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Proposed Decisive strike change
Comments
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The survivor could be healed fast with we'll make it, second wind is a possibility, a syringe aswell, it's also possible to run a green medkit with addons and heal at pallets while in chase. All are options to get healed despite being tunneled.
Also, if the survivor is healed up, isn't that a reason for the killer not to tunnel them, because they will need as many hits as they would on a survivor, that wasn't freshly unhooked?
I can understand the issue with adrenaline, but I think that is just the general issue with DS being super strong in egc, so you could address that separatly.
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I don't know how can you consider unfair for killer to punish survivor focusing more on gens insted of their own survival by evading the killer insted of hoping for killer's generosity to not kill them and go for someone else. Killing someone off asap is the fastest way to win as killer just as is doing the closes gen fastest way to win for survivor. Survivors switching killer's agro is bad for killer if killer knows he can win faster by removing someone he alredy hooked, DS allows you to force your objectives while punishes killer for forcing his. If it was changed to disable after for example working on a gen you wouldn't be able to force objective and also be completely safe from killer attempting to stop you.
New players don't have DS since it's licensed DLC perk, they won't get it for first few hundred hours unless they willing to make more commitement with $$$ to a game they don't even know if they like.
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My proposal is to have a condition where only one DS can be active at a time. That would help with the egc DS plays and show that "Hey, I've hooked someone else, I'm not tunneling you!" DS in and of itself isn't the issue, the issue arises when you have two or more in a match paired with Unbreakable and BT. They synergize too well with one another.
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Personally I dont find DS to be a huge issue. Playing Spirit or Deathslinger, you can eat a DS and catch the survivor again within 3-5 seconds. The only time DS becomes an issue is during end game when you're trying to get a kill and survivors start stacking BT, DS and Body Blocks to get each other out.
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Well if people are so worried that it's an invincibility perk then why don't they just down them and slug them till their DS is over. It's a win-win for the killer. The person goes down so he can't do anything and someone has to pick him up so only 2 survivors that will be working on objectives and if its a solo group then it's a party for the killer cause then no one knows if anyone is going to pick them up or not.
New players do have DS. Not all of them but a lot of them because it's such a famous perk. It gives them another shot at running the killer around or trying to evade him. Many people buy new DLCs just for the perk, that's all there is to a survivor.
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Well because lockers, gen pressure and mainly unbreakable exists. Slugging isn't always win win no matter how you use it. There are times where slugging can slow down the game but also times where it wastes more of your own time then it buys. Forced slugges just aren't as effective as strategical ones timed when you need them not when you're forced to take them.
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both of those cases you put yourself back into the game by doing a gen or any other action you are not being tunneled straight off the hook you managed to escape the killer and are able to carry on with the objectives. Now whatever you do is down to you if you decided not to heal then you have to accept the consequence if the killer spots you injurned.
For case 2 you have to realise that you are a better targert to make it easier for the killer to deal with a 3v1 then a 4v1 explain why would a killer go after your friend who hasnt been hooked once then you who has been hooked which means you go to 2nd phase and will give more pressure to the other survivors to save you then your friend. Also if your friend has been hooked then it down to the killer to decide who to go for and maybe you are in a worse postion then your friend or the killer knows you are a weak link so killer can get you easier then your friend theres loads of variables to make the killer decide to go for you then your friend
im in favour of the idea for ds to deactivate when you put yourself back into the game and it would make the game alot more healthy
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DS lasts 30 seconds and pauses while in chase.
The timer slows by 50% while in the killer's terror radius. If the killer goes into stealth then it swaps to a 32 meter range from the killer.
It can be used both times you are unhooked.
It no longer requires the player to hit a skill check.
It can counter moris.
DS only deactivates before the timer runs out if you have worked on a gen for more than 3 seconds or healed another player for more than three seconds.
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