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Rebalance ideas
Sabotaged hooks won't break and will stand still as a normal hooks. Survivors will see "trapped" hooks if they have "Saboteur" perk, Killer cannot see any difference. When killer tries to hook someone on a "trapped" hook, it breaks, stuns killer and rescues survivor from the grasp. In this situation, all other "trapped" hooks become normal instantly. After 180 seconds "trapped" hook become normal even if killer hadn't hooked anyone. If your "trapped" hook saved your teammate you will get 1250 in altruism and 30 points into Benevolet emblem.
So let's look how it works.
Now you have immunity to negative effects but NM does not counter basic killer's power so madness from doc and hindred from clown are still gonna do it's work. For example, clown took blidness add-on and against NM it won't work, only his basic power. Also it affects perks which have negative effect or curse like ruin.
P.s. Also you get 500 bp if you recover yourself from the ground
When not the Killer's Obsession, when the wiggle meter is at 45/40/35 % succeed a Skill Check to escape the grasp.
Escaping the grasp activates bleed out timer for 20/25/30 seconds. If you take any damage during timer or if it ends you will be put in the dying state
Your struggling effects on the Killer are increased by 25/50/75 %.
You obscure the Killer's ability to see hook aura within 16/18/20 metres.
Killer's movement speed is decreased by 6/8/10%
Or completly rework
50/60/70% of your recovery progress goes into wiggle progress when killer picks you up. Boil over does not work while Desicive strike is active.
Healed by others
You become exposed for 20 seconds when healed by one person and 15 seconds when healed by two people. Does not affect med-kit heal.
Self-care
You become exposed for 25 seconds when heal yourself.
You become exposed for 25 seconds when heal yourself
Uncommon medkit
You become exposed for 20 seconds when heal yourself
Rare medkit
You become exposed for 15 seconds when heal yourself
Very rare medkit
You become exposed for 15 seconds when heal yourself
Pills(new uncommon add-on)
Those pills let you fell pain slightly less. Decrease exposed status effect for 5 seconds
Painkillers(new very rare add-on)
This is fantastic! You don't feel pain but don't get overdose. Ignores exposed status effect. Slightly decrease healing speed.
Ignores exposed status effect when heal someone or yourself.
Game over from 500 to 1000 bp because it counts as "Kill" action.
Timer is a new way to earn bp in devoiness category. For each second in RBT while timer is ticking you get 10 bp. Timer is 150 seconds so you can get 1500 bp here and total 2500 bp if timer runs out(now you get only 500 in this situation).
Huntress lullaby
Each time a Survivor is unhooked, Huntress Lullaby grows in power:
1 to 7/6/5 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
8/7/6 Tokens: No Skill Check warning.
- lvl 1: 50% at any time and 100% while standing still
- lvl 2: 75% at any time and 100% while standing still
- lvl 3: 100% at any time
Comments
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I agree, lullaby as a hex is way too weak.
Third seal will still be weak AF, especially against SWF.....
I dont think that the sabotage idea is a good idea tbh. You can keep every hook at 99% and only complete the last % if killers take the survivor in that direction. Killer doesnt see a different and hoosk the survivor and receives a DS basically.
The hook has been used, but all other hooks are still at 99% and wont be affected by the "reset thing"I would be fine with sabotage if SWF wasnt a thing, but since it is....
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Sabotage - yeah, it would be another weird DS. Maybe if that would break itself alone while the killer is close to it while carrying a survivor. Maybe like - if the hook is sabotaged atleast at 90%, for each 1% sabo progress below 90% it would have a +10% chance to break itself. Like if you leave it at 95% then it would have 50% change of breaking itself. Seems to me better than DS mechanic, but still i feel like its maybe too much? (maybe a cooldown on this "break" thing, like only one hook can break itself at a - let´s say - 60secs window... otherwise you have to break them by yourself / by a teammate)
• and yeah, i think that survs should be rewarded for helping their teammates this wayNo mither - tier III 100% grunts of pain reduction PLEASE YES. Ignore most of status effects? I dont know how to feel about that, i think this is not needed. What I would like to see is an idea I found somewhere here on forum that players with No Mither will start healthy and once they are injured, they cannot be healed back. That would do almost no difference in what NM is about, but it would be less trash since ALL PLAYERS (not only the killer) won´t know that there is a NM guy. (that would prevent surv DCs and killer´s hunting for the NM guy --- yeah, i saw ppl DC because of having NM in team). It would be more guessing other´s perks and not just bully the NM guy just because you know from the start that he has NM and he can fully recover etc...
