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Dramaturgy and finesse?
Been running into this combo a lot more recently. Just had a few games with all 4 survivors running it. Is it that good? Idk if this is a content creator thing or what. But it seems to work if I'm not a killer with a instant catch up tool. Might give it a shot on my survivor games.
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I have always used Drama to be honest with vigil. Finesse is the icing on the cake.
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Together they are a good chase combination. Dramaturgy allows you to greed a loop or to make it to a pallet or dropped pallet/window and with Finesse you are often safe. Dramaturgy can also give you a strong item which can be sometimes game changing - if you know you can work on a generator, just use it to get an item or to remove the exposed status effect for the next chase. This perk was always a good perk but overlooked by many players because they rather rely on old/familiar stuff like SB, Lithe, or DH. Unlike Dramaturgy, Finesse was already loved and hyped by the community because of speed and fast vaulting.
You could say it is a healthy state chase version of old DH and Resilience since they do a similar thing but Dramaturgy is much more healthy than old DH for many reasons like you need to be healthy, use it wisely, and it does not have the stupid "wait it out"-situation.
But it seems to work if I'm not a killer with a instant catch up tool.
you could say this about every exhaustion perk
Might give it a shot on my survivor games.
it's funny but was more funny when it wasn't that common. But when you get the exposed status effect, it spies things up in chase and can be funny.
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Dramaturgy is actually just really fun to play with, because you never know what you are going to get. It's not meta, because the haste and item options are as random as anything else it does. It can never be meta, it's just fun and also really funny on some Survivors. It isn't a strong perk, it's a fun perk, and frankly I think more perks overall should be that way - fun if they're not that strong.
Finesse is overall a decent perk in chase, but on its own not amazing in my experience. Rather, I find it more useful combined with something like Dance With Me or Lucky Star to lose the Killer. That's pretty much its only use. Some rare really good Loopers at higher levels can make Finesse and Lithe work, but I don't see it often. When I do see it, it can mess me up as an M1 Main, but thankfully most people aren't that smart about it and anything that causes Exhaustion can help fight against it.
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I think Hens was playing with it a lot and had some videos, but it is simply fun and kinda unique…
You just have to hope you won't meet Plague, Legion, or just hit&run killer.
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drama+finesse has been popular in 1v1s for a while as an alternative to lithe+resi so I guess it just made its way into public matches?
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Yeah, I think 1v1ers made this combo popular.
Remember whole forum cried that Drama is awful meme perk and Finesse needs buff? Yeah, here we are.0 -
Drama+Finesse is popular because it delays the first hit against m1 killers by an obscene amount.
If you're an Oni against a team of this you're just cooked.
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The best thing you can do against a survivor running this combo is to tunnel them off the hook so that they can't heal. That effectively removes half their build. There's no reason to let them heal and get their Finesse and DH for distance back
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🤣🤣🤣 honestly tunneling/gen rushing being the answer to every problem in this game is hilarious.
The vast majority who run that combo bring resurgence. So you going to have to actually camp them as well or they likely be full health in a few seconds
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I remember when people was asking for buffs for dramaturgy as well. I just remember that one user who kept hyping up drama and telling everyone how underrated it was.....and they was right.
https://forums.bhvr.com/dead-by-daylight/discussion/407210/all-exhaustion-perks#latest
https://forums.bhvr.com/dead-by-daylight/discussion/408755/birth-of-a-meta-perk#latest
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I also was the one, who said that Drama is basicly old DH for distance and I have a lot of value from it in first month after release. And got replies with meaning "you stinky killer main can't prove me that this perk is good". And it took 1,5 years to survivors only players to realise it's actually strong perk.
Stay with us and in the next episodes of our show "Why you should never listen to survivor main says that new perks are bad" we will discuss that Lucky Star is amazing for soloq, Troubleshooter extremely underrated, there are a lot of fun builds with Parental Guidance, how healing perks are game changing now and boons considered "bad" by community is the only thing which keeps this mechanic from nerfs. With your humble "killer main" show host fussy.6 -
“Stay with us and in the next episodes of our show "Why you should never listen to survivor main”
Stay with us and in the next episodes of our show “why we should never listen to you”
Post edited by iloveandhatethisgame on3 -
tbf none of the perks are amazing by themselves they kind of almost have to go together to make it work. Vigil as well
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Anything that exposes me is a no go, i rather lithe quick and quiet and dance with me with either light weight or light footed. Very easy to throw off killers that way.
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yeah sprint Burst lithe and balanced landing are better than dramaturgy. It used to be underrated but with how it’s gotten some attention recently it’s becoming overrated
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Dramaturgy is really good, as it kinda functions like old Dead Hard where you can use it to gain distance in a loop and extend it.
Finesse on the other hand is very overrated. Most of the times, a normal fast vault would already make you avoid the killer. Resilience makes that even faster for every vault while injured. Finesse gives you a substancial speed boost, but only every 30 seconds, if you are healthy. The point is, most of the time where you are using Finesse to vault, a normal fast vault would be enough.
