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3 Perk Ideas for each side
Survivor -
Batten Down: You know how to keep yourself and others safe when it counts. Press the *Active Ability* button for 4 seconds while standing beside a breakable wall to reinforce it. That wall must now be destroyed twice before it will break. *Batten Down* has a cooldown of 60 seconds. *"We have to keep that thing out, or we're all dead!"*
- Synergies: None, really. Also, this will be more useful once every map has breakable walls.
Unflinching: You'll make sacrifices for others, because you can handle the situation better. When you go down taking a protection hit you start 10% recovered, and if the killer picks you up before you fully recover, you start with an additional 20% of your struggle bar filled. *"I said go on! I got this!"*
- Synergies: So many perks. Particularly synergistic are the following: We're Gonna Live Forever, Mettle of Man, Boil Over, Breakout, Flip Flop, No Mither, Power Struggle, Tenacity, and Unbreakable.
Prudent: Not everyone gets what's best suited to them, but you think they should. When you loot a chest and leave the item in the chest, anyone else who picks up the item from the chest increases their item efficiency by 50% until they drop it. Items you leave in chests have their auras revealed to all other survivors. Items others loot but leave in the chest have their auras revealed to you, and when grabbing those items from chests your item efficiency increases by 50% until you drop it. *"No, really; you can do more with this than I can."*
- Synergy: Every chest-based perk.
Killer -
Wild Eyed: The excitement of hunting skilled prey brings out your true potential. After being stunned or blinded twice without hooking a Survivor, destroy your next dropped **pallet, breakable wall, or generator** 100% faster.
- Synergies: Lots of minor potential synergies, but the major ones are Brutal Strength, Enduring, and Spirit Fury.
Dreadweaver: You become obsessed with one Survivor. You can't let this one be allowed to go unchecked. When you hook a Survivor other than the Obsession, if the Obsession is working on a generator, that generator is blocked by the Entity for 20 seconds. Affected generators are highlighted by a white aura.
- Synergies: Lots of potential minor synergies, but the more major ones are Dying Light and Pop Goes The Weasel.
Lethargy: You don't mind them accomplishing something; you know it could cost them everything. When a generator is completed, the Survivors who completed it are severely Hindered, with the effect falling off rapidly over 4 seconds.
- Synergies: Lots of potential minor synergies, but the major ones are Bitter Murmur, Cruel Limits, Discordance, Tinkerer, Mindbreaker, and Save The Best For Last.
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