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People who play both sides at red ranks do you think hex perks are op, or ds is op?
Lets see.
Comments
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No to both tbh.
Hexs are easily destroyed and risky to run and DS is useless if you don't get tunneled.
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Not red ranked (rank doesn’t matter much anyway) neither are OP.
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I bet no one will say yes to either of those.
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No. No. And No.
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Not only are Hex perks not OP, but most of them are quite weak and could use buffs.
DS isn't OP anymore, it's just a really good perk. I do however think the timer on it should be 45 seconds though as at 60 seconds it still isn't just an anti-tunnel perk, which is what it's supposed to be.
I don't think "second chance" perks are healthy for the game in general though.
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Both are balanced in their own ways.
Hexes are powerful (lol third seal) but risky and can be very dangerous if not taken care of.
Decisive strike is also powerful but easily avoidable by slugging.
Right now, if I have to say something that does not have a reason to exist... is the current Mettle of Man.
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None of these are OP imo
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Hex perks are only Really strong on THE GAME (especially with toth and omegablink Nurse, good luck destroying the devour hope lol) and eventually the hospital because these have some really good hiding spots. Other than that, 90% the totems will be destroyed in under 2 minutes, to often in under 60 seconds.
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Both are strong, but balanced.
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They should make it so killers doesn't have to use Ruin on higher rank
We literally have to be forced to use it atm
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Neither one is op. DS works as a anti-tunneling tool, and Hexs get destroyed easily.
If i had to choose which is the op one between the two? Prob DS. Mostly because without enduring the perks a pain.
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I think people who complain about those don't play both sides enough. I was once like that.
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Nope.
Both hexes perks and DS are annoying but not op.
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Yes to both.
*drops mic*
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Haha fair enough.
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hex perks are weak due to how hex totems spawning locations, survivors spawning in close proximity to hex totems, etc.
otherwise they're fine, aside perhaps from noed
DS is in a good place, it could be tweaked a little but i'm happy with it
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Hexes have a very strong impact in the game (oneshotting, playing the match with a skillcheck penalty/ with blindness) hence they can be destroyed. This make them really weak, since a totem can last the entire match as well as being destroyed at the spawn. They need to change totem spawn/ the totem system.
Ds its antitunnel (which is fine), it just annoys when you down someone even after 50 seconds, cause they made a mistake and they use it.
conclusion: neither of them, both have pretty solid counters.
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Neither are OP.
At rank 1, Ruin isn't even worth using IMO. Good survivors (like myself) just do gens anyway. I play a game with 2 friends at rank 1 yesterday where we finished 3 gens super fast with Ruin up. As killer you need to really find alternative methods to slow the game at rank 1.
DS was OP, but now it's fine. MOM too is OP now, but once the changes come it will be fine too.
The only OP stuff in this game is some killer add-ons, pink moris, keys, and instaheals.
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Neither are OP.
DS is super annoying, but it's not actively stealing games like MoM currently is.
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Hex perks aren't OP and the PTB changes coming to Lightbringer, survivors will be encouraged more than ever to cleanse totems.
Plus, I always use Small Game to deactivate Ruin within the first minute of the game.
About DS, I wouldn't say it's OP when it has a condition and counter play (don't tunnel the unhooked survivor for 40/50/60 seconds). People still complain that it's a crutch perks, but what they don't understand is that it prevents boring gameplay: Tunneling. Ruin also prevents boring gameplay despite the perk being very monotonous to power through: Gen-rushing.
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Hex perks are weak if anything. No one can realistically say ds is OP.
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I don't play both, so ignore me if that's what you want.
But i don't view either as OP.
DS got a good nerf that still serves a great purpose now.
And all Hex Perks apply either too weak effects or take too long to set up to be considered OP.
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Nope
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No and no the real question is why is OP getting downvoted?
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Here, I'll upvote OP for being amazing! :)
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No and no (surprise...). Ruin is only strong IF you're playing Doc and IF it's in a perfect spot (1 out of 10 games maybe). DS... I love it. I always try to instantly down and pick up unhooked survivor, swallow the stun and down him again. Not even because I'm triggered by DS, I just feel it's not that big of a deal.
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No to both. They are strong, maybe annoying too but not op.
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well for me when im the survivor we never find the damn hex because it spawned in the most obscure place.
but when im the killer it spawns in the danm open or right next to the survivors and is broken in less than 40 seconds of the match starting
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DS is balanced, it punishes tunnelers. Hex perks are high risk high reward(some more than others).
If anything they should buff Third Seal and make it to where survivors don’t get notified that the killer has Huntress Lullaby until after you get your first hook.
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@NMCKE What changes to light bringer?
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heres the thing hex needs to be powerful but it has a risk and that it can be destroyed the hex totem so fast that you cant react about it and ds right now its useless but when the new change are making for the next update ds will be good but ppl will abuse it at least it have a time so its ok i believe that hex are kinda weak ds its fine when the next update comes out
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Hex perks are garbage, every single one of them. Of course, most of them can work wonders in specific situations but are way too unreliable.
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Hex Perks suck.
DS would be alright now IF it would not trigger if the Killer has already hooked someone else, because then they obviously aren't tunnelling.
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They probably misunderstood my intentions, I just wanted to confirm what others here said. But it is their choice to downvote I don't mind at all.
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@NMCKE Oh cool. I suggested before that dull totems should be added to the light bringer emblem. Thanks for the info.
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Anytime bro! :)
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1st part: No, I don't think hex perks are OP. Survivors with good map knowledge can make quick work of hex perks. That said, I do think Devour Hope is a little try hard. Not saying using that perk makes you a bad person or anything, just means you're a little sweaty. Ex: I've versed a few Nurse that were using Devour Hope in conjunction with TOTH. Talk about yikes.
2nd part: I would like to see DS tweaked again honestly. 60 seconds of hook immunity is a little silly imo. I think once you are rescued (and assuming the killer doesn't immediately target you again), then there should be no additional benefit from DS. For me, DS should function like this: Survivor A gets rescued. The killer will now either go after other survivors or the person that got unhooked. If the killer targets other survivors, DS should quickly deactivate since the survivor was safely rescued. If the unhooked person is quickly targeted again, then the DS timer will extend giving the survivor an even stronger safety blanket.
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