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Should dead man's switch be nerfed?

Faulds
Faulds Member Posts: 903

Do you think dead man's switch is perfectly balanced as it is... or do you think that it is a bit too strong, and needs a small nerf?

Should dead man's switch be nerfed? 28 votes

Yes
21%
ryanb122197GhostePepsidotValikmalibu_barbie_26espooked 6 votes
No
78%
GibberishDr_TrautsPricklymusstang62Cornpopers_EvandugmanFobboNoOneKnowsNovaThr_ustAnozo2426PSPTrickstaaaaaHaunterofShadowsThatOneDemoPlayershinobu149AurelleBennett_They1ThemGarlicRiceFauldsyellowguy77 22 votes

Comments

  • Cornpopers_Evan
    Cornpopers_Evan Member Posts: 2,428
    No

    I personally don't think so, I haven't seen it being ultra strong but, maybe I just haven't seen it enough or have gone against the right killers but, from what I've seen, nah.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623
    No

    It's fine, it only has 1 funky interaction with Mommy and that's it

  • Aurelle
    Aurelle Member Posts: 3,611
    No

    I think it's fine, but it can be a bit crazy on some killers.

  • Valik
    Valik Member Posts: 1,274
    edited February 2022
    Yes

    I honestly think that it's just a bad design.


    The way it is now grants a lot of value with little actual utility or interaction.

    It isn't "Really good' so much as it is annoying - much like the most recent boil over update.

    Not only is it not that good, or fun, but it also doesn't make much sense in the scope of the killer.


    They should do one of the following:


    Make it a strong Obsession focused perk that rewards the killer for prioritizing the Obsession. | or | A perk that punishes survivors for playing risky.


    1.) Effect causes generators that are abandoned by survivors to pop for 5% of its total progress and become blocked by the Entity for 10/20/30 seconds. When a non-Obsession survivor is hooked, this only effects the Obsession. When the Obsession is hooked, this effects all other survivors. The effect lasts for 30 seconds total.


    2.) When stunned by a survivor, the nearest unblocked generator explodes for 5% and is blocked by the Entity for 5/10/15 seconds.


    The benefits for the first perk are to create a genuine tension between the killer and their Obsession. This promotes killers to focus on their Obsession, but also to leave them to rake up the value of the perk. There are not many perks that cause the Obsession to become a priority in the match - this would allow the Killer to regard their Obsession with malice, but also to reward them for timing their takedowns. It creates a dance that incentivizes other survivors to stick their necks out for the Obsession once the perk is revealed, while also allowing good Obsessions the discretion to play smart and lure the killer into unfavorable positions. The Deathslinger has a chosen enemy that he hates to his dying breath - and if he finds an enemy in you, you're going to wish you were dead.


    The benefits of the second are simplicity, thematics, and functionality. A huge problem with high level matches is just how much survivors abuse pallets and try to use them as a free escape while they play things dangerously. However, this perk would cause those cocky players to think twice. They can either surrender a loop, or travel away from the important generator. When the perk takes off and is used correctly, survivors will be forced into either giving a hit - or pre-throwing the pallet for safety. This turns the killer into a walking bomb that punishes the brave and foolhardy players with penalties for needless stuns or greedy pallets - especially in chases nearest to the action. If survivors want to pre-throw more, punish their tactics. If you hurt the Deathslinger, he's going to make you regret it. Best play it safe - which can often place you right in his sights.


    Flavor Text:

    "You're not about to let them stop you - at least not without revenge"