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Deja vu is a great perk
I get you have self care and iron will and all that but Deja vu is a great perk because it helps with gen locations and is a perk designed to stop a three gen problem I don't know why it's extremely unused think about it's useful for solo ques for beginners and to help you figure out which gens could cause a three gen to happen so target one of them. For SWF friends one person can run it for communication so why isn't this perk used a lot.
Comments
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It does not always stop a 3 gen problem.
It usually lures you into the middle of the map and you're likely to be the first one chased; especially if Lethal Pursuer's in play.
If not, then other survivors who get chased typically run the killer near these gens.
Even then, BBQ usually sends the killer your way with Pop Goes the Weasel.
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I have to make an entire build around Deja Vu to make it more consistent and valuable.
- Deja Vu
- Technician
- Stakeout
- Repressed Alliance
Find the problem gens. Hope to work on them quietly. Get gen progress if the killer is chasing nearby and you can't land Great skill checks 100% of the time. Block the gen if the killer tries to chase you off it or Pop it.
If you're good at skill checks and Lethal Pursuer becomes a problem, swap out Stakeout for Distortion.
If you want to warn chased survivors away or draw other survivors in for help, swap out Stakeout for Situational Awareness (formerly Better Together).
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Visionary is much better if you are sick of 3 gens
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If you’re a new player with no other perk choices, I guess.
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Deja Vu can be a good beginner perk, but even then Visionary would be better to use.
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Visionary is good for learning gen spawns.
Deja Vu is good for seeing potential 3-gens that need to be broken up.
The problem is that I am often trying to race the other survivors to get the problem gens done before they finish all the outlier gens they all spawned next to. The other problem is that I'm usually having to go to the middle of the map and am the first one found, letting the killer get their 3-gen.
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Deja Vu is a good beginner perk to be able to see problem gens, but more advanced players don't run this perk because they usually already know what the problem gens for the map are. They've played the maps enough that they know where common three gens are or what the middle gen of the map is.
The problem for soloq is that your team has nothing stopping them from just completing other gens. You can maybe try to take chase away from the possible three gen, then maybe it was helpful, but the information doesn't really help in the soloq situation.
Also, Deja Vu didn't always work like this. Originally, the perk showed the closest three gens near you when a gen finished, so it was complete garbage back then. Now the perk is at least useful for beginner who don't have many perks.
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Yes, and old Deja Vu lasted, what? 8 seconds?
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Visionary requires you running around the map to see all the gens for you to find the problem first. Deja Vu saves you that time and hassle.
Remember, you're racing the other survivors (who have likely spawned near gens that should be saved for later/last); especially in solo queue.
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Where have I seen this before?
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I don't need a perk to tell me something that I can keep an eye out for manually, though. That's why I took off Spine Chill after the first 200 hours.
It has uses, yeah, but the thing is, there are very few genuinely useless perks (probably... Buckle Up, Monstrous Shrine, and Up the Ante?) It's just that you only have 4 perk slots and 100+ choices, so you're going to pick the ones that give you the most bang for your buck. I don't see why I'd go for Deja Vu when I could grab Windows of Opportunity and have perfect vision on all nearby loops and their pallet status, or Iron Will for silent looping, or Borrowed Time to extract teammates from camping situations... and so on. Deja Vu isn't good enough to compete.
It's also not going to stop your teammates from 3-genning you by clustering on those corner gens while you get chased (either randomly or deliberately, because the killer wants to create a 3-gen.) When you look at Kindred - the perk is so good in solo queue because it gives everyone else information, not just you, and your teammates will (hopefully) act smarter as a result. Deja Vu doesn't give your teammates that neon warning sign, just you. "I know what to do" isn't the same as coordination.
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If I'm going to use a see things after a generator is completed perk, I'd rather bring detectives hunch for them totems and chests.
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Good points.
What if Deja Vu showed the auras to the entire team of survivors?
It would need to stack in some way, in the rare ocassion that two or more people have it.
Maybe these gens cannot be kicked or regressed while highlighted?
To balance for the killer's sake, the duration should be much shorter, but the duration can stack from multiple survivors using Deja Vu.
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That's why I took off Spine Chill after the first 200 hours.
How disappointed are you in the community now that Spine Chill is consider meta?
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Or you can run prove thyself and set up the 3 gen even quicker by repairing generators in order with your teammates
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Eh, it's great versus stealth killers in indoor maps and the action speed increase is good in chase and at exit gates. It's also helpful in high wall loops and indoor maps for showing where the killer is facing mid-chase. Other than that, it's overrated. Not a bad perk, but the bulk of its effect is something that you can do for yourself, and the perk encourages bad habits.
