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So let me get this straight
The devs decide Pop Goes the Weasel is too strong because it lasts 60 seconds. But Decisive Strike lasting 60 seconds is considered A-Okay 100% fine? Sure...
Not hiding your bias very well, guys.
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You are a bit late with that one...
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Some things deserve to be reiterated.
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Wow, another Pop = DS thread. Daring today, aren't we.
TY for starting the 1001th thread with the same brainless comparison.
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Recent Discussions was already full of places they could have done exactly that.
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What is this, like the 20th thread created on the same subject?
Somehow DS is being compared with PGTW, even though they are completely different perks.
The main issue with PGTW is the easy chains you can get with it. Within that 60s you can down another survivor, pop a gen, hook, then pop another gen...this change at least alleviates that.
The last I checked you can’t chain DS’.
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Yeah - the spirit of DS being an "Anti-Tunneling Perk" is long since gone.
Between DS and BT, "Anti-Tunneling Perks" have literally become: "Perks that make my job after being unhooked for the next 20-60 seconds be to run in your way, body block you and prevent you from chasing anyone else... because you can't do jack to me."
I like perks like DS, DH, UB, SB and BT all on their own... because I think it's fun that survivors have counterplay. The synergies between SOME of them, however, get too strong. And it also means that if you want Counterplay to the Killer, you basically have to take, what, almost 90 perks and reduce them down to about 6. Such a waste.
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Yea their ObViOuS bias. The map reworks a few months ago must've been a bug I'm guessing.
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Local sillies are already competing who is going to write a funnier "ds=/=pop bruh" for upvotes, but they seem to forget that the whole "DS=POP" was started not because of the nerf, but because of Almo's response where they confirm that the reasoning behind this nerf was "you could do too much and still have it up" which perfectly described the main issue of DS which should`ve been addressed long ago.
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I mean if the injured/unhooked survivor runs for me and gets in my face I just wait out the BT and down him. Eat the DS too if you want to. If you hit him while he has BT its like hitting the fully healed unhooker. Brief speed boost and the can be downed in one hit. If he's doing dumb stuff like that which ultimately makes it easier to get him out of the game - why complain? It saves having to look for another player? Or better yet - let him waist his time while youre on the unhooker - then thats two survivors not doing gens?
I never understand people complaining about survivors playing dumb when they are wasting their time doing nothing but following you. Its the same when I get a FL player following me around. Makes the games so much easier.
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That's all well and good if you're a seasoned killer playing against baby survivors, but when Survivors are on point and you aren't running a Tier S killer, a well timed body block for a couple of seconds is all the healthy survivor needs to get to a loop he can chase you around for days, drop a pallet and get away (unless you want all the gens to pop while you continue chase).
I'm not talking about situations where you have ClickyClicky the Console Player following you around, failing to get flashlight saves since all you have to do is look away from him when you pick up a body and walk sideways to your hook of choice - yes, that's obviously a good thing for Killer.
I'm talking about just body blocking long enough to save the healthy survivor and getting to a pallet. That does not take long, and the combination of DS+BT and/or DS+UB (or all 3) probably needs to be looked at. It goes beyond the spirit of what the perks were meant to do, at least as the Devs have explained them. The devs often nerf killer perks because they force the survivors into a "lose/lose" (their own words). These perk synergies do that as well for the killer.
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I think you guys are all blowing this out of proportion, killer slowdown from pop was already buffed from 30 seconds and only 15/20/25% regression to 40/50/60 with 25% regression, 60 seconds is way too much time to either find a gen or chase then kick a gen after, 45 will lead more critical decision making or just people playing better to end chases faster. Its making the perk more skill based to use while still maintaining the same power levels which is a perfect buff for a perk that rewards good play, because perks that require good play shouldn't be too lenient otherwise it becomes a perk that rewards mediocre play with a strong effect which is not balanced.
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And another one ignoring why DS is used. This shows perfectly WHO is biased to the bone.
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