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Questions about perks and items

I started off killer main but now I play both pretty much equally. Both have downsides and upsides. Alot of the time I see people on here complain about certain perks/items, and in all honesty. I've played this game for like 6 months now and have no idea what any of these things are or do. I've read the descriptions but either don't understand or don't notice any difference.

Survivor

Head on

Keys

Resilence

Leader

Botany knowledge

Killer

NOED

Whispers

Distressing

Blood warden

Rember me

Iron maiden

Can someone be kind enough to explained them please

Comments

  • Elk
    Elk Member Posts: 2,267

    Survivor

    Head On- This perk could only be used when you are in a locker for 3 seconds. In 3 secs it will activate. If a killer is at a very close distance from you, hold the run button and exit the locker to stun them. It is best paired with Quick & Quiet.

    Keys- These are items that you can find in your bloodweb and in trials. The keys can open hatch/black locks. Hatches only appear once either so many gens are done or if you are the last one standing. There are Green keys(Broken keys) which is the only key that can't open any lock. Green keys are best used with key- add-ons. Then the other two; Purple keys(Dull keys) and Red keys (Skeleton keys) are the two that can open the hatch.

    Resilience-Grants 3/6/9 % to increased Repairing, Healing, Sabotage, Unhooking, Vaulting, Cleansing, Gate Opening, and Chest Searching speeds while Injured. So this perk can only be activated once injury and it does what it says above. It is best paired with Iron Will.

    Leader-This Perk increases the other Survivors' Healing, Sabotage, Unhooking, Cleansing, Exit Gate Opening, and Chest Searching speeds by 15/20/25 % when they are within a range of 8 metres from you. The effect also persists 15 secs after they leave you. So you don't get the benefits only your teammates do.

    Botany knowledge-Increase healing 33%. So basically you heal yourself and others faster.

    Killer

    NOED- This perk only activates when all gens are completed and if there are any dull totems left in the trial. If there are no totems left then the perk doesn't activate. If the perk activates then the killer gains a small speed boost and can knock down healthy survivors in one hit(The survivor becomes exposed when the perk activates).

    Whispers-The perk activates once a survivor is standing within a 48/40/32 meters near you. So the perk lights up once the survivor is near you. The problems are that it still activates if you are near the knock down survivor and/or near the hooked survivor so you don't know if someone is still near ya.

    Distressing- Is a perk that increases your heartbeat/terror radius and gives you extra bloodpoints for it.

    Blood warden- It is a perk that activates when the exit gates open and you put a survivor on a hook. The gate has to be open first in order for it to work. If you hook the survivor before the exit opens then it won't activate even after the exit gates open after that.

    Remember me- This perk only activates at the end when all gens are done. It slows opening of the gates. However, you must hit your Obsession during the trial to increase the time. Each time you hit your Obsession, you increase the Exit Gate's Opening time by 4 secs up to a maximum of 8 additional/12 additional/16 additional seconds

    Iron maiden- This perk only works once a survivor goes into a locker and leaves it, regards of how fast they do it. Once a survivor leaves the locker they are exposed for 15 seconds and their location is revealed for 4 seconds, not aura. The other bonus is opening the lockers faster too. So this perk goes well with Huntress so she can get her Hatches faster.

    Hope this helps!

  • ViciouscirceBU
    ViciouscirceBU Member Posts: 111

    Thanks so much.

    Then why do people get mad at noed. I've used it in about 15 games and not once did it ever light up

    Maybe I'm just bad lol I can't seem to make it past 13