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Everything we complain about has counter play.
Comments
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Still, you shouldn't be forced to run a specific perk just so you can counter a bullshit item or add-on, especially when you don't know if they are gonna be used.
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You have valid points here..I respectfully disagree with some of it but hey, that's the essence of debate
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So true bout Billy I main him and people always blame me for their own demise, when I play survs I make sure to run spine chill even if it's just a green tier 1 spine chill it's still so helpful
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Gen Rush: Better Base Regression or a Kick bonus should be added. I have proven mathematically it is almost never a good idea to kick a gen.
Spirit this is not a counter you are hoping the spirits hit box misses. Not even actually losing them. This is also luck not reliant on skill. She still should have a vault animation.
Mori depends how the killer plays. It is genuinely better to try and wait until the killer goes past your generator before working on it.
Then you want to leave people hang on hook until their stages are about up. This gives more time on generators. Instant saving leads to instant tunnel and mori out. One less survivor on your team. If the survivor is being tunneled out stay on generators the almost 2 minute hook phases timer should make it more feasible to do generators. As the killer will want to proxy camp their mori.
Billy Is decently countable and shouldn't be complained about.
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*loads into blood lodge vs omega blink nurse* Quess I should just learn to hide and break the chase.
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You can chase survivors for even less than 30 seconds and then 4 gens are done at the same time! It depends how killer you're playing, Spirit and Nurse are the only with Map control but survivors wants a counterplay for both.
I would say: prayer beads, omega blink, iri heads, moris, insta heals and keys should go.
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And for those who think that Spirit is the most unfair killer in the game... oh well, just remember that the game isn't 1x1
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You can't get gen pressure by giving up chases. You need to get downs to get pressure, because unless you have thanataphobia anyone you aren't chasing isn't being pressured until you get a down.
Once someone is downed you can start to snowball and the game can properly begin.
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You get stunned for 5 seconds. There’s no reason to be so afraid of being stunned for 5 seconds
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A 2 minute chase won’t get you pressure.
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Neither will 2 minutes of giving up chases
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If you can’t down anyone is less than a minute then I’m not sure what you want.
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A strategy that speeds up chases. Giving up chases doesn't speed up chases.
Downs are a requirement to get gen pressure unless you're doctor. And someone on a gen doesn't have any reason to not be watching for you in order to be ready to run if you chase them.
Letting a Survivor go to chase someone else is the equivalent of throwing away the time you just spent chasing them. It's a losing strategy since the next person you chase will just do the same thing the first one did (or should anyways) leading you right back where you started. You have to eventually commit to a chase in order to get anywhere.
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It has been a winning strategy for me for awhile, I can often down people in 30 seconds even faster with Hag.
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Explain. How does letting someone go help you down someone.
The time between letting someone go and chasing someone else is time that no one is being pressured. The person you were chasing can just hop on a gen immediately. And when you start chasing the next person then you are now yet again chasing and thus only pressuring a single survivor. You are thus worse off than if you just kept chasing the 1st survivor to begin with.
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I am able to stop others from finishing their gen, if I had taken that first chase with someone I knew I’d struggle to catch then the other survivors would’ve gotten many more gens done.
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You're missing the point. Survivors are functionally identical. If you are struggling with 1 survivor then whatever they did to make you struggle the other 3 survivors can do too.
So you ought struggle with all 4 survivors. The only reason why this wouldn't be the case is if one or more of the Survivors is just bad by comparison, and relying on that is no good way to craft a strategy.
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While I agree with the sentiment that a lot of things have more counters than you think, there aren't any counters to a good Spirit other than perks, especially if she has Prayer Beads. As far as Omegablink Nurse, there is no counter whatsoever.
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They can’t always run to areas that became difficult, plus who’s to say I didn’t trap where they ran?
I didn’t include nurse because she is going to get a slight nerf.
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And you make it sound like 5 gens get popped after getting DS’d LOL
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If you trapped where they ran then just chase the initial survivor to that spot in the first place.
Situations where that isn't possible also involve more than 30 seconds of setup for the first hit, let alone a down.
If you got a hit this way it was because you found a weak link, not because the strategy itself is effective.
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A setup of course takes time but if you setup around certain gens then they won’t have nearly as much area to run. So killer actually being efficient=survivors are bad?
No wonder people think survivors are OP.
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If you keep trapping gens as Hag, you gonna get hard countered by smart survivors and Urban Evasion users, so I'm telling you to change this strategy.
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Around gens as in paths and loops near these gens, same for Trapper although focusing more on trapping loops.
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No. The issue isn't that survivors hit traps.
The issue I'm bringing up is that if the strategy only works on certain survivors then it follows that good survivors can just not act like the certain survivors it works on and thus can counter the strategy.
