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Thoughts On The Developer Update
KILLER UPDATES
THE NIGHTMARE
The changes to his snares and pallets are alright, I guess.
His progression slowdown addons like Jump Rope are completely useless now. They just make sounds louder. The same sounds that don't exist for half a match.
The alarm clock changes are good.
Suggested Change: The effects of snares should be reduced.
THE DEMOGORGON
His portal changes are good.
The Lifeguard Whistle change is great.
Rotten Pumpkin is useless. Why are we getting addons that hurt the power for more BP? It's barely any extra points to drop the killer 1 or 2 tiers.
No mention of Rat Liver being base-kit, the most requested demo change. There is hope, however. "Most of the add-ons will be changing, we just want to leave some surprises for the PTB."
THE HUNTRESS
Soldier's Puttee: This should just be a base-kit effect, but since it is now an ultra-rare addon, it should be buffed to 4.7 m/s. You're an M1 killer that can be heard across half the map. Moving the better of the two default speeds isn't really enough.
Iri Head: An addon that needs changed, but not in the way that it is. You're now capped to 1 hatchet. Imo, you should be capped to two hatchets, but have a reduced wind-up speed or increased cool-down in-between throws.
THE TWINS
Not even close to what they need, but the camera control instantly being restored when swapping to Charlotte is nice.
Victor being nerfed is meh. For his high mobility, I can see the increase of the cooldown after downing a survivor, but the Twins are so weak to the point that a nerf is just hitting rock. The hole is too deep that you can't go any further without a pickaxe or mechanical tool.
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PERK UPDATES
SMALL GAME
The totem counter is great. Thank you.
No longer detecting traps is also good.
Why nerf the detection range? This perk has always been solo queue gold. You're turning it into bronze.
Edit: The detection cone narrows with each totem cleansed, rather than the range being reduced.
LUCKY BREAK
I'm not sure whether this is a nerf or a buff. It will be incredibly powerful when paired with Iron Will, but it also only lasts for 90 seconds. Sitting on a gen without any way to heal makes this perk even more useless.
A suggested change: The Lucky Break timer pauses when outside of the killer's terror radius/when outside of 32 meters.
SOUL GUARD
"Soul Guard now has a cooldown of 30 seconds after activating." Is this nerf just because Sweh used it in conjunction with Hope in one video? The perk is pretty bad, so to give it a harsh cooldown makes no sense.
OPEN HANDED
Love it.
ZANSHIN TACTICS
Good change, I guess. Just do the same thing for Windows now.
BORROWED TIME
BT no longer activates when in the killer's terror radius, but rather when within the range of their terror radius, meaning a Ghost Face in Night Shroud will still activate BT if the player is hooked 28 meters away. Great change.
The endurance effect should not have been reduced to 12 seconds.
OBJECT OF OBSESSION
Couldn't care less about the Object changes. The only concern I have is how Distortion will be effected. OoO is literally just better Distortion now, providing an opposite, but better effect.
Suggested Change: Allow Distortion to regain tokens every time the player escapes a chase. Start the trial with 3 tokens, and cap at 5 tokens.
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MISCELLANEOUS BALANCE
TOOLBOXES
I have the odd feeling this is just to make players use the Instructions addon more often. I am completely against this change though. I have missed more skill-checks from leaving a gen as one dings than just when sitting on the gen. For toolboxes to have way less charges now, this change further hinders their repair ability if you get more skill checks when leaving gens.
HATCHES
The hatch now closes after 10 seconds when opened with a key. This is nice, but there is still an achievement for a 4-man hatch escape, so I think 15 seconds would be better.
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HUD UPDATE
Killer power status effects are more noticeable. Cool.
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STRUGGLE UPDATE
This a good change because you'll no longer die due to your finger slipping, a cramp, or the servers doing what they do best. I do have two changes that should be added however.
Change 1: You now have to miss 2 consecutive skill-checks to be sacrificed. If this is the case, then the hatch should be opened right as you die, not after the sacrifice animation has completed. If not that, then allow players to hold down a different key to die.
Change 2: This is a buff to Slippery Meat, but it pauses the struggle timer every time you hit a skill-check. Just a nice change to a bad perk .
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GRAPHICAL UPDATE: COLDWIND FARM
It looks great visually, as with all the graphical updates. My only concern is breakable walls. None are shown in the images, but you know they'll be in the dumbest positions possible.
