Top 5 Survivor perks in Dead by Daylight

Last week I introduced you to my top 5 Killer perks, which you can see here:
so this week I’ve decided to throw a bone to any survivors who want the low-down on what the meta begs to be played these days. This listing will include the perks for solo queue warriors and a SWF replacement, if you happen to run with a team and don’t need any informational perks.
 
And with that…
 
#5:
Kindred
Efficiency is key as a survivor, and there is no other perk that can save a team more time than kindred. Having a teammate hooked is bad, but not knowing whether or not you should go for the save is far, far worse!
 
The difference between sending one survivor to a save whilst the others complete gens and sending 2-3 survivors to unhook someone while leaving generators isn’t just a matter of losing out on points, you also forgo a lot of generator pressure and give the killer an easy group of survivors to choose from for maximum pressure in a small part of the map.
 
Kindred not only prevents situations like this from happening, but if you or a teammate is ever being camped, Kindred will let you in on the unfortunate happenings and encourage you to end the game before the killer has a chance of hooking anyone else.
 
It's just a great informational perk, and that is all you can want in today’s meta.
 
If you run with a team, replace this perk with Adrenaline and there you go, #5.
 
#4:
Borrowed Time
The true anti-tunneling perk. If you told me I was wrong for not putting this at rank 1, I’d say you make a good point, but I don’t wanna… so.
 
Borrowed time is the penultimate in late game saves and clutch altruism. As it stands, good players will see that they are protect from your borrowed time and look to make plays by taking a hit before the protection wears off, which is just a dividend payment for you as a return of your good will.
 
This perk, as it stands, is incredible, but also abusable. I’d say BHVR need to make anyone who has Borrowed Time lose their hitbox so they can’t block the killer for 18 seconds of his precious time, but that’s just me. Either way, incredible perk. 4th best, in fact.
 
#3:
Iron Will
Yep, it's this bad boy again! You thought you weren’t going to see him here, didn’t you? The worse you are, the worse this perk is. The better you are, the more of a chance this perk has at becoming the best perk in the game.
 
Chases, for a killer, is often a tracking / mindgaming ritual. Running this perk takes the tracking away all together and gives survivors more power and unpredictability in their jungle gyming and T-walling. You’ll most often see experienced veterans like Ulysses and the recently-returned N00b3 run Iron Will, and just a couple of good chases with it will show you why.
 
It's well designed, and incredibly powerful. It’s Iron Will at number 3.
 
#2:
Sprint Burst
As a killer main, a team full of Dead-hards is playable. I can make it work and play around their short immunity, if need be. But a team full of sprint bursts is the most difficult match I’m ever going to have the pleasure of playing against.
 
The good player uses Sprint Burst at the beginning of the game to get started on gens quickly, and uses it later to ensure he has a good position to start a chase. He also times his exhaustion cooldown to have an instant burst of speed that can be used to clutch saves and clever baits.
 
This perk is an all-arounder, and the best exhaustion perk since the nerfs to Balanced Landing (RIP), but much like Iron Will, requires a veteran to make the most of.
 
#1:
Unbreakable
There seems to be a common theme of perks ending up on this list that are probably under-utilized by the majority and abused to the fullest by the minority at the top of the survivor rankings.
 
But yes, unbreakable is absolutely the best survivor perk in the game. Not only that, but its not overpowered, and designed in a healthy way. I’d personally take some of the bonus recover time out, but that’s a discussion for another time.
 
Unbreakable on a survivor essentially means that if a killer wants to try and gain a huge advantage by slugging, he’s on a timer. Picking yourself up while your teammates fall one by one can be the deciding factor in the outcome of a match, and is a great way to turn the tide. Not to mention, as a solo queue player, your teammates will often take a millennia to pick you up. This gets rid of those problems, and makes you dangerous even AFTER getting downed.
 
