Do you use any of the perks featured in this video? If so, how would you change them to make it more popular? Also please let me know if you find the quality of this video better or worse than before! I am using a different software!
For the perks on your community post: For Pharmacy I'd make the effects not require being injured, and I'd make the way you get a medkit more like appraisal where you rummage and get a medkit. With red herring, I'd make it so you can manually decide whether to put red herring on the gen you're working on (that way you tap a gen, choose it, then work on another gen without changing the fact that the other gen procs). Idk what I'd do for the other two, ig just number buffs
Fun Fact about "Low Profile" it activates everytime you're the last survivor standing, me and a friend of mine went into a game where he had no mither, plot twist, and i had low profile and he would plot twist every 90 seconds and i would basically have infinite no scratch marks, it was very funny to see the killer confused.
It does indeed, however that perk is free and available for everyone, and for that reason, it will always have a higher pickrate compared to a paid licensed perk that is trash! I think, for example, that Spine Chill is absolutely worthless and worse than every single perk listed here, yet it's still used significantly more than the vast majority of perks in DbD!
@@MintSkull Yeah, it does make sense. Not everyone have time to grind or have money to spend on perks. Unfortunately, those who can afford/grind dlcs will be left with trash/mid perks (except some for sure). I know that the shrine is a thing but it feels really bad.
And another sad thing about Pharmacy: The Green Medkit used to be the fastest Medkit for self-healing, you could heal yourself in 8 seconds. They nerfed medkits -into the ground- in 6.7.0 and indirectly completely gutted this perk.
0:30 With Chaos Shuffle a lot of the problem is that unlike Killer Perks many survivor perks require another perk to do anything. This makes way more perks in that game mode basically a smilie face. Or a very sad face in the case of no mither.
6:35 I disagree, low profile is not an entirely selfish perk. It also comes into play when three survivors are down. So long as you’re the sole standing survivor it kicks in. Duration resets on every activation. It’s come in clutch for some hook saves and slugging recovery in the worst case scenarios.
If three survivors are down you're losing the match, it's just a "lose less" perk as opposed to a win more. Not sure why anyone would defend this worthless, shit ass perk. Also, bringing a perk in case three people get slugged/hooked simultaneously, which happens in maybe 1 in 50 to 100 matches is such a waste.
Low Profile is a team perk. When everyone is slugged for example, except you, it activates. It then allows you to stealthily pick everyone up and recover.
Low profile actually helps against slugging. Not saying it's some amazing perk, or that people can't use it more selfishly, but I've had times where I've had it on, and literally turn the game back around against killers that try to slug everyone. Also not saying that every game is going to be a slug fest, but it does become a weird roadblock if the last person standing has it, since they're so hard to find, even when injured. 90 seconds of being able to run around without scratch marks is great if 2 or 3 people are down and not grouped up. Means basically you're going to get someone up, if not be able to navigate and get more than one person up. Plus Killers won't usually wait 90 seconds to do something, so either they hook someone, or risk multiple people getting up.
@@BillyBowlster and one use. It may not be likely to happen often, but low profile can happen multiple times in one match, unbreakable is one and done, so if someone uses it and immediately goes down because the Killer remembers where they were, left in same position. Wasn't arguing which was better, the truth is, even the worst perks usually have 'some' situation where they shine, meaning they'd be 'better' than other choices. Most times, unbreakable is better, doesn't mean every time.
Why not both? Pick yourself up and hide your grunts of pain and scratch marks to save a homie. Along with We're gonna live forever and For the People.@@Kakirot83
The real problem with pharmacy comes from the fact that medkits were changed and now require 24 seconds to heal. The old green medkit took 8 seconds to heal and an even older version had 24 charges and an efficiency bonus allowing you to get 2 self heals from it at 16 charges each. Pharmacy provided value in those instances which it just does not provide now.
Teamwork perks should work like Boons: bonuses that linger after the Survivors separate but reset when they're near one another again, so coordination means they get to keep their buff but also don't need to be near each other 100% of the time to benefit from the perk.
Goddd they need to be reworked. Ik free perks are free.. but they should still be pretty decent for all. Especially for those newer players and helping them in gameplay. The problem with the twin survivor perks is that it requires you basically holding another teammates hand just to get little value. Ik boon dark theory it was op in the ptb but 2% doesn't matter especially when it comes to certain killers and their powers
Hopefully they buff a lot of perks like they did to Quick Gambit to make them usable at least in meme builds. I do have to say that lately the survivor build variety has increased!
I remember when I had Cut Loose in my build during Chaos Shuffle last time it was around. I didn't know that it only worked on windows, and I just ped through Shack Window and went right for a locker. Boy, did I look stupid
I feel like the grinding, MMR and "meta" perks made a lot of people refused to choose other perks since it might hurt their gameplay a lot. The game became competitive instead of being about fun.
I remember one time shortly after Reassurance got released I was running it and one of my teammates was using Cameraderie and we ran into a camping Wraith, it was so funny lol
Low profile has saved me ONLY 1 Match, a blight was trying to kill me and someone else as the last two survs, so anytime they put the other surv in the ground it activated and made us manage to escape both of us, i'll never forget that Match quq
Rookie Spirit is actually super underrated. I used to run it and another really rare perk to get some unique builds on night light, and got some crazy value from knowing which gens were regressing
i like to run it from time to time. It can be helpful in rough 3 gen situations when u are not sure which gen ur teammate was repairing before they were chased off it (and help to know where exactly is that gen). It also indirectly tells u where killer is at that moment
I'd personally change Scavenger to be a 20 or 25% restoration of toolbox charges and remove the debuff effect. As it stands, it's *only* good if you have a maxed commodious, and the only times I use the perk are on "deplete toolboxes" tomes. On top of that, it's a casino perk, so you're at the mercy of RNG to get any value.
They could easily make pharmacy and the other chest perks a “press active ability button” while opening/rummaging a chest to get the special item. And also make being able to rummage a basket thing that would take twice as long as opening, but these perks increase rummage time. They really want survivors to be searching chests instead of doing gens but there’s hardly any benefit
The funny thing about Pharmacy is that most players who would run it would go to the basement to find a chest for it, at which point they'd rather just run Strength in Shadows...
pharmacy was much better back when medkits were completely busted and you could do 2 second heals twice with a basic greeny. now days it's just a more conditional and limited use self-care.