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Well you was definitely ahead of the curve on dramaturgy. I agree a lot of perks that come out isn't that bad but people don't give them the time of day. Everything look bad when you comparing it to the top meta and that what most players do.
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Eh both peks are mid by their own but they made nice combo for sure.
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True. I still despise existence of old CoH, because "I can heal myself whenever I want in 20 seconds" brainrot hit that hard to the point most survivors still ignore healing perks, even after insane buffs. And you probably will see Deja Vu on average player because of "wow yellow progress bar" instead of WWMI or Botany, which saves you significantly more time.
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Nice Cage was the GOAT day 1 all his perks are amazing I'm glad people are coming around to all 3
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No joke, I still don't understand why nobody is using Troubleshooter. This perk is so good in chase like other aura reading perk. When it comes to killer aura reading, some players (it is a small group) act like these ones murdered their hole family but survivor aura is none existence despite being so good. You can deny any mindgame and know when to leave the loop which is so huge and let the killer thing they are stupid. I guess, it will player take another year to understand how strong Troubleshooter is. Same goes for the one Key addon, Alert, Wire Trap, Scene Partner (most players use it for the memes instead for chasing). I never see these things but the normal old stuff. I also feel like people sleep on other perks such as Plot Twist (had a hype but then got vanished despite being still good and provide so much uility), Fixated.
Coh has the same issue like MFT and Adrenaline. All of them are still good perks but no longer stupid strong and when players looks at their current version they automatically compare it to their old version and think it's bad instead of looking how good they are in the current metagame. MFT is strong with OTR and DS+DH, or Styptic, and can help in slugging situations. Adrenaline still enables you to greed a generator, extend a chase by a lot, take a hit, or don't be worry about healing in lategame. These perks have so much value.
I feel like players overrated Finesse also in a different way: I often see players using it alongside Lithe and WoO and a filler. It kinda reminds me of Lithe, Dance with me, and Q&Q. Yes, it might be a strong combination but you give so much away - you will either lack anti-tunnel, utility, or teammate and can often hurt much more than missing a fast vault. Otherwise, I think people love it because it is fast vaulting and has a low skill floor but the skill ceilling is mid. When I'm on YT, fast vaulting videos for both sides, are really beloved and people like to watch them.
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Well let's see
Dramaturgy can be used like a reverse old dead hard
Mess up at a loop in first chase? Dramaturgy away!
Not to mention it gives you a random good item lol (Not sure if it can be a green or purp toolbox but if it can then it's a second chance perk and gen speeds all in one!)
Finese is also kinda ridiculous i think it's coded to actually remove survivor hitboxes instead of just increasing the speed of the vault/hitbox moving
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all fun perks that happen to Also be decently strong. Even Steve partner go crazy sometimes
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Dramaturgy is old dead hard for distance and i have been saying that from the beginning, the difference is it works backwards, whereas dead hard only was usable while injured, Dramaturgy requires you to be healthy.
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they are not the same thing
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How exactly does a killer counter the speed boost from dramaturgy then? A 25% haste makes them move faster than the killer, so you use it to get a little extra distance to loop around a structure that you would normally not be able to and drop the pallet or get the window. Sometimes it lets you run longer, the scream isn't really that big of a deal, the free item is great, and the exposed effect shouldn't come into play because the idea is you get the window or to a pallet to drop. At that point 12 seconds isn't long enough to catch back up.
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Nerf Dramaturgy
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“How exactly does a killer counter the speed boost from dramaturgy then?”
Gee idk just hit them? Old dead hard not only have you the dash to make it to the pallet, but the main reason why it was the best perk in the game is because it countered every single power from every killer. It left your character invincible to every attack in the game. If huntress throws her hatchet and you used dead hard it did nothing. If she throws it and you use dramaturgy you still get hit. They are not even close to the same power. Most of the killers have antiloop so the speed isn’t that big of a deal Dead hard rn is still better than dramaturgy. Lithe sprint burst and balanced landing are better as well. You’re overrating the perk. If it was really like “old dead hard” then the perk would be the most used in the game like how it was before 6.1 patch. But clearly it’s not
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I think you are misunderstanding, just like old dead hard, i'm not saying you use it to "dodge a hit" i'm saying you use it "for distance" so that you can loop something more than you should be able to. So a situation where you SHOULD get hit, turns into you getting the window or the pallet, just like old dead hard. The power of old dead hard was not in dodging the hit, it was in using it for distance.
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I just like the animation and the random item.
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yeah….lithe sprint burst balance landing do exactly what your saying as well. Like I said you’re overrating the perk. Not sure why (well I got an idea) but this is such a bad take
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All exhaustion perks behave this way, but they all have some kind of downside or activation requirement associated with them that makes them not perfect. For example:
- Sprint burst requires you to not run, or if you do, you have to spend time "99"ing the perk, but then if you 99 it, you can't stop to repair a gen or anything, it requires you to manage it a bit better. Additionally, sprint burst happens at the start of a chase, so if you see someone sprint off, you can just choose to not take the chase for example.
