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The Main problem With Perks
There are to many perks in the game, and most of them are so bad/nonviable that we don't see it very often. IMO the main problem with this bad perks can be resumed by the Hex: Blood Pact description:
"A Hex that gains the favor of The Entity when blood is spit.
When a Survivor is hit with a Basic Attack, all Pallets within a radius of 16 meters of your location are held in place by The Entity for 15 seconds and cannot be pulled down by Survivors.
Hex: Blood Favor has a cool-down of 60/50/40 seconds"
It's a Hex ✅
Has a cool-down ✅
Has a Basic Attack requirement ✅
Even without all this requirements still would be a bad/mediocre perk against decent survivors ✅
There are many perks that although have a useful/nice effects don't get used because of some stupid/extreme requirement, some examples:
- Hex: Blood Favor
- Dying Light
- Hex: Huntress Lullaby
- Surge
- MoM
- Sole Survivor
- Gearhead
- Stake Out
- WoO
- Zachin Tactics
- Solidarity
- Second Wind
- Forced Penance
- No one Left Behind
- Any killer perk that depends on a survivor being in the terror radius to activate
And many others, BHVR have to stop putting this conditions that only hinders the game making it grinder.
Comments
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That's a very good analysis of the situation, I like this.
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All of these conditions exist in theory to give the devs more flexibility in perk design. If perks had no conditions, they would have to have weak effects in order to be balanced.
If you don't specifically like Blood Favour and think there are other perks that are too weak too, I think that's fair. I don't think Blood Favour is a bad perk by any means and it will definitely gift wrap some downs for you, but I would personally buff the range to 24m and the cooldown to 30m so it would synergize with Zanshin Tactics. I think that would be enough to make it really dangerous, too.
As for the rest of the weak perks, 4.3.0 should be evidence enough that they're working on it. I agree that too many perks aren't viable right now, though.
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I feel really bad for surge, since that basic attack requirement greatly restricts who can use it effectually. Also you forgot the greatest example of too many conditions to activate on an already meh reward, Furtive Chase. Spend half the game hooking the obsession for a terrible benefit, but if the obsession dies, you lose all of the stacks.
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I experiment and persist with all perks, so I strongly disagree.
But I say this so often that I’m too lazy to explain my reasons why anymore.
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Yeah, perks like Blood Favour and Surge make little to no sense. They're otherwise okay perks that get bogged down with prerequisites and cooldowns to avoid the one situation where they could be overpowered, let's all ignore the other perks that exist that don't.
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