Cut Loose user here. It is not only used for chaining multiple vaults together, the main thing I use it for is double vaulting the same window. Say you vault the window and the killer both sees and hears it, they then start walking around the side of the loop to chase you but you double vault the window without them knowing because of Cut Loose. You can get some good distance off of that before the killer figures it out. You can compare this to Quick & Quiet in the same situation where it makes your first vault silent but the killer saw you vault so they would know if you vault back. I agree with your ideas for buffing Cut Loose as I don’t think it is a very good perk, but it is better than you make it out to be in the video.
So many of these perks can easily be fixed. Its like some perk designers think the perk IS the player and want you running around trying to enable it instead of it enabling you. Here's what I would do. Better than new- Works with unhook speed and all effects gain plus 8% bonus per hook stage of the player. Camaraderie- Player portrait highlights gold when player is 2nd hooked. Survivors gain 25% totem cleanse/bless speed when exiting the radius for the duration of camaraderie. Red Herring(Rework)- After 3 Good skill checks Red Herring activates. While the killer is in chase, great skill checks causes the closest unoccupied generator, locker or vault location to randomly trigger its noise prompt. Rookie spirit buff- Each time the player fully repairs a generators regression their scratch marks are concealed for 10 seconds within 10meters of the generator. Low profile buff- When sacrificed on hook, low profile transfers to any survivor who safely unhooked you if they are now sole survivor for half the duration. Teamwork collective stealth buff- While scratch marks are suppressed, the survivors with 2 hooks stages gain a token to deny one instance of aura reading. My Perks Breathing Room- When the killer misses 2 basic attacks within 5m of the survivor, The survivor receives 9 seconds deduction in their exhaustion timer and personal healing speed is increased by 40% for 9 seconds King fisher-After two great skill checks while healing other survivors King Fisher activates. Sacrifice one health state while healthy to instantly sabotage a hook without a toolbox. (For the people for hooks lol)
I was using perks that nobody use and found out “premonition” is actually a great perk. It always give perfect information on where the killer is, it’s so useful against chucky and any stealthy killer, players are sleeping on the potential this perk can have
I got buffs for the perks --Camaraderie After saving a survivor off hook and taking a protection hit, activate the perk automatically when on hook in struggle phase +Your aura is white to all survivors if the perk is active or yellow if you need a survivor to come near you while in the struggle phase on hook --Low profile Removes loud noise notifications from the killer when beyond 32 meters (This effect is active at all time) --Rookie spirit Repair regress progression 50% faster (Note this is only for the 5% progression you have to repair in order to stop regression, no speed boost after) --Red herring Can mark up to 3 generators Whenever you go into a locker the highlighted generator closest to the killer will make a noise notification Generators will remain highlighted but won't make noise notifications while in cooldown. --Teamwork perks buff Activates whenever you heal, unhook a survivor or whenever you are healed or unhook by another survivor Teamwork collective stealth Its near useless with just scratch marks but the potential duo rats comp play is also bad if this perk gets aura reading blocking so here's the buff While in chase collective stealth blocks all aura reading, and removes grunts of pain. --Cut loose Lower cooldown to 30 seconds Buff the window of use from 6 to 8 seconds done Wait pallets vaults don't make it silent, I thought it did, I've used it a bunch, I guess I only used windows way more often. --Better than new buff Increased effect from 16% to 30% After healing the survivor the user gains it's buffs Lose effects when downed --self preservation Increased range from 16 to 24 meters When the user is injured within range of another survivor the perk activates --pharmacy Problems Needs another perk to find chests Bringing an item into the match is a thing You still heal slow Pharmacy buff Gain the 80% chest opening speed at any time (Only get green medkits when injured) While injured highlights the closest closed chest After opening a chest injured you can now self heal 50% faster (effect deactivates after becoming healthy) I got a extra few buffs for some perks --Ace in the hole 1st add on 100% chance to get an ultra rare or lower 2nd add on 100% chance to get an uncommon or lower Appraisal After using all 3 tokens gain the ability to hold 2 items Moment of glory Decreased broken from 60 seconds to 40 seconds Broken is only 20 seconds if the health state that was lost was a protection hit Exultation +Remove cooldown +Items found from chests or by rummaging has 50% bonus charges of the items base value +Increase item repair from 25% to 50% +Repairs beyond 100% are worth half but are counted as bonus charges of the items base value (Add ons that increase charges aren't counted) Boon illumination For each unique new totem that is boon gain 10% blessing speed while the boon is up. Up to 50% increased blessing speed Whenever a survivor enters the boon All the auras shown by illumination will be permanently marked until it is snuffed or the totems location is changed.
@@NotwedsquidThe problem with perks like that is the whole relying on a teammate for its activation, give the player with the perk also a way to activate it, that takes more effort to get use out of it.
@@saihiko9967 the thing with camaraderie is the perk already is extremely good but its like you said solo queue cant really benefit from the perk i just dont like the idea of buffing these kinda perks especially just for solo queue
Camaraderie should act like a passive anti camp perk, so if the killer is within a 16 meter radius of you for longer than like idk 12 seconds it pauses your timer for 30 seconds and a little icon shows up in the bottom right corner of your teammates hud, lmk if you guys agree or if this rendition would be op
7:08 I always thought it would be a really cool idea if instead of Rookie Spirit having the skill check requirement it would either give you the ability to tap gens to stop regression or increase your repair speed by around 100% while repairing a regressing gen. I feel like that would make the perk worth using.
