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Players, please make sure you aren't overreacting to perk buffs.
As someone who's secondary complaint about this game is how many borderline unusable perks there are in the game, it's frustrating to see the player base react poorly to terrible perks being given a viable use. There are cases where perks are genuinely too strong, but you can tell what perks these are because they start to replace the meta (which for whatever reason doesn't get nerfed). Mettle of Man was originally a clear cut case, Circle of Healing is not as overwhelmingly busted, but is still probably too strong because it has somewhat replaced the meta. Everyone once thought the change to Lucky Break was completely busted, but how often do you see that perk now?
Boil Over and Power Struggle are not too powerful in their buffed forms. Boil Over isn't the problem, there not being a close enough hook in RPD library (and probably Thompson House) is the problem and that can be solved by putting hooks in the right locations. PS still practically requires Flip Flop, and any perk that requires a paired perk (especially one that isn't good on it's own) will never be meta.
Dead Man's Switch may genuinely be a bit too strong, but I can't tell for sure.
Anyway, as someone who wants the devs to feel rewarded for making perks genuinely useable, please don't discourage them from making effective changes. If we do that as a community, the perk changes/buffs that we will see will all be on the same level as Buckle Up, because people are generally not going to get in as big an uproar about a terrible perk remaining terrible compared to a perk becoming something a killer/survivor has to think about/overcome.
Devs, if you see this, I want you to know that meaningful perk buffs are what keep this game alive for me. Thank you for the buffs/changes that matter.
Comments
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You will not see me complaining about perk buffs. 90% of them are useless... Like, we need some buffs, bruh.
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DMS is a wee bit strong but infinite healing with no downsides isn't
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I don't think Boil Over is going to be meta but those SWF's looking to bully people really shouldn't be given that perk.
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If you have a perk that binds the killer for 5 minutes after every gen and it is a meta perk, you don't diversify the meta by bringing out or buffing other perks to the same or a higher level.
There is a power creep problem with this game and NOTHING will be worth taking while the top meta perks give a free life or take away the killers ability to do their objective. They need to nerf the top perks to make the other perks a better option.
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Imo Boil Over is just going to be Lucky Break part 2, everyone thinks it's going to be OP and then no one really uses it.
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Now I do like that they are willing to add "Environmental" Conditionals to carrying Survivors. Gonna slap that onto my "Tunnels" Idea.
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I just find it funny how people complain about the survivor meta being boring and stale, and then when a decent perk (that can't compete with current meta anyway) gets released or a bad perk gets a decent buff, people flood to the forum to complain about it. "This perk is broken, SWF is gonna abuse it!", only for the perk to get use for like a week and then people switch back to the meta.
Happened to Lucky Break, Any Means Necesarry, For the People, Soul Guard, Built to Last, Power Struggle, Fast Track, Counterforce, Boon: Exponential and now Boil Over.
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Tbf the new boil over is strong asf
I watched a hag carrying someone drop off the macmillan house and they took 2 steps and then they were off
That's pretty ######### fast
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With your question on Power Creep, actually- is there Power Creep in the game? If you remove Circle of Healing from the equation, because ######### that perk I cannot wait for it to be nerfed into the ground, the survivor meta is essentially just... Old perks. Dead Hard/Sprint Burst, Iron Will, Borrowed Time, Unbrekabalr, Decisive Strike, Adrenaline, etc. They're all old perks while newer ones are mostly situational at best, with no chance of being better than the Old Ways™.
Even if we include COH, that's an outlier in the trend and not a consistent pattern.
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Thats why it is a power creep. Nothing is worth taking over the old perks because nothing is better than self sustaining free handouts. They can't make anything better because it would break the game even more.
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Exponential in the right hands with a map offering did exactly what the concern was: whack-a-mole with sabo builds. Can't hook anyone, can't slug them. Boil Over is going to do the exact same thing. Just make sure you get downed somewhere mildly inconvenient and forcing taking the long route, become unhookable.
The issue is making perks that aren't meta and are only vaguely useful in such situations, and won't even necessarily help with winning a game, but can be used to create neverending scenarios like this.
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I agree, I have no problem with weak perks getting buffed, as long as the specific buff doesn’t break the game somehow obviously.
The only issue I can see with the Boil Over buff is simply that on certain maps Boil Over could maybe, possibly, create exploitable situations where a survivor can go to a specific spot and be guaranteed to not be hookable. That’s as much a map specific potential problem as it is Boil Over. Really though the solution there is adjust the broken map versus adjust Boil Over. If Boil Over is fine in the great majority of cases, but broken due to very specific map terrain and hook layout, then fixing the problematic map leaves an otherwise reasonable perk available everywhere else and plugs the hole for future problems as well.
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25% wiggle progress for stepping off a staircase one or two steps too early is probably a perk issue rather than a map one. If it's exploitable on certain maps, that wouldn't change that the drop triggering it is way too short.
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It’s only a perk issue if that makes the perk overpowered. Is there actually any indication this causes too many escapes on normal maps?
