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Let's Talk About the Perk Changes
In this post I will list the current version (ptb) of each perk and how it can be improved. I also want to address something before I start. Devs, please stop being afraid of releasing a good perk for both sides. A lot of the perks coming out recently have not been worth using so please make more viable perks.
Trail of Torment: Undetectable now lasts until the affected Generator stops regressing or a Survivor is injured or put into the dying state by any means
I feel like the devs really tried to improve this perk, but the problem is it has too many ways of canceling the undetectable status effect. I feel like if they strictly changed it to cancel when the gen is stopped from regressing it would be a fantastic perk.
Forced Penance: Broken Status effect lasts 60/70/80 seconds.
I'm going to start by saying that this perk is just useless. However, it's very poorly designed in the first late because survivors should not get punished for taking a protection hit, it just makes no sense. I feel like this perk just needs a complete overhaul and should be changed to something else.
Blood Pact: Haste bonus is now 5%/6%/7%, and lasts until the Survivors are no longer within 16 meters of each other
I think this perk is fantastic now, but if the devs wanted to buff it anymore I would suggest just taking away the requirement of healing.
Any Means Necessary: now awards Bloodpoints when used, and its cooldown has been reduced to 100/80/60 seconds
Another great change, but I feel like it should show the aura of pallets that are thrown down and not broken, or just change 4 seconds to 3 seconds or something.
Thanataphobia: no longer affects healing speed, and its penalties have been increased to 4%/4.5%/5%
Another gr... DEVS WHY IN THE WORLD WOULD CHANGING THE PERK BY 1% DO ANYTHING IN WHAT UNIVERSE WOULD THAT DO ANYTHING. I CAN NOT STRESS THIS ENOUGH PLEASE PLEASE MAKE IT ATLEAST 8 PERCENT so it will actually encourage survivors to heal and slow down the game a little like it's supposed to, right now it does nothing.
Mindbreaker: effect now lasts 3/4/5 seconds
I think this one just kind of speaks for itself, but I'll comment anyway. Change it to 30 seconds like Clown and Huntress' add ons, and remove the 50% requirement.
Cruel Limits: range has been increased to 32 meters
Still does absolutely nothing because of the duration. I feel like the effect should last until another gen is completed. It should also be based off of where the killer is standing and not where the gen is completed.
Slippery Meat: no longer affects Bear Trap escapes, and now increases hook escape attempt probabilities by 2%/3%/4%
It's an alright change, still a useless perk though. I feel like this perk should be redesigned to affect vault speed by like 10% or something.
Hex: Huntress Lullaby: now only affects healing and repairing skill checks
Welp, the devs have managed to nerf the worst hex perk in the game. I would honestly say just make this perk not a Hex.
Technician: now prevents all Generator explosions from missed skill checks. The Generator loses and additional 5%/4%/3% progress for missed skill checks.
Great change to the perk! If it's aimed toward new survivors, why in the world is it on one THAT YOU HAVE TO PURCHASE.
Pop Goes the Weasel: now lasts 35/40/45 seconds
This change is alright... don't you think it's only fair that ds gets the same treatment?
We're Gonna Live Forever: now increases healing speed by 100% when healing a Survivor in the dying state Players now gain a token when rescuing a Survivor by stunning the Killer with a pallet or blinding them with a flashlight
First off, the healing speed should be nerfed to 50% Also, I want to say that getting a token for pallet saves and flashlight blinds WERE ALREADY IN THE GAME. Since healing a survivor from the dying state is part of the effect, why aren't there tokens granted for healing a survivor from the dying state?
Thank you for reading,
Squill
Comments
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Note that there are some changes in the PTB that weren't documented
Specifically, Mindbreaker no longer has the 50% gen requirement, and thanataphobia now effects totem cleansing. That 2nd one is the reason I'm not calling the change a nerf inspite of what would otherwise be an insufficient numbers buff.
As for some of the other things you said.
Forced Penance is a very underrated perk, in particular it's a perk that's great for stealth Killers as an answer to hyper altruism (aka: the counter to stealth Killers). This is because Stealth Killers can easily both proc the perk (by ambushing unhookers and healers) and make use of the perk's effect(by ambushing broken Survivors on gens). So I would not agree to a rework or whatever.
As for blood pact, you can't remove the healing requirement, you'd be left with an effect that is never triggered.
Healing isn't a prerequisite, it's a trigger.
For example, with the second wind perk, Healing a Survivor is a condition, while being unhooked is the perks trigger.
For lithe, vaulting a window is the trigger, while not being exhausted is a condition.
ect ect ect
Blood pact's condition is having the Survivor you are interacting with be the obsession, healing or being healed is a trigger, not a condition. As such removing it is the same as removing the effect entirely unless it's replaced with something else.
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I meant that within 16m of the obsession would be the only requirement for blood pact. Thanataphobia just does nothing anyway still. I'm glad they removed the 50% requirement, but 5 seconds is still way too short. Forced Penance, even if it's truly underrated, is still unhealthy because survivors shouldn't be punished for taking a protection hit.
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There have been too many occasions (when Forced Penance was being used, which is next to 0) where I'm plenty far away from an injured survivor I passed unintentionally and then been hit and made broken. I'm being afflicted with a status effect I had no business getting, and that's frustrating.
I can't be happy with the perk for as long as it works like that.
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There should be no penalty for getting hit by the killer?
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No, the survivor should not get punished for doing a skillful action of taking a protection hit for their teammate.
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So like...they dont become injured?
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Yes they should become injured that's the whole point of taking a hit for your teammate. However, there shouldn't be a perk liked forced penance that give you an extra penalty for taking a protection hit. Hence, Force Penance should be reworked into something else.
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