On Thompson House I really want there to be a drop off from the balcony. Getting caught up there is still a free hit or down against many killers. A gap in the railing allows survivors another way off the second floor as well as rewarding good killers who can hit their ranged attacks.
Comments
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I love all of it except the change to Small Game, which I absolutely despise :)
4 -
The reduced detection range just makes no sense.
3 -
Actually, it's for this reason:
I rarely used the perk myself (I prefered Detective's in terms of totem hunting) so I can't comment on any of the other changes to it, really.
1 -
Twins change are very, very bad. You now get punished for both successful and unsuccessful pounce.
Who thinks 5 secs stun is good idea? Survivor can literally run for 20 meters to crush him and start healing.
14 -
I didn't really want to mention making a survivor perk base-kit. Don't need to get verbally abused in the comments. I do agree with all your requested changes however.
0 -
It's a killer. Can't make any buffs without making nerfs.
1 -
Note: it is reduced by 5 degrees. That's narrower, not shorter. It gets more accurate as Totems are cleansed.
48 -
But why not make that perk baseline feature. You don't want to buff overall solo survivor experience ?
2 -
Does SWF have Small Game by default?
7 -
The Iri Head should be changed to being an insta-down if it hits over a certain distance.
(one of ) The main obnoxious aspect of Iri Head as it is is that it can be used melee. So just one hatched won't help much, especially with these wraps.
The combo (probably with Iron Maiden, too) is basically calling for what people hate about Slinger's 'shot faking'...
3 -
It doesn't have to be all of it, just anything to help solos that SWF already can share with coms.
5 -
Which part of Small Game does SWF have via comms?
0 -
Totem counter. Whenever a totem is cleansed they can tell each other about it so they know how many totems were cleansed and how many are left. If they really want, they can also share where each totem was cleansed but the totem counter alone would help solos a lot.
15 -
They can tell each other how many totems they cleansed, but unless it's a 4-man SWF, they don't know how many totems are left because they don't know how many the solo survivors cleansed. If they can, it's because the solo survivors aren't cleansing the totems, and that's just a solo survivor problem, plain and simple.
3 -
and that's just a solo survivor problem, plain and simple
Which, making the totem counter aspect of Small Game basekit would completely solve.
10 -
How would that solve the fact that solo survivors don't cleanse totems? Again, if SWF can tell each other exactly how many totems are left, it's only because solo survivors don't cleanse totems. And if solo survivors don't cleanse totems, that's a problem with solo survivors.
2 -
A lot of solos don't cleanse totems due to the fact that if you cleanse an obvious totem then any NOED spawn would be in a more hidden place. Adding a totem counter, whilst it wouldn't fix this issue entirely, would incentivise cleansing totems, particularly if the team knows that people are also doing so.
11 -
I'm still not a fan of allowing people any control of when they sacrifice out; it is too easily abused. It my sincere hope that the first Skill check for 2nd Stage hook won't even trigger for at least (30) seconds, and then at least (15) more for the second. In that way, we don't leave an end run for those who want to DC within the rules and screw over their teammates. :)
3 -
The Freddy and Twin nerfs are both unnecessary.
Post edited by QwQw on6 -
But the disparity between solo players and SWF comes from the massive differences in power of 4 man SWF vs 4 man solo players. The much requested solo buffs are supposed to change the the huge power difference between the survivors at their strongest (4 mans SWF) and survivors at their weakest (4 random solo players).
There is a lot of in between ofc but that doesn't mean we should ignore how much weaker 4 solos are compared to full SWF. And since you can't nerf 4 man SWF in any healthy way, the best option is to bring the weakest of survivors much closer to their level, huge part of that is information sharing they can do.
I don't want to give solos full aura reading on everyone but things like totem counter imo fit perfectly to lessen the gap while not breaking the immersion and uniqueness of solo survivor experince.
3 -
Why was this restriction added, out of curiosity?
Or is this intended to make it stronger with precision? That's what I should be asking.
1 -
I disagree. If anything, it'd make people lazy about it because they'd know someone else was doing it. Regardless, SWF does not have this information unless solo survivors refuse to cleanse totems, which was the point.
0 -
I LOVE this update finally something i don't disagree with
3 -
Unless they are in a 4man, which is what many of the SWF groups that people complain about on these forums are, and in order to account for these 4men groups all other combinations should be brought up to their standard and then killers buffed accordingly. Adding a base-kit totem counter would be a good change for this.
