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Killer perks that need nerfs
After all these updates I think 3 perks on the killer side need heavy nerfs. Those being overcharge, eruption, and save the best for last.
Overcharge in my opinion needs a cooldown. The fact you can continuously use it every time you kick a Gen is a bit much. Especially close to finishing the game a killer can just keep guarding it and kicking it and there’s nothing survivors can do.
Eruption on the other hand needs a longer cooldown, paired with overcharge it’s a devastating combo.
Finally is save the best for last. With the nerf to survivor distance after taking a hit and buffing killer hit cooldown, this perk has become way too oppressive. It feels like 10 stacks instead of 8 and with all the nerfs is honestly a bit too much. Either change the numbers to not be so drastic or give survivors back their distance after taking a hit. Or remove the killer cooldown after hit if survivors don’t gain much distance.
Ad of late these perks have been some of the strongest in the game, so I think tweaking them a bit would be good. What are your guys thoughts?
Comments
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STBFL should honestly just have 6 stacks after the buff to basekit hit cooldown.
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Eruption and Save the Best for Last are kind of understandable but why Overcharge? I don’t understand since there is already a much better version of it which is Call of Brine. You are just making a perk that is already so overshadowed by COB worse so there is absolutely zero point on running it.
For me, Overcharge actually needs buffs, since you have to wait 30 seconds to get the same value that COB gets instantly and that skill check will only work against bad survivors and with a hard skill check build. Pretty mediocre perk to me.
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overcharge isn't a big problem once you expected it, it isn't strong as you think and honesty it's a mediocre perk who works only aganist people who don't know how to hit great skillcheck.
eruption require to kick the gens and to down people fast, thing that usually you don't have the time to do it, especially with the actual maps who are extremely safe (at least at my mmr levels). Another mediocre perk
STBFL isn't bad right now, but it has the same problem of eruption, the condictions most of the time are too much time wasting (you need to ignore a survivor in order to get stacks, this alone is a big problem... you also need to build up the perk's potential, and as always maps here won't aid you)
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Agreed on STBFL. Playing clown and pinhead feels criminal with how little effective distance survivors get
It should be capped at 6 like @GannTM said
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STBFL shouldn't let the killer recover before the survivor uses his full 1.8 sec sprint after getting hit.
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I don't think eruption needs a nerf, it's just strong against solo queuers imo
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I never thought I would see the day players were crying about a gen kick perk.
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pop goes to weasel cough cough...
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Meh. I was never upset over a perk that only worked once, within less than a minute, of a required hook.
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STBFL should be lowered to 4% per token for a maximum of 32%, down from 40%. It maybe also shouldn't work in camping scenarios.
Eruption is just a poorly designed perk and it needs a rework. It punishes solo players way too much and gives way too much value just for a killer kicking a gen. Incapacitated used in that manner is also the most boring and non-interactive thing in the game. Nerfing the numbers will not make the perk better designed. Imo, the incapacitated and survivor scream effects should be removed and the perk should instead block affected generators for a short time (shorter than the current incapacitated duration - probably like 12-13 seconds), regardless of whether they were being worked on at that time or not. This makes it mostly weaker against solos, but better against SWFs who can no longer let go of the gen to avoid it and it also no longer inhibits other actions, giving it more counterplay. The regression aspect of the perk is fine.
Overcharge does not need to be nerfed, but Call of Brine does. Brine is a much stronger perk with both high regression + information which is a bit much. Overcharge regression isn't fast right away (and is even slower initially) and offers no information to the killer if the survivors can do the skill check, making it more balanced. But stacking the two is outright ridiculous.
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"Those being overcharge, eruption, and save the best for last."
Overcharge is worthless if someone goes and interrupts the regression.
STBFL should porbably have been given to killers base kit since survivors get 10 seconds of BT. It encourages the marked survivor to body block and run interference. It requires a lot of skill to use this perk well.
Eruption is a solo queue stomper and does nothing vs SWF. This perk should probably be completely reworked so that when you down someone all erupted gens can't be worked on for 30 seconds and immediately begin regressing. Furthermore the regression speed is automatically set by any perks you have such as CoB/Overcharge.
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STBFL isn't even that popular, and doesn't work that much on most situation, so probably not need a nerf.
If you gonna nerf it that will entirely defeat the purpose of basekit buff itself, and it is actually more closer to 9 stack than 10 stack too.
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Eruption is just a bad designed perk with incapacitated.
Over charge starts at 75% base regression
To clear up regression 400% regression is equal to 100% survivor regression so it takes forever to actually be effective.
STBFL I'd only effective on killers with m2s that damage survivors so they don't lose all there stacks downing the obsession. I seen someone say they were using it on clown and pinhead meaning your still losing stacks by downing survivors. Sure they can partially migrate it but clown has to hit the bottles or lose a bunch of stacks and if pinhead uses his iri to do damage he loses almost all his anti loop with the chains because it takes some chains and increases the cooldown.
