What Are The Most Overrated Perks? | Dead By Daylight Discussion



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29 thoughts on “What Are The Most Overrated Perks? | Dead By Daylight Discussion”

  1. Boiled Over
    Honestly, I don't understand why people are running the perk when a side-stepping can easily counter it.

    The Aura blocking aspect of the perk can screw you up if you're not paying attention, yet most of the time, you're near a hook, or the killer has a line of sight of the hook.

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  2. I’ve got to go with dead hard even though that might sound crazy, other exhaustion perks like sprint burst and lithe are just way better in many more situations. Not to mention DH has so many conditions that need to be met such as being injured and being off the hook 1 time and not exhausted, it really has fallen from the throne it used to be on. Not to mention it can be simply countered by waiting an extra .5 seconds to attack in most situations

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  3. Just to elaborate on resilience, the increase to vault speed and repair speed is nice, but there's so many other perks in the game they can do the exact same thing but better, and you don't even have to be injured for them (especially the new Lara Croft perk, forgot the name) sorry I didn't give nuance before I was just tired

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  4. The Problem with DS, is that it's bugged at the moment cuz I think most of the killer roster has the DS time over the 5 second stun time and some killers have a stun time lower than 3 seconds, so I would say DS is overrated on certain killers at the moment before they either killswitch the perk or patch the bug back to the consistent 4 second stun time like what it was supposed to be.

    Edit: I do think imo Windows Of Opportunity is the overrated survivor perk in the game cuz a lot of maps are not consistent RNG like Father Campbell's Chapel for an example, it's one of the maps that has one of the highest RNGs in the game especially with that Main Building, you can either have a window next to the potential basement in the Main building and that window is obnoxiously op and then you don't get it and you get one of the other windows in the Main building like the ones next to those duo set of lockers and Windows Of Opportunity also can somewhat block your vision on seeing your teammate's Auras if your slugged on the ground and your trying to see who's near by, but you can't see cuz of the pallet's aura is blocking your vision.

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  5. 9:14 Corrupt is pretty much lethal pursuer since the survivors spawn next to the blocked so you know where they are the only drawback is if the hide the whole time the perk is active. I definitely run it to make them come across the map and avoid gen rushing especially for killers that take a while to get started.

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  6. Corrupt intervention DOES make a difference, even if you don’t notice it. The first chase is the most important chase of the entire match, corrupt intervention takes the pressure off of the killer and places it onto the survivors at the beginning of the match. Thats why it’s so often ran with lethal pursuer, killers that have super oppressive chases, especially nurse and blight, can down a survivor before anyone even touches a gen, which can lead to a super easy snowball throughout the game.

    Edit: I fully agree with your take on terminus, it’s NOED for strong killers, nurse, blight, and especially twins use it so well. Paired with no way out can lead to the easiest snowball in existence.

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  7. It feels like anyone who says the old dh wasn't a problem perk didn't play back then or only played survivor back then. It was an awful perk that when used properly, for distance to get to the next loop or pallet, it broke most loops and if was allowed now, it would be the top perk in the roster, the fact that dead hard is still used regularly shows this as it's just a shadow of its former self

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  8. Even though I'm a survivor main, Background Player does get on my nerves. Watching many teammates fail saves with it multiple times and possibly DCing over this can become tiresome. But a lot of people find it fun so I can't hate on it much. And it's the only perk that aged well from the ToT chapter. Whether the 200% version of it was as unhealthy as the MTF/Hope and Buckle Up/FTP combos is subjective though.
    Thank you if you read.

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  9. Kaiser unfortunately after the anniversary event

    Terminus now doesn't counter adrenaline, because of maybe how tricks would happen after generator, it now gives adrenaline priority over terminus so terminus now doesn't counter adrenaline

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  10. About anti-tunnel perks:
    Instead of adding 6 anti-tunnel perks a year that will barely be used why don't we just change the way hooks work until the endgame?
    Make hooks teleport away once a survivor is on them, and make the hook aura disappear, this would then make the anti-tunnel perks usable because now the killer has to waddle to the unhook notification across the map, this would also buff all anti-tunnel endurance perks because now you waste more killer time by not having it disabled by a swing immediately.
    Just make hooks work like cages once survivors are hooked.

