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We're going to live Forever was over buffed
Comments
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Am I seeing someone complain about WGLF?
Huh
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not sure if im more surprised by this complaint or the make your choice one
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I have never encountered such a play. You cant buff and nerf perks, on a .00001% of a chance of it happening.
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yh but it didnt benefit gameplay at all. not like it does now
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Bruh you gotta try harder than this 😂 it's literally been 100% for so long
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I've played against it and see others use it against slugging killers, the difference it makes is immediately noticeable. There's no real pressure gained from slugging if you have a few of these running around, better hope there's only one and they get slugged.
It renders slugging redundant which is one of the only things killers can do to win. I guess that just leaves tactical camping so gg.
And the nerve of people that still want BBQ nerfed. If anything it should be buffed to be on par with WGLF.
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None of you have disproven WGLF's need for a nerf.
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How about this: If you leave a person slugged for so long and/or move so far away that someone is able to move in for the pick-up, WGLF isn't your problem.
Even with WGLF, it takes way too long to pick someone up, making the act far too risky for the survivors. Misjudging the time it takes also gives the killer a huge advantage, since he now has two survivors right on top of each other for easy camping.
If you slug and:
A) Leave the sluggee on the ground for literally half a minute, they are gonna get up, WGLF or not.
B) Run off on a wild goose chase, leaving your slug unsupervised, they are going to crawl out to safety and get picked up, WGLF or not.
As someone who has used WGLF incessantly, trust me, it is not the big play enabler you think it is.
Even under perfect circumstances, you likely have two slugged and the WGLF player hanging out nearby, biding his time, waiting for you to mess up. That means you have -three survivors- not progressing the game.
Slugging is still a brutally impactful way to slow the game, WGLF or not.
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You have KnockOut that IN FACT was changed as a counterplay one of the other. So...
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On so many threads you claim you need to be slugging constantly, tunnelling and camping. All the good stuff. While there are situations that it's the best option why do the best killer content creators win so much without?
Can you at least upload some gameplay to prove your claims have at least some merit?
I've argued before that on the league of legends forums you can check players statistics with two clicks and judge if they're a good player or not. Here we can't but your arguments are always the same heavily biased notions that killer is too weak. I just don't see it. I play so much high rank killer too.
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Every situation you mentioned suggests the fault is on the killer.
I turned my back to open a gate (cause bloodwarden,) turned back around, and they were up off the floor dead-harding through me, with 2 other survivors still behind me. They were up off the floor within 4 seconds, no For the People. Both survivors who helped him up had WGLF, one had Botney, and the other had a medkit. I think I am completely in the right to feel cheated out of a win because they had a collective 233% increased hearing speed.
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I don't know, sounds like you slugged someone within a meter of two other survivors and didn't chase either of those other two off, and instead wandered off to open the gate for the survivors.
You took a risk by leaving the sluggee down instead of hooking them straight away, and it didn't pay off because you got countered by a perk that does nothing except this one specific thing. That doesn't sound like you were 'cheated out of a win', which it wouldn't necessarily have been with a blood warden proc.
You had a strategy figured out, but you got counterplayed. That's all.
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buddy, pal, frindo, they dowend survivor was with a meter directly behind me
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So you're saying they picked him up in under two seconds, then? Without any healing audio effects?
Starting to sound like that medkit was the problem, not WGLF. Isn't there an insta-heal addon?
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