5 -
It makes the perk stronger! Think about as if you had a kind of triangle in front of you. They made the triangle THINNER so the totem placement is easier to locate. I don't think you'll miss any totems just because of this change.
5 -
Why did you nerf Twins? Why are you punishing players for using their Power?
5 -
Trash update with a few nice things. Small game good. With the idea that Freddy was nerfed because of his high kill rate I am expecting a nurse buff soon right? Cause the STaTiStICs say so.
1 -
Why, if I may ask? Freddy needed changes from long ago, and Twins are weak and the only thing they're good at is proxy camping.
3 -
I'll copy and paste my response from another thread:
I preferred Small Game being trap-oriented, it was a different option. It could have done with a tweak because of it's application being clunky, but it existed as an option for Survivor's who didn't like traps.
Now that option is gone and in return we have a totem counter, something that everyone has begged for to be added to the UI as standard.
I just don't understand BHVR's logic.
Oh, and Detective's Hunch is now obsolete. Pretty good job so far.
3 -
My guess is, to reward players for cleansing totems.
2 -
Suggested Change: The effects of snares should be reduced.
You want to nerf him more? lol
Snares aren't even that good. Now they're especially worse.
0 -
Changing the Victor coodown to 5 seconds essentially stops group slugs. The current reaction, especially lategame, is for survivors to charge the downed survivor. Previously you could knock one and leap on another's back, which bought you some more time to get the pickup.
Now, I expect the extra latch will become rare. Victor will be killed after every down, and if there are more than 1 healthy survivor nearby they will get the save unless Charlotte is really close.
0 -
They didn't do anything to help make the Twins not be weak. Victor nerf + Borrowed Time buff (no longer can victor bypass BT) will eliminate a lot of slug/camping scenarios.
They buffed silencing cloth and the other ultra rare, woopdy do.
Call me when you change ebony moris to Green instead of Ultra Rare!!
2 -
I still dont get why Trap part is getting removed, If argument is "because it counters 3 of 23 killers" its sick joke, spine chill hard counters every stealth killer and its not getting nerfed (Im not telling it should be nerfed but its obnoxious how 1 counter is good but other not)
Im using this perk in my everyday build (only taking it off when im doing perk challange or going for head on build) I never noticed anyone else using this perk. Why BHVR is nerfing (by removing literally Half of its usage) perk that almost isnt even used ... (or maybe my Escape rate is too high so in "big data" its too op), BHVR is really afraid of niche perk that counters 3 of 23 killers?????? (while spine chill is ACTIVELY WORKING vs every and HARD COUNTERING GF, Wraith, Pig, Tinkerer, to some extend spirit)
0 -
Freddy needed some changes yeah, but a nerf was not the right direction to go.
Instead they should have made his power more skillful and fun for both sides. Because that's the problem with Freddy, it's not that he's strong, it's that he's strong and boring.
(Also I'm salty they didn't give us a way to play as Old Freddy.)
As for The Twins, I don't know why they felt the need to nerf an already underplayed killer. Eating a five second long stun after YOUR the one that played well just feels so awful.
3 -
the Freddy change was Absolutely needed.
2 -
The Freddy changes are a bit too overboard, but they're not bad, in fact they're pretty good and I can't wait to try him out. Also the new Demo is gonna be fun, I hope there'll be more to him though. Twins nerf was unnecessary tbh but I'm glad they gave them better iri addons. This update's gonna be sweet.
1 -
KILLER UPDATES
THE NIGHTMARE
Changes to his snares and pallets are alright, I guess.
Changes to his progression slowdown addons was 100% necessary, especially now there is greater incentive to use alarm clocks, increasing Freddy’s base stall ability.
The alarm clock changes are good.
THE DEMOGORGON
His portal changes are good.
The Lifeguard Whistle change is great.
Rotten Pumpkin could be handy. It can be annoying sometimes wanting to place a portal only to have used them all up, and Survivors haven’t closed any others.
THE HUNTRESS
Soldier's Puttee: I understand the reasoning behind this. If Huntress runs out of hatchets mid chase, this add on incentivises Huntress to not abandon the chase. Will pair well with new Iri Head.
Iri Head: The PERFECT change to this add on.
THE TWINS
I’m not sure. It sounds like healthy changes. We’ll see.
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PERK UPDATES
SMALL GAME
The totem counter is great.
No longer detecting traps is also good.
