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Obsession in Every Match
I just finished a match where neither side used obsession perk, hence there was no obsession amongst the survivors. You can guess how it went: as soon as someone got rescued from a hook = tunneled to death. I used Borrowed Time and they still tunnelled the poor survivor.
Right now I feel like there being an obsession in the match (hinting at Decisive Strike) is the only deterrent against being tunnelled. That's why I think it could be a good idea to consider having obsession spawn in every match by default, regardless if anyone used obsession perk.
Comments
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Sometimes killers have to tunnel to secure a kill or gain the upper hand against good survivors. And when the gens are almost done, forget about being nice.
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Then you can attempt to do so at risk of eating a DS. An obsession should exist regardless so the sides have less information about each other
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another whining entitled survivor when will it end
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I don't even look to see if there is an obsession anymore, I just assume every game has a DS abuser in it. The fact of the matter is, the way the game is designed it encourages the killer to get someone out the game asap aka tunnel. You can choose not to to be nice if you want, like I do, but we shouldn't be punishing killers for playing in an optimal fashion.
The core of the problem is the fundamental game design. You take DS away, the killers play optimally but the survivors whine. You don't, now you're letting the survivors abuse it and punish the killer for doing what should be the optimal strat. There's no winning without either a perk rework/change or a change to the core of the game.
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I completely and wholeheartedly disagree. An Obsession symbolizes a special interaction between one survivor and a killer, and if there are extra effects in a game to warrant a special interaction, then there should be no Obsession.
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Its not a bad idea, in theory. However unfortunately its not gonna change anything if you ask me. A lot of times if I down the same survivor twice, its usually by accident and I know that happens a lot of times for others. If I follow a survivor/scratch marks to my hooked person, he gets unhooked, I see more scratch marks leading away from the hook only for it to be the guy that just got unhooked. I cant either down him and the start the guessing game of where is everyone else, or I can down him, roll the dice of ds and if he happens to have it start a chase with him again because he is still the only survivor I know where is.
This is the problem if the killers dont have enough information or if the survivors dont try to interact with the killer to lead them away from their weaker members (either weaker as in at the game, or just weaker as in soon to be dead on hook) then ofc the killer is gonna only go for them.
And an unfortunate other truth is, speaking from personal experience, if survivors try to hard or is too hard to catch I will just straight up refuse to chase them until they are the only ones left. I will find others that are easier to catch and force the good ones to either trade or lose a health state so my chase with them will be shorter.
These are the tactics you have to use sometimes if you are trying to win. Unfortunately the best counter here is to either let the weak die, do gens and then leave or trade one or 2 hook states for the weaker ones and then hope that they can save you + do a bit of gens. Maximise your health/hook states. You are basically, as a survivor, guaranteed a win if your team gets hooked 2 times each without anyone dying. Its simply too much time and you should have been able to do a lot of gens in the time it takes. Ofc there is no such thing as a guaranteed win in this game but still.
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That line of thinking already goes out the window when DS is the only obsession perk in the game as DS makes an obsession appear, but DS doesn't gurantee you are the obsession, so you can run it and someone without DS can be the obesssion. The whole "obsession" effect of DS is kind of just tacked on and there is no obsession interaction besides the obsession change.
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