Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
I think this is a bit busted... 🤔
Listen, I personally love unbalanced stuff, absolutely love it (That is why I play Trapper very often). I love unbalanced things that make a fun experience for almost everyone however having the ability to blow through 3 gens in under 4 minutes with corrupt is unbelievable, BNP are not fun for anyone as it makes the game short and lame for both the killer and the survivors without allowing tension to build up due to sick plays.
I seriously do not mind toolboxes in the game, and other OP things however I find it unbelievable that something like this still exists.
Many other things in this game should also be removed COUGH Tombstone Myers I am looking at you buddy, as it promotes boring playstyles that don't add to the experience of one of my favorite multiplayer games, Dead By Daylight.
I would also like to mention that I know every has already heard this statement probably a million times now however I think it is a good idea to encourage the devs to take a step in the right direction with some good old critism.
TL:DR - BnP make the game a worse experience, they are not what I classify as "Fun" unbalanced like Trapper being weak asf but fun to get sick traps off, etc.
Comments
-
Skill issue should have applied more pressure or smth.
Seriously tho everybody talks about medkits but Bnps are also absolutely broken especially against M1 killers that take 5 minutes to go across the map. But knowing bhvr they will probably reduce it to 15% or something and just forget about it like they did with the medkit syringe.
16 -
BNP's are pretty problematic. I've reached the point where I put on Franklin's whenever I see 2 or more toolboxes in a lobby lest the match get completely cheesed by those stupid things.
1 -
Yh I think BNPs need a bit of looking at, there are plenty of gen speed perks and boosts. But doing such a big chunk of a gen in such a short time is kinda insane. I reckon remove the skill checks and have the bnp just instantly add 10%ish progress when it is activated.
5 -
Leave my sweet Tombstone Myers out of your rant please.
3 -
Sadly most survivors use their toolbox on the first gen they find, especially if they have BNPs. By the time you knock it out of their hands it's usually already empty.
7 -
BNP could probably use a rework, but I think it's like blight's add-ons:
Most people can see there's a pretty obvious difference in power level compared to other items/killers, but BHVR is unlikely to ever make any changes to any of them.
It's rather see BNP 'lock in' gen progress instead and still be single use and consumed. So a gen that is above 50% can get the BNP and then can't be regressed below 50% by any means.
0 -
I would like to hear more: What is your general opinion on Trapper? I rarely see this Killer. How do you find most matches (those without BNPs)?
0 -
all i'm going to say is killers need to be rewarded for playing against swfs. because you don't really see multiple bnps/stacked toolboxes in one lobby and only one isn't that big of an issue. this applies to every playstyle and strategy, if the whole team has builds items and a damn map offering around it, it's not going to be a fun experience
6 -
I love him, I play a mix of survivor and killer and I also watch a lot of DBD Youtube content so I have a pretty good understanding of survivor pathing which allows me to place what most survivors think are "Randomly placed traps" but they are strategically placed where survivors tend to run to connect loops in chase.
Survivors tend to expect placing traps in the grass at loops but never while holding W to another loop, I can record a video and post that something I get many amazing games with him. He's probably my best killer aside from Blight.
Now here are the cons
- Traps spread
- ...
Yeah honestly I know he is weak as f**k but I don't really care about that too much, the only thing I really despise is needing to travel across the map over and over again to pick up a disarmed trap. My solution would be to have it so he starts with all of his traps or he can pick up more at lockers at the same speed as the normal pick up trap speed, other than this I love everything else about him.
If they wanted to rework him in some way I think it would be cool if he could trap Generators with bombs, it would fit into his lore quite well, these trapped gens explode upon being touched and can be disarmed by a survivor by clicking the "Disarm" button.
While not very powerful as survivors can just check gens before touching them, it can slow the game down just a little bit. (Definitely not a Monto reference)
1 -
I really don't mind BNPs that much, even as a M1 Killer.
That being said, you aren't really running gen regression, so I can see how it'd be an issue for you.
0 -
That would have been cool before the gen-regression playstyle got utterly murdered. Now only PainRes and Jolt are keeping gen regression on forced lifesustain, but I have never seen a gen regress much since the latest patch, that I would have wanted to freeze its progress as a survivor.
