0:13 Mint skull complains constantly about the meta and how the game feels entitled plus the community being toxic, then he does this against a killer with 3 hooks at end game collapse.
@@Polomance862 I ran that build for like weeks in either solo or duo without comms I can tell you, some killers tunnel so hard they will down you and keep chasing that person. The build gives haste, aura and endurance, so it is really powerful for anti tunnel. 4th perk I ran Renewal, but I was thinking of Unbreakable/Tenacity too. Tenacity is in its own spot of viable in its niche; killer walking away from downed person. If they keep tunneling, go through endurance hit and suddenly realize they're wasting tons of time when there's someone downed already, they go back and oops! Where did they go?!?!
Quick Gambit has an unique gameplay as an swf on the Silent Hill map. Where 1 player performs an generator on the up floor or down floor, while the other gets the chase on the opposite floor.
I think he just means that most don't like Jonah because he's a self-serving war criminal who felt bad that he blew up the wrong people, lol. I play him sometimes just because he reminds me of my father in-law minus the war crimes.
Overcome is super strong against some killers (especially combined with lucky break) but useless against others. It gets countered by instadown powers or perks, hit and run play styles, Plague, and tunneling. An emphasis on tunneling. If the killer never gives you a chance to heal you can never use it after the first chase.
There is one use of corrective action for people who've played a while: it stops your teammates exploding the gen because a skill check showed up after they got off
There is a few: 1. SWF, you can have 2-3 people run Corrective Action, Stake Out and Hyperfocus to rush gens, especially on smaller maps. As long as 2 people have 1 stack or more on corrective action and go on a gen after getting full stacks on stake out, as long as they try to hit great skillchecks, they can finish the gen before they run out. 2. In this meta specifically its really nice for double heals, as you could 99 a heal and have to split up, but 1 person got a late skillcheck and then heals the person. 3. like you said, the bad generator skillcheck 4. And this one I put last since I am not sure if it still works, but if someone heals you it used to trigger(since its technically a cooperative action, but that could have been a bug). Having that person not pay attention or greeding great skillchecks would cost a lot of time. But this was the case when Jonah was released. It's been a few patches and updates later and I didnt really keep track.
It is useful when I'm playing with a friend who is new so they miss skill checks 90% of the time. Also if you play solo Q no matter how long you've played you'll still get useless teammates who blow up the gen
my favorite perk used to be NOED (Frosty Eyes Wraith main.) now my favorite perk is Surveillance. great informational perk that can help me set up a 3 gen before it even begins.
I use about half of these perks. I've been playing DBD since it launched, and I've put over 2000 hours into it, so I have to seriously try (harder than ever these days) to enjoy it. I have a build for each survivor, each one caters to a specific playstyle and to the character's background, and I try not to reuse as many perks as possible, so I have several builds that incorporate quite a few rare perks.
@@djphatman2153 She's one of my favourites. An active deception build, Deception, Diversion, Quick and Quiet, and Flashbang. And I use the flashbang for the noise notification.
Object of Obsession wasn't changed for a long, long time only because the survival rate of its users was incredibly low, not taking into account that Object users (more accurately, the perk itself) were getting tunneled out Billy's addon changes in the Tools of Torment mid-chapter PTB were _greatly_ reminiscent of that ideology -- Disconnected; making (or not making) big changes on stats alone and not gameplay and game sense
your right because old object was only strong and a swf while solos would never use this perk unless they actively wanted to be chased or tunneled out i also disagree with mintys point new object is not worth the slot just to see the killer aura every 30 seconds when that doesn’t help you ever and could actually hurt you more than help it’s the same reason blights add ons have yet to be nerfed since all his add ons are insane the devs see a even pick rate and think he’s fine while a killer like billy has 1 or two add ons that everyone uses
I will say a couple of these I have found use for one of them is poised can't tell you how oddly satisfying it is to pop a gen as a killer is getting close and disappear I usually pair it with stake out hyper focus and fogwise so I'm always one step ahead.i will say if the distance was a bit bigger on quick gambit it probably be a lot more useful
I'm a month late but Corrective Action isn't a beginner friendly perk. It's a perk you run to help beginners and friends who are just starting. A beginner bringing the perk gets barely any help as they can't consistently hit greats and will often miss. Which corrective action doesn't help, as it only works on other survivors. It's basically technician for your teammates without the downsides. Since no progress loss.
Blood pact's description makes me cry. It is not about game mechanics but it is atmosphere. When poor Cheryl tries to help someone who obsessed by bloodthirsty maniac it seems touching...
Blood pacts speed boost I think your supposed to use as a map traversal tool. You or the obsession heals the other and now you use that to go to a Gen and start working on it together
Blood Pact is one of my favorite solo queue perks! The aura reading is pretty useful because it's one of the only perks that grants aura reading to another survivor. When you pick this perk, you're basically saying "ok you get half a perk and i get half a perk, and maybe the haste will pop off at some point" What makes me sad is the anti-synergy with For The People :(
I feel a good way to redeem Quick Gambit is to make it so the gen that is the closest to the survivor in chase gets the buff, regardless if it’s being worked on. It still requires the coordination, however it won’t simply draw the killer to the worked on gen
Recently I've found some weird pleasure in running Up the Ante - Slippery - Saboteur - Boil Over/Off the Record. I combine it with a stacked sabo toolbox and the lucky jar, and play solo queue. This build is surprisingly viable more often than not, and it even let's the others escape from the hooks sometimes.
