http://dbd.game/killswitch
Dead man's switch is kind of hard to play against.
Don't get me wrong, i know the let go of gen when killer unhooks but man… the thing is this doesn't really solve enough of the issues with this perk.
nr1 If you don't always let go of gen when someone hooks you get caught by a surprise dead man's switch. So i'm supposed to let go of gen everytime someone's hooked every single game? seem's rather annoying.
nr2 you let go of gen right? now you know the killer has DMS, but guess what? the rest of the survivors don't. So every single survivor that takes a pain res + dms or leaves their gen will face dms. This is a biiiiigggggg Solo Q stomper of a perk
nr3 the perk lasts a ridiculous amount of time. I thought it was 30 secs? but no it's 50 seconds. that's crazy. Does it also stack with deadlock or grim???
nr4 Survivors have absolutely nooo idea how long the perk will last once activated. So i'm here sitting looking at a gen for almost 1 min. This isn't even funny. because this happens several times during a game and even worse on solo Q.
nr5 it's crazy good on 3/4gens and completely locks the survivors from any chance of doing the gen.
nr6 the perk is even stronger with killers that are top tier at the game. because they can reach survivors fast and force them off gens. Especially on smaller maps.
it's just awfull. (happened to me on a spirit match) I'm doing a gen right it's 99% and out of nowhere it takes a pain res + dms and i'm there with a gen that's now like 70% and i can't even touch it. Not only that, the killer has more than 1min now to find the gen and kick it. Now add in the killer having map mobility, anti loop, small map. And it makes the game impossible to play.
Comments
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Killer main here for Reference:
I kind of agree and preferred the perks older state. I'm someone who thinks perks as a whole shouldn't be that good, especially since some perks only exist to counter others (such as exhaustion perks, and Linquid Touch), making the game feel very "Rock, Paper, Scissors" with our loadouts. Some good news, DMS only effects one Gen at a time now. However, it no longer matters when the gen is let go of, as the perk is active until someone let's go of a gen. This means the perk loses it's ant-camp incentive that it used to have. I do appreciate Behavior's intent to make it so low Mobility killers like Trapper or Clown don't have to be so far behind because they can't use perks like this, but this is also stacking really well with the already strong killers.
One way they could make the Old DMS more effective for all killers not camping, and less of a synergy with Pain Res is this: add an 6 seconds delay to it's activation. This means when a survivor is hooked, Scourge hook will make you scream like usual, but won't activate DMS at the same time. Additionally, high mobility killers will still be able to take advantage of the perk more than low mobility ones, but they won't be as much better.
Even if they don't go back to the old DMS, they should add the 6 second delay to reduce the Pain Res/DMS combo's prevalence.
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yeah, it's nice that dms can activate on gens that barely had any pogress, granted that still is a lot of value later on the game. It's inconsistent factor is nice, but most of the time it will go for the gens with most pogress. And most of the time the perk is paired with pain res.
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From my experience as survivor, it's only 'annoying' while Pain res still has stacks
Though as a teammate if you see a teammate on a gen with a lot of progress after killer hooks someone, a good move would be to find a gen with less progress and 'waste' the DMS on it. I've been doing this in my solo Q games and it def has an impact. Might even make the killer waste time going over to it.
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