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

Dead Man's Switch needs changes

Most unhealthiest killer slowdown perk in the game currently BY FAR. 50s is such an absurd amount of time to block off a single gen. I actually think the previous version was more fair because not only did it last way less, but it also had a strict time window to get value off of it with the longer it took for a survivor to let go of the gen, the less effective it was. The new version is just so overpowered at an always 50s blockage and it honestly synergizes better with other slowdowns when it only affects one gen at a time.

I think DMS has always been an unhealthy perk that always gets broken by synergy with something else and truthfully, I don't think there's anyway to truly balance the perk without a complete rework.

My two suggestions to better balance this perk would be to either revert the perk entirely the way it was before, but make it where it only triggers when the survivors manually get off the gen on their own accord so no other perk that forces survivors off gens will trigger it with maybe a slight duration increase to 35s to compensate, or keep the current design, but massively lower it to 25s.

Comments

  • Elan
    Elan Member Posts: 1,427
    edited July 28

    Big agree. Vigil and Dead man's Switch are insanely unhealthy.

    DMS change - upon hooking timer of 50s goes. If any surivivor stops repairing generator for at least 3s, the gen is blocked for reminder of the duration.

    Vigil - no longer stacks, no longer reduces exposed duration, no longer gives 40 % but rather 30 % value.

  • Elan
    Elan Member Posts: 1,427

    It's reasonable thread. I as killer main don't use this perk for how busted it is and I'm surprised at hasn't been addressed yet. I like rewarding for hooks, but holding objective hostage and stale game upon three gen is defienetly not correct path and is a massive step back. Understanding that averaga game you get about 8 hooks = 400s of denying progressing objective is insane = 20 tokens of pain resonance, 13 triggers of deadlock, a worth of 5 additional gens needed to be completed. The perk should be at least reverted to have window upon hooking, because it makes a lot of killers able to easily stale gens cross map, providing it still a good slowdown but urge to push people of gens instead of pressuring them cross map. I'm not even saying how insanely busted is this towards camping and tunneling.

    Rework:

    Upon hooking survivor this perk activates for 50s, any survivor stop repairing generator will block it for remainder of the timer. This perk can be triggered on one gen and can't be activated untill it's previous use elapses.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    It is a pretty OP and unfun perk to go against. Especially when combined with those killers with high mobility, or perks that force you to let go of a generator.

    There really aren't many workarounds to it.. once I tried running over to some other gen to get potential energy off of it, which I could then put back, or waste some other time playing bardic inspiration during the block time. But even the idea of "just run to a 0% gen and tap it" is about as fair and balanced of a counter as "just take your item all the way to the corner of the map" for the franklins/weave debacle.

  • Elan
    Elan Member Posts: 1,427
    edited July 28

    Not a valid argument. The perk itself is problematic for multiple reasons and value of it is just beyond old eruption/call of brine meta. Saying that slowdown was nerfed is irrelevant again, because gen time was increased. There was limitation for killers to run other perks than just same 6 perks all over again and it haven't really helped. There are some pretty busted killer perks that people still don't use because they feel like 4 slowdowns are requirement and then sre surprised that if they don't down anyone they have minimum value. DMS on the other hand is just as unhealthy for the game as Vigil, to imagine what value DMS offers for 8 hooks:

    → 20 tokens of pain resonance worth

    → 13 procs of deadlock worth

    → 5 additional gens worth needed

    And that is a single perk. I remember when it got changed so it doesn't work only on obssesion and I immidiately knew that this perk will be fundamentaly broken. And on top of that they buffed it even more, so it's a pocket perk. Just to understand the slowdowns changes:

