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Please Nerf Leather face chain saw and buff DS
Hello to all you leather face mains out there I want to see Leatherface have a cool downtime on his chain saw and I would like to see decisive strike get a buff matter of fact it should have never been nerfed due to tunneling killers
Comments
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Leatherface is fine how he is.
DS on the other hand, I think it should activate after both hook stages, so it can actually counter tunneling.
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I´d be ok with DS having 2 uses IF PoP had a 100% gen progress reduction.
Deal?
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leatherface has a chance saw if he miss it reset itself and gives him a boost how is that balance imagine if a leatherface has the perk where he can lockup pallets is that still safe or unbalance
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Bubba is fine as it is.
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One makes sense and the other one doesnt. DS doesn't affect the killer if they don't tunnel. If it affects you that much, seems like you need to go more for the unhooker?
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He has a chainsaw that has no cool down time on it meaning if he hit something he still can go on and on until he hits you he also gain a boost while he is using his chain saw
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Leatherface is fine.
DS is fine too. The only buff I would give it is for it to activate on both hook states and remove the 60 second timer. (Doing objectives deactivates DS anyway)
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I run into tunelling killers after tunneling killers and then they complain about a perk for survivors that keeps them in the game longer so basically it's like saying they want to fight us but don't want us to fight back they just want it to be super easy for them just to get an easy dub it's already hard when you have teammates who don't do gens they not the ones getting tunneling but quick to call me trash when I say something to the killer who let them go
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that sounds good but I would like for DS to stun them a little longer for a survivor to get away from them or they can tweak DS like once they a killer get DS it hides the survivors blood trail and foot prints
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I don't think bubba is fine he needs to be nerf and for those who camp with him they need to make it to if he camping his chainsaw don't down them with one shot
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Both are fine as they currently are.
Sometimes you lose games and that's fine.
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Not as long as DS can remain active during the endgame.
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Fair point.
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Only if it either deactivated during EGC or when opening an Exit Gate, I'd feel like that would be fair
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Just because the gate is open doesn't mean it isn't tunneling anymore. You're free to tunnel, but there also should be consequences.
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It's tunnelling, but there's no other opportunity for the killer to get that takedown if it's EGC, so I think DS should deactivate in EGC, in exchange for the second proc and maybe some scratch mark removal or a speed boost.
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Each time I think I've seen it all in regards to bad takes, there's a post that still manages to surprise me. Well done.
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I agree with this. DS wouldn’t even be worth running if you couldn’t use it in endgame.
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There should also be consequences to DS. It being a free escape isn't balanced
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It’s not a free escape. A survivor is hitting a difficult skill check as a trade off from denying the killer a hook.
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Maybe a 3 second speed boost after ds
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Just because the skill check is "hard" doesn't mean that it should grant immunity during the EGC
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Why should the game be made more difficult for killers and try to force them into choosing a more difficult path, while being made even easier for survivors and give them two free health states?
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Bubbas camp, it's what the killer power was made for. don't be greedy & throw that pallet early. then pray your team is doing gens while you book it to the next tile.
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So first of all, DS should be useful only before all gens are done, not in EGC where you have a 100% guaranteed escape if someone is saving you (or use deliverence) and DS. It should be a perk strictly against tunnelers and it should buy time for your teammates to finish the gens and totems maybe. If you still die that doesn't really matter. What matters is to last in match how much you can so you can actually play an amount of time in that match and give your teammates your precious time to finish how many gens they can before you die. That's my only problem about tunneling. I just want to have a consistent match and earn a consistent amount of bloodpoints. That's all.
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Poor killers, gonna have a harder time tunneling.
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kicks should just have a built in -5-10%, pop should boost that by 15%
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it does because if it affects hook rush then something should affect genrush
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Oh darling, if you want I can show you how to counter our awesome chainsaw brother
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You mean all the slowdown perks that already exist?
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they are useless if everyone is separated
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Buffing already very strong perk that is meta AF even after nerf, just because you got camped by leatherface? I dont think so
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Also DS doesn't need a buff. If you want more anti-tunnel perks just change BT to work only on yourseful when someone is unhooking you, and guardian could work only on the rescuer, not the unhooked survivor.
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DS is meta because tunneling is meta. If tunneling wasn't a thing no one would run DS.
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You don't even play killer. We don't need anymore biased input from whiny survivor mains.
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Agreed with DS. It has certainly fallen from grace and making it 2 time use wouldn't really hurt anyone. As long as you don't tunnel, this perk is essentially useless.
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Could you underline the part where i said DS affects me, please?
So i´ll ask again, do we have a deal?
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No, we don't.
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I actually proposed a perk that doubles (or tripples) the amount of 1 time use perks years ago. Would be a great combination with DS, Unbreakable and Deliverance.
Gen speed is a real problem right now. Killers being able to deal with that, would take a lot of pressure off the killers shoulders and put it where it belongs.
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Why would it be a bad take? Or better said, which one would be the bad take?
I mean, balance is fubar so the devs might actually try something crazy and see how it works.
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Gen speed is not a problem the problem is killer mains only wanna go after one survivors and forget about the other survivors that are in the game and then they realize they getting gen rush
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You honestly just called that difficult?
Once DS has the skill check sequence of yellow glyphs, you may call it difficult.
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Maybe i´m the only one thinking this, but i would actually like to have matches that last more than 5 minutes and consist only of holding m1 with an occational "hit spacebar".
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No his idea of balance is to have 20 gens and then find the a code that is around the map and put it into the exit gate to escape that's balance to him
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I agree, kicks should do way more than the meager regression they do know. Especially since killers have to go through a whole kick animation, while survivor can just tap the gen mid chase to stop the regression.
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Bubba does have a cooldown, he has to wait for his charges to come back.
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Why not? Survivors that suffer from tunneling would greatly benefit from this deal.
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My idea of balance would be to balance the game around hooks not kills or hook stages. Survivors being able to complete 60% of their objective by the time the killer gets his first hook (8% of his objective) shouldn´t be a thing.
Or would you even want to play a match if it was the other way around? Killer having completed 60% of his objective (2 kills + 1 hook) while survivors repaired half of their first gen?
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The problem is buffing ds to counter tunneling sounds good and like the right things to do in the first place but you are not only going to hurt tunnelers that tunnel from first hook.
Sometimes there is a good reason to tunnel let's say I am legion and I don't run noed. One surv is dead and you just got on your second hook at the same time the gates get powered. So when the other two healthy survs 99 the gate and just brainless run into me there is nothing I can do to prevent them from unhooking you and even if I manage to get you trough probably bt and atleast one bodyblock I can't hook you cause second ds no matter what I do that just doesn't sound fair cause there are a whole lot of killers that don't have bubbas multi instadown that would suffer hard from this
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I agree, BT should have a longer timer, but deactivate if the survivor stops running (to take a protection hit).
0