I wish with camaraderie active it gives survivors like 3% haste or something to encourage them to go away and do a gen while im chilling on the hook against a proxy camper
I have a couple of ideas for reworks and buffs. Mostly reworks. Some similar to what you said, others less so. Low Profile - -While the last standing survivor, leave no scratch marks, pools of blood, or grunts of pain. (Removed the time limit) -While outside the Killer's Terror Radius and not in chase, gain a +1/2/3% Haste bonus. (New effect) Rookie Spirit - -See the auras of regressing generators. (Removed the skill check activation requirement) -While a generator is regressing, gain a +50/75/100% repair speed bonus until it is no longer in the regressing state. This effect goes on cooldown for 20 seconds after letting go of a generator. (New effect) Red Herring - -Repair generators for 40% progress to activate. Once activated, press the active ability button to install a Decoy on a generator for 60 seconds. When installed, the audible range of generator repair noises are reduced to 16m. When the Killer comes within 24m of the generator, a Loud Noise Notification triggers on a random locker, vault, or pallet within 24m of their location. The Decoy is destroyed if the generator is kicked. (Rework) Cut Loose - -After vaulting twice in chase, this perk activates. On your next vault, your Loud Noise Notification and sound effects are silenced and you see the Killer's aura for 4/5/6 seconds. This perk then goes on Cooldown for 60 seconds. (Rework) Self-Preservation - -When another Survivor loses a health state within 16m of you, hide your scratch marks, pools of blood, grunts of pain, aura, and gain a +5% Haste bonus for 10/13/16 seconds. (Added Haste and aura-conceal and increased duration). Pharmacy - -While using a med-kit, other survivors can see your aura. Upon completing a heal with a med-kit, the healed survivor gains a +3/4/5% Haste Bonus for 30 seconds. (Rework) -Gain the ability to Rummage once per trial to guarantee a basic (yellow) med-kit. (Reworked effect to be in-line with Scavenger and Residual Manifest). -Rework chest-opening speed and audio sounds modifiers into a new general Perk. (Change)
I just realised, pairing scavenger with potential energy can be nasty. Just use PE when you get the 50% slowdown and dont suffer from the slowdown then pop it and get progress and a toolbox.
I think in a SWF you can make a strat around red herring, to have it on the deliverance player and let him repair a gen you don't focus on touching to get red herring, then use it to distract the killer and get the deliverance proc safely
I feel like red Herring would have been better if it was the opposite effect. When if you are repairing a generator after being in a locker a notification would be played at the locker
4:30 it could also be used if you are tired of your team not reaching u on time. Nothing is worse than dying on hook right as someone is there to unhook
what you said about scavenger is what i have been saying about it since it released, and im so glad that someone else actually sees how strong scavenger actually is
As for red herring. My Idea was, and still is, that after repairing x% of a gen, surv gets or have opportunity to get special item, let's call it "red herring". Item can be dropped anywhere, and is active for y seconds, during which it summons afk crows to its location.
This is slightly off-topic but I love how everyone was sooooo afraid of Specialist being broken af, then it even got buffed from the PTB and still nobody uses it. I think I have seen more Low Profiles than Specialists since their respective releases.
Low Profile is a clutch Solo Q perk. Every time Low Profile would activate, I would reset the WHOLE team. It's great when you are able to play bolder when you are in the most helpless situation in the whole game.
I like to take Comaraderie, Open-Handed, and Kindred while my teammate takes Reassurance. Effectively turning me into a ward with an effective range of 32 meters from hook. It's fun when it works.
For the random times i use red herring i wait until the exit gates are powered and use it to distract the killer to allow my teammates to finish opening the exits
Cut loose should be after an unhook for a set amount of time. (And apply to pallets) It makes more sense for the name and gives the survivor a way to create distance ourside of W-ing away Indoor maps for instance. You can't really utilize the speed boost because of corners. Being put in a corridor also makes it easier for ranged killers to funnel you. There, it has a defind purpose, plays well with other perks without overshadowing them, and has 2 usages
I remember seeing low profile awhile ago, it activates when you are the last survivor STANDING, if your buddies are hooked or down, it activates they DONT NEED TO BE DEAD. If this has changed, feel free to correct me, but i remember watchin a video of someone using it and they were surprised at this fact too.
For rookie spirit I think it could have a effect where it ignores the 5% you have to do on the regressing generator to make it stop regressing. Basically it would bring back “Gen-tapping” but in a way situational perk, I think it would still be an underwhelming perk, but I think it'd be a good start
been running scavenger since it was released, its very very underrated and its great for hybrid gameplay of gen jokey and chaser since you can outchase cold down or mix it with hyperfocus its just delicious.
One cool thing about Red Herring I found recently is that it stays on the gen indefinitely until you touch another gen. It was almost as unexpected as the fact that old Quick Gambit stacked - don't know about the new one. Red Herring is still dogwater, though.
You are wrong about Low Profile. Myself included it is used for those matches where, it happens I am the last one standing, and now I am and more confident and have a better chance at getting them back up. I am worried about my team. Combine it with Autodidact if you get stacks/Desperate Measures/We’ll make it/We’re gonna live forever and I am not only a slug counter but also a healer. I care.
Hrs not wrong, you're just bringing a useless perk and hurting your team every match. Any perk that only activated end of match is at a disadvantage, minus a couple that are OP for other reasons. The best perks can be activated in any match throughout the match. Don't make comments that are idiotic because you don't understand strategy.
@ to see that you say that you’re hurting the team is just wrong 😂 watch next time you’re the last survivor standing and you’d have been able to escape thanks to it but you didn’t bring it because of your mindset not to give it a try, oof.
I think that collective stealth should also work when you heal someone else. I ran them both for a few games before recognizing that they didn't work both ways, which I think is strange. It makes an already pretty situational effect even harder to activate
I think Low Profile should activate as soon as one of your teamate dies, it would possibly make her a clutch perk when the match starts to go in a bad scenario for the survivors. It also would be interesting if it supressed the sound of footsteps(just like Light-Footed from Ripley) , even when you are injured
Was away from DBD when the pharmacy changes happened, i LOVED bringing the perk to have an easy medkit grab on game start or to farm them just to have greens meds to bring in, came back and opened a chest on start to not get a green medkit, feels like you have to go so out of your way to get use out of this perk now it really really sucks.
Think Beast of Prey is her worst perk. The perk does allow the killer to chase easier without having to manipulate the Red Stain. Territorial Imperative Hard Counter Basement area perks. It's not bad in the right situation but could be useless. Lullaby is definitely good.
I think low profile should be an unhook perk just like off the record and others. Also I use cut loose myself it’s not terrible it just requires you to use it strategically (also killers don’t see it coming given it’s pick rate)
I think camaraderie did get the white aura cuz when I got it in chaos shuffle the timer was paused, and the survivors were farther than the required meter
My idea for a red herring rework is to have it be planted on a generator like blast mine and while it's active any time a loud noise notification were to happen on that gen it happens to a random other gen instead.
What if Rookie Spirit had a side effect that working on a regressing generator instantly removes the regression? Sort of like how tapping a gen to prevent regression worked before. Doesnt seem too crazy of a buff, but still situationally useful, and could have a cooldown to prevent overuse.
