Dead by Daylight: Playthrough #30 |Batteries Included Strong?|
To put it bluntly. No, it's not overpowered.
Batteries Included sparked a little controversy in the Dead by Daylight community, considering it was a Haste perk that easily and reliably gave a 5% Haste to Killers within 12 meters of a Completed Generator, this effect would then linger for up to 5 seconds once you leave the radius of the Completed Generator. The developers thought it would be OP in end game cause then you would basically have a permanent 5% Haste because if the last Generator is completed, then all Generators also become completed. This would especially be problematic if paired with Hex: No One Escapes Death, for a total of 9% Haste in the end-game. And now that the nerf on the perk has reverted so it is still active when all Generators are completed, it is still only an okay perk. This is because by the time the end-game happens for this perk to reliably give you a 5% Haste, the game is basically over. It's not reliable to have end-game builds or use end-game perks because they essentially rely on the Survivors doing all the Generators, i.e., the Killer is losing. Plus, Survivors don't normally spend time near Completed Generators unless they just finished the Generator, so getting value from this perk is unreliable until the end-game occurs. All in all, it is still a super fun perk to use, especially with Haste stacking. Just don't expect a ton of kills with this perk, as it is still the META to use Generator Regression perks or Generator Prevention perks like Pop Goes The Weasel and Corrupt Intervention.
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