2 -
I think they need to do a huge rework of slowdown perks so they are effective but fair. A lot of them now are completely useless due to how little they regress nowadays and the constant use of speed up perks. I personally think they need to invest more into the forgotten slowdown perks so there is more variety. Like Dragons Grip
1 -
Seeing as how the devs are trying to promote more fun play styles for survivors (base kit BT, upcoming anti-face camp and potentially anti-slug mechanic), so too should killers be able to play with fun builds and not have to rely on regression perks.
0 -
Not relying on regression is one thing, not having any is something totally different.
The game would need to be fundamentally rebalanced if they wanted no regression to be viable.
0 -
pop is getting a massive buff, and if you want a reason to kick gens nowhere to hide is right there.
0 -
Well, they’re already rebalancing the game by introducing base-kit mechanics for one side, they should be doing the same for the other.
0 -
Basekit BT is way different than rebalancing the game to support a no regression playstyle.
1 -
Freeing up a perk slot(s) for survivors is literally rebalancing the game. They can do the same and give killers a base-kit regression perk so killers can vary their builds and have more fun.
0 -
I actually like NWH but I’m more focusing on the fact that slowdown perks don’t have to be like old old Ruin or Pop. When’s the last time you used Dragons Grip or any other perk of that ilk? We could have more variety of perks that help slowdown the game. Hinder perks, exposed, screaming, and even damaging perks. Not everything should be gen regression.
0 -
They'd have to adjust every regression perk and gen speed up perk, along with totem perks and Boons in order to balance the game around no regression. They'd also have to touch loops and EGC.
0 -
Which they definitely should be doing.
3 -
BNP is not the only problem, the problem is that addon is frequently combined with Prove Thyself, a busted perk. The Ada Wong in the screenshot is equiping that perk for example. That perk is meta right now and is rare to play a match without one or twoequiping that perk at least.
With Prove Thyself two survivors repair at 98% efficiency, which means almost no penalisation for the coop repairing, the 2% efficiency loss is the only thing which prevent the progression bar to appear at regular color instead of red. For clarification if someone doesn't have clear the meaning of the numbers, 2% efficiency loss is 0.02 seconds more which is virtually unnoticeable, a generator is repaired in 45.9 seconds by two survivors with Prove Thyself.
0 -
It's still way better if Survivors group up on gens.
0 -
I know, but aside the first generator which is frequently repaired by three or four survivors at once, after that first generator the survivors usually spread out in the map and the scenario of two survivor repairing the same generator is more common and also there are a lot of generator with only two sides available for repairing.
0 -
bnps are kinda like nurse and blight where they're clearly busted but bhvr doesn't wanna change them so there isn't a point to talk about it
1 -
Let's say I ran a gen regression perk other than Dead Lock those 3 gens still would have popped in under 4 minutes, perhaps if I were running a killer like Blight or Nurse I could get downs quickly enough to apply pressure to each survivor allowing another form of "Generator Regression" however I am playing a killer that is not S tier.
Yes I know it is trapper and he is possibly one of the weakest killers in the game however I believe that it would not have mattered what killer I was playing below the A and S tier ones which the game should not be balanced around in my opinion.
0 -
We can't really say.
All we know is that this is literally the worst scenario out of worst scenarios. The weakest Killer with a build that's geared towards fun over viability on a map that likely didn't favor him.
0 -
Items and add ons especially when swf is concerned are the most unbalanced games that bore me to death as survivor and killer you just learn to write those games off which leads to question what is the purpose for either side really.
Let's not forget the daily rituals and "challenges" that call on you to bring the garbage in. Yes the killer downed a survivor 4 times and killer only got a hook or two at the beginning because I was sabotaging. I felt terrible but if I delete the ritual there is such a high chance of getting a killer ritual that I will never be bothered to do.
There's the argument to not use the item to it's full benefit just sabo random hooks and be done with it but let's dissect that for a minute. I waste my time not doing gens and my team dies for it. After all my games become this way I'm notorious for not doing anything useful and no one goes into a match with me or worse I get the same level of treatment.
This could all be remedied or made to be less agrigious by being able to bypass challenges and rituals without the fear of having to do a more obnoxious ritual or challenge. And just deleting the ability to bring the stuff in if you are in a party.
0 -
If it was possible, would you be in favour of matchmaking preventing this kind of matchup from happening?
0