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Should Deathbound have its Range Restriction Removed?
Comments
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No
Unless it's mirror perk on the survivor side, Blood Pact, also gets adapted.
0 -
Yes
So you're saying a permanent 7% Haste effect with no range limit on Blood Pact would be equivalent to removing the range requirement on Deathbound?
5 -
No
I was admittedly being snarky, and you're right to call me out on that.
I'm not saying a permanent 7% haste effect. I'm not delusional, haha.
I'm saying rework the perk as well, maybe with a smaller effect, but have it be permanent until injured again (like Better Than New, but with a better effect since the Obsession is rarer than just any survivor) or last a duration of time once you left the range (like Leader effects, for example). As it is now it's very useless as well. (even less used according to Nightlight, which I know, is not representative of all players, but gives an idea)
I do feel like removing the range from Deathbound would remove counterplay (heal next to killer) and be a bit broken because any healing being done, without a cooldown, would give a full minute of Plaything to the killer on top of revealing the survivors' location.
If the perk was to be buffed through removing the range to the healed survivor, I think it'd be fair to give it a cooldown so that chain heals couldn't activate the perk multiple times in a short span of time.
1 -
Yes
Oh well just buffing Blood Pact I'm totally down for. If it was until injured again the percentage would need to be very small as I could see that being abused pretty hard. Or like you said a timer. Only downside I see here is that then it gets very hard to find subtle cheaters as those cheaters will throw this perk on to always cast doubt, like oh I guess it was just that perk but man they seemed fast. Either way I agree we could definitely buff Blood Pact in some way.
For Deathbound without the range requirement there is counter play though, it's the stipulation of staying near the survivor you healed to prevent it from activating. They seems like decent enough counter play. The perk also does nothing on self heals which is very prevalent currently with CoH.
1 -
No
Wait, I just re read the perk and... Does Deathbound stink more than I thought ?
Because if I'm not mistaken, it says "heal the equivalent of 1 health state" and not "complete a healing action". Meaning if I tapped myself with a medkit for 2% and then got healed it wouldn't be a whole health state ?
Because if that's how it works, I'm officially changing my answer to Yes !
0 -
Yes
It wouldn't make it that strong, but it would make the perk better.
3 -
Yes
Yeah, probably. Deathbound has very restricted activation requirements for an effect that is not even good.
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