Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Next Survivor Nerf
Which survivor perk needs to be nerfed next? How would you nerf it?
Decisive Strike: Timer counts down 3 times as fast while in a locker, healing, or repairing generators. When another survivor is hooked half the remaining timer. While no other survivor is hooked the timer does not tick down while you are in the dying state. While Decisive Strike is active you can't unhook teammates while in the killer's TR.
Comments
-
I also think if you step in a trappers trap, DS should not proc. That's kind of your own fault.
It should also deactivate if you unhook someone while DS is active, and if you take a protection hit. Both of those situations are just you using DS as a superman perk and not as an anti tunnel perk.
3 -
The sad part to me is if these changes got implemented people would still complain about it. Kind of like people that think new ruin is too strong lmao.
0 -
I'm against the protection hit, if you get farmed off the hook by someone hurt and then tunneled and downed near them, protection hit.
But I like the idea of it ticking down faster while doing things and not moving while slugged. Making it the anti tunnel perk. It would still be strong but not op.
0 -
I agree with the second part. The first part is pretty unnecessary and sounds a little abusable. Sadly I don't think survivors would like to give up their invincibility perk. Maybe while DS is active you can't unhook in the killer's TR (or 32m, whatever works).
0 -
I thought about that, but it's much more ridiculous to have a survivor run around in your face baiting a hit, and now be immune because they are down and the timer isn't moving.
1 -
I don't see how it could be abused. Traps can be disarmed. If they run into one it's because they messed up.
0 -
I guess you're right. Better to buff trapper than not to.
0 -
Just reduce the timer slightly, with ruin changed more gen progress will be done at game start making games shorter so knock it down 10seconds and see how it goes but tbh id rather toolboxes repair speeds reduced (they can currently go up to 35% odd not including perks) but buff sabo speeds. not really a nerf just a balance change
0 -
The idea about survivor doing a gen deactivating it early would be good. If you can do a gen then you aren't being tunneled. Most people off hook just want to heal and get away from the killer. This would stop it being used offensively.
Personally though if I could remove any survivor perk it would be sprint burst, dead hard or adrenaline.
1 -
Make DS deactivate when you're grabbed. Done. Fixed.
That's the only nerf-worthy survivor perk as of right now. I mean, it's the only nerf worthy perk in the entire game, period.
0 -
How could adrenaline be fixed?
0 -
Instaheal needs to go.
I don't like NOED or Adrenaline because they can drastically change the outcome of the game at the last moment. It's like the blue shell in Mario Kart and nobody likes that.
0 -
the next survivor nerf will be 100% toolboxes in 3 to 6 months, followed by keys in 6 months to 1 year.
After that I don't see any upcoming nerf, maybe something indirect with maps reworks, but it really depends on what maps they decide to work on first.
I don't see DS getting nerfed though, ever.
What they could nerf in the foreseeable future is Iron Will, which is very quickly becoming a "80% of high rank players using it" tier. The smart rework would be to reduce the distance at which grunt of pains are heard, instead of the intensity: at tier 3 maybe you could hear a survivor at 5 meters or something like that. It would be huge and a Hex: Ruin outcry level in the making :).
1 -
Ok I already knew items were getting nerfed. Interesting take. Personally I didn't know Iron Will was so popular.
0 -
It's not lol
2 -
it's not like I have some insider information though, it's based solely on what I see on my killer games: it's not yet a 80% rate, but at the very least between 60 to 75%.
Considering all the audio issues Iron Will is currently the best perk for survivors, no questions asked:
- the only effective counter to Spirit
- synergises very well with stealth plays
- synergises even better with the no healing meta
- at certain loops it's the equivalent of hiding the red stain for the killer, with zero effort on your part
I can see it only growing in usage if audio is not fixed, especially after the Spirit Lunge fix.
1 -
Simple fix for DS, emphasizing being picked up or interrupted during a vault. Ha e the locker cancel DS from activating.
