Best Of
Re: Psa to people who 99 gates. Please for the love of the Entity, OPEN THEM.
i 99 gates because haywire is trash and bloodwarden exists
Re: Psa to people who 99 gates. Please for the love of the Entity, OPEN THEM.
I will do what I see best in the situation. There is no reason to put yourselves on the timer in most situations.
Changes To 10 Horrible Survivor Perks
Got bored one day and decided to brainstorm ideas for 10 of the worst Survivor Perks in the game. Now, I did have some rules when selecting, namely, nothing from a Perk Category, so you won't be seeing any Teamwork Perks on the list.
The Perks I have chosen are:
- Low Profile
- Corrective Action
- Clean Break
- Visionary
- Camraderie
- Deadline
- Fast Track
- Red Herring
- No Mither
- Road Life
They may not be the exact Bottom 10, but some of them are pretty close.
Now, I have my ideas in Picture format, so I'll explain them. The top half is the actual Perk and how it functions in game while anything below the Pink Line are the changes. Anything in Pink is a Change or Addition.
Before I get into it, regardless of how stupid/insane/OP the changes might be, the one thing we should all be able to agree on is that these 10 Perks absolutely need some love their direction.
Lowest of Profiles
Picking Low Profile was easy. It's very specific on when it wants to activate, namely, everything is going to hell in a handbasket, as Bill would say. Now, what I did to it was remove the time-based duration and instead, it's going to be active if you're the only Survivor on two feet at the moment, as well as providing a rather insane Heal Speed boost to fully help your team get out of this horrible situation. I also decided to grant you a better version of Self Care when it's active. If you're the only guy up, you're gonna need it if you're injured. As well as working for dire situations, it can function fairly decently as an Endgame Perk where it's a fight for the Hatch or the Exit Gates. It won't provide any bonuses there, that's Sole Survivor's (or whatever it's called now) job, but the Health State could prove very useful when nobody else can actually heal you.
"Wasn't Me!"
Corrective Action has always been terrible. The buff it got fairly recently helped, but it didn't exactly bring it up to a meaningful level of power. I ran this Perk for a week straight once and lemme tell you, people don't really miss Skill Checks as often as you might think, and if they do, chances are, it doesn't matter. The progress lost is going to be repaired just as fast or the Killer didn't even care. What I did was heavily increase the Aura reveal from the recent change so it's literally 10x better, and provided the opportunity to "Correct" your own mistakes. I also gave it the ability to work on Killer Perks like Merciless Storm and Oppression because yes, it doesn't actually do that in game! I mean, Merciless Storm will just chew through Corrective Action Tokens, and if everyone is running it, it'll all occur at the same time, so the Gen just gets blocked but everyone can see each other, but Oppression!?
Sandbag Yourself Perk Number 3
Shoulder The Burden has a lot of intricate value to be obtained from it, game-changing even, Invocation: Treacherous Crows is funny to laugh at, but Clean Break? It's just there! It's a not-funny level of bad, hence why it's the first Perk to be completely changed from the ground up (at least, in this very post). Finding a situation where A) your teammate will take longer than 60 seconds to heal you, and B) you can actually outlast the 60 seconds is very difficult! I had to change it. So, now you can be overhealed! It's like you're playing Team Fortress 2! While Healthy, you can heal yourself before you're even injured, but it won't work for Deep Wounds, Brokens, and Dying States. Now it provides something unique to the table and isn't just objectively the worst thing you can do at any given moment. If the Killer doesn't see you, you don't need to Clean Break. If they do, they're probably gonna go after you because you suddenly became Broken and they ain't gonna let that just slide by.
I Can See Forever!
Now this Perk is funny! Namely because it provides a meager effect that only helps the brand-spanking new and those who literally can't find anything on indoor maps, AND it has a cooldown for some reason! I decided to further buff the range of Visionary and gave it a secondary ability. Now, while working on a Generator, you know which one is probably going to pop next, so you can go on an expedition to help repair it or make sure you don't 3 Gen yourselves.
Comrade Diary
As soon as Reassurance came out, this Perk got left in the dust. Hell, Babysitter got buffed as did Second Wind, meanwhile, Camraderie got nothing! It too got fully changed so now, if the Killer is lingering around or everyone's going for a Hook Bomb, you're gonna be Sacrificed slower. It's not gonna be incredibly powerful, but those few seconds of slowed Sacrifice can mean the difference between going 2nd Stage or not… or if the Killer is proxy camping and the Anti-Face Camping thing is taking too long.
