Am I the only one who thinks that leader was a very meaningless perk?
Thanatophobia is the perk that turns bars red, and leader is the perk that turns them yellow. I never understood why people use that perk in the first place.
@Delfador said:
Am I the only one who thinks that leader was a very meaningless perk?
Thanatophobia is the perk that turns bars red, and leader is the perk that turns them yellow. I never understood why people use that perk in the first place.
Maybe they feel more comfortable with yellow action bars. Same with Thanatophobia, survivors get nervous when they see a red bar even though it has next to no impact...
So it will affect healing, unhooking, opening chests, exit gates, and cleansing? Am I missing any?
Having other survivors heal and unhook you 25% faster could save your ass, especially if other buffs are involved (Botany, someone else using Leader nearby, etc). Letting someone open an exit gate 25% faster + they have Wake Up equipped means the base opening would drop from roughly 20 seconds to 12. That's massive. With a full stack of Remember Tokens you go down from 50 to 30 seconds. That's awesome.
Is that all situational? Of course, but I'm the kind of person that loves to play off meta builds (I don't use SC, SB or DS unless I'm going for a special build or ritual). I think it's a great change.
@PinkEricka said:
LOL. This is so ironic. Everyone’s gonna be using Prove Thyself now, a perk that no one uses!
I guess it’s a good change to slow down the gen rushing.
Not really. Prove Thyself boosts gen repair now.
Yeah but by not as much I mean I used to use leader n prove thyself to get Max Gen speed (with resilience) but now that combo is kinda out the window with decreased output. And tbh botany knowledge/we'll make it are already such commonly run perks, a 25% boost just feels negilible in comparisonModernFable said:
@Maelstrom10 said:
Yeah but by not as much I mean I used to use leader n prove thyself to get Max Gen speed (with resilience) but now that combo is kinda out the window with decreased output.
Just find 1 other Survivor to repair with and you already should have a significant boost without current Leader & Resilience.
Plus you can still run Resilience too.
@PinkEricka said:
LOL. This is so ironic. Everyone’s gonna be using Prove Thyself now, a perk that no one uses!
I guess it’s a good change to slow down the gen rushing.
Not really. Prove Thyself boosts gen repair now.
Yeah but by not as much I mean I used to use leader n prove thyself to get Max Gen speed (with resilience) but now that combo is kinda out the window with decreased output. And tbh botany knowledge/we'll make it are already such commonly run perks, a 25% boost just feels negilible in comparisonModernFable said:
Well since the values for other action speeds have been significantly buffed, I don't feel like this was much of a nerf.
Actions that are irrelevant, except for maybe healing speed.
Well I'd say healing speed isn't a maybe. That's definitely crucial. Having others heal you 25% faster is actually really good. Having it affect Opening exit gates, cleansing and unhooking can also be quite good. I mean none of the actions I would count as irrelevant, even chest search.
The perk seems more appealing to me now, to be honest. 9% never felt like it made that much of a difference.
@Delfador said:
Am I the only one who thinks that leader was a very meaningless perk?
Thanatophobia is the perk that turns bars red, and leader is the perk that turns them yellow. I never understood why people use that perk in the first place.
Maybe they feel more comfortable with yellow action bars. Same with Thanatophobia, survivors get nervous when they see a red bar even though it has next to no impact...
I mean. Yeah when you see something good you will feel better when this thing stays that way.
Same goes for opposite.
So Thana doesn't do much % wise but works on the mind of the survivors! (on those who work on gens)
@Delfador said:
Am I the only one who thinks that leader was a very meaningless perk?
Thanatophobia is the perk that turns bars red, and leader is the perk that turns them yellow. I never understood why people use that perk in the first place.
Maybe they feel more comfortable with yellow action bars. Same with Thanatophobia, survivors get nervous when they see a red bar even though it has next to no impact...
I mean. Yeah when you see something good you will feel better when this thing stays that way.
Same goes for opposite.
So Thana doesn't do much % wise but works on the mind of the survivors! (on those who work on gens)
I'd say thanataphobia is useless on anyone whose played the game for more then 5 hrs tbh. your just gonna continue doing the gen anyways
Leader has been the difference between me and someone else cleansing a guarded hex totem at 9%. At 25% it will be really nice especially if Noed. I know for a fact I have assisted with gates opening faster and last-second escapes with current leader and with the new version it will be even better. I will still run it for sure.
@ColonGlock said:
Leader has been the difference between me and someone else cleansing a guarded hex totem at 9%. At 25% it will be really nice especially if Noed. I know for a fact I have assisted with gates opening faster and last-second escapes with current leader and with the new version it will be even better. I will still run it for sure.
eh for exit gates, wake up will always be better but i guess i see your point with the totems
@ColonGlock said:
Leader has been the difference between me and someone else cleansing a guarded hex totem at 9%. At 25% it will be really nice especially if Noed. I know for a fact I have assisted with gates opening faster and last-second escapes with current leader and with the new version it will be even better. I will still run it for sure.
eh for exit gates, wake up will always be better but i guess i see your point with the totems
Actually ptb leader > wake up. I mean you cant open the door but they do open it 10% faster
@ColonGlock said:
Leader has been the difference between me and someone else cleansing a guarded hex totem at 9%. At 25% it will be really nice especially if Noed. I know for a fact I have assisted with gates opening faster and last-second escapes with current leader and with the new version it will be even better. I will still run it for sure.
eh for exit gates, wake up will always be better but i guess i see your point with the totems
Actually ptb leader > wake up. I mean you cant open the door but they do open it 10% faster
True, but with wakeup you signal it opening so eh? .-?