    1. Ruin value decreased from 200 to 100 % but now provides immunity against 8 kick limits for as long as standing, no longer disabled once someone dies.
    2. Corrupt - deactivates once someone is downed, by got spawn logic so now it truly blocks gens that will help you as spawn locations for killers are way more restricted (fe. when you played on azarov's you spawn in middle and got one gen blocked on one side, second side had too. Now you get one side completely shut down, and that's about pretty much every map and corrupt spread.
    3. Pain res - got nerfed to 20 %, but in solos, if you down someone within 30s the game is pretty much over, half team will do nothing and the progress is reset to zero.
    4. Deadlock - very minimal nerf of 5s
    5. Grim - absolute buff, synergy with other perks (did nothing before if you didn't find 4th survivor in time or haven't got time to hook them.
    6. Surge - got area increased, scream notification added (so buff)

    So argument that slowdown was nerfed and is useless is beyond ridiculous. It does nothing for people who are bad in chase or weak killers (Trapper, Hag, Pig, Ghostface, Myers, Skull Merchant…) that will start the process of stalling game way later. Not even saying that best slowdown is hooking, downing and chasing people because 75 % people are not progressing games.

    So current meta:

    pain res - creates 0.8 generator worth needed, deadlock creates 1.2 generator worth needed, dms creates up to 7 generators worth needed, ruin can't be calculated liek this, Grim = 1 extra gen worth, Surge again can't be calculated easily as it's potential is 0.6 extra generator per fully stacked regression event per single gen, so max 4.2 aditional gens, eruption works 4x per gen + 4x base 5 % regression = 0.6 gen per fully stacked event on single gen up to 4.6 extra gens progress worth.

    So if you run pain res, dms, grim and deadlock… survivors have to repair total worth of 7-10 extra generators. Doesn't sound like useless gutted slowdown to me. I'm sorry, And again I'm killer main and refuse to touch DMS at all. If DMS is available to those 5 weak killers, I'll be ok with that.. But fact that every top tier killer can bring it to absolutely dominate is just unfair, as unfair as Vigil negating my builds. At the moment I mostly run Rapid, Surge, Save and some info perk.

  • Ragna_Rock
    Ragna_Rock Member Posts: 204
    edited July 28

    DMS is countered by touching a gen with 0% a crippling weakness and often requires you to pair it with something that can force people off gens like Pain resonance. Or you could go do another gen.

    Ruin sucks, its random on how long it lasts for and can sometimes be found immediately so you have no perk for the rest of the game and even when it does work its only 100% that is only 1/4 speed(-0.25cps) of survs repair speed. That means to undo 20 seconds of repair it would take 80 seconds for ruin to undo it.

    Corrupt is mainly used on M1 killers so they can find someone without free progress on gens if anything this perk should be base kit as surv getting progress on gens because of bad spawn logic is unfair and gives them a massive boost when they are already at their strongest.

    Pain Resonance can only be used 4 times once for each surv and removes about 20c so 20 seconds lost for a chase that could of been way longer and considering the meta its not hard to last more than 40 sec against the killer with the WOO and Lithe combo used everywhere which BTW requires no effort to use while all gen regression requires the killer to make a good play or it a limited amount like corrupt and ruin.

    Deadlock is only 25 seconds now and is only for the most completed gen all other are still available. Just taking someone to a hook takes about 10-15 sec (RNG dependant) so its not much.

    Grimm. 10 seconds only really? That is how long it takes to hook someone and the 40 seconds for getting a fresh hook on everyone (which wont happen often if you want to win) can be countered by hiding and if you say "but what if someone get hooked" you can leave them in it for most of the duration and get them off when its about to go away.

    Surge needed a buff because its weak. Most people who see you use it will run to an area already completed or an area with no gens to avoid it and even then its 8c just a little over a dry kick.

