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Dark Devotion will be hard-countered by SWF, Make it transfer Red Stain also
The new perk concepts are very interesting, but conceptually, I already foresee a huge problem with SWF balance.
SWFs often run the strategy of having 1 good looping player trying to lure the killer around while the rest do generators. Versus an SWF, if I'm chasing the obsession and break the chase after a hit, everyone is going to know. Not much of value is gained from a very conditional stealth perk in this situation.
But let's say it transferred the red stain as well. In this case, I'd at least I'd at least have some guaranteed value in looping mindgames or being harder to track once I broke off the chase and ran into a building. The key concept here is that the perk would give some guaranteed form of value even if survivors were on comms.
The exact numbers haven't been finalized on this perk but they could take into account such a change. Please consider modifying the effect in some form so that it still gives value even if you're up against an SWF.
Comments
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I can get behind this, there's only 1 perk that gets rid of the Red Stain and it doesn't work, this perk would be perfect for it. But yes we don't know the numbers for this or the other perks and those numbers will make or break everything. Of course I'm expecting something ######### like 12 seconds so it needs to be higher than that. I'm thinking 20/25/30 or 40/55/60
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I think the obsession hear the TR too, isn't it?
If not, then it will be countered af by SWF
If he does, then nobody can't know if the killer is near, if they are all toghether
We'll see
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It would synergize with that other red stain perk as well. You can hit the obsession, start another chase or continue after the obsession looper and by the time the duration wears off, you will probably have bloodlust if the chase dragged on.
I could see my hag running this since I often teleport to start new chases for example.
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