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What do you think about this idea to buff weaker Killers but also nerf "holding w"?
First off change Nurse's blink attack also to a "power hit" and not a "basic m1" so this change makes more sense aswell.
Now to the actual topic:
Basic M1 attacks give a reduced hit burst to survivors so instead of a 3sec hit burst survivors will only gain a 2sec hit burst. Power attacks that injure survivors still will grant them the same hit burst as now.
This change would buff most of the weaker Killers: Doctor, Trapper, Wraith (arguably weaker), Pig, Ghostface or even Legion, Nemesis (in a way, he also suffers from holding w alot). And this would also help Killers that suffer from holding w which is imo a unhealthy and boring gameplay strategy.
Thoughts?
Comments
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The 'holding W' argument is so stupid.
Only the DBD community would complain about the opponent running in a straight line.
Wouldn't want to make it actually a challenge to catch anyone now, would we. 🙄
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Hit burst speed is already 2 seconds.
And this does nothing to help against killers whose entire basekit is designed to punish looping.
Why would anyone want to make it worse to play against the killers that are already the least fun to play against?
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The thing is it is not a challenge, both players just hold 1 button till the Killer finally reaches you, it is both a boring way of gameplay and has no interaction with each other.
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There is no "challenge" or "skill" in shift+w... it's boring for both survivors and killers.
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Only the DbD community would complain about the opponent doing their job
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Disable perk stacking. No more holding W and most killers will be stronger because of it.
That's it... just disable survivor perk stacking
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This change isnt supposed to help against those Killers, its to help the weaker killers that suffer from it like doctor is the best example, he is anti loop but has plenty of chances for counterplay.
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Suggestions like this have been made even before the current meta of holding W and anti-loop killers. The idea was simple. You reduce the size of maps and increase the frequency of pallets that are mind-gameable. Then you could nerf killers that had too much map pressure and adjust accordingly. Obviously this idea no longer works because of the vast amount of anti-loop killers in the game, but it's just another example of something that could've been done, that was suggested by countless popular players, to avoid the current scenario we are in.
Killers that get punished the most, and are the reason you never see them, are certainly the more M1-esque killers. But "statistically" they probably don't underperform where it matters (ie the majority of the playerbase and non-high MMR) therefore it's irrelevant. Realistically those killers are.. still plenty viable.
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I dont really get what you try to say with that? What does this have to do with perks?
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Camping, tunneling, gen rushing and hiding all game are all also valid ways to play with little to no interaction between the roles. I don't see how its any different for the 'run in a straight line' "strat".
Camping is just stand there staring at the Survivor as they die while the other Survivors bang out generators in peace.
Tunneling is just chasing one Survivor over and over while the other Survivors bang out generators in peace.
Gen rushing is just banging out generators at all costs while completely disregarding the wellbeing of your other Survivors.
Hiding all game is just sitting in lockers and bushes with minimal generator progress until the Killer gives up in frustration.
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are we really gonna pretend that shift-w is fun?
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I disagree with that, I like having bigger maps. It hate wreckers yard BECAUSE it is so small, you run like 5sec and you already reach the edge of the map, I think thats a horrible feeling and doesnt really fit to dbd. Larger maps are more fun cuz survivors have more space to work with in the game and it isnt that easy to cuck your own teammates by accidently running into them while they heal or do a gen.
Also Killers like Artist, Blight, Oni etc are more fun on bigger maps, also it reduces the power of camping, its easier to protect an area and camp a hook at the same time with a smaller map. It has only advantages imo.
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In lower ranks people are more likely to try and loop the killer because they dont all have the same perks... DH, BT, DS, etc. Take those safety nets away from 3 players and they're more likely to loop. And most killers will be more successful, even the ones most people assume are weak
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Yes you are right but I never said this fixes those problems? These are other issues that also needs adressing and you are absolutely right with that.
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I dont really see that, holding w has nothing much to do with perks its just a gameplay strategy just like camping or tunneling.
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true
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The problem is that the overwhelming majority of killers are on a character that just hits you through pallets. Anti-loop powers have gotten pretty insane lately, although when the gens can get done in 3 minutes they have to be. So there's really no reason for survivors to even attempt looping once they realize you are a good Nemesis / PHead / Artist / whatever.