    The argument that regression was nurfed is not ridiculous at all as if you pay attention to the meta over the course of the games life time gen regression constantly gets nurfed. Down below is the meta perks used on both sides, its a picture I took from JCglitchmaster giving you a simple and indisputable proof gen regression get nerfed constantly (you can see the specifics on the wiki this is just a visual representation) with the only buffs given to DS, vigil and DMS the rest unchanged since (And I just want to point out the DMS change was meant to be a nurf)

    image.png image.png

    Oh and "DMS on the other hand is just as unhealthy for the game as Vigil, to imagine what value DMS offers for 8 hooks"

    First off 8 hooks in a game with both sides being competent is never going to happen and if the killer 8 hooks anyway than the killer is usually going out of their way to do so and that team was going to lose anyway.

    Second DMS can be hard counted by tapping a 0% gen while vigil can stack, cannot be turned off and requires no activation as its a permanent buff and counters all debuffs in the game making a lot of builds and play styles on killer useless on top of allowing far more uptime for exhaustion perks which most of them bar 3 require no effort to use and are effectively free value but yh the killer has to actually win to get DMS while vigil is given for FREE with no down sides the two are not comparable.

    Also if DMS alone is causing you to lose you may have bigger problems fix first as well as you should not be lasting only 30s (especially with the current meta) in chase if that is happening the killer is either reading you like a book or you are bad at the game.

  • Elan
    Elan Member Posts: 1,427

    I will say it again. The game should not be balanced around high mmr, if there is not a rank mode. There are 40 killers and over 500 perks and knowledge that requires quite some dedication.

  • Ragna_Rock
    Ragna_Rock Member Posts: 204

    This is not just high MMR its just at a level of competent or mid MMR and even then why are we balancing the game around people who don't know what they are doing?

    Would you not think that having a game balanced around bad players would just lead to one side quitting once they get better because they know there is nothing more for them?

    "There are 40 killers and 500 perks and knowledge that requires some dedication" Yes that is called a learning curve people will fail against something they have never seen before but after 3 times will understand and try to play around it and that is not even talking about the people who actively seek information via wiki ,streamers or the holy DBD bible of Otzdarva.

  • Elan
    Elan Member Posts: 1,427

    I think that game is balance about poor play on both sides. And if you want to balance game around mid to high mmr then game should have rank mode or mmr system needs to be explained.

  • Chiky
    Chiky Member Posts: 1,139

    it's only bad when pired with pain res

  • Jacknalls_Paw
    Jacknalls_Paw Member Posts: 362

    I think it may be problematic when paired with Grim Embrace, but not on its own.

  • Ragna_Rock
    Ragna_Rock Member Posts: 204

    The problem with ranked mode is that first the base game needs to be balanced which it is not and BHVR refuse to give a coherent system for MMR and are usually vague.

    In order for ranked to even function at this point things like perks would just be disabled as RNG and anything that lacks skilled input is look down upon. For example in a lot of competitive shooter shotgun patterns are made static to avoid RNG. Its why in comp DBD they have to ban a lot of perks and even give judge based scores based on the killer used. Ranked in DBD just currently would not work.

    But this is about general balance of the game, about DMS arguing for how its used at a baseline competent level.

  • Zuiphrode
    Zuiphrode Member Posts: 513

    This is such a weird cope. Like, this isn't even the most commonly used gen perk by far.

  • tes
    tes Member Posts: 1,206

    It’s impossible to forbid people where it’s one group (or person) against another with winning condition not to compete. It’s mindless to expect people not trying their best for win. Especially when ages before this game had ranking system that actually meant something

  • This content has been removed.
  • Elan
    Elan Member Posts: 1,427

    It's single perk value. There are 3 more slots to fill. None perk should powercreep everything in the game, so does Vigil. Surely you can go do different gen, but now you have progress across multiple gens, while none is truly done and the hooks will slow that even more. Not even saying how obnoxious is dms 3-genning. I'm not saying it has to be nerfed into the ground, but at least should be reverted to activate once someone is hooked rather than being pocket version that you can carry and trigger back to back. Surely, killers like Trapper or Pig will not have so much value of constantly blocked gens. But 60 % of killers can pretty much have one gen blocked all the game.