked survivor a stealthy way out while you leave a trail for the killer to follow with your 6 second sprint burst. Admittedly not amazing, but again something different and refreshing
sometimes I don't get these people here… they are like "omg, behaviour brings out perks that encourage tunneling." but at the same time they are "omg, when you tunnel, that's a skill issue." huh!?
Blood pact and Teamwork: Power of two could create some really horrifying combos. When together, you'd both move at 112% movement speed, especially since both of them simply require you to heal one player.
The two teamwork perks having slightly different proc conditions is interesting, if you have two survivors running one of each, you have to heal the person with stealth and you get the effect of both.
Renatos perks are some of the most interesting ideas but behavior in classic fashion fumble it No reason not to tunnel people now with these perks in play wtf
Here's my opinion on what I believe are going to be the best perks from this chapter:
Skull Merchant: Game Afoot.
The real benefit from this one is how you can switch around who's the obsession in a match. Survivors can do this in a few ways, but this perk seems like a better way to do so for the killer. Let me explain: You have this looper, chances are they aren't the obsession, and when you do get the hit on them at last, they then get that status. If you run Save the Best For Last, now you can shift focus on the other survivors focusing on Gens and get a high stack for most of the game. Essentially this is a STBFL reset perk, and you can get it back once you gain a new Obsession.
Thwack is a close second, only problem with the perk other than its cool down is that you usually want to prep the map based on where you're at, so chances are you might not get value out of it. The last anti healing perk is situational, easily countered by We'll Make It and a bunch of other healing perks. Stick with Sloppy Butcher.
Will update this comment at a later time for my take on the survivors perks.
Thematically background player is meant to protect the person with the perk. However, the idea of an exhaustion perk where your teammate gets the speed boost is super fascinating to me. Would definitely prefer to see that version of the perk.
I mean, if background player was reversed, wouldnt it just be guardian? (granted not as much of a movement speed increase, but still the same perk essentially)
It feels like the teamwork perks are on the opposite characters they should be Lenata is more stealthy, and Renato is literally all exhaustion/speed perks except that one
teamwork power of two is scary because you can combine it with cheryls perk for speed when you heal the obsession and hope and you get 12 for one single heal and another 7 f you do all gens
Collective stealth is a nice perk because i have friends that are newer to the game and we can just run to edge map as soon as we hear the terror radius and we leave no scratches
Thwac is pretty much nowhere to hide but with a terrible activation condition.
Someone please correct me if I'm wrong, but couldn't you stack Blood Pact, Hope, and Teamwork: Power of Two to run at 119% speed permanently after the last gen is done?
bhvr is running out of ideas
I don't think Blood Rush encourages tunneling, its a one use only perk that doesn't give any indication that its there at all. I can't speak for others but that's not enough to make me bother with tunneling everyone on death hook.
I think the first perk could be useful on killers like nurse or blight who don't need to get rid of pallets straight away, but then why not just use bbq.
Maybe on nemesis to annoy other survivors while in chase
new perk that means after 4 hooks you get 30 seconds of global sloppy butcher. Feels like a waste. Why is there a 30 second uptime? why does it scale so slow? why do you need to have killed 2 people to cap it out? why not make it like bbq and chilli and just make it gain stacks per unique survivor hooked and then gove a global heal slowdown?
I don't mean this against Scott specifically since he's actually one of the few sane dbd content creators but I find it funny when people complain about cut loose like oh no I don't have the necessary info to react. So you mean kinda like when the knight snipes you with a guard and you have no info until its too late? But that was fine wasn't it
Background Player doesn't need to give the survivor you unhook a speed bonus. We already have Guardian, Borrowed Time, and No One Left behind for that. Not to mention that's the whole point of the base kit borrowed time as well. The way to use Background Player is to run it with Guardian and now you both get massive speed bursts, you see the killer's aura and the survivor you rescued has no blood or scratch marks and now both survivors have a much better chance of escape.
Personally I like this chapter so far. Because I had no expectations and didn't buy into all the hype that people were making for the new chapter I'm not disappointed in what we got. And while I have alot of issues such as the perks(I only like one of the perks and it's for killer) overall the map and design of the killer I actually really enjoy.
