Tools of Torment Perk Review – Dead by Daylight



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39 thoughts on “Tools of Torment Perk Review – Dead by Daylight”

  1. 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.

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  2. 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

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  3. 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?

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  4. 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

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  5. 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.

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  6. 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.

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  7. 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.

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  8. 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?

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  9. 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?

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  10. 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

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  11. 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!?

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  12. 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.

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  13. 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.

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  14. 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.

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  15. 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.

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  16. 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

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