Dead by Daylight

Angel

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US using the hillbilly run it down chainsaw brain dead while EU big brain spirit mind games

not surprised
 

Blackquill

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The meta equal to the list I put earlier would have to be:

BBQ
Ruin
Whispers
Enduring/Nurses/Sloppy Butcher

Pop goes the Weasel is also now meta because of it's recent buff. An entire minute to kick 1 gen and take 25% of it's progress away isn't a big ask for big reward
 

MaXenzie

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the usefulness of NOED increases as the uselessness of the killer increases

NOED is rarely ran on top tier killers since in most instances you're not going to get to endgame
 

Blackquill

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Here's some graphs BVHR put out, it's obviously not 100% concrete but it def. shows:
2YVQMEWUS0KN.jpg


T8VE1J9V3G07.jpg
 

MaXenzie

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Here's some graphs BVHR put out, it's obviously not 100% concrete but it def. shows:
2YVQMEWUS0KN.jpg


T8VE1J9V3G07.jpg

you know there's something wrong with your perk system when a perk is ran 10-20% of the time at all times
 

Isuckatgaming

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you know there's something wrong with your perk system when a perk is ran 10-20% of the time at all times

BBQ is ran solely because the grind is so fucking shit

If We're Gonna Live Forever was better/more reliable it would be used just as much on the survivor side guaranteed
 

Blackquill

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you know there's something wrong with your perk system when a perk is ran 10-20% of the time at all times
Nah tbh, in virtually every competitive game there's always optimal builds, perks, characters etc.

Dbd's problems are a lot of perks are either wasted potential or borderline useless to experienced players and certain killers have a skill ceiling that is outclassed by the survivor skill ceiling

There's a reason why Nurse and Hillbilly are the most played at higher ranks; other killers simply don't have the tools and power to compete.
 
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Isuckatgaming

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look at my massive fucking brain

H4shWi0.png

W
Nah tbh, in virtually every competitive game there's always optimal builds, perks, characters etc.

Dbd's problems are a lot of perks are either wasted potential or borderline useless to experienced players and certain killers have a skill ceiling that is outclassed by the survivor skill ceiling

There's a reason why Nurse and Hillbilly are the most played at higher ranks; other killers simply don't have the tools and power to compete.

There are so many perks that are just downright useless or garbo on both sides of the spectrum honestly

Botany Knowledge, Calm Spirit, Dark Sense, Resilience, This is Not Happening, We're Gonna Live Forever, and Left Behind (fucking lol, most useless fucking thing ever)

Bitter Murmur, Monstrous Shrine, Shadowborn, Spies from the Shadows, Tinkerer (rip old tink gone but not forgotten), Thana, and Unrelenting

There's so much fucking garbo it's incredible
 

MaXenzie

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what is wrong with you

i've been running

Botany Knowledge
Self Care
We'll Make It
Empathy

for a while

couple that with a high-speed medkit and i've got a heal so fast i can get 50% healed in the time it takes for one pallet to get stomped out, and efficiency so high i can get 4-5 heals in before my medkit goes

and i can nearly insta-heal people on unhooks
 
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Isuckatgaming

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i've been running

Botany Knowledge
Self Care
We'll Make It
Empathy

for a while

couple that with a high-speed medkit and i've got a heal so fast i can get 50% healed in the time it takes for one pallet to get stomped out, and efficiency so high i can get 4-5 heals in before my medkit goes

and i can nearly insta-heal people on unhooks

pro tip don't use your medkit while We'll Make It is active

tier 3 boosts it by 100% which is the max possible healing speed

although i hope you knew that already
 

Blackquill

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In fact, I'm gonna delve a little bit deeper into the big 3 meta perks and why they're meta, while it may seem obvious there's a lot to it. This is based on my experience with the game, the perks as well as the various videos I've watched over the year from various youtubers I follow who play the game

Self care:
  • + Allows you to heal on demand; while it takes forever, you can easily get some progress on it and get a teammate to quickly patch you up.
  • + Allows you to take hits for your teammates and have a guaranteed way to get back up to healthy when you make your escape
  • + Makes medkits more effective - this might seem minor, but I wouldn't underestimate it.
  • + Less reliance on your teammates, when you're not in SWF this is a godsend for solo players.
  • + All in all, being able to spend time healing back up a health state can determine whether you survive or get hooked. I will say as someone who almost never runs it, I can always find situations where I wish I had it. That's just how good it is.
  • - Takes half the time to fully heal from 0, meaning you are wasting more time. Time is something killers love to have. Some survivors will forgo healing all together just to do gens rather than wasting time