10:00
You can technically use it with dead hard but you're never guaranteed to get value
It still helps you recover from exhaustion, so that means that if you're exhausted (by killer's add-ons/perks, for example), you can recover your exhaustion while in chase (if you can stay safe and not get hit for 20s)
Also, imagine being chased by an insta down killer/while you're exposed. Usually you can't get any use out of dead hard in that situation, but with this perk, you can.
You forgot to mention that the unhooking perk incentives hook farming mid chase just to get your exhaustion up to save your own ass… great design bhvr
Leverage decent? It lasts 30 SECONDS!!
Can't wait to play killer and get 3 sprint burst in 30 seconds
Everyone out here forgetting Guardian exists when Background Player came up
Isnt Power Of Two just a worse version of Cheryls Blood pact
Ok this may be a stretch but I feel like they’ve had this killer waiting and planned it to be Predator. They got sick of waiting and just released her as this version anyone else?
sprint burst -> insure and use sprint burst again into adrenanlin. loop a bit and you git 2 sprintbursts again. i can see the JRM value video already xd
if you combine the new Teamwork: Power of Two, bloodpact, and hope, in the end game are you faster than the killer to the point where they can't ever catch up?
A fun build I could see is coupling that Background Player with Steve's Guardian perk. Long as the killer doesn't have direct line of sight of you both you could give the unhooked survivor a stealthy way out while you leave a trail for the killer to follow with your 6 second sprint burst. Admittedly not amazing, but again something different and refreshing
sometimes I don't get these people here… they are like "omg, behaviour brings out perks that encourage tunneling." but at the same time they are "omg, when you tunnel, that's a skill issue."
huh!?
Power of two + blood pact + hope 5+7+7=19%
Honestly it would kind of make sense to me to slap exhaustion on cut loose
Blood pact and Teamwork: Power of two could create some really horrifying combos. When together, you'd both move at 112% movement speed, especially since both of them simply require you to heal one player.
background player plus borrowed time is going to be great for securing the four man escape in endgame.
The two teamwork perks having slightly different proc conditions is interesting, if you have two survivors running one of each, you have to heal the person with stealth and you get the effect of both.
Renatos perks are some of the most interesting ideas but behavior in classic fashion fumble it
No reason not to tunnel people now with these perks in play wtf
Here's my opinion on what I believe are going to be the best perks from this chapter:
Skull Merchant: Game Afoot.
The real benefit from this one is how you can switch around who's the obsession in a match. Survivors can do this in a few ways, but this perk seems like a better way to do so for the killer. Let me explain: You have this looper, chances are they aren't the obsession, and when you do get the hit on them at last, they then get that status. If you run Save the Best For Last, now you can shift focus on the other survivors focusing on Gens and get a high stack for most of the game. Essentially this is a STBFL reset perk, and you can get it back once you gain a new Obsession.
Thwack is a close second, only problem with the perk other than its cool down is that you usually want to prep the map based on where you're at, so chances are you might not get value out of it. The last anti healing perk is situational, easily countered by We'll Make It and a bunch of other healing perks. Stick with Sloppy Butcher.
Will update this comment at a later time for my take on the survivors perks.
You can pair Blood Pact with Power of Two and Friendly Competition with DejaVu
isn't leverage honestly the killer version of dh? Just wait it out
Killer bring a shitty self insert OC is hilarious to me tbh
still hate trickster’s look more though
Thematically background player is meant to protect the person with the perk. However, the idea of an exhaustion perk where your teammate gets the speed boost is super fascinating to me. Would definitely prefer to see that version of the perk.
Power of Two is way too similar to Blood Pact, the differences between them are borderline superficial.
Game Afoot is gonna go great with kick to uncloak wraith!
I mean, if background player was reversed, wouldnt it just be guardian? (granted not as much of a movement speed increase, but still the same perk essentially)
Yeah, I'm really not looking forward to Blood Rush and Background Player. Those designs are just terrible.
11:45 run it with Second Wind/Renewal so you can auto heal, lmao.
It feels like the teamwork perks are on the opposite characters they should be
Lenata is more stealthy, and Renato is literally all exhaustion/speed perks except that one
teamwork power of two is scary because you can combine it with cheryls perk for speed when you heal the obsession and hope and you get 12 for one single heal and another 7 f you do all gens
Collective stealth is a nice perk because i have friends that are newer to the game and we can just run to edge map as soon as we hear the terror radius and we leave no scratches