Keep in mind, allowing up to maybe one escape every now and then isn’t necessarily overpowered, a survivor perk if it’s properly balanced should have some sort of impact on escape rates.
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Got it, always thought power creep was just only where the new stuff is a lot better than the old
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It normally is but they just happened to reach the peak with the original perks. COH is a good example of what happens when they make equal or stronger perks.
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Mmm, it's a perk issue if it leads to some sort of unclear feedback; the perk description calls out "high drops" or something, but you're expected to know that this will mean if you walk off steps or something? I know it's been pointed out how e.g. the exit gate platforms in The Game will trigger the 25% wiggle timer boost. Those are like three steps up.
And thinking about how omnipresent low-ish platforms are in main buildings when they don't have high floors (and how the 2-story maps already have hook spawn problems), it's already something that's fairly common amongst most maps.
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The question isn’t whether low platforms exist and you occasionally step off one, it’s how often that happens and then the Boil Over four second wiggle causes you to lose the hook. You’re not going to lose the hook every time you lose four seconds, many hooks are in the 5-10 second range.
I have no idea if Boil Over will be good or meh or overpowered, I’m just saying that in principle it might be ok on most maps assuming there aren’t too many instances of it giving escapes.
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Some buffs are good, others are bad. Blanket statements are always going to be incorrect.
Like boil over doesn't need the drop bonus. The other buffs are ones I've wanted for a long time.
Circle of healing singlehandedly obsoletes every other healing perk in the game on top of giving unheard of autonomy to solo survivors. No single perk should make a suite of others pointless. This is an obvious design flaw.
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Overpowered in certain circumstances is going to be frustrating to players. Especially when survivors decide which maps you get sent to. The game should have as little frustration as possible, *consistently* for both sides.
If i get facecamped a few games in a row, I'm probably going to stop playing for the evening. If I get sent to eyrie, rpd, haddonfield back to back vs. survivors in a group that are using perks that forbid me from progressing the game..... I'm probably not playing for the rest of the evening.
Both of these situations are frustrating, but not necessarily overpowered. Neither of them should happen and perks/killers that enable them should be mitigated.
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Oh I am completely onboard if you’re advocating removing map offerings entirely! Map offerings are way more annoying than any benefit they give to the game overall. They just exacerbate the usage of maps that people consider skewed their favor, plus enable trolls to pick maps with exploitable areas specifically to drag matches out indefinitely. I’d be totally happy if map offerings got tossed altogether.
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The perk buff are worthless because the meta is to strong specially for survivor. The survivor perk buff are good and those buff will probably put those perk in a good spot and in the playable perk but no way those perk can see play because of the meta.
For killer DMS only need to beat corrupt or deadlock that all.
So the survivor perk buff are going to go in a waiting room for when the survivor get nerf enough that its worth running other perk then second chance.
For killer its the same they are in a waiting room until the game is slow enough for the killer to run other thing then 4 slowdown perk
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Honestly aside from the removal of the Leatherface mask this patch overall looks solid. Can't really complain aside from a few addon changes notably the addons for Nemesis. Aside from that I feel this is a pretty solid patch. Don't get me wrong - I don't agree with their "solution" for the Leatherface mask. Mostly because they didn't really do anything aside from remove them - We still have a garbage report system on handling bad actors for both PC and especially console and we didn't truly get compensated for the loss of a cosmetic on a licensed character granted we got something it isn't going to be able to get us a new mask for Leatherface. As for the actual balancing - I honestly can't complain too much. Just a couple of addon changes I don't agree with but overall not a big deal.
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Because people are lazy and your choice of DH, DS, BT, IW, maybe unbreakable and CoH is all the variety that the top meta will allow.
I think one of the best and healthiest, but also most extensive and controversial (ie totally hated at first) changes that you could do would be to make the survivors more then just a skin that comes with three perks, but give them some hardwired abilities in order to strengthen their identity.
My pipedream would be to hardwire the best perk from each survivor into their kit, but make it unavailable to everyone else. This way you would have less cookie-cutter meta perk survivors and you would know a little bit what to expect, while also making every survivor a slightly different gameplay experience, just like killers.
For example each Nea would have balanced landing hardwired, but balanced landing would then be lost to the crowd. Only Davids could use Dead Hard, only Laurie's Decisive Strike etc. It would be THEIR thing, akin to a killers power, and because you couldn't as easily mix and match it, you could more easily tweak the survivors main perks power, even increasing it.
There would also be other possibilities, like giving each survivor a passive ability that incentives a certain build or whatever. Its such a waste that survivors are just skins with no gameplay element attached.
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Please no, I don't want to turn into some wildlife expert on Davids.
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This is my issue with that buff as well. Boil Over's buff is not really going to be useful outside of dedicated bully squads. It's just a bad tactic from a design perspective.
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Completely agree. I've been one of the most adamant about the need for this.
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Couldn't have said it better myself.
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Because all survivor meta perks are so insanely broken that anything that will get into the meta is obviously even more broken, like CoH
Of course killers are afraid of that, look what survivors can do now with the tools they have
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