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Reworking brand new part
how about we brainstorm new mechanics that push survivors away from rushing generators? A single-use strong add-on should encourage them to help each other out.
Reworking brand new part 6 votes
Comments
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Sabotage a gen to inflict a debuff on the killer upon damage (blindness or hindered status effect)
If I go against a SWF that crafts four god pallets out of their remains I would just DC. I break those pallets for a very obvious reason reason.
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Craft a pallet out of their remains
I don't really have strong opinions against toolboxes as they are, but I think the idea about crafting a pallet would be a really cool perk at least.
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Why not both?
and if repeated God pallets are a concern, maybe cause remnant pallets to leave no scraps behind, so itβs at most one replacement.
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I feel you. Playing as Trapper against a SWF that keeps raising god pallets from the dead on Gideon Meat Plant is a nightmare scenario π. But what do you think about it respawning already dropped once for each pallet? That way survivors can't greed it, the killer can break it instantly and retain the knowledge that a survivor took time away from pumping gens. The devs should also give the respawned pallet an unique design so we identify it properly.
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Sabotage a gen to inflict a debuff on the killer upon damage (blindness or hindered status effect)
I've voted for the debuff, but i think BNP should have their % lowered, or just protect the gens from SOME regression (like 50% less regression applied to that gen over 100 seconds).
Crafting a pallet from nothing would turn some maps into a living hell for most of the killers in the game.
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Craft a pallet out of their remains
I agree with this. BNPs should receive a percentage modification.
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I'd prefer BNP to be something like "Once consumed, for the next 40s, the gen can not regress from basic kicks and cannot have ongoing regression" (PR/Jolt/Pop would still work, just not keep the gen regressing after activation), to make it a 3gen breaker instead of bonus progression.
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You honestly think protecting a gen from basic kicks and base regression for 40s would be worth running, let alone as an iridescent add on? An add on that has to be timed, rely on the opponent to actually kick the gen after its been used, doesn't protect against the most common forms of regressions (perks) and saves AT MOST 12ish seconds of gen time?
You think people would bring that?
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I didn't give the most thoughts about it, I'll admit, but I stand by something similar, aka preventing regression rather than boosting progression.
It shouldn't be something uncounterable in my opinion, hence why I initially spared perks from it. Maybe they should be included.
That being said, I never bring it as is anyway, so it's a moot point for me. It could be removed and I wouldn't bat an eye.
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