A good change for corrective action would be if it also worked while being healed, but that'll probably be it's own perk, so just give it a passive of making skill check zones bigger or something
I would actually use it if it applied to healing skill checks while you're being healed, like a reverse Bite the Bullet. The amount of times I've died because the person healing me has missed a skill check and alerted the killer to where I am is crazy and if I could stop that from ever happening again I'd run it every game.
@@MintSkull Felix's perks are really good, Desperate Measures and Built to Last are even better now after the healing changes and medkit nerfs, and Visionary is actually super helpful for indoor maps and helping to see 3-gens similar to Dejavu
Object with MoM is a fun combo. It gives you and the killer constant wallhacks of each other, so you can lure the killer into an interesting and long chase near endgame with those two perks
I use corrective action with prove thyself and better together (situational awareness) so my gen I'm working on glows yellow for nearby survivors, if they co-op it goes faster, and they can't fuck it up for us. You'd be surprised how often I have to get more tokens for it.
in my opinion Corrective Action and Technician must be the same perk, and work for you and all survivors reapearing generators with you and without the additional lost progress and the token mechanic. It will be the best perk for begginers survivors or to play with a begginer friend
A use for corrective action that I've seen was during a "stop certain survivor from escaping" challenge. 3 survivors who couldn't let the other get away, but also couldn't let them lose more than 1 hook state after they got hooked. Of course, this was a situation that was beyond niche, but it was the only time I've seen the perk be actually useful
Funnily enough, I've been using Blood Pact a lot more often just because of the usage of Friends Til The End on killer side. It's nice not needing to make a beeline to a locker and pray I'm not the obsession
You know what, Corrective Action is still one of my favorite perks, as it does 2 things I adore A: It stops my random teammates from jumping on my gen and blowing it up in 3 seconds (That happens a lot more than you would think) B: It actually works on ALL cooperative actions, not just generators, this means it can save you when doing things like healing, demo portals, or any killer power that can be dealt with using cooperation. TLDR: As someone who plays a lot of solo-queue, it really helps when you have newer teammates, or people that just aren't as good at skillchecks, I very rarely have a match where I don't deplete at least 1-2 tokens, and although its not a lot of usage, it could be the difference between drawing the killers attention, or finishing the heal/gen or whatever. Its not meant to be a new player perk, its meant to be a perk that solo-queue players can equip and feel safe doing gens with other people. The ONLY problem I have with this perk, is that being healed by another survivor is not considered a "Cooperative Action", and I feel like if you have this perk equipped, it should prevent your teammates from stabbing you during a heal.
I live by Corrective Action since I'm a lower MMR player who uses Prove Thyself. I find Corrective Action to be incredibly powerful in my games because survivors missing skill checks on a generator we're doing together is a very common occurrence, and when they do, it wastes a bunch of gen time for two or more players.
Corrective Action actually sounds great on paper but it's like the Deliverance curse: you bring it and you get paired with good players who hit skill checks.
For Red Herring, I simply used it for its ability to track a generator, that way if I got in a chase and somehow lost the location of the gen I was working on, I could easily go back to it
I actually got value out of Poised once. I was Solo Que at the time, too. I was in mid chase with a Wraith, when a generator popped off in the distance. I broke line of sight and he immediately lost me.
your forgetting that the old OOO made the killer see the survivor whenever they were looking at the killer as well so it gave both survivor and killer equal info
blood pact is a nice perk, and also synergises with a key add on that lets you see the obsession at all times so it's just a nice little touch to the perk itself, pair it with a perk like we'll make it and you can get your heal off pretty quickly and get some nice use out of it, that 5% is much better than 0 and you can stack that speed on top of the new perk i think it's background player and hope that gives you 7% you just become uncatchable, also the new survivor perk gives you a 3% speed boost while injured, all of these speed buffs are stackable btw
Corrective Action is a perk I pair with Technician very frequently in Solo Queue, because of the chance you miss a skill check by leaving the gen at the wrong time.
'Corrective Action' pairs well with Detective Tapp's 'Stake Out' perk. Sure 'Technician' is good, and has a minor regress penalty which (only the user) won't notify the killer. The previously 2 said perks are better.
I feel like one way they can buff self preservation is by turning it into an exhaustion perk. When another survivor gets hit within 16 meters of you, you go into a 3 second sprint.