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Wow. I am for such an eruption, but in that case reinsurence should work on 24m distance and add 90s on a hook. Makes about same kind of a buff
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Overcharge - .... why? As in, why Overcharge and not Call of Brine which does 200% regression immediately and is more popular because of it.
Eruption - i agree it needs changes but that's due to the Incapacitated effect. I'm not understanding this whole Overcharge combo devastation.
Save the best for last - I went through the effort to mathematically calculate its max valie compared to its old. Currently, it's 1.62 sec cooldown vs 1.8. This is the same as if the old cooldown had about 1 extra stack. That's it. The difference, while sounding scary, is honestly negligible.
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Reduce stacks to six and change the stacks lost on obsession hit to 3/2/1, so its a nerf and a buff.
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Did you not notice that my suggestion to eruption nerfs the perk so you can do "other things" but just can't touch the gens that were trapped with eruption? It would change the perk to work equally on SWF and solo players as well as remove the "frustration factor" from the perk.
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Overcharge doesn't need a cooldown. If Overcharge must be nerfed, just remove the skill check if the gen regresses to 0% similar to how surveillance stops highlight the gen once it fully regresses.
The cooldown on Eruption is not the issue. It is solely the incapacitated duration.
STBFL is honestly not problem. For all the complaints I see about people claiming how it's such an OP perk, killers are not running it to the extent that old meta perks where being run.
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Get good
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Call Of Brine only lasts for 60 Seconds... I would like to see the information part be put on Surveillance though
Overcharge just get rid of that Skillcheck that Survivors can run with make it immediate like normal skillchecks
STBFL needs to be toned down a bit to make it the same as before the change to basekit
Has anyone watched the video Choy did with regression perks...
Normal regression takes 5 minutes and 47 seconds to take a 99% Gen back down to 0%
Call Of Brine takes 4 minutes and 46 seconds
Overcharge takes 3 minutes and 3 seconds
And both of then together takes 2 minutes and 32 seconds
Also progression is 1 minute and 30 seconds... so are they issues or no
Eruption could tone down the incapacitated a bit but increase the regression a bit (something around 12%-15%)
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Agreed, it's enabling camping/tunneling so hard rn, and it's shocking BHVR still havn't noticed lmao.
The other perk combo which needs looked at is Hex: Plaything into Pentimento, I feel it's synergy should be good but not that good.
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you don't, but other people (wrongfully) complained about that perk and it got wrecked despite was one of the perks that gave incentives to leave the hook
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Survivors: "We want you to leave the hook!"
Killer: **kicks gen away from hook**
Survivors: "No, not like that."
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Overcharge is better than CoB. Outside of the skill check, the generator regression in the long term is so much better. CoB is 200% for 30 seconds. Overcharge starts being effective after 12 seconds, and has double value after 30 and forever after. Also, if you pressure a generator actively, there are very good chances that survivors will miss the skill check (no matter how good they are).
they usually go together honestly, but if I were to pick only one, definitely overcharge.
Also Eruption isn't a meta perk at all. It's very situational. It needs a huge set up that won't always work. Realistically you'll only hit one generator.
It's a good perk, don't get me wrong, but it requires active setup from the killer.
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I think in principle all these perks are fine. It's rather the stack-ability of certain perks that throws them into the unbalanced category / the "aight, gg next - nothing you can do here if you don't want to sweat yourself into a puddle". But even that is only true for eruption out of the three. It becomes OP in a three gen scenario and esp when paired with CoB or Jolt. forget it. It's gonna be the longest game you ever played and in the end there is no way survs can make it except if the killer becomes impatient and messes up.
Overcharge is a bit annoying but once you know you know and just like merciless or ds or coulro it's rather a lack of practise that makes it hard. Once you had it a few times it becomes well manageable.
STBFL is maybe the only one that needs some tweaking. It's a perk that is strong if it stays hidden for a while / there is a lack of awareness among survs. If a team, esoecially the obsession, is aware of it you keep an eye on the stacks and the obession's job is it to do their best to rob the killer of stacks. While reducing max stacks or percent per stack is one way to go, I find it makes for a nice change to the routine to play around STBFL and would rather have the game notifies survivors that STBFL is in play once a condition is met (similar to dying light and the likes) so all teams have a chance to play around it (looking esp. at casuals who are probably not able to tell until nearly max stacks and solos who can't communicate).
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Save the best gets countered by overcome and sb so its not as bad as you might think. Overcharge is literally worse than cob and idk why your proposing it should be nerfed. Eruption is mainly a solo q problem and is less problematic in swf.
