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D&D perk buffs
Dark Arrogance: Should also increase the speeds of picking up and dropping survivors by 25%. Two downsides for one upside isn't good enough. Alternatively, make it increase vaulting speed by 50% (as well as increase stun and blind duration by 50%).
Languid Touch: Either make it only proc on survivors disturbing crows while in chase state, or reduce range to 20 meters. That way other survivors less often "rob" you of your perk proc against the person you actually want to be exhausted (i. e. the one you are chasing). Or for another alternative: Remove the cooldown, but make it so Languid Touch only applies to survivors that aren't already exhausted.
Weave Attunement: This should make survivors drop their items whenever they stop using them, not only when they get depleted. Currently, it is not only dependent on survivors using items to begin with, but depleting them, which is vanishingly rare (all the more so because now a self-heal with a med-kit doesn't actually fully deplete the item). And even if they do deplete them, that doesn't usually happen at times where they aren't free to simply pick them right back up, nullifying the actually interesting effect of the perk. And even if they can't or simply don't pick the item right back up, the places where items are dropped will be random, not making it any more consistent to get value out of either. When an item gets dropped due to Attunement, it should be unable to be picked up for 30 seconds. Picking up an item could also cause Exposed for 30 seconds, instead of merely Oblivious.
Bardic Inspiration: Either make it so that the perk only goes on cooldown if you actually finish the performance and thereby get the effect, or make it so that you get the effect even if you cancel the performance prematurely, albeit only for however long you played (15 seconds of performing for 90 seconds of effect means 1 second of performing translates to 6 seconds of effect - this should hold even if you stop prematurely (e. g. you play for 5 seconds and will then have the effect for 30)). This is in fact the least you could do for the perk, if you want to make it actually more viable, increase the values on it scaling with the dice roll (such as 2-5 being 1%, 6-10 2%, 11-15 3%, 16-19 4% and 20 5%). Alternatively, make it apply to vaulting speeds, with the dice roll simply translating to a % increase depending on its results (so 2-20%).
Mirrored Illusion: The illusion should be indistinguishable from a real player, no weird VFX that make it obvious that it's not. And if the killer tries to hit or grab the illusion, they should go through the successful attack or grab animations, after which the illusion dissipates. Hell, you could even make it so that a generator with an illusion on it cannot passively regress.
Still Sight: Reduce the activation time to 2 seconds.
Comments
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I think you're underestimating the strength of Weave Attunement. Sure, you need Franklins with it, but with the combo, survivors won't have items, and you'll get wallhacks at loops and across the map. I've found it to very strong, and on multi-floor maps it seems there's nothing survivors can do to prevent the aura reading.
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Picking/Dropping survivors with Dark Arrogance is a good idea but increasing the vault speed to 50% is way too busted considering killers like T3 Myers and Crawling Mode Xeno have already seen value with Bam + Superior A. + Dark A.
Fair ideas on Languid Touch but Weave A. is not TOO bad of a perk. I've seen killers run it with Franklins and it's quite scary on indoor maps when you can't find the item to look for. Increasing the range of it just a bit and maybe adding a lingering effect could suffice. The expose implication when picking a survivor up is acceptable.
I like the idea for Bardic Inspiration and Mirrored Illusion. Great QoL touch.
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Obviously Franklin's makes the perk at all usable, but two perk slots is a huge investment for something that is so unreliable and depends on the survivors having items to begin with. Also, it is trivial for survivors to realize that Attunement is in play, by simply dropping their item and picking it back up at any point during a match. There is no reason why they would not pick their Franklin's'd items back up, or even drop them on the edge of maps to ensure you won't be getting much of any value anymore.
I do believe that in practice, with the combo you will get some neat value out of the perk. But it's just not enough, certainly not for my personal sensibilities when it comes to perk strength (in my mind most of every perk should be strong enough to be a serious contender for slots).
I'm not sure 50% vault speed would be busted. Superior Anatomy already is 40%, and could be combined with Bamboozle or Fire Up to go well beyond 50%, and even "vault builds" that combined all three on Myers were never a big problem, whatsoever. It's a huge investment of perk slots for something that won't all too reliably or frequently give you all too much value, which would still be true when adding this into the mix. I think Arrogance has to be able to stand on its own, too. And of course, the downside is amplified as well, to compensate.
Although I will say that I'm also more of a fan of the pick-up/drop speed version. More counters against flashlight and even more so pallet saves are welcome.
I don't like that Franklin's is mandatory to be able to get use out of Attunement with any reliability, but like I pointed out above, I do see some of the merit in the combo. I would still like improvements for Attunement, in order for it to be able to stand on its own too, and just because even alongside Franklin's it is still not amazing given the perk slot investment, the reliance on survivors having items to being with, their ability to counter this by continually picking their items back up or even dropping them at the edges of the map, the randomness of where items end up at, the fact that Franklin's only procs on basic attacks and therefore makes it less attractive on quite a chunk of the cast... The Exposed instead (or even on top) of Oblivious change as well as blocking survivors from being able to pick items back up at least for some time after dropping them (even if they are dropped by Franklin's) at least could go through.
Post edited by zarr on0