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No perks should be base kit
Decisive Strike shouldn't be base kit.
Borrowed Time shouldn't be base kit.
Corrupt Intervention shouldn't be base kit.
Pop Goes The Weasel shouldn't be base kit.
Not even less devastating perks like Kindred or BBQ should be base kit.
I'm so, so glad Patrick swatted this idea down when it came up during the QnA. I think there is an altruistic group of people who ask for things like this because they want the system to encourage a more fun way of playing or something that helps weaker players, but I also think there's a group of people who want to have their cakes and eat it too so that they can run their funny meme build while also having meta perks systemically added to their builds so they're not at a disadvantage for using meta perks.
I do not think that either group, however, recognizes that when you make a huge sweeping systemic change, it doesn't just help the less strong group of players, it helps even stronger players immensely. Imagine if, say, DS was basekit. Now you can run BT/Unbreakable/COH/Adrenaline and have the basekit DS to keep you safe just in case. Imagine what the bully squads would get creative with when they have base kit DS. Or, on the Killer side of things, if ######### like Pop was basekit. Do you think Solo Qs who have grinded their way to the top would enjoy dealing with Ruin/Undying/Pain Resonance/Dead Man's Switch on top of a basekit Pop so that the Killer can effectively spread out which gens they're utterly shredding? I'm sure the horde of Blights at top MMR would appreciate it.
There's nothing wrong with suggesting that base system mechanics be buffed i.e. kicking a gen without any gen slowdown perks or, as is coming in future patches, being able to know what your other teammates are doing in the moment. But the way to fix those things isn't making strong perks or even above average perks a part of the base kit and I'll reiterate how happy I am that Patrick also agrees that it's a terrible idea.
Comments
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Realize that these perks are there to prevent very frustrating parts of the game
While I do agree these perks shouldnt just be slapped to base kit, something should be put into place to make it less frustrating to deal with that benefits every one equally
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Removing facecamp/tunnel and nerfing generators to 120seconds or even 160 seconds gonna definitely make game healthy.
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You are right - nothing should be basekit.
Imagine this game with all of that being basekit - and of course you would have a lot less players because they all got banned because they tunneled, camped, or flashclicked or tbagged...
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why not the bp effects from bbq or wglf? im pretty sure that would just help everyone.
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No.. having gens take that long is just boring
Gen times definitely need to be slowed down but just flat out increasing the time it takes is lazy and really boring gameplay
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I'm so, so glad Patrick swatted this idea down when it came up during the QnA
I hate to tell you, but that isn't what happened. Patrick was asked if there were any plans to make Decisive Strike or Borrowed Time basekit.
His exact words, intentionally repeated twice over in the same way, even when prompted otherwise, were:
"There are no plans to make Decisive Strike basekit."
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But without increasing gen time, you can't let survivors chase for 12 times.
and long or short, gen is boring and that's the fundamental problem of the game, at least with long gens you have a chance to do a chase even with decent teammate.
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Patrick didn’t swat down Borrowed Time being base kit, he actually implied they’re looking into that one.
And there’s nothing inherently wrong with Borrowed Time just being a thing that happens when a survivor is unhooked. However they would, like you said, need to couple it probably with making gens take slightly longer to finish to compensate for the overall boost survivors would get across the board. But if both those things happened (innate BT and gens taking longer) I’d be perfectly fine with that as a killer main. It would give extra encouragement to spread hooks during a game which probably makes for a more fun game for both sides.
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exactly. don't make perks basekit, address the reason why people feel the need to run them.
Unfortunately that gets a little sticky when people refuse to drop perks they don't need but think they do, but its still the right direction for game health.
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So you want to make an already boring part of the game more boring? There are other ways of making gens take longer. Such as adding a secondary objective.
All you do by flat out increasing gen times, is make Solo Q even worst while barely having an effect on SWF.
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Adding a secondary objective gonna be harder work, but that'd work too.
I'm just stating camping AND the time killers have is the biggest problem.
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You know that a second Objective wont mean that Gens will still take 80 seconds?
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I meant harder work for devs? whatever the way it is, increasing game time in general and giving more interaction across survivors and killers gonna work better than basekit thing.
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It's always going to present a balance challenge for the devs when there is a massive skill gap between top and mid tier players like DbD has. When you make things baseline, you buff the top end and risk not changing all that much for the middle to low end anyway. And if you lower the skill ceiling, you alienate a whole lot of people. And as other games have found out, no matter how low the ceiling is, a certain portion of players insist on being on the floor and can't be helped.
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Huh? They literally confirmed BT basekit in the future is a possibility. Because they seem to really want to remove the last few killer players.
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I 💯 agree.
Nothing should be basekit, except cypress mori.
You pick your perks and play your game. If your opponent countered you , well tough is the titty 😏
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People call for that stuff because those perks solve core issues within the game.
Killer Camping? BT.
Killer Tunneling? DS.
3 gens pop after the first chase? Corrupt.
Kicking gens takes more time from a killer than a survivor tapping it? Pop.
SQ is impossible to coordinate in-game? Kindred
With how SBMM is implemented, there is little incentive for a killer to leave a hook and not secure a kill, for survivors to commit altruistic actions and risk being killed instead. It's no news people are asking those issues to be fixed by making perks baseline when, in fact, those issues are all ingrained to the core mechanics of the game. Just like Otz said, the side who's willing to play dirtiest takes the cake.
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The problem is perks were band aids to problems that cropped up. Face camping/Tunneling/terrible base gen regression & gen tapping/Slugging/Early game pressure.
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Lmao. 2 minutes and 40 seconds a gen. No survivor would escape through the gates
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We can’t make perks basekit, why even have perks in the game than?
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How about this?
All perks should be basekit, but it has Tier 0.2 kind of strength. Players who use perks have it Tier 3 strength.
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I agree. Putting any perk in as base kit is just giving the side 5 perks every game. You think that won't just translate into an extra second-chance for survivors or an extra stalling perk on killers? It won't fix anything, it will just take their boring builds and make them even more oppressive.
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I would KILL for basekit Monstrous Shrine. It is so underrated, but I do not have room for it, give me that cake so I can eat it too, baby!
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