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"Crutch" Rework

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Comments

  • rhodamia
    rhodamia Member Posts: 275
    edited February 2020

    In all honesty, of the perks I suggested changes to, BT is by far the least important. I don't find BT to really be a problem. In fact, as I mentioned. I don't even run it on survivor. So I clearly don't think it's as strong as other perks.

    But the change wouldn't be DRASTICALLY impactful I don't imagine. Though again I will point out that every other perk that gives a free hit causes exhaustion. Except one (mettle of man). But taking 3 protection hits for 1 free hit later is much harder to achieve than "yank someone off a hook even if it's unsafe".

  • Nos37
    Nos37 Member Posts: 4,142

    "Though again I will point out that every other perk that gives a free hit causes adrenaline. Except one [(Borrowed Time)]."

    You meant 'causes exhaustion,' surely

  • rhodamia
    rhodamia Member Posts: 275

    I can see some of your logic. However, telling someone to stop abusing something isn't the right move. Stopping the abuse is the right move.

    The game IS about making choices. Do I play safe? Do I put myself in danger for someone else? Etc.

    To help make my point. Why is it fair that a killer can go outside the terror radius to avoid BT enabling. Wait for you to unhook. Then tunnel the unhooked guy? It's not fair. It's working the system.

    Change BT to be exhaustion. But with no other requirements. Now if they sit outside the terror radius, or down someone and head straight for the unhooked guy. They can still be given BT. Sure would help wouldn't it?

    And best of all. It can't be abused on either side. Its a choice to use your exhaustion how you want.

  • rhodamia
    rhodamia Member Posts: 275

    To be honest that wording was chosen before hatch closing was a thing. Back then, it was only triggered by generator completion.

    And technically they are on the verge of escape. Or death. But hatch closing powers the exit gates. All they gotta do is open one and get out! (Way easier said than done) but still. They are on the verge of escape. So idk about that one. It's tough enough as is once the hatch is closed. A heal probably won't really change anything.

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    3 things

    1. I don't blame you for not maining killer anymore, it's too stressful which is why I quit. Yeah sure I could play survivor but I get bored very easily playing survivor due to the lack of skill involved with survivor.


    2. I would just shorten the timer for DS. We slug DS because it's the only counter to it. While I I agree with your statement, I believe the timer shouldn't be paused because the killer is trying to counter the perk.


    3. I am situational about DH. Because of how strong looping is and the fact survivors aren't using DH as it's intended, something needs to be done about DH because it's literally being used to prolong chases and not to avoid taking a hit.

  • rhodamia
    rhodamia Member Posts: 275

    1. Thanks. I'm just enjoying how easy and broken it is by comparison lol. Its kinda fun to have all the power for once.

    2. The timer doesn't pause when on the ground in my suggestion. In fact, if you are downed the and the killer runs off to hook someone else, the timer continues. They CAN wait it out. The change was that if someone else is hooked BEFORE you are downed. DS deactivates. But we don't want people to tunnel one down, hook someone else to disable the first guys DS. Hard to put into words but... As long as you hook someone else before you down the unhooked guy. The unhooked guy loses his DS. If you down the guy with DS first. Then it doesn't matter what you do, DS works the way it does now (they don't lose or gain any progress on their DS timer).

    3. DH is being used to prolong chases. But thats high skill use. You have to be good to use it right and efficiently. Looping is its own problem that should be addressed. But if you change DH to fix looping. Then one day when they fix looping. They will need to fix DH again. DH feels pretty balanced. High reward for high skill use (get to next loop). Low reward for low skill use (Dodge one hit, buy a few seconds). No reward for no skill use (baited, mistimed, etc.)