What if instead of granting a green medkit when you are injured, Pharmacy gave you one the first time you opened a chest and allowed you to recharge a medkit you are holding by opening chests? That way, you still get a guaranteed green medkit if you need it, but you can also bring in your own medkit and use the perk as a medkit version of Scavenger
What? Pharmacy at #1? That perk was so useful after the Circle of Healing nerf. Pair it with Plunderers and you're guaranteed a good med kit in the chest when there's no other survivors.
The problem with rookie spirit is HUD change for solo queues completly killed it. Before that change it showed regressing gens telling u that this gen is about to be finished...go get it. But now it generally outclassed by Alert and any other info perks
The only thing camaraderie has over reassurance is reassurance gives an outline on survs that have the effect, even for the killer while camaraderie does not....is this useful.....probably not
5000+ Hour Survivor Main; I can take Chase. I know when to be confrontational. But I also recognize that getting the killer to waste time by stealthing when they do a sweep is high-key the best strategy because it’s time gained for the Survivors without resources lost. (Look at how Comp Teams play against Nurse and Blight; yes they are good at chase, but those killers run Tracking Perks for a reason. Stealthing and low-tempo Survivors are what put them out of buildings). Low-Profile has turned many games around for my Team by allowing me to rotate across map without worry. And unfortunately; DBD ultimately does not reward you for making sacrifices for you team, you are graded on YOUR performance. Either you escape or you don’t. 😭 Sometimes I feel fulfilled when I die and I know I had a large impact on my team, and sometimes I’m in the mood to take the win for myself. It’s solo Queue yk?
I use collective stealth and cut loose all the time😂❤ so I know I am definitely in that category of people. Collective stealth pairs well with the other teamwork perks when you have a Duo. Cut loose Pairs amazing with quick and quiet, lithe and Dance with me. Killers never really expect you to vault alot and play around pallets so when you mix it up and play long wall loops and consistently double vault back, Killers don't expect it.
Sorry but low profile is a lot better than you are saying. It helped me a lot in slug scenarios, when all my teammates were down, so i can be stealth and save them all. (BECAUSE THEY DONT HAVE TO DIR TO ACTIVATE PERK LOL)
Idea for better than new, gain a stack for healing other survivors to a maximum of 5. When you heal a survivor they gain a 18/19/20% action speed bonus per stack for blessing, cleansing, and unlocking, and a flat 33% increased healing speed, until they receive damage again
Survivors can only be affected by 1 better than new at a time. Just so there can't be any infinite healing issues if a swf brings like better than new, botany, we're gonna live forever, and desperate measures
Can we please talk about Low Profile and how it is *not* a selfish Perk? It activates when you are the last *standing* Survivor in the match, not the last Survivor left in the match ... meaning, if one team mate is on the hook and two others are on the ground, it will help you being stealthy to have better chances of saving them. It is *not* selfish and a really good Perk to help you in very bad situations. So yes, like MintSkull said, it's very situational, but like Deliverance or Unbreakable it might save the game for the whole team in a very bad situation.
I think another thing that you forgot to mention is the fact that people also probably don’t use pharmacy because my kids are in a strong to say used to be didn’t a green med kit used to heal you like twice without any add-ons and self healing speeds are slower
Red herring I think only comes in clutch if you're the last survivor and looking for the hatch or trying to open a door because it can trigger more than one time as long as you don't touch another generator and the generator isn't completed you can keep hitting it with red herring so you would hit the generator in the far corner of the map then the killer go's to check & gives you time to open the door or look for hatch you hear the terror radius jump in the locker set off red hearing again he goes all the way to the corner to check open the door you're out
Do you use any of the perks featured in this video? If so, how would you change them to make it more popular? Also please let me know if you find the quality of this video better or worse than before! I am using a different software!
How did bro comment 10 minutes ago the video went up
@@Ian_games06 I live 10 minutes ago in real time
My low skill brain used scavenger a lot when I got gabriel
I am probably responsible for ~3% of the losses with this perk
For the perks on your community post: For Pharmacy I'd make the effects not require being injured, and I'd make the way you get a medkit more like appraisal where you rummage and get a medkit. With red herring, I'd make it so you can manually decide whether to put red herring on the gen you're working on (that way you tap a gen, choose it, then work on another gen without changing the fact that the other gen procs). Idk what I'd do for the other two, ig just number buffs
Low Profile works when you're the last player STANDING, so if it's a slugging Killer, you can easily navigate the map and save your team.
Fun Fact about "Low Profile" it activates everytime you're the last survivor standing, me and a friend of mine went into a game where he had no mither, plot twist, and i had low profile and he would plot twist every 90 seconds and i would basically have infinite no scratch marks, it was very funny to see the killer confused.
I know this
@@greencream1245ok?
That actually sounds like a fun build 😂
I thought plot twist is only usable once before the gates open and once after?
@@Noodlesoup0 I would pick him up Everytime
So you telling me that "this is not happening" has more than 0.21% pickrate
It does indeed, however that perk is free and available for everyone, and for that reason, it will always have a higher pickrate compared to a paid licensed perk that is trash! I think, for example, that Spine Chill is absolutely worthless and worse than every single perk listed here, yet it's still used significantly more than the vast majority of perks in DbD!
@@MintSkull Yeah, it does make sense. Not everyone have time to grind or have money to spend on perks. Unfortunately, those who can afford/grind dlcs will be left with trash/mid perks (except some for sure). I know that the shrine is a thing but it feels really bad.
I use it with Hyperfocus and Deadline, makes it a bit easier to land the hyperfocus skill checks
@@nukacolalemon DBD is very much P2W
@@MintSkullrip old spine chill
And another sad thing about Pharmacy: The Green Medkit used to be the fastest Medkit for self-healing, you could heal yourself in 8 seconds.
They nerfed medkits -into the ground- in 6.7.0 and indirectly completely gutted this perk.
0:30 With Chaos Shuffle a lot of the problem is that unlike Killer Perks many survivor perks require another perk to do anything. This makes way more perks in that game mode basically a smilie face. Or a very sad face in the case of no mither.
6:35 I disagree, low profile is not an entirely selfish perk. It also comes into play when three survivors are down. So long as you’re the sole standing survivor it kicks in. Duration resets on every activation. It’s come in clutch for some hook saves and slugging recovery in the worst case scenarios.
If three survivors are down you're losing the match, it's just a "lose less" perk as opposed to a win more. Not sure why anyone would defend this worthless, shit ass perk.
Also, bringing a perk in case three people get slugged/hooked simultaneously, which happens in maybe 1 in 50 to 100 matches is such a waste.
