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Disabling some perks after the final generators.
I know survivors hate the idea of losing any toys, but if they want killers to stop face camping and tunneling they are going to have to give up something. They just have too easy a path to success. Especially in SWF.
Decisive Strike - Is basically a free escape after the final gen.
Borrowed Time - Free escape after the final gen.
Boons - If placed right, killer has no idea which gate is being chosen. Removes the decision of speed vs stealth.
Disabling these after the final generator does a few things. It increases the strength of other post-final gen perks, and it keeps killers from feeling like they just have to give up all chases and face camp some poor bastard on a hook till the end.... because like, they have a damn chance of making a different play.
This game has gotten WAY too easy for survivors. Dead by Old Age, cuz no ones dying in the trial anymore.
Comments
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hi, i run deliverance ds because i'm always one-hooked in the endgame and left to die by potato solo's
i still think deliverance ds is a pretty game-breaking combination since it literally does guarantee the escape if near a 99/open gate or hatch and that issue pretty much evaporates if ds is disabled at the end (but i still think i should have 5 seconds before i get insta stage 2 to pull myself off with deliverance even when i'm last alive so i can farm some survival points heyo)
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Look at the game 3 or 4 years ago, then come back and tell me it was harder back then
Survivors had no idea how good they had it back then...
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Agree with DS and BT tbh. It's actually quite annoying how fearless survivors can be in the end-game with these perks. You can 99 the gate, since it doesn't regress, you can go for the unhook, and if theres 3-4 people alive then you can also get enough protection hits to make it from most hooks on the map. Every end game plays out the same way.
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Does that mean we can't highlight issues with the game now?
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Maybe adding a open or closed state to the gate would be the answer. Like a totem perhaps. There's not often more than anecdotal play or chasing around the gate.
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Pretending like i didn't read that thread.
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I don't get what you mean. The gate already has an open or closed state.
I feel like the gate should regress if it is above 50%. Survivors choosing to leave the gate to go and save others should be taking a RISK. At the moment they are not, it's a no brainer, just 99 the gate and then go use your second chance perks.
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I mean, its either open or closed. There's no "saved progress", like disarming a hex totem.
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What thread? I don't see any thread here 🤫
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