Adrenaline:
  • + If you can survive to the point where the exit gates are powered, you will always recieve the sprint benefit and almost always recieve the health, there are few things that negate it (Legion's/BT deep wound, The plague's sickness, Deliverance)
  • + It can activate when you're unhooked as long as you get picked up before the last gen is done, basically guaranteeing an escape from a hook without needing BT (And often during endgame, having BT with Adren stacked will basically win you that escape)
  • + It can get you up from the ground when slugged. At higher ranks, killers will slug you if you're the 2nd last person to guarantee the 4k - If that last person can get a gen done in that time, you've earned a second chance.
  • + You literally have to do nothing but survive until all gens are done to benefit; you can hide in a corner all game, kite the killer around or do the objective and you will benefit either way.
  • + The killer has no way to know you're running it until the moment it activates, which leads into it's biggest negative
  • - This perk is the main reason why killers run NOED. The two cancel one another out. Perfectly balanced; as all things should be.
  • - It causes exhaustion which means if you don't get any use out of the sprint burst; you can't use other perks if a chase happens in that interval.

Dead Hard:
  • + Allows you to avoid a single hit, which can be enough to continue a loop, pallet stun, stall until the last gen is done, get over bear-traps, close the distance between you and an obstruction (pallets, windows, etc)
  • + You actually gain I-frames (invincibilty frames) during the dash forward; which only cements it's place in the meta
  • + You can decide when to use it. All you need to do is tap e whenever you want to; only difference between it and the others is the activation requirement:
  • +/- Needing to be injured in order to use it is both a positive and a negative; if you're a good survivor you'll probably want to avoid getting hit all together but due to the nature of the game, you're going to take a hit at some point in the game unless you're really dedicating to being stealthy; even then, that goes out of the window during endgame.
  • - Once the killer knows you have it, if they're good they will anticipate it and will almost always make you waste it; however this applies to all other exhaustion perks except for adrenaline.
 
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MaXenzie

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In fact, I'm gonna delve a little bit deeper into the big 3 meta perks and why they're meta, while it may seem obvious there's a lot to it. This is based on my experience with the game, the perks as well as the various videos I've watched over the year from various youtubers I follow who play the game

Self care:
  • + Allows you to heal on demand; while it takes forever, you can easily get some progress on it and get a teammate to quickly patch you up.
  • + Allows you to take hits for your teammates and have a guaranteed way to get back up to healthy when you make your escape
  • + Makes medkits more effective - this might seem minor, but I wouldn't underestimate it.
  • + Less reliance on your teammates, when you're not in SWF this is a godsend for solo players.
  • + All in all, being able to spend time healing back up a health state can determine whether you survive or get hooked. I will say as someone who almost never runs it, I can always find situations where I wish I had it. That's just how good it is.
  • - Takes half the time to fully heal from 0, meaning you are wasting more time. Time is something killers love to have. Some survivors will forgo healing all together just to do gens rather than wasting time

Adrenaline:
  • + If you can survive to the point where the exit gates are powered, you will always recieve the sprint benefit and almost always recieve the health, there are few things that negate it (Legion's/BT deep wound, The plague's sickness, Deliverance)
  • + It can activate when you're unhooked as long as you get picked up before the last gen is done, basically guaranteeing an escape from a hook without needing BT (And often during endgame, having BT with Adren stacked will basically win you that escape)
  • + It can get you up from the ground when slugged. At higher ranks, killers will slug you if you're the 2nd last person to guarantee the 4k - If that last person can get a gen done in that time, you've earned a second chance.
  • + You literally have to do nothing but survive until all gens are done to benefit; you can hide in a corner all game, kite the killer around or do the objective and you will benefit either way.
  • + The killer has no way to know you're running it until the moment it activates, which leads into it's biggest negative
  • - This perk is the main reason why killers run NOED. The two cancel one another out. Perfectly balanced; as all things should be.
  • - It causes exhaustion which means if you don't get any use out of the sprint burst; you can't use other perks if a chase happens in that interval.

Dead Hard:
  • + Allows you to avoid a single hit, which can be enough to continue a loop, pallet stun, stall until the last gen is done, get over bear-traps, close the distance between you and an obstruction (pallets, windows, etc)
  • + You actually gain I-frames (invincibilty frames) during the dash forward; which only cements it's place in the meta
  • + You can decide when to use it. All you need to do is tap e whenever you want to; only difference between it and the others is the activation requirement:
  • +/- Needing to be injured in order to use it is both a positive and a negative; if you're a good survivor you'll probably want to avoid getting hit all together but due to the nature of the game, you're going to take a hit at some point in the game unless you're really dedicating to being stealthy; even then, that goes out of the window during endgame.
  • - Once the killer knows you have it, if they're good they will anticipate it and will almost always make you waste it; however this applies to all other exhaustion perks except for adrenaline.

do it again but this time explain why no mither is the best perk
 
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