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Do NOT nerf Hex: Undying.
The addition of Hex:Undying created the most well balanced and healthiest while still meaningfully powerful build ever. Tinkerer/Discordance/Undying/Ruin. Survivors win because one of the biggest reasons killers like to camp is due to a lack of information "I can run around the map checking 7 or 8 generators, but I won't know which one the survivors are working on, and there's a big chance I'll miss out on pressure by picking the wrong direction and the survivors will just get a free unhook and also finish a generator. It's a safer play to just camp this hook and deny the survivors pressure by keeping one survivor on the hook and stalling whatever survivor comes to save them.", something like that. With the information provided by the prior listed perks, killers tend to have really good info about gen progress, so they can run around and apply pressure meaningfully, which is exactly the playstyle survivors have always professed to prefer and tell killers they should do. In addition, Ruin/Undying has easy counterplay from the survivor team, with multiple perks and items able to detect totems, and it gives them something to do besides m1ing gens the entire time. Undying being popular also makes Soul Guard a very strong perk worth taking right now.
Killers win because they feel like a lot of the veil is lifted regarding survivor pressure info, and camping is a lot less attractive of a choice when you can reliably pressure survivors, as well as how bad it feels to lose your hex in 30 seconds being 99% eliminated. I've been significantly less stressed and unhappy since I started running this build, and my steam comments page has gone from a lot of survivors reeing at me to a few survivors actually complimenting me.
So both teams win and the gameplay experience is vastly improved for both survivors and killers, and it has easy counterplay. Do NOT nerf Hex: Undying, it is vastly improving the game from what I can see.
Comments
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I mean ruin/undying can only work if killers pressure survivors, on top of that it can be gone in first minute of the game, leaving you with two perk slots.
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I agree with most of what you say, however, ruin/undying is way too powerful and needs to be nerfed because it's just too good. I hope they don't nerf it to oblivion but a slight nerf would be justified.
My suggestion is for a nerf/buff. Basically the only perk that works well with undying is ruin. So the buff would be to remove the bit where if a totem is broken you lose your stacks. The nerf would be that when hex totem that isn't undying is broken there is a 1 minute cool down period before the perk gets spawned onto another totem. This makes the perk work with more combinations of totems while reducing the power level of the ruin/undying combo.
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Do you know how long 1 full minute of no slowdown is?
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The survivors found the totem and broke it and you failed to protect it and you get the totem back. A one minute without this perk is still really good value and the perk would still be meta.
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Ruin/Undying is only OP against solo survivors. Against your average SWF Rank 1 squad, it doesn't matter, and you'll still likely lose a gen or 2 right away while someone is also cleansing your totems.
The prevalence of the perk combo and how strong there are is more about the gap between solos and SWF. When they start buffing solos, it will balance itself out nicely.
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It's plenty strong vs rank 1 swf squads. I would know I verse them constantly.
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I agree, nerfing Undying isn't the play. It's nerfing Ruin.
Ruin's regression is just too much and totems require either luck or co-ordination. As it stands, I get Spirits and Billy's and Oni's (ironically not Blights) that see Tinkerer proc, harass you off the generator, the gen regresses an insane amount, and when you go back to it it's fallen below 70% and you just rinse and repeat because good luck doing totems in solo que even with a dedicated anti totem build.
But that's all Ruin. Ruin is the heavy hitter of that build, not Undying or Tinkerer. They just facilitate it. Is Undying met with any other Hex perk? No. So it's not the problem, is it?
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The only nerf that Undying really needs is the aura reading. Being able to see the auras of any survivor near a single totem (even dull ones) gives a lot of information and opportunity to defend their perks. Hell, sometimes you're at a loop and see their aura because of a dull totem nearby, getting you the down.
I honestly think the perk is fine, there are counters to it, you have perks and items as a survivor to help you locate totems extremely fast, the only thing that should be taken away from Undying is the aura reading, since it acts as a pseudo-thrill of the hunt, which is somewhat silly.
Other than that, it's a strong and healthy perk in my opinion. It makes a lot of Killers strong enough to win games without resorting to tunnelling or camping too hard. If you keep seeing it a lot, or dislike going against it, bring Small Game, or a map and watch it be gone in under two minutes.
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Why? Cause you don't want your new op combo to become slightly less op?
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If a killer knows what they are doing and they have ruin undying, you ain't escpaing unless ur in a stacked 4man. Sorry but it's true. How often do you see a good killer loose with ruin undying?
Although funny thing, most good killers won't run it because they know it's busted.
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It's not OP. It doesn't cause victories. But as many big players have said before, it carries, especially in solo. Admittedly it carries in a game where pressuring generators is a very difficult balancing act, so I'm not exactly against having this sort of tool available. It could use some revisions, such as the removal of the aura reading.
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