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Why Do Survivors Have So Much Perk Synergy But Not Killer?
If we look at the strongest Killer Perks the perks that stale the game Ruin, Pop and Surge they DONT interact they even have antisynergy! It was not this way before! You could stack Pop and old Ruin and it was too strong.
But look at survivor perks: Unbreakable+SoulGuard+DS+Tenacity+Deliverance+Adrenalin+BT+DH+OoO !!!
Looking at all perks individually they are cool and deserve to be in the game BUT combine 4 of them and then give all 4 survivors a combination and you have no more fun as killer especiacly vs 4SWF using this!
Why dont you make Sould Guard only work if someone is picking you up!?
Why dont you restrict DS to as long as the survivor has DS active he can not recover past 50% on his own?
Why dont you make BT transfer the hit to the person who is saving, this way it would feel more like a trade off then a simply free escape tool.
Why dont you make OoO have a cooldown of 60 sec or so 5sec seeing then 60sec cooldown! Premonition does a similar thing, is worse, is NOT OP in the hands of SWF but still has a cooldown. TBH this OoO does not belong in this game at all and you devs not understanding it makes me feel that you dont understand your own creation.
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Killers don't have a lot of perk synergy seemingly by design. Apparently the Devs didn't even want Ruin and Surveillance to interact, they just changed their minds after playtesting.
That's not to say there is none, though. And most perks rely on working with the killers power than with the killer. Sloppy/Nurses on stealth killers, Thana/Dying Light on juggling killers, BBQ/Pop on mobility killers, etc.
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There's plenty of killer perk synergy. It takes a bit more creativity to realize than survivor though.
In fact the dev's probably just made the strongest killer perk combo in like a year with the latest patch. Tinkerer + Pop is insane on quite a few killers; especially new leatherface.
You show up to a gen with no terror radius, down them with a 1 shot, pop the gen, and then you get another tinkerer proc on it.
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Ok first of all, do not confuse Synergy with Stacking. 2 perks giving a similar effect even with the other perk active doesn't mean they synergize.
That said to analyze the perks you just listed with regards to each other:
Tenasity, Soul Guard and Unbreakable all have a Synergy, since they make it easier to get access to each others effects. Soul guard has anti-synergy with Adrenaline due to the DW mechanic.
Unbreakable has synergy with DS but Tenasity does not and Soul Guard only has a synergy with the hex effect in play.
Deliverance is anti-synergy with Adrenaline and simply stacks with all of the other perks listed besides DS (which is enabled by this perk) and BT (which enables this perk)
OoO does not have any synergy with any of the perks listed here. Stacking is not a synergy.
In the same vain Dead Hard has no particular Synergy with the listed perks, and even has anti-synergy with Adrenaline.
Other than Deliverance, BT has no synergy with any of the perks mentioned and has anti-synergy with Adrenaline due to how Deep Wounds interacts with Adrenaline.
As for your questions:
Why dont you make Sould Guard only work if someone is picking you up!?
Because the perk itself is designed to work with itself. The perk has an unbreakable effect built in, so triggering off self pickups is required for the perk to work internally even before taking synergy into account.
Why dont you restrict DS to as long as the survivor has DS active he can not recover past 50% on his own?
While this would achieve the goal, it's a very random limitation to have. Even Killer perks with weird limitations have those limitations in the form of niche activation triggers ect.
When a Killer perk has a basic attack requirement, part of the reason why is simply because any non-passive perk needs SOMETHING to use as a trigger to do it's thing, and a basic attack just happens to be the trigger. Asking why a Killer perk triggers on basic attacks is like asking why Autodidact triggers on skill checks.
But what you are proposing is a downside unrelated to the actual effect of the perk. So it's a very un-elegant solution
Why dont you make BT transfer the hit to the person who is saving, this way it would feel more like a trade off then a simply free escape tool.
Assuming that you are suggesting it being like "Survivor A unhooks Survivor B, Survivor B gets hit, Survivor A loses a health state". While this is obviously a massive nerf to the perk, for the purposes of this thread it ironically would INCREASE the perk's synergy, since injury is an activation requirement for several perks, both perks that directly want you to be injured like dead hard and resilience, and perks that decrease the value of an injury like self healing perks and perks like iron will.
