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!
Blast Mine, Giving Killers a Choice
Make the Killer see the special aura (not yellow) of a Trapped Generator.
The Killer has a choice to miss that generator or to damage it even if it stuns him.
Killers have no counter to Blast Mine.
Lightborn prevents Blinding, but doesn't protect them from Stun.
Survivors can attack killers with low risk.
Very bad design. Just stupid.
Q. All killers use Ruin&Undying so they don't touch the generator!
A. Hex.
Comments
-
Something I learned playing with blast mine is that the mine is placed on top of the gen when used. Idk if killers can see it though.
Still, I feel 5 seconds is a bit too unfair for the killer and it should be at least reduced to 3 seconds.
1 -
Killers can't see the mine placed on top of gen.
And killers of below average height have difficulty seeing the top of the generator.
0 -
I don't understand why survivors always get notified of status such as exposed, hex in play, undetectable but it's OK because that gen that is yellow just needs to be tapped etc. Why aren't killers given the same notifications for survivors or gens with the exception of the perk that blocks the gen from being kicked.
Killers should be able to see the mines and to be given as much info that survivors are given on killers.
1 -
At the very least it should be after damaging the generator.
0 -
i think blast mine is fine as is. it might be more in your face, but i find it weaker than repressed alliance
2 -
I tried so many times to use it but 9 out of 10 games the killer has ruin/undying and never kicks generators :(
0 -
Blast Mine is fine, a 5 second stun isn't the end of the world. If you're losing games over Blast Mine, then you can assume either of the following:
- You played poorly
- You were unlucky
- You played a low tier killer
- You faced a sweat with friends group
I repeat, 5 seconds should rarely be costing you games. Even if multiple survivors are running Blast Mine, they are sacrificing another powerful perk to use it. As a killer, I would gladly take Blast Mine over survivors running BT, DS, IW, SB, DH, BL, Adrenaline, Unbreakable, and the list goes on.
2 -
It's not actually a 5 second stun.
About 50% of actions damaging a generator(1s) + Stun(5s) + damaiging a generator(2s)
About 8s x Survivors in the ritual(Max4)
I think you are underestimating how much of an impact taking away the Killer's time can have on the 1v4 game.
And Survivor players sometimes prefer to attack Killers directly rather than fill the 4 perk slots with just meta.
3 -
Ruin & Undying are Hex perks. If totems are destroyed, it's over.
And if there are many Killers who are uncomfortable with Blast Mine, Killers will be biased towards the Ruin & Undying.
1 -
There is no point in comparing them, but realistically, Repressed Alliance is weaker.
In the case of Repressed Alliance, the Killer can't damage the generator, but the Survivors can't repair it either.
Repressed Alliance blocks the generator for 30 seconds, then it needs to be recharged.
But, If Blast Mine installs a trap on the generator and it does not explode within 45 seconds, Blast Mine will remain active. It will not be necessary to repair generators 66% again.
0 -
Are we actually trying to even claim Blast Mine is op?
It's not Repressed Alliance, it's not gonna counter Pop. A small stun is absolutely worthless, the Killer will just laugh and kick the gen again. I could imagine it being impactful on stuff like Plague's power (if it removes Corrupt) but that's honestly it.
0 -
You're forgetting on how a small stun isn't going to cancel Pop... or do anything of note. It's unlikely the Survivors are gonna finish the gen unless it's at like... 90% as well. Which doesn't make this seem that good.
It doesn't matter if Blast Mine is rechargable, Repressed is for 30 seconds and only 15 seconds needs to pass for a single Alliance used to counter Pop.
0 -
If you're okay with having no way to counter attacks from opposing players, then undo all the Killer nerfs that have been done in the past. And future nerfs, too.
1 -
If Repressed Alliance is used, the killer will chase the survivor who used it. No time will be wasted.
In the case of Blast Mine, the Killer loses time and information. A Small stun and blind is enough time for the survivors to leave it and hide from sight.
And Pop is not always available after Blast Mine's stun.
0 -
Sure but sometimes in solo play totems last 10 minutes XD
0 -
- Either allow Killer to successfully kick Gen and blind-stun for 5sec.
- Or have Killer blind-stun for 3sec, then they have to re-kick Gen again.
Blind-stun for 5sec then have to re-kick Gen, survivors are already on the other side of the map.
1 -
the killer can still damage the generator, it just takes slightly longer to kick it.
0 -
So is your argument that Blast Mine is OP because it accomplishes something?
As other have said, it's got relatively little value. And after having run it for a few matches, I can tell you that it's really unreliable too.
Not every perk needs to be as counterable as No Mither, otherwise survivors might as well not have any perks at all.
1 -
Actually it robbs you 5 seconds of a time already disposable if you can kick a gen... You want to kick it with Pop ? Not a problem, it won't prevent you from pop-ing it. Remember that the survivor has to work 52.8 seconds on a gen, to place a mine that would buy only 5 seconds to his team, IN THE CASE where the killer kicks the gen under the poor 45 seconds after putting the mine. It's meme and a fun perk for survivors, not a useful perk...
... And Repressed alliance is only 40 seconds working on gen, to block it for 30 seconds, actively countering Pop.
But yeah, "bad design", blast mine is so op...........
0 -
My main issue with blast mine is how mindless it is as there is no penalty for failing to get the killer to trigger the trap.
You DON'T need to redo the activation requirements if an activation fails to stun the killer meaning it only has effectively a 3 second down time where a generator isn't trapped.
Have that across 4 survivors and you can imagine the results when ALL remaining generators are trapped or the last one getting trapped 4 times.
Also its actually fairly easy for it to time out Pop preventing it from activating unless the generator that needs to be kicked is right next to the hook.
Also for as much as people are trying to underplay 5 seconds effective stun, that's the stun duration as FREAKING DECISIVE STRIKE!
0 -
The diffrence between DS and Mine is that, unless you're trying to break a gen during a chase, it won't save the survivor.
1 -
Honestly if you have the time to kick a gen, you're not in a hurry. And if it's for a Pop Goes, the 5 sec stun won't prevent the -25% to happen.
Blast mine is definitely not a problem. A Repressed Alliance (which is never used) would be more painful than it. Almost nobody will run Blast Mine after a week.
0