I've Got Deadlines To Meet
This… is a fun Perk! Sadly, it is terrible, but it is a LOT of fun to use, trust me! To make it more fun, you no longer have to be injured for Deadline to be active, and Skill Checks appear WAY more frequently at 25%. Additionally, hitting a Great Skill Check makes you put an extra 4% into whatever you're doing (5% for Repairs, 7% for Heals). Now, yes, it can stack with Hyperfocus, but trust me, these two Perks together is a wild ride of trying to keep your momentum. It's not gonna be too broken because it's nigh impossible to be consistent with hitting Great Skill Checks if you have both perks. But you are going to have way too much fun repairing Generators!
Hook Stages are 3-3-2-0
Big issue with Fast Track is you practically ignore your teammates' cries for help and be a rat for the game. While all of your team is dying and being Hooked, you're putting a sweet, sweet, like… 3% extra repair into a Generator. Riveting. So, along with increasing the Token amount, you can now get Tokens for people getting hit as well. It's easier to accumulate Tokens, and with 5% as a baseline, it's not too bad anymore. Still going to absolutely get slimed by Pain Resonance and Turn Back The Clock, but hey, it's better than a whopping 3% while half your team is at the Pearly Gates.
Funny Fish Perk
Also known as "Zarina's Third Perk," Red Herring is a horrible, horrible Perk made even worse by the introduction of Blast Mine and Wiretap! I did increase the time it takes to get Red Herring on a Gen because I wanted it to be a meaningful amount of progress. Killer don't care if a Gen is at 1%, but 5% is a little bit more enticing. It's making some more noises there! Now, with it being activation instead of just hopping in a Locker and it instantly goes, you can get better usage out of it and actually hit it when the Killer isn't actively after someone. The bonus effect is the Aura reveal which is going to be absolutely huge, but it goes away in a chase because that would not be terribly fun.
The OG Horrible Perk
You know it, you love it, it's the original, undisputed WORST Perk for Survivors! It's No Mither! It's NOT good! You don't even need to me to say it's not good, y'all already know that! So, the changes I made for it is starting the Trial Healthy so you don't have a target on your back the size of Gas Heaven as soon as the Trial starts. I also added less Aura reveal time so you being caught with your pants down isn't as harsh, and made it give you more Endurance and Haste so Tunneling is a bit questionable instead of "Duh! YEAH! He has No Mither! OF COURSE I'M GONNA TUNNEL HIM!!!!" I also increased the Recovery Speed. Why? Why not.
It's Time I Got Back To The Ro-oad Life!
So, 4 Great Repair Skill Checks, you following me? 4 of em, in return, you get 100% faster healing… that goes away the MOMENT you stop healing! In case you don't know, Circle of Healing, Botany Knowledge, Do No Harm, Empathic Connection, and We'll Make It all have more consistent healing speeds that don't require you to hit 4 Great Skill checks, some of them are literally just hard-boiled into you at the start of the Trial. You don't gotta do nothing for it! Road Life is another "take it apart, put it back together" Perk. Now, Great Repair Skill Checks are converted into a Token that grants 25% faster Healing and Mending speeds… and DOES NOT just instantly go away if you don't fully heal someone. You need to get 100% of Heal before a Token goes away, and I made it work for Mending because nothing else in the game really does that! Mending is different from Healing.
That's It
Alright, that's all 10. I may do ones for Killer next because… oh boy, looking at you Septic Touch. Bet you forgot that Perk was even in the game, right!?
Once again, I'll restate this, all of these Perks need changes, that should be the main takeaway. These changes and, ergo, this very post, is to drum up conversation about these 10 Perks and what could be done with them.
Ghostface desperately needs a buff
At the moment, ghostface is very lacking in both map pressure and individual chase potential, so I've been thinking about a change that could alleviate that by a lot:
- When shroud is active, ghostface moves at 5.2m/s(or 4.6 when crouching).
This may sound silly but hear me out.
- Shroud Is an ability with a relatively punishing cooldown.
- You can be taken out of it by survivors stunning you, you missing OR succeeding attacks, or even survivors looking at you.
These factors would allow for a faster shroud ghostface to not feel overly oppressive, while still giving him good map mobility and ambush potential.
They would also help the GF in feeling elusive and popping out of unexpected places, more effectively stalking and skulking about the survivors.
Furthermore, they would insentivise playing stealthily, as stalking players is the best way to prevent them from spotting you out of your power, and allows you to spend your one usable stab to actually down them, instead of spending your entire speed boost for a single injury.
EDIT: from seeing the comments on how these changes may not be quite enough to apply sufficient pressure in high level play, I've devised a few extra changes to compliment the first batch.
- Spotting the ghostface has distance dependent speed. From current speed at 8 meters up to 1/3s the current speed at 24 meters, making the Ghostface more difficult to take out of power at range.
- A successful basic attack on a marked survivor will not remove the night shroud, rewarding playing for marks and focusing on downing your targets.
- Marked survivors cannot gain the endurance status effect for the duration of the mark, making it a much more dangerous condition.
