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Nerf alien :4
Turrets
Now they are going to be assembled immediately, and not forced to open the case separately, but the time needed to open the case will be added to the animation of taking the turret (a separate opening to it literally does not make sense)
The radius required for the installation of turrets has been reduced to 3 meters (there were 6)
48 seconds are restored (it seems 1 minute is too much for a thing whose number on the map is limited (there can be a maximum of 4 turrets))
addons
The emergency helmet increases the resistance by 20% was 35 (I think it should strongly resist the turrets that are designed to resist its not weak ability, but somehow I don't want to completely remove the protection.)
Tail:
The speed of movement has been reduced to 2.4 was 2.6 (I don't think that an attack that is difficult to hit, which does not instadown the survivor, should have a serious punishment, but as I learned with this speed, he passes 6 meters in 3 seconds, which is almost nothing, it almost does not work in any way, and so he will work a little harder. Although perhaps this change is absolutely useless, given that the turrets were buff in this concept)
In general, it is more likely that he does not need a nerf at all.Although no, I'm more inclined to this and just created this post out of nothing to do. I'm the main killer by the way.
Even though there are some things I would like to see in the game
Comments
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Xenomorph is already slowed down significantly if he exits a control room near a hook.
Turrets already beep when xenomorph is within 41m of them and they beep more frequently the closer the killer is.
Survivors should not just be able to run normal speed carrying a turret. The idea is that you place these turrets down ahead of time and not just run the turrets to where the killer is.
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Not with normal running speed, but with the speed of running with a turret in your hands.
I didn't know about the slowdown:4 thank you for telling me, if I knew, I wouldn't have done the blocking, I'll probably delete this
41 meters is a lot, but the turrets should be in strategically important places, and not at the generator? in addition, I specifically made it so that there was a possibility of a "false alarm" because the sound is played when he is at the entrance, and does not fit in...it seems to me that it would scare the survivors pretty much:3
I like this moment anyway(+-)
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Placing a turret near a gen is still strategically important. As long as the turret isn't placed right in front of the control room, it'll serve to buy some distance if xenomorph tries to chase after you while also serving as a notification that the killer is closing in on you.
Ultimately you just need to decide how much you care about using the turret as a detector vs using the turret at powerful tiles.
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it makes sense, I deleted it. Is something else not the best solution?
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The only issue I find with the turrets is placing them down. Sometimes you waste a ton of time desperately spinning, trying to locate the one pixel that you can put the stupid thing down on.
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