I'm confused because I used to run leader sometimes and I play solo (barely even played with other people like that so it was kinda useless) so is leader kinda...um...worse now? Idk. I find it pointless to change it honestly.
@Gamzello But the buff is WAY stronger. Also it lasts for longer. I wouldnt say it is worse. Just its a clear diffrence at what it does than what Prove Thyself does. Want to do gens faster and get more bp? Provethyself. Wanna help others do some other things faster? Leader
@Milo said:
I mean. Yeah when you see something good you will feel better when this thing stays that way.
Same goes for opposite.
So Thana doesn't do much % wise but works on the mind of the survivors! (on those who work on gens)
In other words, it's a placebo with no effect other than messing with the minds of weaklings.
@Milo said:
I mean. Yeah when you see something good you will feel better when this thing stays that way.
Same goes for opposite.
So Thana doesn't do much % wise but works on the mind of the survivors! (on those who work on gens)
In other words, it's a placebo with no effect other than messing with the minds of weaklings.
@Milo said:
I mean. Yeah when you see something good you will feel better when this thing stays that way.
Same goes for opposite.
So Thana doesn't do much % wise but works on the mind of the survivors! (on those who work on gens)
In other words, it's a placebo with no effect other than messing with the minds of weaklings.
Pretty much. At tier 3, with 4 Survivors injured, you get about:
94,12 seconds of generator repair time (14,12 extra seconds)
18,82 seconds of healing others or being healed by others (2,82 extra seconds)
37,65 seconds of self-healing with Self-Care (5,65 extra seconds)
16,47 seconds of totem cleansing (2,47 extra seconds)
32,29 seconds of hook sabotage with Saboteur (2,29 extra seconds)
All numbers used during calculations came from various articles on the wiki: deadbydaylight.gamepedia.com
Comments
RIP Leader

RIP
If you ran Leader mainly, then yes.
Am I the only one who thinks that leader was a very meaningless perk?
Thanatophobia is the perk that turns bars red, and leader is the perk that turns them yellow. I never understood why people use that perk in the first place.
Maybe they feel more comfortable with yellow action bars. Same with Thanatophobia, survivors get nervous when they see a red bar even though it has next to no impact...
Well since the values for other action speeds have been significantly buffed, I don't feel like this was much of a nerf.
@Maelstrom10
Opening an Exit Gate faster can make or break an escape.
Plus a quicker Unhook will change whether or not you can Borrowed Time save in front of a camper.
The other actions are also useful, although more niche.
I always use Leader, but with this change I'll be using Prove Thyself now.
I guess it’s a good change to slow down the gen rushing.
Having other survivors heal and unhook you 25% faster could save your ass, especially if other buffs are involved (Botany, someone else using Leader nearby, etc). Letting someone open an exit gate 25% faster + they have Wake Up equipped means the base opening would drop from roughly 20 seconds to 12. That's massive. With a full stack of Remember Tokens you go down from 50 to 30 seconds. That's awesome.
Is that all situational? Of course, but I'm the kind of person that loves to play off meta builds (I don't use SC, SB or DS unless I'm going for a special build or ritual). I think it's a great change.
Not really. Prove Thyself boosts gen repair now.
And tbh botany knowledge/we'll make it are already such commonly run perks, a 25% boost just feels negilible in comparisonModernFable said: I didn't think statuses like that (and vigil/streetwise) worked while you were hooked
Just find 1 other Survivor to repair with and you already should have a significant boost without current Leader & Resilience.
Plus you can still run Resilience too.
This is still true and it’s much better, with the exception of Gens.
Well I'd say healing speed isn't a maybe. That's definitely crucial. Having others heal you 25% faster is actually really good. Having it affect Opening exit gates, cleansing and unhooking can also be quite good. I mean none of the actions I would count as irrelevant, even chest search.
The perk seems more appealing to me now, to be honest. 9% never felt like it made that much of a difference.
I mean. Yeah when you see something good you will feel better when this thing stays that way.
Same goes for opposite.
So Thana doesn't do much % wise but works on the mind of the survivors! (on those who work on gens)
I'd say thanataphobia is useless on anyone whose played the game for more then 5 hrs tbh. your just gonna continue doing the gen anyways
Leader has been the difference between me and someone else cleansing a guarded hex totem at 9%. At 25% it will be really nice especially if Noed. I know for a fact I have assisted with gates opening faster and last-second escapes with current leader and with the new version it will be even better. I will still run it for sure.
eh for exit gates, wake up will always be better but i guess i see your point with the totems
I mean you cant open the door but they do open it 10% faster
I'm confused because I used to run leader sometimes and I play solo (barely even played with other people like that so it was kinda useless) so is leader kinda...um...worse now? Idk. I find it pointless to change it honestly.
I like the Prove Thyself buff though.
But the buff is WAY stronger.
Also it lasts for longer. I wouldnt say it is worse. Just its a clear diffrence at what it does than what Prove Thyself does.
Want to do gens faster and get more bp? Provethyself.
Wanna help others do some other things faster? Leader
In other words, it's a placebo with no effect other than messing with the minds of weaklings.
Pretty much. At tier 3, with 4 Survivors injured, you get about:
All numbers used during calculations came from various articles on the wiki: deadbydaylight.gamepedia.com