All in all, these changes would focus on helping Ghostface against otherwise unavoidable perks like dead hard, and make not getting marked a much more important aspect of counterplay.
Re: Skull Merchant Rework/Change
Would be fair to give people the money back that was paid for the dlc and her cosmetics, considering they intentionally gutted her to be unplayable
Re: Change Hatch
They don't need to change how Hatch works, they just need to make the achievements a 3k since that's a win for the Killer. Demanding a 4k is either A: requires you to slug which isn't fun or B: hope RNG is on your side.
Re: tired of power struggle being the most useless perk
again, it doesn't matter if its op because you just do the swing tech and it's a useless perk.
Re: Why Making the Blight 4.4m/s is a Bad Idea
Honestly, I do like this proposed set of changes more than just making Blight 110%, though I've long been an advocate of that idea.
These changes feel more pointed to make his play style work in trial rather than just keeping it busted and getting rid of his ability to fall back on M1 at certain loops. I particularly like breaking a pallet taking two tokens, as it's a change I thought of while playing him and idk how to describe it, but it just feels like it should happen when playing against him.
Also, where is the Foxy skin BHVR? Its been like 8 months since the FNAF chapter with radio silence from the devs on it, starting to feel like how they treated the tome characters back in the day.
Experience of new killers?
Context: I introduced my friend to the game. He quit after around 100 hours, told me the reason is that majority of people are obnoxious and even game chats in MOBAs are less hostile places. I do agree that a lot of people who play this game are #########, but I pushed him for details, because I wouldn't say it's majority.
Apparently the killer experience is especially miserable. When you're new and still learning they constantly BM at basically every pallet and then chat, if he tried to ignore they would only BM him more, when you try to focus on killing BMing players they would escape for free (It's anti-camp mechanics and anti-tunnel perks he meant by this), later when you learn basics and get some kills they still BM at gates and in chat as well, when you get a bit better and get "a lot of kills" they call you a hacker and disconnect and/or BMing in post game chat anyway.
It is a skill issue, Dead by Daylight is actually very complex game to get into right now. I never thought about it, because I play on and off almost all this time (I started in 2017 during All Hallow's Eve and I am still salty that this isn't the main menu music to this day xD), but after his rant I did realize that amount of maps, different tiles and how you have to play them different basically as every killer is simply overwhelming and basically beyond the grasp of casual player.
You can say that playing survivor you will face all different killers and have to learn to counter them all while with killer you can focus on just one or couple of them and master them… and while it is technically right, survivor gameplay is quite similar and stress free majority of games while with killer you are under pressure the whole time.
He quit and doesn't want to come back, says he is not playing a game which stresses him and and which he "can't win even when he actually won".
Gave me access to his steam account.
I did some tests, because I have too much free time.
I played 12 games on his account and then 12 games on mine.
Some games I was pretending to be almost brand new, some I was giving my best, some I played like I was a bit below average - while observing how survivors behave.
Results are sad.
On his account all 12 games someone BMed, tried to BM or had to say something nasty in the post game chat. 12 out of 12 games. I have no idea what MMR is that.
On my account which I assume is on soft cap it was better. On normal games only 1 of them had a dude who tried to BM at first then got deleted and called me a hacker. In games I pretended to be very new there was again just one game where they actually BMed - starting with one dude, then 3 out of 4 survivors were trying to annoy me. Post game chat of course couldn't go without "######### trash". Other games people just left or died without saying anything about the killer (I don't count survivor brains arguing between themselves without mentioning the killer).
I honestly don't understand this difference and I was god damn sure my friend was exaggerating, but in literally every game I played on his account so far survivors were BMing hard and/or going ballistic in post game chat, regardless of the outcome.
I've seen this all, I get amused or roll my eyes, but I can see how new player can get absolutely livid when every game looks like this for them…
Yes. Anecdotal evidence, very small sample. Yes and yes, but still. 12 out 12 games played! If I was making a bullshit statement I without actually playing them I would say 10/12 to make it look real!
Survivors are making new killers bitter and then cry on forums that the ones who persisted and actually learned the game don't care at all about their fun or intentionally do ######### like bleeding all of them out. I wonder why?
You are doing it to yourselves.
And now we have ######### anti-camp mechanic which will let them out for free even if you didn't camp, but got super unlucky on vertical maps for example.
If not for new, licensed content to lure new players all the time this game would be dead.
Think twice before you do stupid #########… you're killing this game…
PS: I played Bubba and Huntress on both accounts as both of them can be extremely prone to bullying or extremely deadly.
PS2: Ah yes, tragic map design makes a lot of killer powers extremely limited, it does not help.
PS3: By BM I don't mean using flashlights, stun perks ect. I mean actual BM meant to get your attention, annoy you as much as possible and demean you.