That's a great idea. I think it'd be a much better perk if it showed the aura to the entire team - after all, 3-genning is a team effort, not just something one survivor contributes to. I'm unsure about what kind of stacking it could apply, though safeguarding gens from the killer sounds a bit on the strong side. Maybe improved aura reading, like showing which gens have progress across the map?
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I can see the issue of it being too oppressive.
The killer wants to regress the Deja Vu gens but cannot until the effect ends (maybe 20 seconds later), but then a generator elsewhere pops and resets the Deja Vu block for another 20 seconds.
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3-gens aside, I just wish the perk had something more to do with the feeling of, or definition of, Deja Vu.
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Technically? But that is just a 1 to 1 comparison. Visionary has a ton of synergy. Using Kindred and Open Handed? Visionary now also reveals practically all gens. And running around to scout out gens to prevent a 3 gen isnt exactly unusual. Often you do not spawn to the most strategic generator to fix(often in the center of the map), which is a generator that is almost always guaranteed to spawn and should be fixed first. You'd pass a lot of gens very easily.
The only way DeJaVu gets better is also revealing the aura of teammates for 3 seconds everytime a gen is completed.
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Go to the center of the map and do a gen. You don’t need a perk
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New players typically dont buy DLC chars and idk if Dejavu has ever shown up in the shrine before. Besides, they probably dont even know what a 3 gen situation is.
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It doesn't ever show up in the shrine because it is a general perk. The shrine is only for teachable perks.
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Ahhh mb i thought it was someone’s perk (I don’t use it).
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Deja Vu is great for newcomers when finding gens is hard and you dont understand how 3 gens work, after you have some hours in the game you usually know the position of the gens the very moment you load on the map, most maps have somewhat fixated gens and 3gen openers.
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Borrowed time Bond Deja vu Sprint Burst one my favorite combos.
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It's not a bad perk for super new players who have no knowledge of maps or generator spawns - likely those who don't understand the tricks of finding gens on certain maps.
Once you've played the game for a bit, though, you begin to realize where generators spawn and which ones are high risk and which ones are low risk.
Here, I'll share some knowledge for you.
There are 4 types of generators: Yours, Risky, Unsafe, and Safe.
- Yours | This is the generator you spawn beside. This should be your #1 priority at the beginning of the match, you should do everything in your power to work diligently to finish it. If the generator is blocked by Corrupt or you are chased away with little progress - the generator falls into one of the latter 3 categories. Because the first few generators are of upmost importance to Survivors, sticking to your own like glue and making sure it gets done ASAP is a priority at the very beginning of the match.
- Risky | These are generators in the middle of the map, ones that have clear lines of sight on them, generators in dead zones, and those pesky gens with only a single opening to work on. The killer has multiple generators to patrol, so you have the more time to work on these generators when there are more in play. If you can determine which generators are the highest risk to work on - be sure to repair these while the trial is young.
- Unsafe | These generators aren't dead in the middle of the map, they aren't solo repair projects, and they are probably not in dead zones... but Unsafe generators trend towards the center of the map, and may be slightly less than ideal to have as one of the final 3. If you don't see any evident Risky generators, these Unsafe ones are your next bet.
- Safe | These are generators on the edges of the map, or located within powerful tiles that killers can have great difficulty chasing multiple people away from. A killer dedicating to this generator will allow the team more than enough time to repair generators across the map. These generators located in secluded and safe zones are the safest to keep until last.
So, once you spawn into the match:
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Do the nearest generator as best you can. After you've finished, or have been chased away, go to the next step.
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Find the riskiest generators to repair and devote your efforts towards those. Once you are convinced there are no Risky gens left, or only 1 generator remains, go to the next step.
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Find an Unsafe generator to repair and devote your efforts towards those. Once you are convinced there are no Unsafe gens left, or only 1 generator remains, go to the next step.
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Repair a Safe generator. Harass the killer by sticking to it - if you are chased away, find another safe generator.
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If you do this every match, like clockwork, it becomes an unconscious part of your gameplay - and Deja Vu becomes basically useless.
Once you know which Generator spawns are Safe (Saloon on Dead Dawg) Unsafe (Shack on Groaning Storehouse) and Risky (Main House Haddonfield) then you know which ones to save for last and which ones to run towards and dedicate to once you spawn into the realm.
After a bit of experience, you can replace Deja Vu with basically anything else and get just as much value if not more out of the slot. Experience renders it redundant. Until it gives something like 8-9% repair speed on highlighted generators, it's basically just a small crutch for those who are trying to learn the ropes, but quickly falls out of use once you even begin to approach average MMR rankings.
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