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Devs Will You Give DS the PGTW Treatment?
It’s a question that’s been on everyone’s mind since the PGTW nerf.
Will we see the same effect balance out on the survivors side in the next patch?
Comments
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I might need a refresher: PGTW? I don’t hear that acronym too often
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You mean change it so slightly that the difference isn't even remotely impactful?
Why bother?
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Decisive doesn't need a duration change.
It needs a deactivation condition like when you touch a generator, bones, or get grabbed unhooking someone.
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If I'm being honest I think it's fair to change the time the same as PGTW. (I'm a survivor main)
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PGTW - 11 Activations & 11 Uses.
DS - 2 Activations & 1 Use.
Sureeeeee, that's comparable.
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Only 6 or 7 of those activations will really matter, if you get to 11 hooks you've already won the game anyway.
As to the topic, disabling DS on certain interactions would be a better way to balance it then just making it have a shorter duration.
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Yeah when a single stun from ds can cost you 3 gens and pop only saves you like 5 at most. Ds is so much more powerful.
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12
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I feel like It only needs to deactivate if you are doing a generator, a totem or have been fully healed. If you're able to do these things then you're clearly not being tunneled. A shorter timer wouldn't really fix it and would probably make it useless if you're being tunneled
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They propably have something in store for DS somewhere down the line. You can´t really compare the two though, since a single DS is a hundred times more impactful than a single pop, and there can (and often are) 3 or 4 DS present in a single match. This perk alone has changed the general gameplay of DBD to a massive (and overall good) degree, since it´s an effective deterrant against "tunneling". Pop was decent before and still will be.
The comparison only ever arose through the reasoning behind the Pop nerf which read exactly like what you´d expect reading in a DS nerf note.
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DS can have up to 4 uses, because there's 4 survivors. If you're using Pop 11 times you're both completely stomping the survivors and simultaneously throwing the game. You don't just use Pop every time it's up. The idea of using pop 11 times is hilarious. How have you not won by then? Why are you still kicking gens??
Also, comparing number of uses is ridiculous to begin with. DS completely stuns an entire team for 5 seconds and undoes the progress over their last minute+ depending on how long the survivor was able to run the killer. Pop undoes 20 seconds of survivor progress on a single generator and requires a time investment from the entire killer team, so it effectively also stuns the killer, while dropping pressure as survivors leave the area during a kick. And that's if you find a good time to use it. You use it at the wrong time and you're gonna really be punished. There's no bad time to use DS, although there are times that are better than others.
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I find that stupid cause I played against someone with DS and without the perk and I didn’t lose any gems it’s all about when to waste the stun if it’s quiet take the stun if not just slug and leave.
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I'd say not. Reason is there is multiple gen slowdown perks a killer can run.
Survivor doesn't have any anti-tunnel perks except DS. The only other example is another survivor having BT but your relying on someone else to help you in that scenario.
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I just feel like DS could be better worked into a proper "anti-tunnel" perk instead of being a "Do anything you want for 60 seconds or you get to stun the Killer" perk.
That said, I don't think the devs will ever touch it. They like the power spike it gives the Survivors, as well as the panic and PARTY GAME it causes to the Killer. Furthermore, it is just another reason to purchase a DLC, so DS literally gives them money. Even if you don't frun OoO and play solo, most Survivors that want to do well in higher ranks will run DS and will buy the DLC for it. Killers are basically programmed now to act like everyone has it if they see even one obsession and aren't running an obsession perk. I would be pleasantly surprised if they made DS less punishing to Killers that aren't tunneling, but I don't expect that to happen.
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Even if you get stunned with ds you can just turn around and down them again. I mean what's the big deal about ds anyways. I do it all the time. With pgtw survivors now have to redo their work and it becomes a tedious task to do generators after the 25% regression. In a way pgtw is more impactful than ds because of this reasoning. And also in my opinion the 45 seconds on pgtw didnt make a difference. I can go across an entire big map like crotus penn asylum and still have time to do a quick hit on someone and pop a generator.