That wont happen as Jun Yin already has a exhaustion perk and there are no survivors with 2 in the game. ( meg aside but Adrenalin isnt really an exhaustion perk
After watching the poised section, i wanted to mention that one time i was absolutely destroyed by a survivor who had adrenaline with poised, meaning they shyoomed off super far with no scratch marks at the final gen. Insanely niche but it was actually such value i had a laugh
They buffed quick gambit to work at a 36 meter range, which is probably the best change they could’ve made since you can be a good distance away and the gens will still get the boost
I like to use poised with Dejavu. As a Gen Jockey, it's useful to run to another of my highlighted gens without letting the killer know what direction I went.
Actually got massive blood pact value in a match yesterday. Other survivor had blood pact and wasn't very good so she'd run towards me every chase, go down and I'd get the flashy save
Self preservation, self care, reactive healing, resurgence. If the killer hits the unhooker when u get off hook you can slip away with no noise, scratch marks or blood and 75% healed with self care to finish it up. Self preservation can make it easier to get reactive healing value throughout the game too. Just be wary of sloppy ruining the build :(
The rework idea for Quick Gambit you gave is actualy nice. It's like a reversed self-preservation, instead of hiding yourself from killer by using others as a bait you hide others by showing yourself (Also I don't get it why people hate Jonah so much, he is literally a playable Otzdarva, which is GOAT)
I used to use OoO before they changed it. Super handy to just see where the killer was in exchange for showing them the same. But only when looking their direction. Having it auto reveal every few seconds is just asking to die instantly.
I didn’t realize Poised wasn’t used often! There’s been plenty of situations where the killer would immediately go to the area where a generator was just completed and Poised has helped in going undetected. You can chain it with Deception for additional seconds of stealth while confusing the killer further.
It is possible to do 6 gens during the game due to some glitchy trick - so you can proc Poised 6 time per game xD The trick is all about failing a skill check exactly when the last generator is finnished, and not dropping M1 - so even with 5 gens done, you can still continue working on the 6th gen ;D
It's interesting to see these stats and I mostly agree on your comments. Personally I like corrective action, because even though I guess I'm a decent killer player, I'm a terrible survivor and therefore my teammates are as well when I play survivor, but Corrective Action saved me several skillchecks from allies already and I regret it every single time I don't bring it. (but I also don't upload my games to nightlight.) Anyways, I also wanted to give you a bit of feedback after watching this and the Killer perks video - I know you touch that subject in the beginning of the video, but I think it's important to highlight a bit more that this is not stats the devs (or another official source) provides, but that this a small sample and the numbers should be taken with a huge grain of salt. (these perks are mostly bad and as mentioned above I agree with you on many of these, it's just like at the moment I feel it's just a, kind of, side-fact you mention in the video.) idk maybe you can highlight that a bit more in the next video? or maybe it's just me feeling like this. in any case, keep up the good work 😊💚
I'm honestly surprised that Left Behind wasn't on this list, it's effect is so minimal because all it does is reveal the aura of the hatch to you when within 32m of it, which isn't really that great, considering it only works in the endgame when you're the last survivor. The only purpose this perk would serve is doing Bill's Adept, or if you're trying to get the achievement to open the hatch with a key, so you can find it after the killer already closes it. If you want to find the hatch more reliably, use Clairvoyance, because it reveals the auras of Exit Gates, Generators, Hooks, Chests, AND the Hatch, all within 64 meters and for the mere cost of cleansing or blessing a totem. You now see the hatch at double the distance that Left Behind shows, albeit for only 10 seconds maximum, but you don't need to hold it down. And on top of that, if you're REALLY desperate to find the hatch, but don't want to sacrifice a perk slot for it, then you can bring a Rainbow Map with an Odd Stamp and an Unusual Stamp, increasing the range of the map from 8 meters up to 28. Only 4 less than Left Behind, but you don't need to fork over an entire perk slot for it.
I wish corrective action would give you the skill check if they miss it and also didn’t have tokens. That way it would have synergy with hyperfocus, your teamates could purposely transfer skillchecks to you
Thinking about it, Inner Focus, Reactive Healing, and Self-Preservation can combine nicely with one another. Inner Focus will alert you when Reactive Healing procs, since both are a 32m range, and if you're dangerously close, Self-Preservation will allow you to slip away. Combine that with resilience and a med-kit, and you have a decent injured build. Granted, probably still outclassed, but sometimes the fun parts of DBD are getting to use unusual perk combos.
I feel like with coordinated play, Up The Ante is kinda a big deal with that one Slippery Meat build. You can include stuff like Renewal, Blood Rush + Sprint Burst to craft a build that is extremely safe against tunneling and camping since now no one has to unhook and the survivor that was hooked can reset the game back to zero in terms of pressure, plus gen efficiency skyrockets because no one has to let go of their gen. You only need like 2 Up The Antes with the offerings, and the odds are good enough to basically always guarantee unhooks.
Damn I didn’t know you could use self preservation alongside reactive healing to counter sloppy and get the time to get to safety and heal without loosing the healing progress
An easy buff for Corrective Action would be to make it if a teammate hits a good skill that it would become a great skill check instead. Also have it start with 4 tokens but lose the ability to gain tokens so it doesn't become to op.