0 -
What if you're honestly trying to hide from the killer?
0 -
Iron Will is not the problem, the game's bugs are. Iron Will is really the only decent stealth perk they have, survivors are so loud I can hear them easily even though I have significant hearing loss from working the flight line near fighter turbines for years. Jeff, Jane and Jake are the worst.
Make DS inactive if grabbed from a locker and don't let Adrenaline heal someone on the hook. That would be the most helpful I think.
0 -
Where did I say that iron will is the problem?
0 -
Survivors getting a nerf? Shhh, we must facilitate them to have fun.
But on a serious note, fix decisive strike to a state where it is ''anti-tunnel'' and not ''haha i have 60 seconds of immunity, watch me stun you even after you didn't tunnel me''
1 -
I liked all the changed until "While no other survivor is hooked the timer does not tick down while you are in the dying state.".
In its current state if slugged you have 60 seconds for another teammate to get you up. That is an insanely long amount of time for a teammate to come get you so I don't really see a need for that change. If he literally stands there and waits it out he just threw the entire game anyway.
As far as other perks that I think need nerfing on survivor, they are BT and Unbreakable. Basically all the "second chance" perks. They all are just insanely strong in all scenarios with literally zero downsides and asking nothing of them in return for game swinging effects. I think they are unhealthy for the game.
Unbreakable just remove the speed increase on recovery. This will keep it game swinging if you actually need it but the downside being that if that situation doesn't come you wasted a perk slot as it did nothing.
For BT I'd rather it be a trade.
It transfers the hit from the person rescued to the rescuer. This preserves its purpose of protecting the rescued survivor but prevents completely unsafe hook rescues with no consequence.
0 -
Oh, no! If that comes true, that is a real decisive strike at me.
Well, I actually don't care about it at all.
1 -
I don't even use DS. Waste of a perk slot too often for me, I prefer not to troll the killer.
1 -
BT already barely serves its purpose of saving camped survivors. Unbreakable is only obnoxious because of current DS. Solution to the last clause of mine: hook another survivor.
0 -
The Unbreakable is a valid point. It may not be as much of an issue if DS was nerfed.
Yes BT currently does save camped survivors, but it also is highly abusable, My change keeps it as a way to protect camped survivors but while limiting a lot of the abusable scenarios. It's current form is extremely strong and game swinging in all scenarios while asking nothing of the survivors.
Why should you need to hook a different survivor? If you had an entire minute laying there to be picked you were either saved or the killer just threw the entire game waiting there. Either way is a win/win scenario already.
0 -
Ok. Why?
Dead Hard barely works half the time and only a few survivors use it correctly.
Potato Burst is again only used effectively with certain few.
Adrenaline is a high risk high reward perk that rewards the survivor for staying alive until the last gen gets done. They only had 3 perks before this happened.
They're fine.
1 -
Adrenaline is high risk high reward???
0 -
It's really not, it pops even if killer finds hatch, you'd have to be a potato to not be able to get it to proc every game
0 -
Ok. No wonder people warned me before joining these forums.
Especially because I'm seeing comments like this, you must be joking.
1 -
NOED pops on hatch close, considering both are tied to the same trigger code, it procs.
0 -
High risk high reward?
"Congrats, you lived the 3 minutes it takes for 5 gens to get done! Here, a free heal and sprint burst, even if exhausted!"
Considering you easily get 2 minutes of invincibility from DS and looping for a minute ain't hard, I wouldn't call it high risk.
0 -
Well it's the killers fault for constantly chasing that survivor.
Learn when it's best to abandon chases :]
0 -
Literally any surv with functioning eyes, hands and an IQ higher than the ambient temperatue can loop for a minute.
0 -
Ok bud. Watch any gameplay or play the game yourself and keep telling yourself that
0 -
Oh, sorry, I wasn't aware you're blind.
0 -
Ok.
Nice to know I shouldn't engage in any further discussions with you as you are clearly ridiculous.
Good day
0