Midwich is my favorite map to play but good lord the W is strong sometimes. Someone sees you at the end of a hallway and it's gonna be like 30 seconds to even get to them. That's why I have mostly stopped sending myself there except on high mobility killers.
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it could be a killer perk. I had an idea long ago for a perk that halves sprint burst upon injuring a survivor with normal m1 hit.
Survivors have a perk called overcome that does opposite, though I do not see anyone using it. As long as dead hard exists in current form, it will overshadow every exhaustion perk.
I kinda wish the killer meta game evolved more into making viable chase perks instead of consistent gen slowdown perks that everyone uses 24/7. The last time they tried to make viable chase perks were Crowd control and Blood flavor, but they made them hex which made them the worst hex perks in the entire game. they might still be most pointless hex perks ever. The only other chase perk that made since than is coup the grace and for that, they gave it a worthless token system.
Other than that, there hasn't been any chase-oriented killer m1 perks since bamboozle, enduring spirit fury, sbtfl and very first one, brutal strength. I might be missing one, fire up? nobody uses fire up though, too garbage numbers.
So maybe dev make a viable chase perk, one that could be useful would be a perk that reduces sprint burst of healthy survivors after an m1 hit.
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Yes but bigger maps make 90% of the Killer Roster unfun to play because they don't have that map pressure or can reach any of the farther Gens before they get done. Maps do need to be made smaller and cut the amount of safe tiles down.
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It can reduce that too.
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Or do something about the gens themselves (not slowing the genspeed but help with the pressure build), this would be also a different way to approuch it, shrinking maps is only 1 of many solutions.
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Speed boost on hit is 2sec, not 3.
W is likely the only option for beginners to buy time, especially when they're being tunneled out without any 2nd chance perk, or resource is depleted.
And there are more and more Killers power just force survivor to run straight, there is no point to hold at a title for too long vs Pyramid head, Nemesis, Artist...
I really like perks that apply effect to M1 like Sloppy & Franklin...but those perk would be powerful for Killers using power into M1 like Spirit & Nurse
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Unfortunately the Devs have already said they won't touch Gen Speeds or anything like that so maps are the only option at the current junction. I don't want to see more slowdowns for Killers because that would make matches unfun for both sides.
There is way too many safe tiles that lead into semi infinities or just another safe tiles.
Wreckers Yard is a decent example of Map Balance, even though it still has alot of safe loop combos in the center of the map, it has the most balance in size and Safe to dead zone ratio.
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With DH you can hold W to another tile or pallet. With BT you can hold W until you make it to a loop or pallet. With DS you can hold W until the killer catches you because you have a get out of jail free card.
No other perks besides SB and BL allow you to hold W like that... even Smash Hit requires you stun the killer first.
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Challenge equals "I literally cannot chase this person because it will be a 60 second investment chase as an M1 killer, and even assuming a best case scenario for me I will trade 3 gens for 1 hook"?
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haha I used to use franklin on nurse in my main build and sloppy butcher on spirit before stridor got changed. I don't think it would change very much for these killers because they already have options to gap-close. Perk like this would be redudent and not very useful for them.
it would do mass for all m1 killers that have no reliable instant down or in-chase gap-closing because you could pair the perk with stbfl. Short recovery+Low speed boost is super fast catch up for the killer. Examples of killers that would benefit from a perk this would be Demo, Pig, Doctor, Trapper, Clown, Nemesis. Survivors might complain that old pseudo machine gun build is back, but I always thought it was overrated build than again I wasn't forums at that time.
The killers that are high-tier have no real reason to use the perk and that is because part of what makes them strong is the ability to gap-close distances. Like blight can use the perk, but why, he already moves so fast that he does what perk does and better without needing perk itself. Its why you do not really see blight use a perk like stbfl. No real point.
I doubt they'll ever add a perk that though. Dev are Ultra-safe with killer perks. this perk is way too unsafe for them in my opinion. Even if they did add it, they'd probably create some mechanic to make it worthless like making only work obsession or something.
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