^^ Yeah it doesn't apply to none of those.. There's also Oppression, Soul Chemical Blight add-on, Brand New Parts add-on.. sadly not a single difficult skill check can be corrected by Corrective Action.
@@EdwinCristobal i think corrective action should apply to survivors within 16 meters of you and it should convert the good skill check into a great skill check and it should apply difficult skill checks BHVR just let me balance the game
Only time to run Blood Pact, is if you're running it, Wedding Ring on Key and FTP for decrease chance to be obsession. I run them with Object of Obsession meme build, so I can see the killer's aura when they see mine, without the every 10 seconds aura part.
I love object of obsession. It's in my main survivor build. I used to think, like everyone else, 'the killer can see you? Thats horrible!' But, the chance of the killer looking at you when it procs is pretty low. Plus: aura perks are very strong, buuut object negates them somewhat.
I love red herring. I use it with pebble on my trickster build and i find them similar in the sense that timing is everything if you want to get value. I've definitely won games off of red herring sending killer on a worthless patrol.
I love Self Preservation, myself. It's good for rescue builds or a sudden need to hide. But it's true it's not super-strong on its own. I like the idea of Poised, but its effect is too small and situational to bother running without a supporting "run and hide" build.
I’m within the niche that uses corrective action, and it’s because I play with people who never hit skill checks, they aren’t new or anything, just can’t hit skill checks
I remember that one guy on the forums who went on a full temper tantrum rant when object of obsession got reworked. The things dbd players do when they lose busted stuff is funny
16:05 The best thing you can do is to make a perso match and let your friend to learn how to take skillchecks and practice chases xD So... you don't need any perk at all x"D
After 1 Month we have the survivor version of the least used perks in the game! Do you think the 6.6.0 Meta shakeup changed anything?
make calm spirit meta
Ehhhhh not really =/. Seeing a lot more other perks, but not any of the underused perks being used unfortunately.
0:13 Mint skull complains constantly about the meta and how the game feels entitled plus the community being toxic, then he does this against a killer with 3 hooks at end game collapse.
The fact that the new Friendship perks are literally just Blood pact variations makes this funnier.
Right? I thought I was missing something, but no. BHVR just straight up forgot about blood pact
And stacked together it is the dumbest shit i have ever seen 80% of all killers cant do shit against it
Isn't one of them just a free blood pact without the aura reading? rip
@@scurbbb haste is slightly weaker + insane cooldown (bhvr we good?), though doesn't require obsession
They actually make blood pact semi usable though
12:55 "Nobody wants to give it a second chance."
Buckle up, we're gonna live forever for the people.
It has synergy for sure. Just needs a lot of set-up for viability.
@@Polomance862 I ran that build for like weeks in either solo or duo without comms
I can tell you, some killers tunnel so hard they will down you and keep chasing that person.
The build gives haste, aura and endurance, so it is really powerful for anti tunnel.
4th perk I ran Renewal, but I was thinking of Unbreakable/Tenacity too. Tenacity is in its own spot of viable in its niche; killer walking away from downed person.
If they keep tunneling, go through endurance hit and suddenly realize they're wasting tons of time when there's someone downed already, they go back and oops! Where did they go?!?!
Impossible, we’ll be dead by daylight
Wake up, Ace in the hole
thank god we have a bloodpact
Quick Gambit has an unique gameplay as an swf on the Silent Hill map. Where 1 player performs an generator on the up floor or down floor, while the other gets the chase on the opposite floor.
yeah but whoever has quick gambit better be a god looper and loop for at least 3 gens.. aaaand hope the killer doesn't completely drop chase
@@EdwinCristobal and isn't playing a teleporting killer
Taking a perk specifically for one or two locations - who does this and how justified is it?
@@АртурСетак for funnsies it's not supposed to be optimal
Johnah isn't a bad survivor,overcome is really good if you combine it with lucky break and boon:exponential is also pretty good in a boon build
I think he just means that most don't like Jonah because he's a self-serving war criminal who felt bad that he blew up the wrong people, lol. I play him sometimes just because he reminds me of my father in-law minus the war crimes.
The average player will never buy or grind for Jonah tho, which is the point of Corrective Action being too beginner friendly for a character so rare!
Overcome is super strong against some killers (especially combined with lucky break) but useless against others. It gets countered by instadown powers or perks, hit and run play styles, Plague, and tunneling. An emphasis on tunneling. If the killer never gives you a chance to heal you can never use it after the first chase.
Just add two words to Corrective Action that includes you failing skill checks by accident and this perk will see more play.
Overcome is great I love running it
There is one use of corrective action for people who've played a while: it stops your teammates exploding the gen because a skill check showed up after they got off
My computer froze
I swear
There is a few:
1. SWF, you can have 2-3 people run Corrective Action, Stake Out and Hyperfocus to rush gens, especially on smaller maps. As long as 2 people have 1 stack or more on corrective action and go on a gen after getting full stacks on stake out, as long as they try to hit great skillchecks, they can finish the gen before they run out.
