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Enduring should work with ALL stuns
Enduring used to be a pretty decent perk. Spirit Fury/Enduring was a strong 2-perk combo until people found out you could counter it by simply dropping pallets early. It also was used to counter DS, turning a 5-second stun to a 3-second stun. But then they made it only work with pallet stuns and now nobody uses the perk. Why they did this, I will never know. That just set up DS to be the best survivor perk in the game, which it still is. A 3-second head start is more than enough time to get to a loop, assuming you're not in a dead zone pallet-wise. This is proven by Head-On stuns which are 3 seconds long. Imagine how much more useful Enduring would be if the old version came back. Better yet, make it reduce the stun for Head-On and Wraith's lightburn, and you've got yourself a moderately useful perk.
But no, we can't have killer perk variability. Best to stick to Sloppy, NOED, and Pop because virtually no killer perks come close to their level of power. Buffs to underused perks is a pipe dream evidently.
Comments
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Great, another Anti-DS thread.
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No
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This will make Head On useless, it's already not a good perk and only made in Meme builds.
Enduring + Spirit Fury is already a terrifying combo.
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I think a good way to make it more balanced against all Stuns would be to keep the 50% pallet stun resistance it currently has, and then give it 25% resistance to every other stun (at max level). That way it can still reduce stuns against perks like DS, but not make it a death sentence for using a perk like HeadOn.
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That is how Enduring used to work. I'm sure there is a reason it was changed.
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It used to grant a 50% immunity to all stuns, not 25% and there was no explanation provided for why it was changed. Stuns like DS were directly increased because of Enduring, and then didn't get lowered back after the Enduring change.
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There's no point. DS stun is relatively short. Head on stun is relatively short. You can usually get caught right after a stun if you're in an area where resources are used. If there are resources, you might be able to get away, but generally you will be caught if there are no resources. This would make it where other stuns would be useless. Head On is already an exhaustion perk, DS is one time use. I don't see why they should have lower stuns from Enduring when they generally only have a limited amount of use per game(for DS' instance, one use).
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Spirit Fury/Enduring is dead. Just drop the pallet early: complete counter. And that isn't 'wasting pallets' because by the time most of the pallets have been used, the exit gates are open.
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Dude enduring is fine where it is. What's wrong with forcing survs to drop pallets early running enduring fury just means you should never respect pallets and if that's forcing them to drop pallets early that's it's own advantage. Sure the mid game will be a lot of breaking pallets but then the endgame will be just downing everybody since they'll have nothing to work with except windows.
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Well they could do make it work on ALL stuns, but if they were to do so the perk would be nerfed to lets say 20% or 33% (thats maximum)
Would you be willing to make a trade works on all stuns but endurance only has 25% reduction?
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Enduring is still a fairly often used perk. Dont know whats your problem here, besides "survivors are at fault".
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When it originated it was changed from having one stat for physical object stuns to two stats, one for physical object stuns and one for perk stuns, at different percent levels. That is what you're suggesting. That is what it used to be. And you're right. I haven't found an explanation for why it's gone through so many iterations, but they don't make changes for the sake of changes. I'm sure there is a reason.
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im sure they did that bc everyone was using it. They don’t like it when all ranks use the same perk(s).
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