This perk, combined with Decisive strike, means that if you’re focused by the killer after getting unhooked, you can threaten his with a DS stun, or, if he is smart and leaves you on the ground, you can pick yourself up and continue on with the game. And be sure to give him an ear-full after the match about how he is a tunneler, baby killer, and probably makes less money per hour than you so that he knows you’re the top-dog around these parts.
 
Jokes aside, DS and Unbreakable is a disgusting combo. Don’t run it unless the meaningless achievement of rank 1 is important to you or if you have no friends. But unbreakable on its own? Fantastic perk. Fantastic decision!
 
I hope this list helped you out and gave you some idea on what to play around with in your trials. Be sure to let me know if you disagree with anything on the list, I’m very much looking forward to reading about the underrated-ness of Lithe and Self Care.
 
GLHF,
-E

Top 5 Survivor perks in Dead by Daylight +4
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Top 5 Survivor perks in Dead by Daylight

Dead by Daylight’s Advanced Survivor Crash Course

So you’ve played as a survivor for a while now and want to know if there is anything you can do to hone your efficiency and increase your pip rates across all your matches. Perhaps you’re a survivor main, or perhaps you’re a die-hard killer who wants to know how to play the other half of the game for one reason or another.
 
Either way, you’ve clicked on the right article. Whether or not you play in solo-queue or survive with friends, and whether or not you’re already rank 1, you’re playing in ways that can be improved. You can always get better, and this guide is going to help you do that with a few crucial rules you should be following to test and better yourself. Starting with the basics, applied to their fullest potential.
 
Quick note: I won’t be talking about perks, since i’ve a whole other article for that right here:
Gen Pressure
~~~~~~~~~~
Your job, as an advanced survivor, is NOT to repair the generators until the killer is near you. Your job is to repair the generators until it is no longer worthwhile for the killer to ignore you. This means, in some cases, that you’ll be doing the generators right under the killer’s nose while he occupies himself with another survivor.
 
Practice using your perks and surroundings to gauge whether or not the killer is, in fact, going to focus you. Because if he isn’t, every second spent not doing a generator is a second wasted. In some cases this is an easy task, such as the beginning of the game, when the killer has no one else to focus on, or at the end, when a NOED trapper is darting straight for you.
 
But for those mid-game moments, practice saving your sprint bursts and window vaults only for moments of need and not pre-emptive escapes.
 
This also applies to hook saves. If you’ve just started a generator at the same time as someone getting hooked, your first instinct should not to be to go for the save. Sit on the generator and see how the field develops. If someone pops a gen, for example, they are likely going to go for a save, so you can sit easy. But if someone were to get into a chase, then its likely that you’re going to have to go after the unhook, as there are only two capable survivors on the map, and its better safe than sorry.
 
Running Kindred eliminates this unfortunate guessing game and makes you a far, FAR more efficient survivor when it comes to generator pressure. And running with a SWF makes all of this irrelevant anyway.
 
Side note: always go for great skill checks. You get a 2% bonus to gen speeds, which over the course of the game, will add up to a good 20%-30% boost in speeds. That’s nuts and underutilized by the majority of the community. If you can’t hit them yet, practice.
 
 
Altruism
~~~~~~
A.K.A. heals and saves, for the most part. Some absolute rules you should know by now:
Never run self care.
Always heal a survivor to injured if they’re on the ground.
Almost never heal a survivor fully unless you have buffed heal speeds.
You should always have borrowed time equipped.
In the event you don’t have borrowed time equipped, don’t go for saves, you cabbage.
If someone saves YOU with borrowed time, take a hit for them. That immunity is temporary, so you might want to get some use out of it before its gone. Be prepared to have to run the killer around right after being unhooked.
Say “GG” in the post-match screen. Unless you have some compliments, nothing more, nothing less. The killers might be toxic, and your Claudette teammate might have been hiding all game in the corner of the map, but killers have enough toxicity in the game itself to deal with, and nothings going to stop bad survivors from getting into your rank 1 games (actually, a good ranking system might, but that’s probably not happening anytime soon). Say “GG” and move on.
 
