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Sceptic Touch perk change suggestion
Sceptic touch is rarely seeing any use, especially with the current amount of perk's which just provide Exhaustion in a more reliable and controllable way compared to how it is currently. I personally do think the current version of Genetic Limit's would make more sense as a change for Sceptic Touch.
That aside I thought an idea of playing into a contaminated sort of attack effect, somewhat similar to Forced Hinderance, would feel like a better direction than trying to make the current version work somehow by upping it's number's.
The idea boils down to this:
New: When a Survivor is injured by a Basic Attack this Perk activates and stay's active as long as 1 Survivor is in the Injured state from a Basic Attack.
New: When a Survivor is put into the Dying State, Sceptic Touch is triggered, all other Injured Survivors by any means become Broken for 40 seconds & receive Exhaustion for 10 seconds.
New: Healthy Survivor's Within 12m of an Injured Survivor that become Broken, Or the survivor put into Dying state, are afflicted with Broken for 40 seconds & receive Exhaustion for 10 seconds. After 40 seconds they return to Healthy.
New: When Sceptic Touch is triggered it goes on a 80 second cooldown.
New: Sceptic Touch can only trigger if the Survivor put into the Dying State is by a Basic Attack. (This would prevent any Special attacks from triggering the perk.)
So the Perk Description would read as this:
"When a Survivor is Injured by a Basic Attack it activates and remains active as long as 1 survivor remains Injured from a Basic Attack.
When a Survivor is put into the Dying State by a Basic Attack Sceptic Touch triggers and all other Injured Survivors and Healthy Survivor's within 12m of Injured or Dying Survivor's become Broken for 30/35/40 Seconds and Exhausted for 10 Seconds. Healthy Survivors return to Healthy after 40 seconds if not put into the Dying State.
After Sceptic Touch trigger's it goes on cooldown for 80 seconds."
Additional Notes:
The change doesn't include any form of tracking for the killer on effect and currently would work map wide.
The 12m effect from Injured Survivors to Healthy Survivors is just a unique effect idea to make the perk do a little more under the right circumstances.
There's a 80 second cooldown, which starts as soon as the effect is triggered so it cannot be re-triggered if the killer manages to down another survivor in quick succession while providing a big enough gap for survivors to heal.
Survivors in the Dying state are not effected by the perk triggering.
40 seconds seems to be the "warm" value for perk timings between non-mobility and mobility killer's. Without testing it's hard to know if this is short enough or not.
The Basic Attack only for triggering the Broken + Exhaustion effect's is as mentioned to make the perk work more for killer's that do not rely on Special Attack's and hopefully balance itself amongst the cast.