- Adrenaline only activates in the end game and only once
- Background player is mostly used for flashlight saves and pallet saves, it effectively activates AFTER the killer has already won a chase (assuming they pick the survivor up)
- Balanced Landing requires you to fall from a great height, there aren't as many spots on many maps to do that. Sure some maps have them everywhere, but its far more map dependent and usually requires you to be in only certain areas of the map to get use out of it.
- Dead hard, the current version anyway, requires you to be hooked once in order to get a use out of it. Meaning that if the killer sees you "NOT" using another exhaustion perk, they can probably expect the dead hard better, and know when it is coming because they already hooked you once.
- Head on requires you to jump into a locker, something you probably aren't doing in a chase, unless you dedicate a whole build to it, and even then, it is risky, if you don't time it right, the killer gets a free grab and hook from you.
- Lithe requires you to vault something fast. Which means that if you want it to activate at the "perfect distance" when looping, so you get the most efficient use of it, you can't actually vault things before that time. Meaning that usually you aren't getting the maximum value from this perk that you would the others. The trade off being that it is easier to activate when you want to rather than requiring specific conditions since there are tons of vault locations around the map.
- Overcome happens when you get hit, and again, the killer can clearly see you running super fast, so they have an option there to drop chase, and they already got value, because they injured you, meaning that it gives the killer more options when the chase happens. Additionally, since it only works while healthy, if the killer catches you again before you are healed up, you don't get to use the perk again.
- Smash hit only works on pallet stun, which is often much harder to do than people think. Additionally, if you stun the killer, you already "won" that interaction in the chase, and smash hit isn't giving you that much more value. A good killer will probably end chase there anyway and go after someone else unless the survivor sticks around or the killer has something like enduring.
What about Dramaturgy? Well, its just, there. With no actual downsides when used properly by a skilled survivor. There's no real activation requirement (yes you have to be healthy, but if you are using it "for distance" you should already be healthy) And the downside of the exposed is too short to really get much value of of if used properly. It also can give you some cracked items as well, or let you run for longer, which when it does that, should give you an extra loop around whatever you are looping, extending the chase even further before you have to drop the pallet.
While, it is not as strong as old dead hard for distance, it is comparable in that it achieves the same outcome when used properly. Its just a bit harder to use properly than old dead hard was.
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once again your overrating this perk. The speed doesn’t last long enough (unless you get 1/4 effects that extends it) and the expose effect is a draw back if you get greedy. Also like how you pointed out why overcome is trash, the perk has to work when your healthy so if you can’t get a heal or you get tunneled the perk does nothing. Also certain killers completely shut this perk down like plague and legion while other exhaustion perks still work. The perk doesn’t make you invincible like old dead hard. You can still hit them through the dramaturgy. It’s a fine b tier perk just not this s tier perk or “the old dead hard”.
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I wouldn’t even consider Dramaturgy a b-tier perk. It’s mid… maybe c-tier. There are just more reliable perks that do its job better (exhaustion: literally all of them besides smash hit and head on; items: pharmacy, ace in the hole, plunderer’s instinct, etc). And none of these perks carry the same drawbacks that Dramaturgy has; largely the exposed effect or being killer-dependent.
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I agree. It’s just funny seeing the same killer mains in this thread overrate niche survivor perks and then use “good survivors” as justification. He explained why overcome sucked and that applies to dramaturgy as well
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Again, you are missing the point. You aren't supposed to use the speed boost the same way you do say a sprint burst. You use it while looping. You loop around something, and then if you aren't going to make it around because the killer is too close, you can use it to guarantee you get to the pallet or window when normally you would have gotten hit instead.
And i also said that it is not as good as old dead hard was. I'm saying that the perks FUNCTION is the same as old dead hard was. And old dead hard for distance was considered a problem because it really had no counter, and wasn't fun to play against.
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Make it a true gamblers perk remove the initial speed boost and let it be a fairer game of random chance
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so even if people who actually main survivor and know very well how to use perk say that perk is strong, you would dump a "killer main" tag onto their face simply because you don't eventually know how to use it well?
Although, this perk is not that difficult to be used at all because it's basically old DH (i thought yall liked old DH?).
So many strong survivor perks are bottlenecked with average survivor skill. Does it mean they are bad as you'd think? Absolutely not.
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“so even if people who actually main survivor and know very well how to use perk say that perk is strong, you would dump a "killer main" tag onto their face simply because you don't eventually know how to use it well?”
I said it was a b tier perk. I have YouTube videos of me using the perk fine. It’s just not this super strong perk that the people in this forums are insinuating.
Also the people that were saying that were obviously killer mains
“Although, this perk is not that difficult to be used at all because it's basically old DH (i thought yall liked old DH?).”I didnt. But nice try
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