How To Use The Latest DEAD BY DAYLIGHT’S STRANGER THINGS DLC Pack
Behaviour Digital’s game Dead by Daylight fans know about the Stranger Things DLC and some have thought to check out the game because of this reveal. Well, as they always do, the production team has gone over the new perks coming with the DLC while revealing gameplay inside of the new map in the below video. I thought it would be worth the time to go over how some of these new perks are going to change the perk makes that both killers and survivors are practicing.
The three new perks that the Demogorgon is bringing are Surge, Cruel Confinement, and Mindbreaker. Each of these perks is helpful and relate to the generators in one way or another.
Surge is a perk that will rise each generator within a 32-meter radius when you put a survivor in the terminal state using a regular attack. This is the equivalent of kicking every generator within a 32-meter radius of your victim. With something this strong, it is easy to see it paired up in making such as Ruin, Surge, Overcharge, Thrilling Tremors. This perk build would be the ultimate anti-generator build and cause the slowest repair time on the generators. There are, of course, other mixtures that Surge can be matched with, but the strongest perk that should almost always go hand-in-hand with Surge is Overcharge.
Cruel Confinement is a perk that will prevent all windows and vault locations within a 32-meter radius of a completed generator. This is an excellent way to catch survivors immediately and removing their chance to fly in a chase through the usual means, including the dreaded endless killer shack approach. This perk can be mixed well with a number of things, but the build I see it being used in is Mindbreaker, Cruel Confinement, Corrupt Intervention, Bitter Murmur. This perk build would let the killer get some time to obtain the survivors for early damage, see them when they finish the generator, and catch them with no exhaustion perks nor anyplace to run.
Mindbreaker is a perk that will put survivors in the Exhausted state when working on a generator with less than 50% to finish. They also can not collect from exhaustion while working on a generator and the situation stays in effect for up to three seconds after leaving the generator. With something that wipes away the perk type that many rely on to get away, this can be used to your advantage in a build like Mindbreaker, Cruel Confinement, Bitter Murmur, Overcharge. I know it is similar to the Cruel Confinement best build, but those two perks go hand-in-hand and you want to be able to find the weakened survivor quickly. The change of Corrupt Intervention to Overcharge is because you won’t be purely holding back generators, but rather keeping the status low and Overcharge does the most damage both initially and when they fail the difficult first skill check.
This section is second because it will be much longer. Since we are getting two survivors, meaning that we have six new perks to work with here. These perks are Inner Strength, Fixated, Better Together, Second Wind, Camaraderie, and Babysitter.
Inner Strength allows you to heal from the injured state inside of a locker within 8 seconds after you activate the perk by cleansing a totem. The first thing to keep in mind is that there are only 5 totems in each match and 4 survivors, so it is likely you will only get to use this perk once. With that in mind, the best build to go with this perk would be Inner Strength, Head On, Small Game, Mettle of Man. The odd perk out in this build is certainly Mettle of Man, but I included this because if you happen to have a game where the other players are not cleansing totems then you can quickly heal as much as you want, making this build optimal for being the distraction.
Fixated allows you to see your own scratch marks and move faster while walking if uninjured. This is a perk that will help you both lose the killer in a chase and add to your ability to be immersed. Taking the fact that this would be more for staying out of sight, the best build combination would be Urban Evasion, Fixated, Sprint Burst, Quick & Quiet. All of these will help with your movement, both slow and quickly, all while keeping yourself hidden as much as possible.
Better Together simply reveals the generator you are working to fellow survivors within a 32-meter range and see all survivors locations when one of your teammates are knocked down. This perk has Dwight screaming all over it, but can be useful for gen-rushing builds such as Prove Thyself, Better Together, Kindred, Sprint Burst/Lithe/Balanced Landing. While any of the exhaustion perks that will help you get to the next generator the quicker, usually depending on the level choice, Kindred is the only perk added that is changeable with little consequence. The reason I include it in the main perk build for Better Together is that this would allow all the other survivors to see each other if you are the one knocked down instead.
Second Wind will let a survivor heal from the injured state while outside of the killer’s terror radius after being unhooked, given they have healed another survivor at least one full health state. This is probably the easiest perk build for me to put together as many of the perks I use myself would go great with this as the fourth option. The suggested perk build would be: We’ll Make It, Deliverance, Second Wind, Lithe/Sprint Burst. While two of these perks only activate once you help another survivor, all you have to do is make a clean hook save, heal them with that healing speed boost, and get out of there in order to set this build-up.
Camaraderie is the life-saving perk that pauses your struggle phase timer on the hook for up to 14 seconds when a survivor is within 16-meters of you. While you would want to hope that your teammates have Borrowed Time in order to help you get out, the best perk build for this is: Breakdown, Camaraderie, Decisive Strike, Kindred. The reason for this matchup is for both tunneling and face-camping killers. If the hook you were on breaks once you are rescued, they will have a longer distance to travel. Hopefully, you can land that Decisive Strike, but Kindred is included so that your teammates can find the best moment to get a safe hook rescue.
The babysitter is our final perk and it removes the scratch marks from the survivor you just unhooked for up to 8 seconds while the killer’s aura is revealed to you and your aura is revealed to the killer for 4 seconds. This is basically the trade-off perk that only a player who is good at running the killer in a chase would want to use. For that reason, the perk build includes Balanced Landing, Babysitter, Inner Strength, Fixated. The speed boost to both walking and height dropping are essential in the majority of the maps when being chased, but if you end up taking a hit before losing the killer, then you have an easy lounge time in the next locker for a quick heal.
That covers up my biggest perk build suggestions when it comes to making the build around using the latest perk to its best. Of course, there are other mixtures and builds that these new perks would be helpful in, but it is all based on how you want to go into the game. There are more things to consider than just pumping up the perks to complement each other; you could also want to focus on using other perks on them.
A fabulous perk to go against Babysitter would be Make Your Choice. Knowing precisely where your now-exposed survivor makes them an obvious target to choose to go after. Inner Strength wouldn’t do anybody any advantage against a killer with Iron Maiden on since they would, again, go into the endangered status. This game is all about the perks you use and taking in a build that works most suitable for your play style and what you concentrate on.