If it doesn't depend on that sort of thing and instead depends on for example the outcome of a mindgame then you shouldn't need to change targets. You can just do whatever your strategy is on the first survivor.
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You must not know where to tactically place traps then, if you know where to trap then you can destroy.
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I know? You don't need to switch targets for that though. You can just down the first person to begin with, no need for this dubious juggling shenanigans.
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Whenever you know a certain gen is being worked on then you should abandon the chase.
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You still haven't explained how that helps. The person I'm currently chasing will just hop on a gen and leave me no better off than if I just kept chasing the initial person to begin with. Likely worse off since the person on the gen is most likely further away.
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I have, you just haven’t been listening. Let me explain it again, if you drop chase for a survivor who had a gen at 50% and the other survivor hops onto a gen at lower percentage then I have effectively applied gen pressure and due to my setup I will likely down them faster.
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How exactly do you down them faster. You just asserted that they can't run the same loops without actually justifying that claim.
And it doesn't matter if the gen is at 50% unless you are going to immediately kick it, which won't get you very far since now they have a ton of distance.
Otherwise it doesn't matter since the important thing is the total number of charges put into the 5 gens with the most progress. It isn't until mid-late game where specific gens are more important unless you're doing a specific strat or are playing Freddy. It's not like it matters what order the gens are done in outside of a 3 gen strat ect.
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You don’t seem willing to listen, I explained these things but you still aren’t listening.
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You said to abandon every chase if it lasts more than 30 seconds, but what if all survivors can stall ghe chase more than 30 seconds ? You can't abandon everyone.
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I mean we are just referring to hag then maybe. However since you had to commit to multiple say 20 second chases I find no difference than the commit. You would have 2 Generators up to 60 charges or more. One generator at say 30 charges and the original chased survivor is on a gen for another 30 by the time you hook and move around it would still leave you with at least 2 generators done and more likely to pop soon.
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On PC, there are certain set ups that cannot be countered.
Example: Nurse with overpowered add ons. There's nothing survivors can do except die.
Example: Spirit with overpowered add ons. There's nothing survivors can do except die.
Example: Wraith on Haddonfield. There's nothing the killer can do except lose.
So no, not everything has counter play. And both sides are fully justified when they complain about these overpowered aspects of the game.
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Yes, when they loop me at unmindgameable loops and bullshit buildings, I get very outplayed by survivors. And if I leave a chase, other survivors can loop me into these areas too.
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I don't talk about Hag and Trapper, I talk about killers in general. Not every killer can counter these buildings/loops. Even Trapper can't, because his traps are #########.
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Well I’m playing Trapper and Hag.
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No...not every killer can counter loops. Nurse, Spirit, Hag, and Trapper (sometimes Huntress) can counter loops. Trapper isn’t an issue to most survivors because he has zero map control. Hag is countered by flashlights. Huntress has zero map control.
I see A LOT of bitching about Nurse and Spirit because they counter loops, have a lot of map control, and have have high chase potential.
It’s a lose-lose scenario because players complain about Spirit and Nurse being uncounterable because they have so much going for them. Then you have players complaining about some killers being far too weak.
I feel you because I know the feeling being looped to an oblivion playing Leatherface and Wraith. Some structures (Ormond, Crotus Prenn, ANY building on Haddonfield) need to be reworked.
As of now, if you HATE being looped to hell...all I can say is to play the higher tier killers because there isn’t much else you can do except hope you don’t get an awful map :/
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You gave a general solution to a problem that effects all Killers.
That solution can't be presented as such if it only works on 2 Killers.
The only Killers that really make strategic sense to break chase (outside of moonwalk shenanigans) with is stealth Killers and/or Killers that can hit survivors outside of their terror radius (Ex: Omegablink Nurse and Prayer Beeds Spirit)
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QUIT TUNNELING TO AVOID DECISIVE!
/s
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He could’ve slugged.
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Whoooosh!
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You pick perks that help in areas you're lacking the skill, or find frustrating.
If you dont run Franklin's every game, dont ######### the one time rhey brings 3 bnp and a key. You could have been running a perk that helps with the one thing that you hate.
That can be said for any situation.
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I'm not a fan of Enduring not working against DS/Head-On, particularly when good (in before 'this never happens to meeeeeee, reeeeee') SWF are using Double/Triple stun-locks to all but guarantee a gate opening in the Endgame.
I love being unable to do anything for 9s-11s during the most crucial part of the trial.
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If you nerf these, there will be 0 diversity gameplaywise, the game will resume to a cat and mouse chase with 0 awareness required if a player has a specific build.
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:-)
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Lol it's not a "it doesn't happen to me reee. " its statistically not happening that much.
Also, 9-11 seconds? Damn I didnt know they buffed DS that hard that recently...
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