Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Why do some perks have strange restrictions or cooldowns?
I am looking at some perks in particular, but I am sure you can think of more.
The one that drew my attention is Territorial Imperative. I understand the distance requirement...But why does it have a cooldown? The basement is niche, how many people are running around that, all while you are 32 meters away.
Same goes for Empathy and Wake Up!. Why were they changed to reduce the global reading range?
They have fixed a lot of these (Fixated is another one. Why the injured restriction?)
Just curious: why they add these restrictions to already niche perks?
Comments
-
I mean blood favours a hex with a cooldown and a short range that the survivors can just cross by holding w after being smacked. But no buffs for them this midchapter even though they said they look back at the last chapter when they just released a new one. Funny isnt it?
5 -
While 128 meters isnt as much as infinite meters is almost the entire map except on the biggest maps like Mother's Dweeling or Shelter Woods if you are in a corner and the injured person or Exit Gates are on the exact opposite corner (Exit Gates wont spawn like that anyway), the reason for the change? no idea, maybe they feel 128m isntead of infinite looks/feels better, maybe for performance issues, maybe because is easier to code new maps with that distance instead of infinite, who knows?.
0 -
It is not "almost the entire Map", it is the entire Map. 128 meters are more than enough to cover every Map in the game. Like Empathy used to be with unlimited Range, but for consistency they changed it, but it did not change the Perk at all.
@Topic:
Aside from those 128m-Restrictions, I feel that BHVR is too scared to bring out strong Perks. Killer is a little bit better since Perks can be used on SOME Killers, but for Survivor, the last Meta-Perk is some years ago, if we dont consider Mettle of Man.
On the other hand, it is easier to buff something which was too weak than to nerf something which was too strong.
0 -
Yeah, 128 M is practically the entire map. Furthers my point, why bother add this restriction?
Good points on nerfing/buffing. They are scared of making strong perks. Not sure why. Buffing these niche perks will still never make them meta (unless it is an entire perk rework) but at least it would make them more tempting/useable.
0 -
It is not really a restriction, since it does not restrict anything. 128m is an area of 16.384m² this is far bigger than Mothers Dwelling which is 12.032m² big. And there will be no Map which is bigger than what Empathy or Wake Up can cover.
They changed it, to make it more consistent - every Perk has Range Requirements in meters, except for those which stated "unlimited". So they changed it to a value in meters, without actually changing how the Perk works.
0 -
Eh, both sides have some pretty awful perks.
Beast of Prey, Predator and Monstrous Shrine come to mind for Killer.
For Survivor, Empathy, Up the Ante and The Mighty Pebble.
0 -
Isnt the only point with empathy to have different values for perk tiers?
0 -
This is correct. But while Survivor Perks have to compete with the already existing Meta, Killer-Perks can be good for the Power of some Killers. Granted, this is not really the case anymore, aside from Undying, the last year of Killer Perks was not really that good. But if we look at the Oni-Chapter, Yuis Perks are not good. Too many restrictions for Lucky Break and Any Means Necessary, only Breakout CAN be good, if you make a build around it. But Nemesis can be used on Myers for extra Stalk or was useful on Bubba with PWYF, while Blood Echo can have niche uses with Plague and Legion.
So Killer-Perks at least have the potential to be used, even when they do not become Meta, because they can help some Killers.
0 -
I agree, just look at Iron Maiden and Huntress.
I think that it's so hard to upset the Survivor meta because they don't really have anything unique. It really comes down to a few questions. Can this perk extend chases? Can this perk speed up gens? Can this perk allow me to waste time? If any of these are answered yes, the perk COULD be meta.
We haven't had any like that since Soul Guard and before it, MoM.
0 -
Practically speaking, this distance "restriction" was probably always how Empathy functioned from the get-go, and they just changed the language in the perk description to make it conform more closely to how everything else is described.
0 -
Because a down in, or near the basement can very heavily tilt the match in the killers favour, and even lead to a snowball.
They don’t want a situation with a perk that can already help engineer the above conditions from occurring also not giving the survivors any chance at all of achieving a rescue whatsoever because a perk is always alerting the killer because it doesn’t have a cool down.
1 -
Exactly, those are the questions that are relevant for new Perks. Either Objective Speedup or Time Wasting. And I highly doubt that BHVR will ever release a Perk which straight up increases Genspeed (I can imagine something like Totem Cleansing tho), so it all comes down how useful those Perks will be in a chase or helping to reduce the pressure done by the Killer.
Iron Maiden on Huntress is a good example, even buffed this Perk will most likely only be played by Huntress-players (maybe Twins and Doctor as well, but not as common). Infectious Fright is another example, it is not useful on most Killers but on those where it can be used, it is very strong.
But for Survivor-Perks, I dont really see the potential to shake up the Meta with any release, yes, some players may use Perks (a friend of mine is running Deception for example), but the requirements to replace a Meta-Perk on the Survivor-Side are really high.
0 -
I wish they'd just get rid of perk tiers so they don't have to come up with some random value just to have a reason for the perk to have tiers in the first place (and only having to buy a perk once instead of 3 times would be nice)
2 -
I agree.
How would you go about making a new meta perk?
I think that the current perks just outclass everything else. There is no better combo for time wasting than Dead Hard and Decisive. Additionally, Prove Thyself and Borrowed help with gen speeds by not allowing Killer's to instantly down after an unhook.
0 -
They nerfed Undying, a reliable killer perk, instead of buffing Blood Favor or nerfing a powerful surv perk. Quite a common thing to see.
0 -
These are questions we've been asking them for years.
They put ridiculous cooldowns on perks unnecessarily. Probably at least 75% of the perks with cooldowns could either have the perks cooldowns removed entirely or at least halved and they'd still be totally fine.
0 -
A big factor in my eyes is the difficulty to balance a survivor perk depending on stackability. Is it useful solo or busted in a coordinated 4 player group. That seems to be a walk on a tightrope.
0 -
"I don't think bhvr will ever release a perk that increases genspeed" *the resilence gamers who 99% their heal with selfcare or medkit to rush gens* lol but even with resilences increase to everything it didn't reach meta status not that i know.
0 -
Devs are afraid to make killer perks too strong (what they think is strong). So they make it weak and "buff" it later. Survivor perks are the opposite. They are sometimes released broken and "nerfed" later.
Like others said, Empathy was just a techincal change. The perk still functions like it used to.
0 -
The devs get skittish whenever it comes to potentially useful perks.
Even ones that would be negligible at best without the cooldown get the dumbest of restrictions.
0