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Ruin was changed, because "X" ... so why do all the new perks allow "X"
X being that the Killer had little input on Ruin, but Ruin had a massive output.
Now, all the new perks coming out are gen popping perks.
Knock someone down? POP!
Hook someone? POP!
Kick a gen and then hook someone? POP!
Survivor vaults a window while in chase? POP!
Miss your M1 attack 3 consecutive times in a row? POP!
Survivors working on gens while in your Terror Radius? POP!
This isn't fun, thrilling, or challenging. It's annoying. Then when you add in goofy perks like Dead Man Switch, it's beyond soul irking. And very abusive to new players who select Survivor. Everytime you're working on a gen, it's blowing back, but you aren't given any indication cuz "spooky" and "challenging" and "thrilling"... or something like that.
Comments
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Dead Man Switch DOES NOT need to activate if the gen blows back because of a bo0sted KiLLaH perk.
Things that are out of a players control, but still greatly and negatively impacts them should be removed.
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All the perks you mentioned need at least some input from the killer
Before being reworked ruin needed 0 input from the killer
Like, they could be literally afk and ruin would still do its job
This I agree with, DMS doesn't need to activate when the killer is using SH:PR
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To be fair, half of what you're describing here does require killer input. Hooking, kicking generators, even getting downs, these are active things, versus Ruin literally just requiring a survivor to let go of a generator and that's it.
(Though for the record I don't think Ruin was changed for that reason, I think it was changed because it had a very high pickrate and the purpose of the update was to change the meta)
Although, your last two confuse me. Which perk is it that activates when you miss your attacks? Unrelenting...? And the last one there is Unnerving Presence, which actually hurts the killer due to the great skill check zones being a little easier to hit, so that's a bad perk to mention in this context.
Definitely on firmer ground with DMS, though. There's a conversation there about how well it should get to play with Pain Res.
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How do you mean Ruin required little input? It only worked when the Killer chased a survivor off of a gen and kept the pressure up long enough for the gen to regress. I would say that’s a lot of input.
It also had the huge downside of being a hex that could be removed at the start of the match, forcing the killer to play with only three perks.
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I wish Deadmans Switch activated when you get unhooked, not when you get hooked. Or that it gets reverted to how it was before they changed it cause of Pain Resonance. I don't use it much, but from playing against it it feels like it's useless unless you bring pain res and then it's unfun and oppressive.
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Eh, the combo isn't that bad. You just have to let go of the generator before the person gets hooked, and then DMS doesn't activate.
It is, however, worth discussing, at least in my opinion. It's not anywhere near as oppressive as it used to be, but it's still annoying to face.
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