Low Profile is a team perk. When everyone is slugged for example, except you, it activates. It then allows you to stealthily pick everyone up and recover.
no joke, I use rookie Spirit all the time + Potential Energy to keep gens from regressing too much, I think it's a great way to keep the pressure up
I loved using Rookie Spirit during the gen regression meta, it was so satisfying to see generators' aura appearing
same i do use rookie spirit it can be helpin a lot.
like speticulating where killer may can be and gens what need to be fix ect
True but alert is better maybe except the fact it doesnt show auras of gens helping locate them, but after a while you learn gen spawn locations
Low Profile is amazing, if you are the last person "Standing". You can make some amazing escapes, or just recovering and resetting is crazy.
Thank you! I said the same thing in more detail ❤
4:50 Adam the GOAT.
Low profile actually helps against slugging. Not saying it's some amazing perk, or that people can't use it more selfishly, but I've had times where I've had it on, and literally turn the game back around against killers that try to slug everyone.
Also not saying that every game is going to be a slug fest, but it does become a weird roadblock if the last person standing has it, since they're so hard to find, even when injured. 90 seconds of being able to run around without scratch marks is great if 2 or 3 people are down and not grouped up. Means basically you're going to get someone up, if not be able to navigate and get more than one person up. Plus Killers won't usually wait 90 seconds to do something, so either they hook someone, or risk multiple people getting up.
Thank you!
unbreakable is better.
@@BillyBowlster and one use. It may not be likely to happen often, but low profile can happen multiple times in one match, unbreakable is one and done, so if someone uses it and immediately goes down because the Killer remembers where they were, left in same position.
Wasn't arguing which was better, the truth is, even the worst perks usually have 'some' situation where they shine, meaning they'd be 'better' than other choices. Most times, unbreakable is better, doesn't mean every time.
Why not both? Pick yourself up and hide your grunts of pain and scratch marks to save a homie. Along with We're gonna live forever and For the People.@@Kakirot83
The real problem with pharmacy comes from the fact that medkits were changed and now require 24 seconds to heal. The old green medkit took 8 seconds to heal and an even older version had 24 charges and an efficiency bonus allowing you to get 2 self heals from it at 16 charges each. Pharmacy provided value in those instances which it just does not provide now.
Teamwork perks should work like Boons: bonuses that linger after the Survivors separate but reset when they're near one another again, so coordination means they get to keep their buff but also don't need to be near each other 100% of the time to benefit from the perk.
i just noticed on the dredge doll skin chucky's face is on the left arm of dredge and could have been a teaser to him coming to the game
Goddd they need to be reworked.
Ik free perks are free.. but they should still be pretty decent for all. Especially for those newer players and helping them in gameplay.
The problem with the twin survivor perks is that it requires you basically holding another teammates hand just to get little value.
Ik boon dark theory it was op in the ptb but 2% doesn't matter especially when it comes to certain killers and their powers
Hopefully they buff a lot of perks like they did to Quick Gambit to make them usable at least in meme builds. I do have to say that lately the survivor build variety has increased!
Made for this was 3% and we all know how that turned out
I remember when I had Cut Loose in my build during Chaos Shuffle last time it was around. I didn't know that it only worked on windows, and I just ped through Shack Window and went right for a locker. Boy, did I look stupid
No not really
Sometimes
Occasionally. Maybe on a good day
A little bit?
Context?
Mayhaps
I feel like the grinding, MMR and "meta" perks made a lot of people refused to choose other perks since it might hurt their gameplay a lot. The game became competitive instead of being about fun.
From a Yun-Jin main, I LOVE Self-Preservation. I think it's fine as is. It's great for getting away from ambushes.
Same! The core idea is pretty cool and fitting for the character, I think if they juiced it up a lil, it could become a very popular perk for SWF
I remember one time shortly after Reassurance got released I was running it and one of my teammates was using Cameraderie and we ran into a camping Wraith, it was so funny lol
Low profile has saved me ONLY 1 Match, a blight was trying to kill me and someone else as the last two survs, so anytime they put the other surv in the ground it activated and made us manage to escape both of us, i'll never forget that Match quq
16:15
Inner Focus no longer has the 32 meter range btw
True, it's a perk I have used and I still don't remember it's full effects 💀
Rookie Spirit is actually super underrated. I used to run it and another really rare perk to get some unique builds on night light, and got some crazy value from knowing which gens were regressing
i like to run it from time to time. It can be helpful in rough 3 gen situations when u are not sure which gen ur teammate was repairing before they were chased off it (and help to know where exactly is that gen). It also indirectly tells u where killer is at that moment
I'd personally change Scavenger to be a 20 or 25% restoration of toolbox charges and remove the debuff effect. As it stands, it's *only* good if you have a maxed commodious, and the only times I use the perk are on "deplete toolboxes" tomes. On top of that, it's a casino perk, so you're at the mercy of RNG to get any value.
I personally love pharmacy with ftp so I can find a medkit while I’m broken and then instantly start healing when I can heal again
They could easily make pharmacy and the other chest perks a “press active ability button” while opening/rummaging a chest to get the special item. And also make being able to rummage a basket thing that would take twice as long as opening, but these perks increase rummage time.
They really want survivors to be searching chests instead of doing gens but there’s hardly any benefit
The funny thing about Pharmacy is that most players who would run it would go to the basement to find a chest for it, at which point they'd rather just run Strength in Shadows...
pharmacy was much better back when medkits were completely busted and you could do 2 second heals twice with a basic greeny. now days it's just a more conditional and limited use self-care.
Those ideas for Red Herring are actually so amazing
Cut Loose user here. It is not only used for chaining multiple vaults together, the main thing I use it for is double vaulting the same window. Say you vault the window and the killer both sees and hears it, they then start walking around the side of the loop to chase you but you double vault the window without them knowing because of Cut Loose. You can get some good distance off of that before the killer figures it out. You can compare this to Quick & Quiet in the same situation where it makes your first vault silent but the killer saw you vault so they would know if you vault back. I agree with your ideas for buffing Cut Loose as I don’t think it is a very good perk, but it is better than you make it out to be in the video.
So many of these perks can easily be fixed. Its like some perk designers think the perk IS the player and want you running around trying to enable it instead of it enabling you. Here's what I would do.
Better than new- Works with unhook speed and all effects gain plus 8% bonus per hook stage of the player.