2. In this meta specifically its really nice for double heals, as you could 99 a heal and have to split up, but 1 person got a late skillcheck and then heals the person.
3. like you said, the bad generator skillcheck
4. And this one I put last since I am not sure if it still works, but if someone heals you it used to trigger(since its technically a cooperative action, but that could have been a bug). Having that person not pay attention or greeding great skillchecks would cost a lot of time. But this was the case when Jonah was released. It's been a few patches and updates later and I didnt really keep track.
It is useful when I'm playing with a friend who is new so they miss skill checks 90% of the time. Also if you play solo Q no matter how long you've played you'll still get useless teammates who blow up the gen
my favorite perk used to be NOED (Frosty Eyes Wraith main.)
now my favorite perk is Surveillance. great informational perk that can help me set up a 3 gen before it even begins.
I use about half of these perks. I've been playing DBD since it launched, and I've put over 2000 hours into it, so I have to seriously try (harder than ever these days) to enjoy it. I have a build for each survivor, each one caters to a specific playstyle and to the character's background, and I try not to reuse as many perks as possible, so I have several builds that incorporate quite a few rare perks.
What's your character specific build for eloide?
@@djphatman2153 She's one of my favourites. An active deception build, Deception, Diversion, Quick and Quiet, and Flashbang. And I use the flashbang for the noise notification.
Glad to see it is not just me who explores why certain perks are not being used. As always, great video, keep up the good work.
Object of Obsession wasn't changed for a long, long time only because the survival rate of its users was incredibly low, not taking into account that Object users (more accurately, the perk itself) were getting tunneled out
Billy's addon changes in the Tools of Torment mid-chapter PTB were _greatly_ reminiscent of that ideology -- Disconnected; making (or not making) big changes on stats alone and not gameplay and game sense
your right because old object was only strong and a swf while solos would never use this perk unless they actively wanted to be chased or tunneled out i also disagree with mintys point new object is not worth the slot just to see the killer aura every 30 seconds when that doesn’t help you ever and could actually hurt you more than help it’s the same reason blights add ons have yet to be nerfed since all his add ons are insane the devs see a even pick rate and think he’s fine while a killer like billy has 1 or two add ons that everyone uses
Ive noticed a bunch of the low pick perks are all perks that rely on being with others
Inner focus, self preservation, corrective action, blood pack
Imo wake up is so damn underrated
it saved me more times then i could count
@@darklemon7837 same bro, same
That segue into Red Herring was super clever, I loved that.
Awesome! Perfect timing for my commute to work!
Honestly, I'm a haddie main, and I really hate how she was overlooked and ignored but I love that she's getting love from the devs now
Yeah it was completely unfair, glad the community noise made them give her more attention!
I'm currently playing haddie to prestige her. I don't mind playing as her and I like overzealous. I feel like that perk is underrated
Aged like milk
And buckle up is meta now with for the people
I will say a couple of these I have found use for one of them is poised can't tell you how oddly satisfying it is to pop a gen as a killer is getting close and disappear I usually pair it with stake out hyper focus and fogwise so I'm always one step ahead.i will say if the distance was a bit bigger on quick gambit it probably be a lot more useful
I'm a month late but Corrective Action isn't a beginner friendly perk.
It's a perk you run to help beginners and friends who are just starting. A beginner bringing the perk gets barely any help as they can't consistently hit greats and will often miss. Which corrective action doesn't help, as it only works on other survivors. It's basically technician for your teammates without the downsides. Since no progress loss.
Blood pact's description makes me cry. It is not about game mechanics but it is atmosphere. When poor Cheryl tries to help someone who obsessed by bloodthirsty maniac it seems touching...
Cheryl bad ngl
Blood pacts speed boost I think your supposed to use as a map traversal tool.
You or the obsession heals the other and now you use that to go to a Gen and start working on it together
Blood Pact is one of my favorite solo queue perks! The aura reading is pretty useful because it's one of the only perks that grants aura reading to another survivor. When you pick this perk, you're basically saying "ok you get half a perk and i get half a perk, and maybe the haste will pop off at some point"
What makes me sad is the anti-synergy with For The People :(
I feel a good way to redeem Quick Gambit is to make it so the gen that is the closest to the survivor in chase gets the buff, regardless if it’s being worked on. It still requires the coordination, however it won’t simply draw the killer to the worked on gen
Recently I've found some weird pleasure in running Up the Ante - Slippery - Saboteur - Boil Over/Off the Record. I combine it with a stacked sabo toolbox and the lucky jar, and play solo queue. This build is surprisingly viable more often than not, and it even let's the others escape from the hooks sometimes.
Dont forget the awesome aura reading they gave to buckle up too! both you and the person you picked up see the killer for 10 seconds!
A good change for corrective action would be if it also worked while being healed, but that'll probably be it's own perk, so just give it a passive of making skill check zones bigger or something
I would actually use it if it applied to healing skill checks while you're being healed, like a reverse Bite the Bullet. The amount of times I've died because the person healing me has missed a skill check and alerted the killer to where I am is crazy and if I could stop that from ever happening again I'd run it every game.