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  11. DISCLAIMER: a creator by the name of killa whale has made an entire video on pre-6.1.0 dead hard, with the video in question being titled "The DEFINITIVE Dead Hard Rant", that's much more worth your time than this youtube comment. even though the perk's been entirely different for years at this point, it's still a well made video.
    the video in question.
    https://www.youtube.com/watch?v=LNNtGyvAi_U
    so, back when dead hard for distance was a thing, if used optimally, which was to use the dash to get to a window or pallet that you wouldn't have gotten to before, dead hard had pretty much zero counterplay. the commonly suggested tips were things like wait it out and flick your camera upwards (which didn't work on console unless you used sensitivity that sent your camera flying off into the sun with every flick of the joystick), only could be used to attempt to trick a survivor into using their dead hard before you even considered going for a swing if they wanted to use it to dodge a hit. but if they used it for distance, the tricks to bait it out didn't work as they were using it for an entirely different purpose, and as for counterplay specific to this usage of the perk, run an exhaustion build I guess. along with that, if your plan was to use a power like a demo shred, or a huntress hatchet, or deathslinger's gun, or have charlotte chuck a child at the walking highlighter, think again because invulnerability during the dash! why? because fun is bad that's why. at least we can apply the nurse argument though, right? high skill required to use=guaranteed high value? wrong. you angled your character to be facing the window, you pressed E, and with that you've successfully robbed the killer of a down.

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  12. i love how so many of your videos start with you doing the "never in my x years of teaching have i gotten a complaint this bad from a sub" teacher sigh. iconic.

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  13. On killer its easily bam and deadlock these 2 perks are countered just from having a pallet near by or tiles connecting plus on some maps it doesn’t work deadlock this perk just helps survivors most of the time cause i will just split pressure i have had games where deadlock i was survivor in solo my teammates absolutely destroyed this perk, plus this perk counters pain res and pop these are extremely good perks but they are heavily overrated. Also corrupt is not overrated at all its just people don’t know how to use it and split pressure with it corrupt is still an insane perk, the only killer corrupt is awful on legion cause you want survivors grouped up, corrupt your supposed to split the pressure but it also helps set up a 3 gen, I would never take this perk out my builds its just to good.

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  14. Premonition might have become one of my favorite underrated perks. Feels nice to be prepared with a warning of the killer coming into the area so you don't get caught in a bad situation.

    Also denying a stealth killer a free easy hit

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  15. to the resilience topic: yes its for chase, and the healing, gen, totem and exit gate bonus is a nice to have when you find yourself in this situation where you sit injured on the last gen, on the exit gate or on a dangerous hex-totem

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  16. Before I start watching, the thumbnail.

    Old dead hard NOT overrated
    New dead hard defo underrated
    Old adrenaline overrated
    New adrenaline,,, is bad idk
    Unbreakable is fine fr sometimes it stops the snowball but that’s just a risk to take

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  17. 14:12 It was me, I am the one who says that Nurse's is a great perk! Nurse's Calling acts as location perk, but it shows you the location of one of the juiciest targets in the game: an unhealthy survivor. I view Nurse's as a source of pseudo regression because all the time that survivors spend on healing someone that's about to take damage is wasted. If survivors spend 12 seconds healing a survivor, that's 24 collective seconds that have been used. If I come in and damage that partially healed survivor, they've lost all of that time.

    Even if they complete the heal before I can interrupt, I still was able to find a survivor that I've previously chased. This survivor is more likely to have been hooked in the past and more likely that I already have some knowledge of their build and playstyle. If nothing else, the pursuit of these survivors is disrupting two survivors instead of just one.

    This can happen multiple times a match. Your build does have to be somewhat complementary to Nurse's to see value from it, but it can give massive value in the right circumstances.

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