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I do not like the fact that Ds is being nerfed agaun
AND LET ME STAY OFF SAYING NO I’M NOT A SURVIVOR MAIN-I MAIN PLAQUE BUT DO ENJOY PLAYING BOTH SIDES.
Ds is one of the few perks we have to counter tunneling, and no tunneling is not playing the game efficiently. How is it ok that once the game starts you get hooked and then when you’re rescued you get tunneled and hooked again, And again till you’re dead. You then depip because you got to do nothing but be tunneled that’s not ok at all. It’s like survivors are being punished for being good because in there stream they literally said “ we need to make changes because our kill count is too low”. So it’s a survivors fault for being good??
Also when survivors take protection hits for another survivor who has been tunneled all game then killers ######### because we body blocked and that’s not ok, but it’s ok to tunnel??
Comments
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Agree It was one of the only balanced meta perks we had that served a purpose
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DS was fine, or even potentially too weak. I would have taken away the endgame usage but made it so that it worked on both hooks and removed the skill check, not... this.
As it is, they killed it and replaced it with a similar perk, so they've accomplished nothing when it comes to encouraging build variety or fixing how anti-tunnel perks are mandatory in survivor builds.
Tunneling is totally playing the game efficiently, though. Just because it's not remotely fun to go against doesn't mean it's not extremely effective on the killer end of things, or that the game is inherently balanced.
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Even though I'm a Killer main, I actually agree with them reverting the stun time to 4 or 5 seconds. Everything else can stay as is though.
If they're going to revert the stun timer back to 5 seconds though, then they need to revert the nerf to Enduring too, and let it be a counter to DS again by reducing the stun timer like it used to.
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DS is a clear example that this "meta shakeup" wasn't actually analyzed with nuance, but moreso through the lens of "all these perks are used all the time, let's just change them to change them!"
Instead of looking at WHY perks were used all the time, they took it at face value and nerfed for the sake of it. Sure, some of them truly needed it, but a lot didn't need the changes that came to them.
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My biggest problem with DS was the use of it as an invincibility card. Yes it worked great for tunneling but people would immediately hop on a gen or a totem get massive progress then when the TR would approach they'd run headlong into the killer. If I ate a DS before the change it was because the perk was being abused since I used to always prioritize the unhooker unless they were playing blendette and there was no way to find them post unhook. I say used to because I stopped playing for a bit due to mmr and boons but considering coming back since I found a new community that plays and the upcoming changes. Imo, the changes are good to deactivate it when you aren't actually being tunneled and deactivate it during EGC but they shouldn't be messing with the stun duration or anything like that
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DS was the most broken perk in the game next to DH. It was only after they made it so doing anything progressive would shut it off did it really become balanced. 60 secs of immunity is not balanced.
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I'm half convinced of this, but not because of DS. Rather, Self-Care and to a lesser extent Spine Chill seemed like nerfs for the sake of making people stop using the perk. For DS, I think they're under the mistaken impression that they did anything to fix tunneling by adding in the 5s BT, and so nerfed DS on the idea that an anti-tunneling perk isn't as necessary as it was before. (Spoiler alert, it is.) That, or they worried people would stack DS and OTR together and wanted them to pick just one while adding more variety to the pool of anti-tunnel perks... the issue being that one is clearly better now and perk variety has not been achieved.
Other perks, I think they did a fairly good job IDing why they were overused (or not caring that they were overused because they were balanced: see Unbreakable and Adrenaline) but there's definitely some flubs in the mix.
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I don't think it's a fresh take, we agree. Besides, it also tells a better story. The perk had one job, for a valid tactic, and it did it well. Imagine a game where the killer splits his pressure between two, wins normally, versus some train wreck where he eats through bodyblocks, OTR twice, DS(Or unbreakable), only to find out they still have soul guard and they really should not have tunneled that one survivor - They gave up 3-4 perk slots for it.
Sometimes it's worth it to chew through that one survivor anyway. It's fun to have that choice.
Edit: But yes turn that ######### off the moment EGC starts.
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Hear hear. I am fine with it being disabled at end game. But the three second stun change is so unnecessary.
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Not the Ds!
The reduction in stun time is a step too far. I believe you will find most players think that. Deactivation after the last gen is already a big hit to the perk.
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