• few BP for fully recovering up? yeah, why not... 250 or 500bp would be nice (also for using UNBREAKABLE)DS - adding a bleedout timer is not a bad idea, but most of us would agree that it still won´t be enough. I´m okay with the change devs showed us (just to stun killer in place, giving the surv more time to wiggle), BUT that will ruin the obsession mechanic (if there is no other funcionality for the obsession). I would say - let only the obsession guy escape the killer´s grasp and others with DS just to stun him in place without escaping his grasp. (If not enough, add the bleedout timer or something).
Boil over - I like both ideas. I have no ideas to share on this one.
Healing system - I don´t feel like punishing survs for being healed other way than Self-care is OK. The biggest problem is the SC itself, mostly because of "healing while chased". The exposed mechanic would kill healing perk like We´ll Make It.
• Otherwise, if this was real mechanic, than the addons and Bottany would be nice, maybe some more adjustments for medkits (addons) and perks like We´ll make it. But still I think it´s mostly a SC problem.Piggy - higher points for kill? Sure, why not. Points for timer? Okay, but 10bp per 1s seems too much (depends on the state of balance aroung piggy). Unable to find the key until the timer starts? For me, it´s a NO - but instead, it would be better for her if survs would be unable to see boxes until the timer starts and still they can choose to spend their time by finding the boxes (maybe make an addon for her that survs wont see boxes even when the clock´s tickin´, but the timer would be a little bit longer). The "make gens 99%" is a nice unique counter tactic against her (but still not used that much - atleast from what i´ve seen), but still risky, as she can regress them if survs aren´t watching over them too much.
This is not happening + Resilience - I think that resilience could be OK as it is, but This Is Not Happening is trash right now. Merging them together is a nice buff, but in that case i would lower the skillcheck size percentages a bit. But, what you suggested for "new" Resilience - i feel like it would be a "never pick" perk, maybe I´m wrong, but this does not seem appealing, atleast to me.
Hex: Huntress Lullaby - yes, as a hex it´s too weak, as a non hex maybe too much. As a hex, it definitely shouldn´t notify survs that there is a huntress lullaby atleast until it takes effect (like devour hope) / or maybe never.
Iron will - a slight change that doesn´t really affect the game, since everyone wants all perks at tier III. Why not.
• I would like to see a change for Iron Will OR Calm spirit that you would have grunts of pain reduction while in dying state. Just an idea.Hex: Third seal - not sure if that would change much in killer´s favor since I think that the blindness doesn´t do much at the start of the game (maybe I´m wrong). But it would definitely tell survs just at the beginning "hey, there´s a shiny totem, go break it".
Unrelenting - I don´t have much experience with that perk, so no ideas here.
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I dont think that the sabotage idea is a good idea tbh. You can keep every hook at 99% and only complete the last % if killers take the survivor in that direction. Killer doesnt see a different and hoosk the survivor and receives a DS basically.
The hook has been used, but all other hooks are still at 99% and wont be affected by the "reset thing"I would be fine with sabotage if SWF wasnt a thing, but since it is....
Hmm, if survivor stops sabotage trap it's progress goes to 0, in this case hooks would do the same
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Also, devs idea about DS it's just kill of perk. For SWF this change(stun and blind) won't do anything still almost free escape but timer gonna prevent the main DS problem–second chase which steals a lot of time. Hide or die
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Hangman trick is also a fully counter to sabo in any case. 10 seconds to fix the hook. If this sabo mechanic was real than perk would be meta, for sure
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