Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Duty Of Care Is WAAAAY To Strong

Bodark
Bodark Member Posts: 283

25% haste for everyone in 16 meters when taking a protection hit for 15 seconds?! For real?! What was the insane thought process behind this?! Say goodbye to ever hooking a survivor against a SWF ever again.

Nothing But Misery received no changes and is FIVE PERCENT FOR 15 SECONDS! And requires EIGHT BASIC ATTACKS! AND can be permanently removed from the game.

Knockout is still FIVE PERCENT. Breakout and COL did NOT need buffs either. Killers move at 92% when carrying and survivors move at 107% with breakout and now you got them moving at 110%?!

This is absolutely crazy.

Comments

  • MissiCiv
    MissiCiv Member Posts: 199

    Duty Of Care —> This perk blatantly favors SWFs, if they release it in this state, it will be a nightmare.

  • BasementDweller
    BasementDweller Member Posts: 572

    I mean Duty of Care can be used to discourage tunneling, but I don't see it being very impactful outside of swf in some cases.

    The killer can just:

    1. Ignore the survivor trying to go for the protection hit
    2. Play a killer that can easily catch up to the survivor that has Duty of Care haste applied to them
  • Bodark
    Bodark Member Posts: 283

    You have no clue what you’re talking about. You can’t ignore the bodyblocker if they block a doorway or path. Or a just good at boxing you out.

    “Oh just play Blight!” Is not a reasonable excuse either

  • CLHL
    CLHL Member Posts: 429

    The end of the staking was already a premonition. As usual, at least a tough month awaits for the killers. The "adjusted" perks are also a joke.

  • Bodark
    Bodark Member Posts: 283

    Even 6 is too strong. It’s literally the same distance as sprintburst.

  • This content has been removed.
  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
  • Bodark
    Bodark Member Posts: 283

    I take back what I said honestly. I thought this perk would apply to the bodyblocker as well but it doesn’t.

  • Bodark
    Bodark Member Posts: 283

    Happens to every single remotely strong killer we get!🥰

  • LockerLurk
    LockerLurk Member Posts: 1,683

    15 seconds is pretty long I agree, I think 5-8 is more reasonable. With haste stacking gone though I genuinely think the perk is fine.

    Would like to see more strong haste perks like these for Killers though, or some way around endurance perks. We all know a lot of players don't use Endurance perks for antitunnel as intended, they use them to create situations where Killers have to hit multiple times to their benefit.

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428
    edited April 2025

    It's strong, but it's fine as its use case is pretty much to stop a tunnel (or at least make it much more difficult).

    In the past when talking about how anti-tunnel perks (well, DS most notably) could be re-calibrated, I thought there should be a perk/effect that essentially just allowed a surv to just nope tf away from a tunneling killer. Like the surv is long gone by the time the killer is finishing the weapon wipe.

    This is pretty much that, and if you're not tunneling it shouldn't affect you much because it doesn't benefit the surv running it. You can just switch off to the person who took the protection hit.

    If you're a killer whose playstyle revolves around tunneling people out, this becoming meta will/would make your life a lot harder. Which is precisely the point. If you like tunneling, this perk is probably very disconcerting. Good, I say. As a killer player, I don't tunnel and will almost always switch off, so I am unbothered.

    As a surv player who tends toward altruism, I think this will lead to some really fun plays. In solo queue, you often feel even more helpless to stop or slow down a teammate being tunneled, and this will help with that.

    Now there is probably a scenario here where a SWF just swarm around taking protection hits for each other to get it to proc repeatedly, which while annoying would also be dumb meme-ry tantamount to throwing.

    Now I do suppose this will be very effective in the end game when trying to "escort" other survs out the gate. Salvaging a late game kill will potentially be a lot harder.

    But overall it seems like a very strong but fair perk, even if a certain segment of the killer base disagrees.

    Post edited by Thusly_Boned on
  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,801

    I see why haste builds had to die, I guess.

  • ContentCreator
    ContentCreator Member Posts: 45

    Another win more perk. A team that isn't getting pressured can just call in body blocks and/or hover.

    Pair with Overcome and a syringe. GG

  • Vorahk08
    Vorahk08 Member Posts: 346

    I feel like 15 seconds might be a leftover value from testing that the devs forgot to change. They probably intend for it to be only 6 seconds.

    I think this perk will be decently balanced for its purpose, though, which is to give a survivor fresh off the hook a chance to make some distance. People don't tend to take protection hits for each other in loops or at gens, given that they become the new best target.

    I think that, ironically, a lot of people will end up doing the same thing with this perk that they do with basekit endurance: try to bodyblock straight off hook, then get downed when the killer waits the endurance out. In the hands of people without a plan, this perk could end up as the "I tunnelled myself out of the game" perk if people really try to be annoying with it.

  • CLHL
    CLHL Member Posts: 429

    Just for the record, Both Sprint Burst and Lithe are +50% Haste for 3 seconds. Imagine being able to use these perks non-stop.

  • Bodark
    Bodark Member Posts: 283

    S Tier is a laugh. You clearly don’t understand how he works. Low A tier max.

  • MoZo
    MoZo Member Posts: 773

    just because you haven’t reached Ghoul’s full potential doesn’t mean he isn’t S tier. Go watch really good ghoul players or play like 10 matches of survivor then come back and explain to me how Ghoul isn’t S tier.

  • DarthYooDar45
    DarthYooDar45 Member Posts: 18

    Ghoul isn't S tier by any means. Just because survivor main content creators say so doesn't make it true. I would suggest the only change they make to it is that it would deactivate when the last gen is completed…

  • DeadTeDy013
    DeadTeDy013 Member Posts: 16

    I literally watched a two yr old get a hit with The Ghoul the other day on a YouTube short. Yes, their adult was the one playing the game, but he has his kid get the hit for him. I'm a b their player and am able to get out of most matches or wait the end game timer out before most killers get me at this point, unless I get tunneled out of the game (killers get really salty about deli, and my boyfriend and I both run it a good portion of the time and he's comp level if we had comps for dbd), but Ghoul absolutely stomps us, and it's infuriating that brand new players, or even players that have little skill I'm playing killer are able to down a 1k hrs each swf in a matter of minutes. Ghoul is an op S teir killer. You sound like a tunneling basement Bubba.