Camaraderie- Player portrait highlights gold when player is 2nd hooked. Survivors gain 25% totem cleanse/bless speed when exiting the radius for the duration of camaraderie.
Red Herring(Rework)- After 3 Good skill checks Red Herring activates. While the killer is in chase, great skill checks causes the closest unoccupied generator, locker or vault location to randomly trigger its noise prompt.
Rookie spirit buff- Each time the player fully repairs a generators regression their scratch marks are concealed for 10 seconds within 10meters of the generator.
Low profile buff- When sacrificed on hook, low profile transfers to any survivor who safely unhooked you if they are now sole survivor for half the duration.
Teamwork collective stealth buff- While scratch marks are suppressed, the survivors with 2 hooks stages gain a token to deny one instance of aura reading.
My Perks
Breathing Room- When the killer misses 2 basic attacks within 5m of the survivor, The survivor receives 9 seconds deduction in their exhaustion timer and personal healing speed is increased by 40% for 9 seconds
King fisher-After two great skill checks while healing other survivors King Fisher activates. Sacrifice one health state while healthy to instantly sabotage a hook without a toolbox. (For the people for hooks lol)
I was using perks that nobody use and found out “premonition” is actually a great perk. It always give perfect information on where the killer is, it’s so useful against chucky and any stealthy killer, players are sleeping on the potential this perk can have
I got buffs for the perks
--Camaraderie
After saving a survivor off hook and taking a protection hit, activate the perk automatically when on hook in struggle phase
+Your aura is white to all survivors if the perk is active or yellow if you need a survivor to come near you while in the struggle phase on hook
--Low profile
Removes loud noise notifications from the killer when beyond 32 meters
(This effect is active at all time)
--Rookie spirit
Repair regress progression 50% faster
(Note this is only for the 5% progression you have to repair in order to stop regression, no speed boost after)
--Red herring
Can mark up to 3 generators
Whenever you go into a locker the highlighted generator closest to the killer will make a noise notification
Generators will remain highlighted but won't make noise notifications while in cooldown.
--Teamwork perks buff
Activates whenever you heal, unhook a survivor or whenever you are healed or unhook by another survivor
Teamwork collective stealth
Its near useless with just scratch marks but the potential duo rats comp play is also bad if this perk gets aura reading blocking so here's the buff
While in chase collective stealth blocks all aura reading, and removes grunts of pain.
--Cut loose
Lower cooldown to 30 seconds
Buff the window of use from 6 to 8 seconds done
Wait pallets vaults don't make it silent, I thought it did, I've used it a bunch, I guess I only used windows way more often.
--Better than new buff
Increased effect from 16% to 30%
After healing the survivor the user gains it's buffs
Lose effects when downed
--self preservation
Increased range from 16 to 24 meters
When the user is injured within range of another survivor the perk activates
--pharmacy
Problems
Needs another perk to find chests
Bringing an item into the match is a thing
You still heal slow
Pharmacy buff
Gain the 80% chest opening speed at any time
(Only get green medkits when injured)
While injured highlights the closest closed chest
After opening a chest injured you can now self heal 50% faster (effect deactivates after becoming healthy)
I got a extra few buffs for some perks
--Ace in the hole
1st add on 100% chance to get an ultra rare or lower
2nd add on 100% chance to get an uncommon or lower
Appraisal
After using all 3 tokens gain the ability to hold 2 items
Moment of glory
Decreased broken from 60 seconds to 40 seconds
Broken is only 20 seconds if the health state that was lost was a protection hit
Exultation
+Remove cooldown
+Items found from chests or by rummaging has 50% bonus charges of the items base value
+Increase item repair from 25% to 50%
+Repairs beyond 100% are worth half but are counted as bonus charges of the items base value
(Add ons that increase charges aren't counted)
Boon illumination
For each unique new totem that is boon gain 10% blessing speed while the boon is up. Up to 50% increased blessing speed
Whenever a survivor enters the boon
All the auras shown by illumination will be permanently marked until it is snuffed or the totems location is changed.
+1 for your camaraderie concept.
I like the Camaraderie concept!
Im going to be honest camaraderie doesn’t need changes really i think the perk is fine the only problem is teammates dont know when its activated.
@@NotwedsquidThe problem with perks like that is the whole relying on a teammate for its activation, give the player with the perk also a way to activate it, that takes more effort to get use out of it.
@@saihiko9967 the thing with camaraderie is the perk already is extremely good but its like you said solo queue cant really benefit from the perk i just dont like the idea of buffing these kinda perks especially just for solo queue
Camaraderie should act like a passive anti camp perk, so if the killer is within a 16 meter radius of you for longer than like idk 12 seconds it pauses your timer for 30 seconds and a little icon shows up in the bottom right corner of your teammates hud, lmk if you guys agree or if this rendition would be op
7:08 I always thought it would be a really cool idea if instead of Rookie Spirit having the skill check requirement it would either give you the ability to tap gens to stop regression or increase your repair speed by around 100% while repairing a regressing gen. I feel like that would make the perk worth using.
I wish with camaraderie active it gives survivors like 3% haste or something to encourage them to go away and do a gen while im chilling on the hook against a proxy camper
I have a couple of ideas for reworks and buffs. Mostly reworks. Some similar to what you said, others less so.
Low Profile -
-While the last standing survivor, leave no scratch marks, pools of blood, or grunts of pain. (Removed the time limit)
-While outside the Killer's Terror Radius and not in chase, gain a +1/2/3% Haste bonus. (New effect)
Rookie Spirit -
-See the auras of regressing generators. (Removed the skill check activation requirement)
-While a generator is regressing, gain a +50/75/100% repair speed bonus until it is no longer in the regressing state. This effect goes on cooldown for 20 seconds after letting go of a generator. (New effect)
Red Herring -
-Repair generators for 40% progress to activate. Once activated, press the active ability button to install a Decoy on a generator for 60 seconds. When installed, the audible range of generator repair noises are reduced to 16m. When the Killer comes within 24m of the generator, a Loud Noise Notification triggers on a random locker, vault, or pallet within 24m of their location. The Decoy is destroyed if the generator is kicked. (Rework)
Cut Loose -
-After vaulting twice in chase, this perk activates. On your next vault, your Loud Noise Notification and sound effects are silenced and you see the Killer's aura for 4/5/6 seconds. This perk then goes on Cooldown for 60 seconds. (Rework)
Self-Preservation -
-When another Survivor loses a health state within 16m of you, hide your scratch marks, pools of blood, grunts of pain, aura, and gain a +5% Haste bonus for 10/13/16 seconds. (Added Haste and aura-conceal and increased duration).
