http://dbd.game/killswitch
Some survivors perk should be have downsides
For example
Unbreakeable should make you get broken status per 60 secs
Dead hard should make survivor go slower for a certain ammount of time
Adrelanine should have a penalty in speed and broke status till escape.
It can be that Killer doesnt scare the survivors,more likely survivor scare the killer.
Comments
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either downsides or at least requirements (real requirements, not being downed or being injured), literally dead hard grants 3 times at least an enormous power.
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Unbreakable: One time use
Dead Hard: One time use in a chase, unless you lose them for 40+ seconds
Adrenaline: Only activated when all 5 gens are done
Perhaps make more survivor perks useful and you won't see the same most effective perks against many killer tactics
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Unbreakable does have a downside, you can only use it once during a match, although Killer's ability to slug is only limited by your bleed out timer.
Dead hard does have a downside, it doesn't work a lot of the time. 😂 Aside from that, being slower would negate its use entirely, since Killers are already basekit faster than you and its speed boost is negligible.
Adrenaline having a broken status effect and a speed reduction would again nullify the perk completely. You get a short speed boost and a health state...then you're slower than basekit - so your distance gain is lost - and a 1-shot anyway? What would be the point?
They removed the negative side effects from killer perks many patches ago (notably, the Hag). Adding them to survivors would not be justified.
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DS being active should slow down the survivor's personal gen speed. I'm so tired of survivors using DS as a 1-minute invincibility perk that lets them rush gens without any risk. This rework would even encourage using the lower tier versions of the perk, which is why the devs should let us use the 'weaker' versions of perks like Discordance.
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Slug them its not 60 seconds of immunity its 60 seconds on the ground if you slug them.
Ds is fine
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Most perks have downsides- most of them can't be used every single match.
Not all killers are going to let you sit on the ground for long enough to use unbreakable
Deadhard is a exhaustion perk, and the survivor is forced to stop running for 40 seconds just to be able to use it again
And adrenaline is useless if the gens don't get done
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Just slug the DS guys. Lmao. If they don't make it to a locker first.
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If they go in a locker then eat the ds. You're getting rid of it early so late game the survivor isnt safe
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And my games at red ranks usually last like 5-6 minutes, sometimes as fast as 3-4 minutes. Load into mount ormond vs. survivors who can actually loop and not be using some OP killer and you will realize how busted this perk loadout is.
I'm not complaining, because I can abuse it, but that doesn't make it any less ridiculous.
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But they do have downsides.
Unbreakable can only be used if the killer is slugging for whatever reason (which is the fault of the killer if they let a survivor on the ground for too long) and it’s a one time perk.
deadhard is an exhaustion perk, and it’s one of the worst as it only creates small distance compared to other exhaustion perks.
adrenalin is only activated during end-game
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The issue is that some meta perks are gamechanging for example:
Unbreakable: slug full team becuz they doing the dumb instead of escape. While hooking someone stand up and heal a team making a 4k a 2k or less. One perk on one player its gamechanging and that cant be. Killers doesnt have a skill such powerful in a specific situation.
Dead hard: No need to say its to extend the chase but should have a downside not to say the common BT + dead hard combo (btw for those who say its once per chase if it would recover while chase wouldnt have sense).
Adrenaline:Its a perk for saving you yeah but you get one heal plus much distance thats no sense (NOED can be denied but drelanine have no downside compared to NOED)
DS:Despite devs say its not an antitunel perk (but it activates if you tunnel survivor pr even without it) its a perk that gives 1 min inmunity so you arent scare of him during one min? Plus you can do stuff like cleansing and such. 1 min inmunity no downside? (haunted grounds need a requirement that may happen or not. You will get hooked eventually on normal games.
BT: body blocking its unfair it should make survivor be able to go throught killer like when u hit him for 20 secs as the skill is to avoid tunneling (right devs?)
If you combine em together you make 4 persons with superpowers plus comms make game unfair as hell.
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The only perk that would need a downside right now is DS
Adrenaline doesn't need a downside because :
- It's only usable once per match
- If you're already healthy the perk is useless
Dead Hard doesn't need a downside because it's all up to you as the killer to know when they're gonna use it and time it right. If that person already used it against you earlier in the game, you already know they have it when you chase them again later in the match and it can be easily countered since you already know.
Unbreakable's downside is it's only usable once per match. So it doesn't need to be nerfed.
None of those 3 perks you listed need to be touched because they all 3 already have their own downsides, as I just listed them.
Decisive Strike is the only survivor perk that I can think of that needs a downside. There's really no survivor perks that I can think of that are OP except for DS. Even DS isn't overpowered but it can go for another rework.
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All of these perks have multiple downsides.
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There is a downside to dead hard.. it's called dedicated servers.
I don't mind the unbreakable one actually.
Adrenaline isn't used that much anymore so I don't think it should be touched. You should have at least one killed before end game anyway.
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Very wrong.
Regardless of whether you pick yourself up (one time portion), it provides you with additional recovery speed indefinitely - Even if the killer is not intentionally slugging. It's also quite powerful when paired with DS, essentially guaranteeing an extra health state if slugged to avoid DS OR if picked up so you can use DS This allows seasoned survivors to make some rather bold plays immediately after being unhooked.
Dead Hard 'for distance' (to make it to another loop/window) is one the best uses for an exhaustion perk in the game, and is uncounterable for a majority of the cast.
Adrenaline activates when the killer is at their weakest (endgame / potential 20s timer on them), potentially costing them 4 health states. Without the healing portion, it still allows anyone near a gate to ZOOOOOM there.
I'm currently using Adrenaline/DS/Lithe(or DH)/Unbreakable :3
Post edited by Raccoon on0 -
But they can stay on a gen or slow vault to force you to grab them and they get a free stun. Or they jump into a locker in which it's complete immunity. That's why DS shouldn't work from grabs.
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Agreed about the locker part.
You do realise you can lunge if they slow vault/do a gen? It will down them and not force a grab if you lunge
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Yes but there's no time to be precautious like that. You get close to a window so that it they make it through, you still hit them. Grabs are so inconsistent, they only work when you don't want them.
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yeah I never understood why so many killer perks require so much for so little or just give you such a little benefit. Sometimes they even buff the survivors.
Meanwhile survivor perks have much easier conditions for much stronger effects most of the time, with little or no actual counters that don't put killers in a lose lose.
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You already have to be slugged to use unbreakable. It inherently has a "bad" side.
Dead hard is already a huge gamble, assuming the killer will hit then as well as assuming latency won't work against you, and you're only given a few feet.
Your adrenaline nerf makes absolutely no sense whatsoever.
This is the most exclusively killer main tier thread I've seen in awhile, good job.
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Ummm, killers have Devour Hope, Noed, Blood Warden - among others - that give them additional gamechanging downs/kills, not to mention moris.
Dead hard still already has considerably downsides since it's a gamble and already gives you exhaustion.
Adrenaline is earned by finishing 5 gens, 400 seconds of work, usually more with gen-slowing stuff and getting chased around the map. Noed is literally a reward for failing to do your objective. They're polar opposites.
I know most of these killers complaining about these perks are probably 200 hour babies who just don't know how to play and counter looping, but yikes. DS could probably use some improvements still, but it's as good as it's ever going to be.
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The locker grab for DS is a thing I've only just become aware of and tbh it seems a bit like an unintentional gameplay thing that probably needs to be patched out.
The rest of it is fine imo. Just not...diving into a locker when a killer's coming to force them to grab you. That's like a two in one functionality.
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