Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Better Pain Resonance Change
If the PTB changes come to the live game, pain resonance will be a dead perk on arrival. That´s why it should be more like this:
If you hook the same survivor twice in a row pain resonance won´t activate. Pain resonance has a cooldown of 30 seconds
This will make it still a strong perk, but preventing people from getting value out of it, if they tunnel or camp
Comments
-
I wouldn't hate this but maybe make it so it cannot happen multiple times to one generator. Even something where that cooldown is reset if a gen is completed. The deadman switch interaction is also fairly cringy for new players so I wouldn't hate them doing away with that. It's essentially bbq and chili without needing it at that point. Otherwise I really don't mind if it is dead on arrival since the healing nerfs will take up more time instead of gen time.
2 -
I think they should keep the token system and the unique survivor requirement with the 15% regression but also give you a token that gives your next physical gen kick 10% of current progress. This way the perk is still somewhat decent and discourages tunneling.
0 -
I was thinking the perk should reset once all four survivors have been hooked once, so you can get a second batch of procs.
7 -
This would've been my exact suggestion. If their problem is with camping a 3gen with a pain res hook nearby to force a trade then delete that aspect of it but reward cycling hits and hooks by refreshing tokens once all survivors have been hooked at least once.
0 -
Oh, for hook trading: all scourge hooks should be redistributed whenever a survivor is put on any hook. This to also fix the 'all scourge hooks spawned in one corner' issue.
1 -
Idk if hook trading in a 3 gen is the reason for the change but it's the only thing that makes sense to me except for nerf for the sake of nerfs
0 -
Here is another one: one you hook all 4 survivors, you get 4 more token and the regression raises to 25%, allowing the killer to keep the pressure up as long as they spread the hooks and potentially open up the game for 12 hooks without hampering themselves completely.
0 -
This is not a better change, because a lucky hook spawn in the middle of a 3 gen had a lot of killers simply camp the hook + 3 gen and forcing trades getting free regression
0 -
With the changes in healing and DH, the change to PR is fine. The only thing that they should change is for it to be a "Scourge Hook" perk. I don't see the point of involving RNGesus anymore when it already have another condition and limitations.
1 -
Perks that require all 4 survivors to be hooked, will never be good. There are so many games where I’m playing killer and the 4th survivor is IMMERSED, and I don’t even see them at all until at least 2 or 3 survivors are dead.
Killers don’t have a realistic way to ensure they can find all 4 survivors.
0