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Punishing people for completing their objective is a new dangerous design philosophy
So we had this patch for some time and as someone who plays mostly solo queue on the survivor end I won't complain about tunneling, camping, gen speeds etc because to be honest my games have returned back to normal, I got to iri 1 yesterday purely on solo queue escapes/doing well, I get cracked teammates, we win, I get bad teammates, we lose.
The thing that actually irritates me more is the new way that devs started dealing with perks, and it's for punishing players for doing their objective.
Let's start with the most obvious thing on the survivor end - Decisive Strike
It was discussed a lot on the forum but here are 3 main reasons why I am against it disabling it during the end game
- the survivor team played well, did all 5 gens and preserved their one-time powerful perk for the end - why do they get in return? The perk slot removed
- it's the killer's fault for being in the situation to eat the ds end game to begin with - why was the hook near the gate, and why was not it in the basement? Why did the unhook happen to begin with at least without a trade? Why did the survivors reach end game? If the killer played ''fair'' and did not eat ds during the game earlier it's their choice - not the survivor's fault
- End game perks exist - noed, no way out, bloodwarden, remember me, rancor, only noed was changed out of these but it still can get you one down before cleansed
Now lets get to the killer end
Corrupt Intervention - you manage to down one survivor quickly despite all their resources being available at that time? What do you get for that - all gens unblocked, with survivors doing nothing to deserve that.
Ruin - you removed one survivor from the game before last gen popped, what do you get for earning this kind of pressure? Complete removal of your gen pressure which let's be real was pathetic to begin with after the nerf
To me these changes make 0 sense and I am honestly scared the devs will design perks in the future with this mindset to help the players who are just not good.
Good killers were getting 4ks with dead hard and ds end game, and bad survivors were dying with those perks, bad killers were losing games even with corrupt and ruin, and bad survivors were dying without those existing in the match.
I do not think this kind of approach is the solution at all.
Comments
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Nope.
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why was the hook near the gate, and why was not it in the basement? Why did the unhook happen to begin with at least without a trade? Why did the survivors reach end game? If the killer played ''fair'' and did not eat ds during the game earlier it's their choice - not the survivor's fault
Aaand you lost me. Also fyi you could also escape even from the basement on certain maps.
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All of this is on the killer, once again survivor finishing their objective of doing 5 gens is literally resulting in a perk slot removal. It does not make any sense and no if/buts/lack of counterplay will change the fact that this is a fact. If you designed the perk let it be in the game or remove it altogether
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It is in the game. Till endgame. And
lack of counterplay
makes sense. If you haven't been tunneled for 5 gens the perk already did it's function.1 -
Im not agree with ruin scenario.Maybe 1 gen left and 4 survivors and quiting ruin can mean 3 persons escape vs 3k if ruin would stay btw its a hex.
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It does not make sense to me sorry.
Once again that could have happened because the killer decided to, it's their own choice not to eat ds early game.
This was done only to artifically help killers who at that point were probably doing badly or were looking at a draw. Unhooks in end game happen mostly when at least 2 other survivors are alive, and if they go unook and then perfectly coordinate a ds play by body blocking, everyone included deserve to escape.
gen speeds were increased, other qol life changes implemented to all killers, powerful survivor perks being disabled end game is not only an overkill but honestly sad.
The only acceptable way to disable perks would have been to also time limit other killer perks end game perks like noed/rancor and nerf blood warden and no way out duration at least
I also forgot to mention, there is counterplay to ds end game - mori.
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The 3 second duration on D-strike is tragic and should be reversed. That being said...Anti-tunnel perks are supposed to be, and should only be just that. To prevent tunneling. If D-strike made it until the gates were powered, you are not only alive, but you havent used the perk at all, which means you were never tunneled out of the match. Why should you keep an anti-tunnel perk if the killer never decided to tunnel you out? Should NOED be applied at the start of the game too, despite the gates not being powered at all?
Corrupt is for early game pressure, if you get a hook before a single gen is done, you're already above average in pressure in comparison to pre-patch, so why is Corrupt still necessary especially considering the 10 second increase on every gen, the attack cooldown decrease and survivor injury speed boost nerf.
If Ruin made it 4 gens in, then there was already massive pressure applied for the majority of the game, and the survivors are noobs. In most situations against competent survivors, the Ruin totem would be dispatched long before 4 gens got completed.
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You completely lost me when you defended free, uncounterable end game escapes.
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"it's their own choice not to eat ds early game."
So... killers are supposed to tunnel early in the game now?
"why was the hook near the gate, and why was not it in the basement?"
Boil over maybe, or sabotage, or its on the opposite side of the map, or maybe they were hooked in the basement but not downed until near the exit.
"Why did the unhook happen to begin with at least without a trade?"
Because, believe it or not, camping is not uncounterable. You only need one healthy survivor to bait a hook grab for a 50/50 chance at a rescue, throw in another to body block and you can't even get a trade.
"Why did the survivors reach end game?"
Because they did their main objective. Endgame is still part of the game. You haven't won until you cross the exit line.
Answer me this: Why did you get downed again? Why didn't you reach the exit if you had already earned your win? Why didn't your team mates body block for you? Why didn't you run OtR for endurance? Why didn't your rescuer run BT? Seems like you could have easily prevented going down again.
Perks have their uses, and their windows of activation.
If you're running Adrenaline, you're playing without a perk until all the gens are repaired, and if you're healthy when that happens, no perk at all.
If you're running Deliverance and you get hooked first.
If you run Unbreakable and don't get slugged.
Do these "not make sense"?
DS is to penalise tunneling, which is only bad sportsmanship before endgame. At endgame the killer has no secondary objective and the survivors have completed theirs, so it's anything goes and camping and tunneling become not just valid, but core tactics.
Old DS was actually punishing killers for completing their objective. They downed the survivor, doesn't matter how or when, they progressed their objective and the survivor lost a chase, the survivor failed, yet that survivor would have a 100% guaranteed escape, and the killer has no counter. That does not make sense.
Post edited by Seraphor on1 -
The only acceptable way to disable perks would have been to also time limit other killer perks end game perks like noed/rancor and nerf blood warden and no way out duration at least
Endgame perks. Perks that should trive at the endgame. Why should these perks be more limiting than that?
and if they go unook and then perfectly coordinate a ds play by body blocking, everyone included deserve to escape.
How do you perfectly coordinate a ds play? Body blocking sure but usually even body blocking wasn't needed with ds in hand.
(Also just gonna let you know, I disagree with 3 second ds but I will stand with it disabling at endgame)
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