I’m a little surprised that blood pact is so low considering you and a friend can do a super speed built with Teamwork: Power of Two.
as I remember, if two haste effects work at once, only the strongest effect are applied. I tought they do not stack
Well you need to have a friend...
It is really surprising. I expected other perks to be there, maybe some from Felix but seeing Blood Pact as the 10th least used perk was interesting!
@@anitoancognita7060 No haste definitely does stack!
@@MintSkull Felix's perks are really good, Desperate Measures and Built to Last are even better now after the healing changes and medkit nerfs, and Visionary is actually super helpful for indoor maps and helping to see 3-gens similar to Dejavu
The intro to red herring felt like one of the “Matpat out of context” memes
Object with MoM is a fun combo. It gives you and the killer constant wallhacks of each other, so you can lure the killer into an interesting and long chase near endgame with those two perks
That's so much set up though
I use corrective action with prove thyself and better together (situational awareness) so my gen I'm working on glows yellow for nearby survivors, if they co-op it goes faster, and they can't fuck it up for us. You'd be surprised how often I have to get more tokens for it.
I also was rocking this build when hyper focus came out so it was everyone trying to hit and inevitably miss great skill checks over and over.
in my opinion Corrective Action and Technician must be the same perk, and work for you and all survivors reapearing generators with you and without the additional lost progress and the token mechanic. It will be the best perk for begginers survivors or to play with a begginer friend
A use for corrective action that I've seen was during a "stop certain survivor from escaping" challenge. 3 survivors who couldn't let the other get away, but also couldn't let them lose more than 1 hook state after they got hooked. Of course, this was a situation that was beyond niche, but it was the only time I've seen the perk be actually useful
"if you have been playing for 5 hours and can't hit skill checks, maybe DBD isn't for you" cold AF brother 😂. He's going for the jugular lol
Funnily enough, I've been using Blood Pact a lot more often just because of the usage of Friends Til The End on killer side. It's nice not needing to make a beeline to a locker and pray I'm not the obsession
I love how you started the Red Herring section with a red herring statement 😂
You know what, Corrective Action is still one of my favorite perks, as it does 2 things I adore
A: It stops my random teammates from jumping on my gen and blowing it up in 3 seconds (That happens a lot more than you would think)
B: It actually works on ALL cooperative actions, not just generators, this means it can save you when doing things like healing, demo portals, or any killer power that can be dealt with using cooperation.
TLDR: As someone who plays a lot of solo-queue, it really helps when you have newer teammates, or people that just aren't as good at skillchecks, I very rarely have a match where I don't deplete at least 1-2 tokens, and although its not a lot of usage, it could be the difference between drawing the killers attention, or finishing the heal/gen or whatever. Its not meant to be a new player perk, its meant to be a perk that solo-queue players can equip and feel safe doing gens with other people.
The ONLY problem I have with this perk, is that being healed by another survivor is not considered a "Cooperative Action", and I feel like if you have this perk equipped, it should prevent your teammates from stabbing you during a heal.
I live by Corrective Action since I'm a lower MMR player who uses Prove Thyself.
I find Corrective Action to be incredibly powerful in my games because survivors missing skill checks
on a generator we're doing together is a very common occurrence, and when they do, it wastes a bunch of gen time for two or more players.
Corrective Action actually sounds great on paper but it's like the Deliverance curse: you bring it and you get paired with good players who hit skill checks.
8:59 i was able to hear the jane's player scream at this dwight
13:33 "Ya-ta-tadada what a good day to be not dead"
For Red Herring, I simply used it for its ability to track a generator, that way if I got in a chase and somehow lost the location of the gen I was working on, I could easily go back to it
I use self-preservation for flashlight saves. You get iron will when they go down so you can get in close for the save.
I'm convinced the only reason corrective action is used at all is adept Jonah and because there was an archive challenge to use it a while back
I actually got value out of Poised once. I was Solo Que at the time, too. I was in mid chase with a Wraith, when a generator popped off in the distance. I broke line of sight and he immediately lost me.
13:46 no, it's because empathy exists, which basically let's you know where the killer is when a survivor is hit within a 128 meter radius.
Time to make a corrective action build
your forgetting that the old OOO made the killer see the survivor whenever they were looking at the killer as well so it gave both survivor and killer equal info
blood pact is a nice perk, and also synergises with a key add on that lets you see the obsession at all times so it's just a nice little touch to the perk itself, pair it with a perk like we'll make it and you can get your heal off pretty quickly and get some nice use out of it, that 5% is much better than 0 and you can stack that speed on top of the new perk i think it's background player and hope that gives you 7% you just become uncatchable, also the new survivor perk gives you a 3% speed boost while injured, all of these speed buffs are stackable btw
Inner focus is a criminally slept on perk. It's one of my favourite solo queue perks in the entire game.
its meta now with circle of healing nerfs
@@walterclements_ it's not
@@JetstreamTheSexSam 9 months ago it was
@@walterclements_ no
Corrective Action is a perk I pair with Technician very frequently in Solo Queue, because of the chance you miss a skill check by leaving the gen at the wrong time.
