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Sell me on Dead Man's Switch
I find this Perk the most garbage situational thing that has happened to Killer since quite a lot of time except Blood Echo.
After I find the Obsession of create one via Nemesis, I have to down them and hook them. Then, after a big neon sign notified Survivors I have this Perk, if anyone dares to leave a Gen, it will get blocked until 45s have passed since the Obsession hook.
Why would I ever run this Perk? Why would the Survivor feel punished about the Generator being blocked when they DECIDED to leave it? When it can not even regress? It's not like it kicks you out or blocks other Gens as well.
I don't get it.
On a side note, why do new designs have such specific requirements and/or work only with other Perks? New Ruin is worth running almost only with Surveillance, Hex Retri is worth running almost only with Hex Haunted Grounds and Blood Echo is worth running only on Killer that can injure multiple Survivors easily (Legion and Plague?).
Comments
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Retribution is also really good with Devour Hope, since only two hexes will let people know you're either running Retribution or Haunted Grounds, and I've found people are super unlikely to pop hexes in that situation.
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Agree, this perk is not that great and is... well garbage honestly xD And it only works somehow decent with a combination of Ruin or Pop somehow. But the devs told us that they want to make anti gen perks not synergize.
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Wait ? Survivors get a notification for Dead Man's Switch when the obsession is hooked ? Shouldn't it be when they they let go of a generator and actually trigger the perk ?
Other than that I ca see it being potentially powerfull on a killer that can force the survivors to let go like Doctor. But its entirely dependent on your ability to find and hook your obsession at the right time, wich make it very unreliable. I want to experiment a bit with it but I don't think its going to be great.
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Hard agree. It's bs that perks that block the generators also pause regression like... how much handholding do the survivors need? Why do survivors need to have their games made as easy as possible for them to escape?
What's even the point of having perks to slow the game down if they don't even work as they're intended to??
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I just don't get why the devs keep thinking that displaying the Killer's perk is... At all, a good idea.
It would be good on a Billy or Nurse or Freddy or any high mobility killer who can easily force survivors off gens.
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No you're right. It's worthless. Can't even really combo it with Pop as it will likely expire before the gen can be touched again, or be too close to call.
The Devs seem to think that giving us these increasingly niche perks is somehow preventing power creep but it's only reinforcing the same tired meta for all killers and survivors even.
And they still want us to utilize these incredibly situational perks WITH FOUR PERK SLOTS as a killer.
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