The 5 degree reduction per totem cleansed is NOT a nerf. It means that as more totems are cleansed, Small Game becomes more and more precise at picking up a totem location. (Unless I’m misunderstanding their meaning behind decreasing detection range by 5 degrees per totem cleansed)
LUCKY BREAK
This is a great buff. And you simply wouldn’t go into a match with Lucky Break without Bond, a med kit, or a healing perk anyway. So the reduced timer is a non issue. This will be PERFECT paired with Off The Record so that one has a phenomenally good chance of slipping away from a hook, even if the killer was camping.
SOUL GUARD
I’m not quite understanding the reasoning behind this change, and cannot think of the outliers this cooldown is meant to prevent from occurring.
OPEN HANDED
❤️ FINALLY.
ZANSHIN TACTICS
EXCELLENT!!!
BORROWED TIME
Mostly healthy change. I’m concerned about an uptake in hook bombing though.
OBJECT OF OBSESSION
Awesome change, but I’m wondering how this interacts with Sole Survivor. If enough Sole Survivor tokens are gained to block some aura reveals, as per new OoO description will this prevent the survivor from seeing the killers aura?
And why hasn’t Sole Survivor been looked at/buffed in this same update?
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MISCELLANEOUS BALANCE
TOOLBOXES
I have no feelings on this.
HATCHES
Good!!!
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HUD UPDATE
Nice.
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STRUGGLE UPDATE
Another good change.
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GRAPHICAL UPDATE: COLDWIND FARM
Excellent
1 -
I’d agree with a totem counter base kit, but NOT the ability to detect totems. No. That would be a massive nerf to Hexes, making them entirely pointless.
2 -
This update is useless as long as lazy devs refuse to fix the broken matchmaking system.
They can bring as many graphic updates and perk changes as they want, but this game will still remain one of the worst and shittiest games on Steam.
I do not care about new skins, new survivors or new killers. What everyone wants is to play a BALANCED and FAIR game, which could be done years ago! But hey, as long as we keep getting some useless and boring updates, the developers (not the gamers) are happy.
0 -
Yeah I wrote that a bit too fast and worded it poorly. In my responces to orion I've clarified that totem counter would be more than enough.
0 -
In case you didn't bother reading my response to the other guy...
"Freddy needed some changes yeah, but a nerf was not the right direction to go.
Instead they should have made his power more skillful and fun for both sides. Because that's the problem with Freddy, it's not that he's strong, it's that he's strong and boring.
(Also I'm salty they didn't give us a way to play as Old Freddy.)"
This dumbass nerf was completely unwarranted and not the right direction to take Freddy.
2 -
everything you just said is this change Freddy is getting.
0 -
Mostly some good changes, some that are not as good as they could have been, and a few that are just plain terrible.
About the usual for a BHVR update.
Two steps forward one step back, we'll get there eventually it will just take a while.
2 -
I think the soul guard change is supposed to prevent this:
4 -
Oh wow. That’s nuts. How awful for that killer.
5 -
This is good only on paper. In a game is really absurd to be fair. Imagine running the perk and you clear 3 totems in Lery's. Now while u run it gets activated again and I have to assume that the totem got to be in a smaller degree range infront me when it activated. But how much smaller ? So I have to think now what was the basekit degree then exclude the range I get to remove from the totems I cleansed. That plus the fact we often don't really get the exact possition in which the perk got activated because we run often will make it just more and more confusing .
And I also think that would just create a bigger problem where the perk actually DOES NOT activate when you are around a totem because u didn't rorate the camera enough since you would reduce its effective degree range detection ... This is just not needed at all !!!
0 -
No it's not?
Now I'll give the devs some credit, I don't really know how they'd make Freddy more skillful, I'd probably have to do some brainstorming.
But Freddy is not being made more skillful at all with this update. His core gameplay isn't even going to change.
2 -
The OCD in me would cleanse the totems even more just so I can see that number go down.
0 -
Well this looks terrible for sure !
Still I have 2 problem with the change to Soul Guard :
- first the cooldown should be only and just only for the Endurance effect since the perk has a second effect ! The undying effect should not be affected by this change !
- second - since the problem is actually the super strong healing that creates these chain Endurance effects maybe they should put a cooldown ONLY when someone gets healed by someone else to injured state/or maybe even healed at all /. I don't think when u get up on your own aka there is a cursed effect totem active should put you on cd since that is when you actually need the perk the most being active/ vs NOED, Devour, camping their Ruin killers/. The idea is similar to how DS was changed - you heal something you lose the effect
0