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Devs told us they were looking into making Deceisive Strike less obnoxious
Still waiting for a fix.
Atleast they aknowledged that there was a problem with it.
Comments
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We're still waiting for a camping and tunneling fix too!
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Copy and pasting this from a comment I made on another DS post:
I think Scott Jund almost nailed it. His idea was DS last for a much shorter time, like 30 seconds after being unhooked. If you are in a chase then the timer does not go down, it could last all game as long as you are always in a chase. If you touch a gen, get in a locker, touch a totem, heal a teammate or any action like that at all, DS deactivates. However, since this would make DS an anti tunneling perk only, I think a longer stun time or even better, a speed boost for the survivor during that stun time, would make DS better as it is only possible to use this to stop a tunneler. This way the perk can't be used offensively. It only works if that survivor is being genuinely tunneled otherwise it will have deactivated, and it gives the survivor the time and/or speed to get away. Mix this with quick and quiet or dance with me or a similar perk and the survivor is saved from the tunnel with no way for the perk to be abused. If anyone can find a flaw in this, let me know cus I would like to see it. This seems like the perfect way for DS to work.
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And if you're slugged, 30 second timer resumes?
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I would say so yes. Slugging is a genuine strategy and if your team is any good they will get you back up while the killer goes for someone else. Slugging is a risky play for killers already.
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I agree that DS should last for a shorter time. 60 seconds is way too much.
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The big problem about the current version of DS is that it can be used offensively. Having 60 seconds of "you cannot do anything to me or you'll waste your time or eat a stun" is a problem.
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there is a way to counter both of those things its called rush gens cause the killer will have no map pressure
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But we were given that with BT, DS/ Soulguard and teamwork!
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Not to throw doubt in here. But where did they say that? Can I have a link?
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the usual goose's solution to every issue in the game, but if it's against him he cries, camps and tunnels. A wild card should not be a solution for everything.
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I would be here for several minutes typing out the counters to all the things you mentioned. You probably know them and simply don't care. Just know that most of those things aren't guaranteed when a killer is truly camping and tunneling.
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I dont complain about gen rushing cause it rarely happens. Im good enough as killer to apply map pressure and i dont camp only tunnel for the slug or to get rid of ds in early game
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A couple of points
- DS is not a playstyle its a perk
- No one said DS shouldnt be able to counter tunneling anymore. People are asking for it to stop being abuseable. Like a survivor that just got unhooked running with DS/BT to another hook to unhook that guy because he cant be killed for 60 seconds. Or to stop people from jumping into lockers in front of them and force their hand in the matter.
- Ds never technically helped with camping. That was always BT. DS was tunneling and momentum. Thats all that perk was good for. And by god can it destroy killers when they are winning.
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It was in one of the Q&A they did, not sure which one but pretty sure after Ruin nerf.
They said they understand the problems about DS hitting the killer even if he hooked someone else and they gonna change something in the future. I think that was like 4 months ago tho lol
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I feel like for this to go through, Moris would need to be looked at as well. I know this thread is about DS but DS has always been able to counter Moris. It is really scummy to jump into a locker to make use of DS but it the only way to prevent being moried once right off the hook and the killer goes after you right away. So DS should stay as is for now.
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Ah fair enough. Well it is BHVR. They will say they are working on something and unless they give a date you could be waiting for a long time. They talked about "husks" replacing people that DC, over a year ago. And I dont know if they though dc penalty would fix it, or if they were just working on it, but it took a year before AI's were leaked. So it might be on its way....after a year :P.
Tl;dr ok they said "We are working on fixing DS" 4 months ago? Ok only 8 months left before we can say that they aren't trying xD.
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I think it should be deactivated during endgame.
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and so should hooking survivors
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People use it too offensively and can cheese you out of a kill with no counterplay. I'm fine with DS as is, but in my opinion it should be deactivated during endgame.
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Nope. Your counterplay is to slug them, use as bait to pressure the survivor team for the res, snowballing more downs. If you can't snowball more downs, then you'll get your hook.
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What if they are close to the gates? There's no counter play there.
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What if you have NOED, what if you have BT, what if you have a mori, what if you have Devour, what if what if. If a killer downs you with NOED cus you didn't do bones, then he deserves it. If a Survivor has an unhook/crawl build and is hooked NEXT to a gate and you get DS'd, then he deserves it. It's an isolated instance in any case, with any of those perks, and saying that it should be deactivated EndGame is as ridiculous as saying no hooking endgame. Let's also deactivate all other perks we don't like Endgame.
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Crawling speed is 0.7 meters a second. Ds is 60 seconds long. If you do the math that means a survivor can be downed within 42 meters of an exit gate and still escape.. And considering most survivors are making a mad dash to the gates, they will be downed within 42 meters of the gates. It happens more than you'd think.
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Not a good enough reason. Again, you can apply this logic to any other perk in the game. There's lots of perks that turn the game around, grant you a kill, or an escape. That's the point! As a killer, you should have had enough pressure early on to eat a DS and probably not give a #########. No DS left. If it's a close game and gets turned by a perk, killer or survivor side, then again, that's the point! The most fun in this game is to be had ENDGAME. My absolute favorite thing if I am playing survivor is catching a Bloodwarden, trying to find NOED, and help get teammates out. This scenario is probably the most gratifying thing as a killer too! Lots of survivors also don't run DS.
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First DS is the meta. Almost everyone uses it. Second, 2nd chance perks are a dumb idea. A perk shouldn't carry you. Also, end game is very stressful as killer.
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Saying second chance perks are a dumb idea is the same thing as saying exposed status effect perks are a dumb idea. Those are literally a chance to down survivors with one shot. I play both Killer and Survivor and I see no problem with people benefiting from their build. Let's just sit here and start another thread crying about NOED while we are at it.
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Nothing is guaranteed for a killer that camps or tunnels. Something that is always missed is survivors ONLY face one set of perks from killer. Killer has to face all those perks x4. So any Swf can have multiple combinations of the mentioned above perks, they play it right, they can escape easily. Maybe the killer might get 1 kill. But for the most part survivors have tons of clutch second chance perks.
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unbreakable??
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🙄Yup. Let's disable unbreakable endgame also. Also aura reading and exposed. Cus you know, game.
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I've said it months ago, but if there's any change to DS it should be:
If there are still generators that need to be completed:
DS will last indefinitely until the survivor performs an interaction. An interaction is: Touching a generator, touching a totem, dropping a pallet, clicking a flashlight, use an item, unhooking a survivor, entering a locker, completing a health-state of another survivor, COMPLETELY being healed YOURSELF (to prevent being sandbagged), etc.
If all generators are completed or EGC has started:
DS will last 30 seconds and will instantly be disabled if: You touch an exit gate, touch another survivor (even for a second), click flashlight, enter a locker, use an item, taking a protection hit for another survivor, etc.
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I think this largely makes it fair for both sides and makes it a true anti tunnel perk.
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How is that enough to make it an anti-tunneling perk? I understand making an adjustment to it, but all you've done is nerf it. You can still tunnel a survivor its current state, and your in proposed changed state. There is literally nothing with your proposed change that helps with Tunneling. It is simply a solid nerf with no solution to tunneling. If you want those changes you suggested to be implemented, then there needs to be changes to the perk that actually prevent tunneling ie. a longer stun, sprint burst, inability to pickup for a set duration, etc.
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Please explain to me how this prevents tunneling. This suggestion is nothing but a nerf.
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