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Pop goes the weasel
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ds needs a deactivation condition, not a number tweak
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Ah ok, dont know how i didn’t realize, I usually hear it call Pop lol
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Before DS gets changed it needs to be a good Anti Tunnel perk. As stated above the killer can still tunnel and down the survivor literally the second after being stunned.
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That way of thinking is a bit flawed. The fact that there is an obsession is good and needed in order to make the game fairer for the survivor. What do you think will happen if there is no obsession in the game? Most likely the killer is going to tunnel the survivor in order to get an edge over the survivor team. It goes without saying that the best way to win in this game is to screw over the opposing team and to do that they are going to tunnel a person to get them out of the match. If you think about it this is not just a rule for the game but also a rule for life. In life one of the best way to get what you want is to take it from others unjustly. Thats why we have laws in order to prevent that. You can't understand this concept for life but not for the game.
However an obsession allows the survivor to recover from being tunneled regardless is they have DS making it fair. The obsession mechanic is needed for fairer games.
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Here's my 2-cents (over 1k hours survivor and constantly hit rank 1): DS needs a nerf to the point where if you get downed after x amount of seconds it stays active until you get picked up by another survivor, the killer downs and hooks another survivor, or activates when the killer picks you up. DS should deactivate when jumping into a locker, doing a generator, cleansing a totem, getting fully healed and so on. I think DS should be changed into being at maximum 20 seconds. (A decent survivor can lead a killer on at least a 20 second chase IMO).
Just thought I'd share my opinion on the matter. DS definitely needs to be nerfed again to accommodate for the "God-mode" survivors have for 60 seconds. (This is also coming from someone who only uses DS when I constantly get tunneled in games and take it off for my relaxed games).
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Please educate yourself before submitting a post.
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You’re comparing activation use as if they have the same effect. Not bias at all.
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What does "activation use as if they have the same effect" even mean? lmao.
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Ds needs a complete rework where it becomes an even stronger anti tunnel perk but shouldn't graze at all people that are not tunneling.
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8 activations, there're 4 survivors. Also you'll never use pop 11 times
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Comparing PGTW and DS only because they had the same timer is as wrong as it can be.
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Activation use: in terms of DBD perks, the ability for the perk to activate.
Same effect: similar degrees of magnitude.
:D
Lmk if you need help responding to the other responses you left on “read”
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I don’t see anyone comparing timers. By effect I meant cause the devs gave for nerfing PGTW when that was clearly the argument against DS.
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The only thing they had in common were the 60 second timer. This is the only thing where those Perks are compareable. If you are not for the timer, you are comparing two completely different things.
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a simple duration decrease wouldnt really solve the issue if they were to do this it would still be complained about by many
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No. Ds needs a rework, not a bandaid fix like that
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One of the best suggestions I heard was to have decisive strike last indefinitely, but if the survivor should start doing anything else (working on generators, cleansing totems, etc) then decisive strike deactivates.
Decisive strike was always meant to be an anti-tunneling perk so I say let's make it just that.
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I really fail to understand what you are explaining.
Pop goes the weasel can be activated 11 times, and used all 11 times.
DS can be activated 2 times, but only ever used once.
I don't respond to people who use videos to "prove" something, I see pop goes the weasel being used on generators hundreds more times in a day than I see DS being used on a killer, whether that has any real effect on a match is completely subjective due to how many variables there are in a match, but asking for DS to get the PGTW treatment makes 0 sense as none of the perks have anything in common besides a timer.
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Sorry, can you show me where I said PGTW / DS is weaker or stronger? I'm failing to see anything beyond me saying the perks aren't comparable, but pop off sis.
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Ahhh yes "Educate yourself" maybe take up reading comprehension classes? I said the perks aren't comparable, nowhere did i list whether one perk is more valuable than the other, but I'll say the same to you as I did the other person who linked the same video, pop off sis. lmao.
but sure i'll EdUcAtE mYsElF
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