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Bad Perk Mini Lesson: Forced Penance
Hello class, welcome to something a little different. Instead of a full lesson, I’ll be doing a brief overview of a not so bad perk that I feel is rather underutilized: Forced Penance. If you’d like me to do this kind of thing for other, perhaps underrated perks, let me know. Forced Penance is a unique concept for a perk. When any survivor takes a protection hit, they become afflicted with the Broken status for 80 seconds. Note that protection hits are not limited to basic attacks, even killer powers can trigger protection hits, giving this perk more utility than at first glance.
So why is this perk bad? It’s not, but many players don’t really see the value of 80 seconds of Broken. If a survivor can’t heal, the only thing they really have left to do is work on generators, so it doesn’t really help with pressure. They also believe that protection hits don’t happen very often, but I’m about to dispel some of those doubts.
So how do we make the most out of this perk? Forced Penance thrives on overly altruistic survivors, and it’s not limited to bad players either. Good survivors will take hits for a teammate that’s about to die in order to prolong the game, so being Broken afterwards will definitely keep them on edge for a while. And that right there is the key to using Forced Penance, to keep the survivor paranoid and in a vulnerable state for a long time. So which killers can used Forced Penance the best? Bubba loves it when survivors go for unhooks with Borrowed Time, since he doesn’t even need Begrimed Chains to break survivors. Survivors also seem to love taking protection hits against Twins, so it’s yet another way that Twins can keep pressuring multiple survivors. Of course, it being Pyramid Head’s own perk, hitting multiple survivors with his shockwave attack can inflict very damaging protection hits, especially against survivors who try to rescue from a hook or cage. While any killer can get protection hits against even slightly coordinated survivors, with these killers in particular I’ve found the most use out of the perk. Any perk synergies? Technically Stridor. A broken survivor is likely to be injured for a long time, so hearing them easier is appreciated. Unless they have Iron Will, then you’re out of luck there. While not exclusive to Forced Penance’s Broken status, the upcoming Hex perk, Plaything, can be a good way of making survivors even more paranoid, since they now won’t even hear you coming when they’re Broken. So use that perk once it comes out! Finally, Agitation. You want easy protection hits, even against survivors that probably weren’t planning on taking them? This is the perk you use. Remember that Agitation makes you move slightly faster than a running survivor, meaning you can sneak in an unexpected hit if the survivor isn’t careful.
That’s all for this mini lesson! Thank you for coming, I’ll be returning to full length lessons shortly. The next perk on my list is...Territorial Imperative. Fun. See you next class!
Comments
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no gen regession no point.
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It’s not terrible but there’s obviously better choices for the slot.
I find it to be the most useful for tunneling, since that’s the time when survivors are most likely to swarm the killer to stop them from finishing off the survivor.
Failing to mention Hag with this perk is also a crime. She’s probably the best user of it.
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Ah, I believe you're right. My experiences with using it on Hag have been less than successful though, I'll have to test it further.
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I think she is the best user because she is one of the most likely killers to be going back to an unhook situation, which is an easy trigger for it.
It is also a death sentence to be injured against a good hag, and I usually run sloppy on her too.
So someone unhooks near you, you smack them and they eat the broken + mangled and are basically 100+ seconds away from being healed. It helps her maintain pressure a good amount.
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