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Opinions on counterplay and trade-off abilities?

Do you feel killer and survivor have equal amounts of it?

I personally feel alot of frustration with perks and add-ons mainly for survivors dont offer much. Every killer power and most perks have built in ways of countering them and many add-ons rare or higher typically come with a negative of sorts.

Survivor add-ons rarely have these. In fact what's the counter to people bringing keys beyond just running franklins all the time? If the one counter to stuff like ds is to just let them go or slug them it still puts them in the favorable position in the end. Even if the killer just stands there over the person with ds for 60 seconds they can still recover while a friend comes over to complete them ontop of the others in the game working uninterrupted. There's not much killers can do to play around exhaustion perks either, the only exception being dead hard but thanks to dedicated server latency its mostly used as a chase extender lately. Sure not everything needs counter-play but it just feels like so much as killer is out of your hands when these come into play but its not the other way around.

Hell even EGC can be countered by 99%-ing the gates as most do now.

Thoughts?

Comments

  • BenZ0
    BenZ0 Member Posts: 4,125
    edited February 2020

    Agree. Almost all of the perks, addons or items have none counterlplay. Only the "new" insta heals have counterplay but the rest has none and that kinda sucks. Fun fact, BBQ had already 2 counterplays but later they added the blindness in lockers to hide auras aswell so they added with time 1 more counterplay to BBQ but why something likes this doesnt happen to other survivor perks? Adrenaline, Borrow, D strike or even Unbreakable. Some of these perks have already counterplay, but most of them such as hooking or slugging are things that can be still played around by survivors by stacking these perks or taking all of them mentioned at once. You have d strike and get slugged? Well unbreakable comes in clutch, same goes to other way around.

    Or a bigger issue is that all of these perks have none downside or requirement to even out the benefit you gain from these perks. All Killer perks that have a strong benefit have a requirement or gives you a downside such as Bloodwarden, Spirit fury, BBQ, Ruin (Old and New), Noed, Pop etc. A easy fix would be to add a small requirement or downside to these perks.

    Many survivors may cry about what I mentioned here but this is simply because survivors love beeing the upper hand that is no secret. Anway these were my thougts.

  • NursesBootie
    NursesBootie Member Posts: 2,159
  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    I feel there is zero negative for being the obsession. If anything it's a positive. The killer is likely to avoid you to build stacks of pwyf or to keep stacks of stbfl. The only time it's a danger is if the killer is running rancor.

  • Tactless_Ninja
    Tactless_Ninja Member Posts: 1,791

    Killer can initiate the EGC if survivors are 99ing.

    Lockers were underutilized before the change besides simply hiding. It was a clever gameplay addition to block aura use.

    Keys already have a ruleset in place. Hatch doesn't appear till x amount of gens are done, or survivors are dead.

    If they're going to nerf tunneling perks like DS or BT, there needs to be a rule in place that prevents tunneling abuse.

  • NMCKE
    NMCKE Member Posts: 8,243

    I have an unpopular opinion about Second Chance perks: they are fine. 😁


    The developers seemed to mastered how to make a Second Chance perk by keeping in mind:

    • Activation Condition
    • Effect Strength
    • Penalty After Effect

    If the effect is strong, you will need to balance it out by adding a hard condition or penalty after using the perk effect. You can also do a combination of both if it fits the best, such as Mettle of Man and For The People. They both have a condition and penalty after using the perk effect. 😁


    Here's an example of a second chance killer perk:


    Secret Calling

    You like to keep the cards hidden and surprise your prey.

    When a survivor is unhooked further than 32 meters, receive a token up to a maximum of 4 tokens.

    While at maximum tokens, successful basic attacks will cause the survivor to become affected by Secret Calling until they are sacrificed.

    While Secret Calling is affecting a survivor, see the auras of all survivors within 16/20/24 meters to the affected survivor.

  • Polychrome_Baku
    Polychrome_Baku Member Posts: 404

    This is a solid idea. I like Secret Calling a lot.

    I disagree about second chance perks though. The devs are purposefully designing killer slowdown perks to not be compatible with each other. For instance, you can't use the lame new Ruin with Pop, Surge, Overcharge, or anything else. It only has direct synergy with Surveillance. I think that survivor second chance perks should be given the same treatment because when you stack second chance perks you basically become a cat with nine lives. And killer gameplay is stringent enough timewise without having to kill the same survivor like 87 times in top of it.