Pharmacy -
-While using a med-kit, other survivors can see your aura. Upon completing a heal with a med-kit, the healed survivor gains a +3/4/5% Haste Bonus for 30 seconds. (Rework)
-Gain the ability to Rummage once per trial to guarantee a basic (yellow) med-kit. (Reworked effect to be in-line with Scavenger and Residual Manifest).
-Rework chest-opening speed and audio sounds modifiers into a new general Perk. (Change)
I just realised, pairing scavenger with potential energy can be nasty. Just use PE when you get the 50% slowdown and dont suffer from the slowdown then pop it and get progress and a toolbox.
I don’t think it works that way. I think PE is based on current repair speed. Could be wrong but I’m pretty sure this is why this isn’t a thing.
@@Peachrocks5 dang thought i was a genius there for a sec
It's 1 token per 1.5 percent of gen, meaning you effectively repair 30 % of the gen for only a stored 20 %
I still love the perk
@@owencooper6277 same
Holon tho I think this can actually work out pretty good!!!
I think in a SWF you can make a strat around red herring, to have it on the deliverance player and let him repair a gen you don't focus on touching to get red herring, then use it to distract the killer and get the deliverance proc safely
I feel like red Herring would have been better if it was the opposite effect. When if you are repairing a generator after being in a locker a notification would be played at the locker
4:30 it could also be used if you are tired of your team not reaching u on time. Nothing is worse than dying on hook right as someone is there to unhook
what you said about scavenger is what i have been saying about it since it released, and im so glad that someone else actually sees how strong scavenger actually is
As for red herring.
My Idea was, and still is, that after repairing x% of a gen, surv gets or have opportunity to get special item, let's call it "red herring". Item can be dropped anywhere, and is active for y seconds, during which it summons afk crows to its location.
This is slightly off-topic but I love how everyone was sooooo afraid of Specialist being broken af, then it even got buffed from the PTB and still nobody uses it. I think I have seen more Low Profiles than Specialists since their respective releases.
The new idea for red herring is dope! I love Zarinas Journalist aspect of her and a recorder would be so cool
Shoutout to the Adam at 5:00, he's a real chad
Low Profile is a clutch Solo Q perk. Every time Low Profile would activate, I would reset the WHOLE team. It's great when you are able to play bolder when you are in the most helpless situation in the whole game.
I like to take Comaraderie, Open-Handed, and Kindred while my teammate takes Reassurance. Effectively turning me into a ward with an effective range of 32 meters from hook. It's fun when it works.
For the random times i use red herring i wait until the exit gates are powered and use it to distract the killer to allow my teammates to finish opening the exits
Off topic on the video but I think that vecna at 7:55 was me, that's kinda neat if it was
Did you tunnel me in the endgame? If so, could be! You did recognize me in endgame chat!
@@MintSkull oh I guess it wasn't me because I'm on PlayStation 💀
Cut loose should be after an unhook for a set amount of time. (And apply to pallets)
It makes more sense for the name and gives the survivor a way to create distance ourside of W-ing away
Indoor maps for instance. You can't really utilize the speed boost because of corners. Being put in a corridor also makes it easier for ranged killers to funnel you.
There, it has a defind purpose, plays well with other perks without overshadowing them, and has 2 usages
I remember seeing low profile awhile ago, it activates when you are the last survivor STANDING, if your buddies are hooked or down, it activates they DONT NEED TO BE DEAD.
If this has changed, feel free to correct me, but i remember watchin a video of someone using it and they were surprised at this fact too.
i like using scavenger,stake out,deja vu and potential energy..it's fun when you can get it to work
For rookie spirit I think it could have a effect where it ignores the 5% you have to do on the regressing generator to make it stop regressing. Basically it would bring back “Gen-tapping” but in a way situational perk, I think it would still be an underwhelming perk, but I think it'd be a good start
"ADHD intro" 😂 these are the kind of details I need
been running scavenger since it was released, its very very underrated and its great for hybrid gameplay of gen jokey and chaser since you can outchase cold down or mix it with hyperfocus its just delicious.
Oh I super love your version of Red Herring so much. I wish it was for real
One cool thing about Red Herring I found recently is that it stays on the gen indefinitely until you touch another gen. It was almost as unexpected as the fact that old Quick Gambit stacked - don't know about the new one. Red Herring is still dogwater, though.
You are wrong about Low Profile. Myself included it is used for those matches where, it happens I am the last one standing, and now I am and more confident and have a better chance at getting them back up. I am worried about my team. Combine it with Autodidact if you get stacks/Desperate Measures/We’ll make it/We’re gonna live forever and I am not only a slug counter but also a healer. I care.
Hrs not wrong, you're just bringing a useless perk and hurting your team every match. Any perk that only activated end of match is at a disadvantage, minus a couple that are OP for other reasons. The best perks can be activated in any match throughout the match. Don't make comments that are idiotic because you don't understand strategy.
@ to see that you say that you’re hurting the team is just wrong 😂 watch next time you’re the last survivor standing and you’d have been able to escape thanks to it but you didn’t bring it because of your mindset not to give it a try, oof.
I think that collective stealth should also work when you heal someone else. I ran them both for a few games before recognizing that they didn't work both ways, which I think is strange. It makes an already pretty situational effect even harder to activate
I think Low Profile should activate as soon as one of your teamate dies, it would possibly make her a clutch perk when the match starts to go in a bad scenario for the survivors. It also would be interesting if it supressed the sound of footsteps(just like Light-Footed from Ripley) , even when you are injured
If someone buys me all the survivors I’ll use every single perk trust 😂
Was away from DBD when the pharmacy changes happened, i LOVED bringing the perk to have an easy medkit grab on game start or to farm them just to have greens meds to bring in, came back and opened a chest on start to not get a green medkit, feels like you have to go so out of your way to get use out of this perk now it really really sucks.
Honestly, I think killer perks need more love. Huntress has one good perk and two perks you have almost no reason to run.
Her perks are fine.
@@Koi_Swirl Spoken like a true survivor
Think Beast of Prey is her worst perk. The perk does allow the killer to chase easier without having to manipulate the Red Stain.
Territorial Imperative Hard Counter Basement area perks. It's not bad in the right situation but could be useless.