That’s basically the basics. You’re just meant to get your teammates off the hooks and in working order. Don’t heal them fully unless you’re running We’ll Make It, have Botany Knowledge, or have a med-kit, as it's not worth the time spent, in most cases.
 
And about that borrowed time point, you should seriously always be running it. Killers might be punished for staying near hooks, but they definitely aren’t rewarded for leaving them, so expect to always be unhooking in dangerous situations. If you’re having trouble making the saves without going 1 for 1, you either need to stop going to the hook as early as you are, or you need to practice. Likely both!
 
The Grey Areas
~~~~~~~~~~~~
The totems, chests, hook sabo-ing, and other obscure parts of the game.
 
Playing around totems, in my opinion, is more often than not a waste of time, but can be made into a legitimate strategy using the right perks. Namely Detective’s Hunch and Inner Strength. But you have to not waste time and fearlessly charge into objective locations. Pop a gen, do a totem, repeat. No hiding and no sacrificing a phase on your teammate’s hook progress for a totem. Simply, a straightforward and efficient playstyle is required to succeed in playing around totems and NOED, otherwise you’ll never get to the NOED stage of the game anyway.
I hate chests with a passion, to be completely honest with you. Don’t do them unless it's absolutely vital you get a med-kit in the next 10 seconds. Otherwise it's a waste of time, and always a gamble.
 
Don’t hook sabotage unless you’re playing with a coordinated SWF for reasons of time. But even then it's pretty toxic, so be prepared to feel some shame.
 
Don’t run keys. Just don’t. I don’t care if a challenge wants you to do XYZ, just don’t run them until a rework. If you do, you only give the killer license to bring a mori, and then you have no right to be upset about it. If you want to escape through the hatch, do it normally and get your teammates out before jumping.
 
Have I missed anything? Errrr, oh yes. Chases! Of course!
 
Chases
~~~~~~
Don’t throw the pallet down AND get hit, you absolute cabbage, you.
 
 
GLHF
-E

Dead by Daylight’s Advanced Survivor Crash Course +2
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Dead by Daylight’s Advanced Survivor Crash Course

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Hey everyone, I’ve created a DBD discord, there is no one on it and I’m still working on it but if your interested then feel free to join and hopefully we can build this server up and grow, dm me for the server code.

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Getting Hate For Being Killer

I don’t know if anybody has experienced this but getting hate for being the killer and in their words, “not giving them chance to survive”.

I’m sorry, I don’t plan the game as killer and allow them a chance. If I’m killing you, I’m killing you and I’ll use any method I like to take you all down.

I took down the entire team anyway. Sore loser. Just annoying y’know?

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The Deathslinger is Terribly Fun (And Terrible): Dead by Daylight

Happy March, everyone. Hopefully you’ve gotten enough time with the Chains of Hate update to get a feel for the new killer and perks. If you’re anything like me, the yeehaws and straight shootin’ has been nothing but fun. The Deathslinger is a prime example of how to make a killer both fun for survivors and killers to play, with a high skill cap and counter play for both sides to practice on.
 
What our root’n toot’n point n’ shootin’ friend of patch 3.6 ISN’T a good showman for is a competitive edge, unfortunately. A lot of the killer’s problems stem from the fact that, despite being a killer with a powerful 1v1 ranged ability, he cannot patrol the map at a reasonable pace.
 
You can argue that this is an issue with map design or that the killer wasn’t given any mobility to compensate for his slow movement speed, and you’d probably be right in both cases. The point, regardless, is that if survivors spread themselves out and force you to spend your time traveling from separated generator to generator just to get into chases you’re going to be wasting a lot of time just struttin’ to the saloon, so to speak.
 
Before moving onto the other main issue with the killer, I’d like to talk about some solutions to his mobility issue that could help mitigate his downtime.
 
Firstly, looking at Demogorgon and Freddy, its apparent simply giving Caleb a teleport to individual gens would be consistent, but unimaginative. I personally think its a real shame BHVR missed the opportunity to play with the idea of a grapple-like mechanic in The Deathsinger's kit.
 