Ironically that would make BT have a synergy with other second chance perks where previously there was none. Since second chance perks are triggered off self damage in the first place.
Yes it's an objective decrease in power, but this thread is explicitly about synergy, not power. Such a change would only make BT anti-synergy with perks that require you to stay healthy.
Why dont you make OoO have a cooldown of 60 sec or so 5sec seeing then 60sec cooldown!
While they COULD do the 2nd one, the perk already has a built in downside.
Just having a cooldown however wouldn't work, since a cooldown requires a trigger to start the cooldown, and OoO's effect is continuous. So an explicit trigger is required
Premonition does a similar thing, is worse, is NOT OP in the hands of SWF but still has a cooldown.
Premonition is worse as a direct result of the cooldown. If premonition did not have a cooldown it would easily be the best Survivor perk for tracking the Killer in the game. Since it would tell you exactly which direction the Killer is coming from and could be used to know exactly which path the Killer is taking mid-chase, on top of also telling you where an undetectable Killer is.
TBH this OoO does not belong in this game at all and you devs not understanding it makes me feel that you dont understand your own creation.
Regardless of the truth of this statement, it's not relevant to this thread. OoO has synergy with none of the perks you just listed and only has synergy with perks like Distortion since OoO's downside is negated by them.
OoO's interaction with second chance perks is merely stacking rather than synergizing.
Now as for Killer perks, there are plenty of Synergies there too.
PGTW of course has synergies with both many tracking perks (BBQ, Thrilling, Tinkerer, Discordance, Survailence) but also has a synergy with kick speed-up perks (fire up, brutal strength).
BBQ has synergy with high range or high MS Killer powers, and also has synergy with perks that want you to move away from hooks after a hook. This includes PGTW but also includes MYC and Devour Hope.
Infectious Fright obviously has synergy with terror radius increasing perks but it also has synergy with slugging perks.
Surveillance has a synergy with both direct regression perks (Ruin, Surge) and kick speedup perks (Fire up, Brutal) but also perks that want you to get to Survivors on a gen quickly. Such as PGTW or mindbreaker.
There are plenty of anti-heal and instant down perks, all of which have synergy with undetectable and anti-injury perks.
Some chase perks, such as Enduring + SF have synergy.
Many Obsession perks have a synergy with each other. Nemesis + PWYF for example.
Point is, it is neither true that Survivor perks have overwhelming synergies with their perks nor that Killer perks don't have synergies with theirs.
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its too much to read but im with you on whatever you posted
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Forced Penance + Thrilling Tremors has been a personal favorite for me lately.
Also BBQ + IF is stacking not synergy.
Thana and Dying Light is anti-synergy, Since their primary effects stack rather than synergise, while Dying Light's downside devalues Thana.
Dying Light can be treated like an anti-injury perk (it's not) for the purposes of synergy rather than an anti-healing perk. So you'd use it with Expose perks or Killers that get easy injuries like Plague, Legion or Deathslinger.
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TLDR:
Most of the perks listed stack rather than synergize
Some of them do synergize but it's not too bad
Killer perks have a lot of synergies as well so it goes both ways.
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yeah totally agree, i was right to trust you :)
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Hmmm Nah
You just need to think outside the box.
Heres some of the ones I like combining.
Ruin/ Surveillance
PGTW/ Overcharge
Thanataphobia/ Sloppy Butcher
Any Hex & Thrill of the Hunt
Devour Hope/Make your Choice
Fired Up/Brutal Strength
Nurses Calling/ Coulrophobia/ Sloppy Butcher
Save the Best for Last/ Dying Light/ Furtive Chase/ Dark Devotion
Discordance/ Corrupt Intervention/ Surveillance
Iron Grasp/ Territorial Imperative/ Monstrous Shrine/ Agitation
Agitation/ Unnerving Presence/ Distressing / Coulrophobia
Iron Grasp/ Mad Grit / Agitation
I'm sure there are plenty more. I'd just have to think of some lol.
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