Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
The needed changes
This is all opinion. I've seen the issues people have brought up with the game and here is a stab at addressing them. The more drastic changes are listed first.
(Targets Camping)
- Divine Intervention Mechanic- When two survivors are downed/hooked for at least 20 seconds the divine object spawns randomly within the map away from survivors and furthest from the killer, cool down of 160 seconds.
Survivors will see the aura immediately while the killer will be given hints from the entity every 15 seconds to narrow down a search area.
(Entity blocks gens that are not being repaired for 10 seconds around the search area.)
If a survivor activates the object (10 second activation.), the killer’s power will be negated for 40 seconds and all survivors will be given the perk ‘Borrowed Time’ and have their healing speed increase by 100% for 80 seconds.
If the killer interacts with the object, it will be destroyed for the remainder of the trial. If a killer hits a survivor holding the object, it will despawn normally.
(Traps from the killer will be disabled but will reactivate after the duration.)
(Object will despawn 5 seconds after a survivor is picked up or unhooked.)
(Targets Tunneling)
- Divine Protection Mechanic- When a survivor is hooked for the second time in row, no other survivors have been hooked recently, the divine object of protection spawns randomly within the map away from survivors and furthest from the killer, cool down of 160 seconds.
Survivors will see the aura immediately while the killer will be given hints from the entity every 15 seconds to narrow down a search area.
(Entity blocks gens that are not being repaired for 10 seconds around the search area.)
If a survivor activates the object (10 second activation.), the entity consuming the survivor will be interrupted and will regress a hook stage.
If the killer interacts with the object, it will be destroyed for the remainder of the trial. If a killer kits a survivor holding the object, it will despawn normally.
(If the targeted survivor recently (within 60 seconds) took a protection hit for another survivor, the divine object will not spawn.)
- Hook changes - While the killer is within 16 meters of a hooked survivor and there is no other healthy/injured survivor within the radius, the entity savors the kill and the hook stage progress is extended by (10xGensRemaining) seconds, this adds with each stage of the sacrifice.
- Killer Passive - Gains the effect of ‘Whispers’ with a new HUD icon. (Affects killer role.)
- Perk Effect Change - ‘Whispers’ - removed current effect. Now reveals the aura of all divine objects to the killer immediately after spawning.
- Perk Effect Change - ‘Dead Hard’ - After being unhooked, you gain the endurance to survive, while running -- press E to dash forward and gain short immunity, (60/50/40s CD). The effect will be lost upon returning to the healthy state.
- Perk Effect Change - ‘Dead Man's Switch’ - Now activated by scourge hook, duration of 45 seconds with a cooldown of 60 seconds.
- Perk Effect Change - ‘Boon: Circle of Healing’ - Height radius reduced.
Functionality Change - When the killer is within the radius of a blessed totem, the entity will attempt to consume the totem and the effect of the boon will begin to flicker in and out.
- Perk Effect Change - ‘Decisive Strike’ - Effect is now removed when taking a protection hit for another survivor.
Item Balance
- Medkit - Medkit self heal will now have a healing speed penalty of 25% added. Healing another survivor will remain the same.
Find some loop holes for me and I can continue to develop on the idea.
Comments
-
Divine Intervention is irreparably unbelievably stupid overpowered.
Divine Protection is irreparably unbelievably stupid overpowered.
Hook change is completely busted.
Whispers doesn’t need any changes.
Dead Hard’s busted reason is the unconditional dash.
Decisive doesn’t need changes.
2 -
Dead Man's Switch already has a cooldown, it doesn't need another one.
Decisive is fine
Devine Intervention and Devine Protection are stupid op
0 -
For dead hard, I added the condition of only working after being unhooked.
Dead Man's CD was extended by 15 seconds.
Way I see it, if camping/tunneling is as big as a problem as people say, then dramatic change is necessary. This is the attempt at addressing them. Yes, I agree that they are quite far fetched, but I see them solving the issue. Build alternative ideas using this perspective.
As far as the perks, again just my opinion but I feel the perk changes are solid, outside of whispers anyway. I just run whispers a lot and having it as a passive for killer seems nice, especially with the talk of adding more HUD for survivors regarding what other survivors are doing.
Appreciate you reading though.
0 -
Divine Intervention: Broken AF. Imagine Nurse with her power disabled for 40 seconds. No.
Divine Protection: Broken. Survivors now believe they should REGRESS hook stages? Rofl. No. Can Killers regress an already-completed gen? Why should Survivors get a hook-regression mechanic?
Hook changes: Giving Survivors free hook time? That was abused in the past. No.
Dead Hard: You're literally keeping the broken, unintended part; DH for distance.
I had to stop reading there, sorry.
0 -
Divine Intervention: I can't imagine this mechanic ever shutting down a nurse. Nurse dominates most games if the player knows what they are doing.
Divine Protection: That's a very valid point and I don't have a rebuttal for it.
Hook changes: Tell me how it can be abused, I just can't see how it is possible how I have written it.
Dead Hard: Hey, I suggested less 'dead hard's in a game. You can't really remove a perk from the game so adding conditions is the best way to handle it.
You're all good man, a honest try and sharing thought is all I am looking for.
In all honesty, I think the game in its current state is fine, for me, I see camping/tunneling as just another part of the game and something to counterplay against. The problem comes in when people who are somewhat new to the game get these matches consistently, it can be a deterrent and it can promote hostility toward the other side. This is all banter and just sharing opinion.
0