Imagine it, hooking a survivor only to turn around and spiderman your way to a generator across the map, leading into a swift spidey sense smack onto an unwary survivor.
 
Maybe that’s asking too much of a company that can’t handle the simplest of things (Iri heads are still in the game), but honestly I’m a dreamer and can’t help it.
 
Just to remind the nay-sayers who might call these idea’s overpowered, The Hillbilly has an on-command mobility chainsaw that can get him across the map quickly while also acting as a one hit weapon that has an extraordinarily low cooldown. That’s the standard that should be met with new killers (and old killer reworks).
 
And for those of you who say that Billy is overpowered, you need to check out my New Survivor Crash Course, you little cuties:
 
 
That OTHER issue
~~~~~~~~~~~~~~~
The Deathslinger suffers from one fatal flaw that not even map pressure can fix. The speed at which he downs survivors is capped at something FAR too long to be considered competitive, even in the 1v1, at high levels.
 
Assuming a survivor is half sentient, you won’t be able to simply walk up to him/her and smack her twice to get a down. Odds are you won’t even be able to hit the survivor once without using your power. So what does this mean?
 
What it means is that you’re at the behest of your power’s speed to down a survivor. This is an issue because the power takes a millennium to use. Just for reference, The Huntress is the most directly relatable killer to The Deathslinger: she’s got a ranged power, she’s a 110% movement speed killer, and she doesn’t have any mobility to speak of, yay. So why is the Huntress considered more competitive than The Deathslinger?
 
Short answer, because with The Huntress, you can M2 an enemy player, and quickly follow up with an m1 for a short chase. If you can’t get an M1 in, you can always throw another hatchet or bait out a survivor’s jukes so that they lose their distance on you for an easy down.
 
Meanwhile, The Deathslinger can M2 a survivor, reel them in, M1 them, reload after the M1 animation ends, catch up the survivor in question as a 110% speed killer, then use your M2 again and, finally, reel in the survivor. After a few seconds you can then down them, assuming they aren’t clever with their positioning against your gun’s chain.
 
See the issue here? The Huntress may not have mobility, but she can at least down someone very quickly, if good enough. No matter how good you get with Caleb, however, you’ll never be able to down someone quicker with him than with huntress because his power simply doesn’t allow for it.
 
The obvious remedy is to reward godly Deathslinger players by giving them quicker reloads on successful hits, but there are a lot of idea’s to be thrown around that can fix such issues. The problem isn’t that the solutions presented in this article aren’t being used, the problem is that the devs aren’t considering ANY solutions the community would’ve had. And not just for The Deathslinger.
 
Mobility remains a big issue for most killers in the game, but there are unhealthy perks, addons, and maps that the dev team just isn’t shining a light on, probably because they don’t have the talent to tackle them in a timely manner. Its disheartening to see them unable to visit old aspects of the game that need fixing, but the fact that new content is being released with the same issues as the old content suggests that its not at all a lack of talent or budget, but the dev team doesn’t know their game well enough to understand how to properly balance it is. It’s worrying, and is an issue that affects (and will continue to affect) more than just The Deathslinger (even though he really is a lot of fun to play…)
 
GLHF
-E

The Deathslinger is Terribly Fun (And Terrible): Dead by Daylight +2
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The Deathslinger is Terribly Fun (And Terrible): Dead by Daylight

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Are tunneling and face camping ok?

I want to have a full on debate in the replies to this post, do you think tunneling and face camping are ok? All opinions are welcome from all players. My personal belief is that face camping is fine in certain situations like to secure a kill in the end game. I think that you should never tunnel though, unless the survivor is BMing or somehow purposefully being toxic.

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Are tunneling and face camping ok?

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Good Addition?

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* team was shaking me like crazy. So I face camped him to see what that they would do........they watched him die, all 3, never even went for a generator........crazy.

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Dead by daylight

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Dead by daylight

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