'Corrective Action' pairs well with Detective Tapp's 'Stake Out' perk. Sure 'Technician' is good, and has a minor regress penalty which (only the user) won't notify the killer. The previously 2 said perks are better.
inner focus gives really good info for me, for flashy saves and forever blindness build killers
I feel like one way they can buff self preservation is by turning it into an exhaustion perk. When another survivor gets hit within 16 meters of you, you go into a 3 second sprint.
That wont happen as Jun Yin already has a exhaustion perk and there are no survivors with 2 in the game. ( meg aside but Adrenalin isnt really an exhaustion perk
After watching the poised section, i wanted to mention that one time i was absolutely destroyed by a survivor who had adrenaline with poised, meaning they shyoomed off super far with no scratch marks at the final gen. Insanely niche but it was actually such value i had a laugh
Poised is actually good so just because people dont use a perk dont make it useless
They buffed quick gambit to work at a 36 meter range, which is probably the best change they could’ve made since you can be a good distance away and the gens will still get the boost
Self-preservation is awesome for flashlight saves.
I like to use poised with Dejavu. As a Gen Jockey, it's useful to run to another of my highlighted gens without letting the killer know what direction I went.
Big fan of the Red Herring joke, genuinely caught me off guard
Actually got massive blood pact value in a match yesterday. Other survivor had blood pact and wasn't very good so she'd run towards me every chase, go down and I'd get the flashy save
Self preservation, self care, reactive healing, resurgence. If the killer hits the unhooker when u get off hook you can slip away with no noise, scratch marks or blood and 75% healed with self care to finish it up. Self preservation can make it easier to get reactive healing value throughout the game too. Just be wary of sloppy ruining the build :(
The rework idea for Quick Gambit you gave is actualy nice. It's like a reversed self-preservation, instead of hiding yourself from killer by using others as a bait you hide others by showing yourself
(Also I don't get it why people hate Jonah so much, he is literally a playable Otzdarva, which is GOAT)
I used to use OoO before they changed it. Super handy to just see where the killer was in exchange for showing them the same. But only when looking their direction. Having it auto reveal every few seconds is just asking to die instantly.
I didn’t realize Poised wasn’t used often! There’s been plenty of situations where the killer would immediately go to the area where a generator was just completed and Poised has helped in going undetected. You can chain it with Deception for additional seconds of stealth while confusing the killer further.
It is possible to do 6 gens during the game due to some glitchy trick - so you can proc Poised 6 time per game xD
The trick is all about failing a skill check exactly when the last generator is finnished, and not dropping M1 - so even with 5 gens done, you can still continue working on the 6th gen ;D
It's interesting to see these stats and I mostly agree on your comments. Personally I like corrective action, because even though I guess I'm a decent killer player, I'm a terrible survivor and therefore my teammates are as well when I play survivor, but Corrective Action saved me several skillchecks from allies already and I regret it every single time I don't bring it. (but I also don't upload my games to nightlight.)
Anyways, I also wanted to give you a bit of feedback after watching this and the Killer perks video - I know you touch that subject in the beginning of the video, but I think it's important to highlight a bit more that this is not stats the devs (or another official source) provides, but that this a small sample and the numbers should be taken with a huge grain of salt. (these perks are mostly bad and as mentioned above I agree with you on many of these, it's just like at the moment I feel it's just a, kind of, side-fact you mention in the video.) idk maybe you can highlight that a bit more in the next video? or maybe it's just me feeling like this.
in any case, keep up the good work 😊💚
I'm honestly surprised that Left Behind wasn't on this list, it's effect is so minimal because all it does is reveal the aura of the hatch to you when within 32m of it, which isn't really that great, considering it only works in the endgame when you're the last survivor. The only purpose this perk would serve is doing Bill's Adept, or if you're trying to get the achievement to open the hatch with a key, so you can find it after the killer already closes it. If you want to find the hatch more reliably, use Clairvoyance, because it reveals the auras of Exit Gates, Generators, Hooks, Chests, AND the Hatch, all within 64 meters and for the mere cost of cleansing or blessing a totem. You now see the hatch at double the distance that Left Behind shows, albeit for only 10 seconds maximum, but you don't need to hold it down. And on top of that, if you're REALLY desperate to find the hatch, but don't want to sacrifice a perk slot for it, then you can bring a Rainbow Map with an Odd Stamp and an Unusual Stamp, increasing the range of the map from 8 meters up to 28. Only 4 less than Left Behind, but you don't need to fork over an entire perk slot for it.
I wish corrective action would give you the skill check if they miss it and also didn’t have tokens. That way it would have synergy with hyperfocus, your teamates could purposely transfer skillchecks to you
Thinking about it, Inner Focus, Reactive Healing, and Self-Preservation can combine nicely with one another. Inner Focus will alert you when Reactive Healing procs, since both are a 32m range, and if you're dangerously close, Self-Preservation will allow you to slip away. Combine that with resilience and a med-kit, and you have a decent injured build. Granted, probably still outclassed, but sometimes the fun parts of DBD are getting to use unusual perk combos.
i like how you use the characters which owns the perks you're talking about.