Lullaby is definitely good.
@@Koi_Swirl Schlawg has complained abt killers in every cmment 🤣😛🥵
Lullaby's alright, her other two perks are dookie and situational.
Low profile- add 20% iron will when crouched
Calm Spirit "buff"
Rookie Spirit should additionally let you do old gen taos where you just work on it for a split second to pause regression.
It's funny how so many of these perks are used in comp sue to perk bans
Collective stealth has been amazing for gen rushing in a SWF for me lately
I think low profile should be an unhook perk just like off the record and others.
Also I use cut loose myself it’s not terrible it just requires you to use it strategically (also killers don’t see it coming given it’s pick rate)
I think camaraderie did get the white aura cuz when I got it in chaos shuffle the timer was paused, and the survivors were farther than the required meter
I'm actually using Cut Loose frequently to disappear during chases and it's fun/effective
My idea for a red herring rework is to have it be planted on a generator like blast mine and while it's active any time a loud noise notification were to happen on that gen it happens to a random other gen instead.
What if Rookie Spirit had a side effect that working on a regressing generator instantly removes the regression? Sort of like how tapping a gen to prevent regression worked before.
Doesnt seem too crazy of a buff, but still situationally useful, and could have a cooldown to prevent overuse.
What if instead of granting a green medkit when you are injured, Pharmacy gave you one the first time you opened a chest and allowed you to recharge a medkit you are holding by opening chests?
That way, you still get a guaranteed green medkit if you need it, but you can also bring in your own medkit and use the perk as a medkit version of Scavenger
one suggestion I've seen about rookie spirit is to make that 5% progress that u need to repair to stop the regress of the gen be less be smaller
You're doin great top 5 yt channels
ace visconti
Dwight Fairfield
Vittorio Toscano
yui kimura
Steve Harrington
Alan wake
What? Pharmacy at #1? That perk was so useful after the Circle of Healing nerf. Pair it with Plunderers and you're guaranteed a good med kit in the chest when there's no other survivors.
The problem with rookie spirit is HUD change for solo queues completly killed it. Before that change it showed regressing gens telling u that this gen is about to be finished...go get it. But now it generally outclassed by Alert and any other info perks
mintskull posting is the highlight of my day
The only thing camaraderie has over reassurance is reassurance gives an outline on survs that have the effect, even for the killer while camaraderie does not....is this useful.....probably not
red herring is genuinely a underrated perk and its useful paired with other perks
5000+ Hour Survivor Main;
I can take Chase. I know when to be confrontational. But I also recognize that getting the killer to waste time by stealthing when they do a sweep is high-key the best strategy because it’s time gained for the Survivors without resources lost. (Look at how Comp Teams play against Nurse and Blight; yes they are good at chase, but those killers run Tracking Perks for a reason. Stealthing and low-tempo Survivors are what put them out of buildings).
Low-Profile has turned many games around for my Team by allowing me to rotate across map without worry. And unfortunately; DBD ultimately does not reward you for making sacrifices for you team, you are graded on YOUR performance. Either you escape or you don’t. 😭
Sometimes I feel fulfilled when I die and I know I had a large impact on my team, and sometimes I’m in the mood to take the win for myself. It’s solo Queue yk?
I feel like a good way to fix comradare would make it so it just gives you a flat +10 seconds per hook state or something
I use collective stealth and cut loose all the time😂❤ so I know I am definitely in that category of people. Collective stealth pairs well with the other teamwork perks when you have a Duo. Cut loose Pairs amazing with quick and quiet, lithe and Dance with me. Killers never really expect you to vault alot and play around pallets so when you mix it up and play long wall loops and consistently double vault back, Killers don't expect it.
Scavenger is slept on hard, and that's good. It's a cuthulu level threat
Its ass
pharmacy was good when you could get a green medkit healthy or not and when the green medkit gave you that quick one heal
It would be funny if red herring started to spam notifications everywhere when activated for a short time, would be hella confusing
I actually love red herring I’ve got great use out of it like when I need to go for saves or just get the killer away from the last gen
Very accurate, I'm not a big fan of most of the 10 mentioned.
My favorite and believed to be the most underrated Survivor perk is Bond.
The only time I or my squad use red herring is if the rift forces us to 😂
Sorry but low profile is a lot better than you are saying. It helped me a lot in slug scenarios, when all my teammates were down, so i can be stealth and save them all. (BECAUSE THEY DONT HAVE TO DIR TO ACTIVATE PERK LOL)
Its not his list. Its the communities.
@@FinestFantasyVI ok
HE said it's trash @@FinestFantasyVI
Idea for better than new, gain a stack for healing other survivors to a maximum of 5. When you heal a survivor they gain a 18/19/20% action speed bonus per stack for blessing, cleansing, and unlocking, and a flat 33% increased healing speed, until they receive damage again
Survivors can only be affected by 1 better than new at a time. Just so there can't be any infinite healing issues if a swf brings like better than new, botany, we're gonna live forever, and desperate measures
Can we please talk about Low Profile and how it is *not* a selfish Perk? It activates when you are the last *standing* Survivor in the match, not the last Survivor left in the match ... meaning, if one team mate is on the hook and two others are on the ground, it will help you being stealthy to have better chances of saving them. It is *not* selfish and a really good Perk to help you in very bad situations. So yes, like MintSkull said, it's very situational, but like Deliverance or Unbreakable it might save the game for the whole team in a very bad situation.
I think another thing that you forgot to mention is the fact that people also probably don’t use pharmacy because my kids are in a strong to say used to be didn’t a green med kit used to heal you like twice without any add-ons and self healing speeds are slower
Justice for pharmacy
Pros used to use camaraderie a lot when not banned and before Reassurance
Can You Do Chase Themes Ranking Video Again?
Once there are enough killers, yes! I am waiting for them to give Wraith and Plague a chase theme
@@MintSkull OK Nice I Hope They Give Wraith a Less Repetitive Theme with bells
Red herring I think only comes in clutch if you're the last survivor and looking for the hatch or trying to open a door because it can trigger more than one time as long as you don't touch another generator and the generator isn't completed you can keep hitting it with red herring so you would hit the generator in the far corner of the map then the killer go's to check & gives you time to open the door or look for hatch you hear the terror radius jump in the locker set off red hearing again he goes all the way to the corner to check open the door you're out
I see it from time to time. It's not very often but I see it. Better than new has it's uses I guess.