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RANT!
As someone who mainly enjoys killer I have to ask. Just how many second chances do you need? Today I've gone against 3 FULL ######### squads with Mettle-DS-Dead Hard-Barrowed Time and it's so damn FRUSTRATING. Not to mention flashlights.
I know certain killers get around Mettle. I know Enduring counters DS. I know to bait out Dead Hard. But I don't want to play Billy and Mr. Tum Tums all the damn time, not every killer wants Enduring, nor is it possible to always bait out DS in certain situations.
And of COURSE some ball sweat licking asshat teabags after likes he's done something impressive.
Like I said this is just a rant but dear god survivors needs to STFU about "killer to strong" when you have tools 90% of the kills can do dick about.
Comments
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Dead hard: Just bait the survivor
Borrowed time: Dont tunnel
Ds: Dont tunnel x2
MoM: Use your m2 attack, and if you are a M1 killer just make the survivor use MoM
Did you know killer have perk that reward their bad play?
Blood Warden, Spirit Fury, NOED..
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So 3 perks in killer side versus the 12 on surv side
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Put the cannibal in your life~ and M2 the fuk out of all of them
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how new are you that you think using up pallets is bad play
embarrasing post
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Play Survivor for a day and you'll be crying in a corner talking to your traps telling them 'it's ok, the easy-mode can't hurt you any more'.
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MoM: and if you are a M1 Killer, hit them twice to down them for the hook and don't let them be rescued = MoM denied.
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Yeah, but the swf team is just gonna do gens while you stand there doing nothing but gaurding.
Also good luck piping by camping
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Tell me the "12" survivor 2 chance perks
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So only because you break a pallet you get a big reward for it? it's like
if you repair 3 gens the other gen you touch is repaired instantly...
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Don’t y’all have noed lol where it almost guarantees you a kill
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Decisive strike, MoM, Borrowed time, dead hard, adrenaline, unbreakable, and Deliverance.
If you consider exhaustion perks second chance than you can add a few more.
Not 12 but still more than killer
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MoM is the only one you mentioned I dislike and can agree with as it has not counter play for the majority of the killers.
The other have counter play.
BT and DS are anti tunnel perks so activating them is down to a choice you make.
DH bait it out.
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Dead Hard, Unbreakable, Deliverance aren't second chance perks. DH is a dodge, which can be denied and relies heavily on timing. It's like a controlled SB that doesn't go very far in the best of situations. Deliverance is a gimmick perk that gets you tunneled 'cause how dare you try to get an achievement or bring a counter to playing solo. I can't believe you. Also you'll likely not be able to pull it off, anyway. If you're caught before a save, it's a dead perk slot. If someone's right on you for the save, dead perk slot. Unbreakable is a gimmick perk to get you off the ground in the rare occasion of a slug. @TheRoyalOwl
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Besides that they most literally give you a second chance in a dire situation.
DH ---> In a chase and you are injured and you use it to either close a gap to an escape route or dodge a killers attack.
Deliverance ----> allows you to get off a hook getting you back into the game like having adrenaline while downed.
Unbreakable ---> let's you get back into the fray, without needing others help.
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Who is Mr tums tums?
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Like I said, it's like a mini SB and in many cases, gets used incorrectly. It's heavily reliant on latency and timing, which not everyone has the second down well. I wouldn't consider it a second chance perk, but I wouldn't consider Head On a second chance perk, too. It's not the intent of it, but it has a similar one time affect and both can be somewhat inconsistent. Of those three, this is the closest to the "second time" perk you're talking about, though I wouldn't consider DH a second time perk, but something to be used in chase like Brutal Strength for killer.
Deliverance - not only are you wasting a perk slot on a one-time perk that can only be used on the first hook, you need to save someone, too. People often rush the hooks, so gl doing that. Like I said, it's mostly to counter the solo experience of being left on the hook and dying because no one can be bothered to save. It isn't a second chance perk 'cause that would be like saying survivors only have one hook. It's getting you off the hook and being self sustaining, but it's by no means free or a second chance perk.
Unbreakable is, once again, about self reliance, basically. It's about getting up off the ground by yourself because no one else can. It isn't a second chance perk unless you're suggesting you belong on the ground once you get downed. It's a perk to work around for sluggers (who aren't very common, mind you).
You including these two makes me wonder what you believe second chance perks to be tbh. That's like including Bloodhound or Predator as aura reading perks.
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Dude it's second chance, it gives you another chance after you failed.
DH you failed to keep away from the killer so get to boost a little ahead for a SECOND CHANCE.
Deliverance you failed to keep from being hooked so you get off the hook for a SECOND CHANCE.
Unbreakable you failed you stay in the injured state and got downed, and the killer left you on the ground. You get up off the ground for a guess what? SECOND CHANCE.
Timing doesn't mean that much as ever second chance perk as some to it be useful.
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Did you know that all 3 of those perks can be completely avoided/forced to be useless?..... and also spirit fury doesn't reward bad play if the killer doesn't respect pallets that's a killer being an actual killer and not a baby... that killer not respecting pallets is going to close the loop faster than the one respecting the pallet... bloodwarden rewards for getting a late hook... hows that rewarding bad play?.... the only you have an argument for is noed in which as I stated can be rendered useless...
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you can make any perk look like it has no counterplay if you really try MoM included.
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Like I said, the only one that stood out to me as a second chance was the DH one, though I personally don't consider it as such and don't believe any of those perks to be bad except for MoM. I already gave my reasoning as to why.
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Blood warden: Escape, dont get greedy with altruism points
Spirit fury: Drop the pallet early, if it activates its your fault for getting greedy with the stun
NOED: Cleanse the totems, especially easy when playing SWF
None of these perks "reward bad gameplay" unlike MoM, which some killer have absolutely no way to counter
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