I used to use object a lot and recently put it back on and I am really like it
Wow, Buckle Up went through a whole journey since this video was posted! (as of patch 8.0.1)
jonah has some of the best survivor lore wtf
I feel like with coordinated play, Up The Ante is kinda a big deal with that one Slippery Meat build. You can include stuff like Renewal, Blood Rush + Sprint Burst to craft a build that is extremely safe against tunneling and camping since now no one has to unhook and the survivor that was hooked can reset the game back to zero in terms of pressure, plus gen efficiency skyrockets because no one has to let go of their gen.
You only need like 2 Up The Antes with the offerings, and the odds are good enough to basically always guarantee unhooks.
Damn I didn’t know you could use self preservation alongside reactive healing to counter sloppy and get the time to get to safety and heal without loosing the healing progress
An easy buff for Corrective Action would be to make it if a teammate hits a good skill that it would become a great skill check instead. Also have it start with 4 tokens but lose the ability to gain tokens so it doesn't become to op.
Is corrective action effect apply to merciless storm or overcharge? If so, then maybe its not as bad?
It doesn't apply to merciless storms, same with overcharge.
^^ Yeah it doesn't apply to none of those.. There's also Oppression, Soul Chemical Blight add-on, Brand New Parts add-on.. sadly not a single difficult skill check can be corrected by Corrective Action.
@@EdwinCristobal i think corrective action should apply to survivors within 16 meters of you and it should convert the good skill check into a great skill check and it should apply difficult skill checks
BHVR just let me balance the game
self preservation would be great perk combo with background player from renato to do the craziest flashlight saves!
I love combining red herring with left behind, diversion, iron will and a key, Its so good for getting the hatch
Only time to run Blood Pact, is if you're running it, Wedding Ring on Key and FTP for decrease chance to be obsession.
I run them with Object of Obsession meme build, so I can see the killer's aura when they see mine, without the every 10 seconds aura part.
A sprint burst that only activated when a gen is completed would be cool for ninja repairs
I used Corrective Action when I was farming the bloodweb for new survivors or needed quick escapes.
Im part of .12 % for buckle up i love the 10% speed when picking up people and killers can't keep up
I had someone use plot twist near me while I had Inner focus and I saw the killers aura all the way on the other side of the map
I love object of obsession. It's in my main survivor build. I used to think, like everyone else, 'the killer can see you? Thats horrible!' But, the chance of the killer looking at you when it procs is pretty low. Plus: aura perks are very strong, buuut object negates them somewhat.
Gotta say, the boost is pretty useless but I've gotten value from it recently!! Finished the gen in the killers face bc of it
I love red herring. I use it with pebble on my trickster build and i find them similar in the sense that timing is everything if you want to get value. I've definitely won games off of red herring sending killer on a worthless patrol.
I am convinced the only reason Quick Gambit has any pick rate AT ALL is the Vittorio Adept and the matching Tome challenge.
The reason up the ante is used is because people stack up the ante and bring all luck offerings for memes. I do this often just for some fun stuff
The lack of Premonition in this list surprised me. That perk is a testament of it's time and it's honestly worthless now with the use of aura perks.
Corrective action is the perky put on when your little cousin wants to play in a match with you but he keeps missing skill checks.
I love Self Preservation, myself. It's good for rescue builds or a sudden need to hide. But it's true it's not super-strong on its own. I like the idea of Poised, but its effect is too small and situational to bother running without a supporting "run and hide" build.
I’m within the niche that uses corrective action, and it’s because I play with people who never hit skill checks, they aren’t new or anything, just can’t hit skill checks
4 slippery meats you say? Giggity.
I remember that one guy on the forums who went on a full temper tantrum rant when object of obsession got reworked.
The things dbd players do when they lose busted stuff is funny
I’ve been wanting to use poised and sprint burst to quickly move between gens on mobile but I don’t feel like prestiging Jane
9:13 missed in editing? good vid anyhow
7:18 Correct me if I am wrong but I remember on release the perk only triggered uf you finished the gen but now when a gen is popped it triggers
I believe you are correct
Blood pact should be a teamwork perk because it just makes sense (this isn’t really a buff or nerf, just a category change)
I wonder if making blood pact also work with past obsessions it would be better, the right match u can be hasted near everyone
"Blood pact is like nothing in the game"
Power Of Two:
16:05 The best thing you can do is to make a perso match and let your friend to learn how to take skillchecks and practice chases xD So... you don't need any perk at all x"D
I main Jonah because hes the kind of whippersnapper to bomb innocent civilians cus he goofed up.
And he looks like Guy Fiettie
It’s me. I’m the 0.1 that uses corrective action. I play with my friends while we drink. We gonna miss some skill checks lmao