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Genuine question
So as we know, unique perks for killers are supposed to be stronger on that specific killer and help them during trials.
That being said, how the hell is the Pig supposed to kick three generators in 16 seconds?
Comments
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- They're not
- She's not
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Teachable perks on survivors often have synergy because the survivor has a theme, ie Claudette is a medic so she has 3 perks that assist in healing, Ace is lucky etc.
For killers there's never really been an intention that their perks are more effective, or even good on them. Hell, from the get go Wraith had Bloodhound despite it basically being built into his power originally. Doctor has M&A despite most builds wanting the exact opposite effects on his terror radius. (Though there are exceptions)
Killer teachables, especially recently, are more of a reaction to the current meta.
Saboutage is annoying? Hangman's Trick.
Looping? Bamboozle.
Self Care? Coulrophobia.
Decisive Strike? Rancor.
Pallets? Spirit Fury.
Hexes dying fast? Haunted Grounds.
SWF? Discordance.
Bodyblocking? Mad Grit.Yes, sometimes it lines up like Clown and Bamboozle are both effective against loops, and Legion's power and perks are very reliant on teams working together, but it's never been about a killer requiring their own perks.
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MrZapp said:
- They're not
- She's not
Unnamed_Freak said:So as we know, unique perks for killers are supposed to be stronger on that specific killer and help them during trials.
That being said, how the hell is the Pig supposed to kick three generators in 16 seconds?
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@redsopine01 said:
To you both read it better it says last 3 will be marked for 16 seconds once kicked not you have 16 seconds to kick them
Yes, which means if you don't kick 3 gens within 16 seconds the first will already be unmarked, making it no better than low tiers of the perk which only marks 1 or 2 gens.
It's a terrible perk that gives absolutely no information in 99% of games.
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It's a situational perk used on gens near completion once you chase somone off to see if there gonna loop around of if there's somone hiding around them I know because I've used her with it and found people a few times1
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The issue is that 16 seconds is an incredibly low timer for the information you're talking about. It's so difficult to tell whether a gen is no longer white because someone touched it or because your perk duration ran out because it's so incredibly short.
On top of that, like you said it can be situationally useful on one gen to see if someone immediately touches a gen you're still looking at basically, but there's still no value from tier 2 or 3 of the perk. There's almost no time that you can kick a generator, then within 16 seconds reach AND KICK another generator and then get any information without the aura expiring on the first, let alone adding a third gen into that.
It could be a decent perk if the duration were significantly increased, like 30+ seconds at rank 2 and 3, but as it is it's just too situational to be worth bringing outside of adept Pig.
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Make Your Choice is the only good Pig Perk...Hangman's Trick if you're against a real Sabo Squad.....even then I personally would just run Franklin's Demise to screw over their item usage.
So unless Surveillance gets the huge overhaul that it needs, there's no real reason to discuss thr logistics of how it works, tbh0 -
the purpose of the surveillance perk is knowing when people get back on a gen upon the killer leaving. a common situation.2
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"Unlocks potential in one's Aura-reading ability.
The last 1 regressing Generator's/2 regressing Generators'/3 regressing Generators' Aura(s) are indicated in white to you for 16 seconds."Are you gonna behave?" — Amanda Young
Unique to The Pig until Level 35, at which point its Teachable version can then be learned and taught to the other Killers." ~Surveillance, DBD wiki
Due to the wording of the perk above, I always thought the perk would activate if any generator would regress, and the perk would be active for 16 seconds. (up to 3 gens max).
Which I'm still uncertain if this would work with Hex: Ruin, and Hex: Huntress Lullaby due to their wording.
"A Hex that affects the Survivors' skills at repairing Generators
2/3/4 Survivors are affected by Ruin, which causes the following:Good Skill Checks result in 5 % regression on the Generator
Great Skill Checks grant 0 % bonus progression on the Generator.
The Hex effects persist as long as the related Hex Totem is standing....." ~ Hex: Ruin"A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.
Survivors receive a 2/4/6 % regression penalty when missing any Skill CheckEach time a Survivor is hooked, Huntress Lullaby grows in power:
1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
5 Tokens: No Skill Check warning."~ Hex: Huntress LullabyIf they don't currently work like this...it would be a nice change perhaps.
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