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I don't get why STBFL needs to be same before the patch? whole point of change was buffing killer overall and not like STBFL performed exceptionally well before or after patch.
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But then the issue becomes that STBFL is better then before... and players will take advantage of it
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STBFL is a perk that benefits especially weaker killers so I'm not sure if it really needs a nerf. You can still loop the killer, it's just that Shift + W won't work. Eruption needs a complete rework in my oppinion. It does nothing against SWFs and destroys SoloQ. I'm kinda lost on overcharge though. Is it really that big of a deal to you? Hitting the skillcheck isn't that hard and since it takes quite a while for the increased regress to happen I really don't see problem.
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STBFL will of course become better because killers are meant to be better than past, I'm asking why it's the problem.
It's not like every match with STBFL ends with 4k, and there is plenty of counter to it too, and it has rather long wind-up, which can easily be destroyed by some smart move.
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So many mediocre killers are carried by their CoB-overcharge-eruption build, completely broken against solo queuers, I just die go next against this build it's pointless, not interested in 40 min games
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cough Off the record
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Cause 8 Stacks of STBFL is more then it was before... all I'm saying is to adjust the numbers
Of course I can't play so I don't have personal experience using it and going against it... so I'm reading what other have issues with it
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The point he's trying to make is why is STBFL being better than before an actual problem?
From experience playing survivor and running STBFL, it's a good perk but hardly game breaking. As survivor it's far from being a common perk. I'll encounter Overcharge and Eruption far more than I encounter STBFL. Even when I do encounter STBFL I can't remember a game where I felt the game was lost solely because the killer was running STBFL.
As for playing with STBFL, it can be difficult to even stack to 8 at times. I always seem to run into body blocking obsessions when I try playing STBFL or just keep running into the obsession. You don't start out with 8 stacks and sometimes you simply can't just ignore the obsession.
It's a perk with a good pay off for getting stacks on it and keen survivors who are the obsession can really throw a wrench into the killer trying to stack it.
It's also a perk where many killers simply don't get good use out of it. I played against a huntress using stbfl and it really didn't do anything for her.
Personally I see absolutely no issue with STBFL.
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Ok I see the point... but you both aren't like other Players
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Do you not realize they buffed killers with 2 "free" stacks of STBFL because survivors were getting too much distance after being attacked?
"why Overcharge and not Call of Brine which does 200% regression immediately"
Choy made a video with regression perks:
Normal regression takes 5 minutes and 47 seconds to take a 99% Gen back down to 0%
Call Of Brine takes 4 minutes and 46 seconds
Overcharge takes 3 minutes and 3 seconds
Before 90 seconds have passed Overcharge has more regression than CoB.
After 2:30 Overcharge gets the generator down to about 12% while the CoB generator is still close to 50% progress.
At 2:32 the Overcharge+CoB generator is completely stopped. In other words : CoB+Overcharge has only 11% more regression than just Overcharge.
You can find that video here:
https://www.youtube.com/watch?v=BGtF_5jH8ww
My observation is that people who play like comp teams and can loop with pixel perfect precision often miss overcharge when I push them off a generator. CoB is better if you can't tunnel or slug survivors and are only going to get 20-30 seconds before someone touches it. But if you can tunnel and slug then Overcharge is the better perk - depending on your ability to pressure.
CoB also requires you to be continually kicking any generator you want to contest. Be aware every time you kick a generator you give 2 seconds to the enemy team for each person not down/dead. If there are 4 people you gave them 8 seconds.
This was part of a nemesis discussion thread which if you are interested takes place here:
https://forum.deadbydaylight.com/en/discussion/comment/3212870#Comment_3212870
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I am well aware of that... I need to readjust my thinking on this (obviously)
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The issue with STBFL is not in distance after hit. This part is fully fair (as payoff for perk that needs stacking). It's not used as much as OC or CoB or other perks, because it has much better synergy with some killer powers (basic usage by killers like doctor, better nemesis or demo) then others (huntress, blight, plague) - it's all about how many consecutive m1 hits the killer does (instead of prefering power to get hit) and if he has alternative way to hit survivor.
The real and only problem with STBFL is camping and the fact, that you can't even trade hooks. Meaning to fix the perk, all that needs to be done is to keep it unchanged, but buff by a little bit unhooking speed. Just enough that hook trades will be possible to same degree as before 6.1
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And what is the problem with 8 stacks of STBFL being faster than before? if you gonna nerf this perk doesn't that make basekit buff pointless?
It's not like that perk is performing excessively good before or even after the patch, I don't see any problem there.
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I dont think these perks are that problematic. STBFL benefits from the 10% Buff, sure, but Overcharge starts with 75%, which is a joke. The Skillcheck isnt hard either.
Eruption is a perk we could discuss about the numbers. 25sec incapacitated for multiple survivors at the same time is really huge.
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