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BHVR why are so you so obessed with cooldowns?!
Visionary would already be a meh perk at best, but where is there a cooldown?! Same with blood pact, why is it a long cooldown for a short effect AND being a Hex.?
Hell, if Make Your Choice came out today it would be on cooldown. MYC's cooldown IS the perk's effect, it's not something separate from the exposed timer like Dragon's Breath is.
I'm not expecting these perks to be changed PTB post release (except Gearhead which got nerfed lmao), but this obsession of cooldowns and added things to make perks worse is the reason people run the same perks. I don;t even mean meta perks, I find those boring. For fun meme or dedicated builds, alot of new perks just don't even fit there too with how many cooldowns and handicaps are on them.
I'm not saying cooldowns are a bad thing, so many perks like Thrilling Tremors would be just overpowered without them, but at the same time many of them that do have cooldowns are either wayyyy to long or just unneeded
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Its a.. balance thing? I guess?
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At this rate, they'll soon start adding cooldown to a cooldown timer.
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Surge is a perfect example of this.
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I think some of them might be so that it's easier to make different tiers of said perk. But yeah that doesn't take from the fact that a lot of them are incredibly unnecessary.
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I expect cool downs to add-ons at this rate. Unironically.
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Simple, they have, a bhvr problem.
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It is the easiest way to put a forced skill ceiling on killers and hold them back no matter the players skill.
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Nurse's "Bad Man's Last Breath" got a 60 seconds CD fyi.
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It's worse then I thought. I don't touch nurse that explains why I didn't know.
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That's why people only use double CD in nurse. Her new addons are mostly hindering or simply do nothing.
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It seems like they fear too much that any perk became a new good perk or meta perk, meaning: they changed anything in the current ballance. So they put very long cooldowns to make sure any meaningfull effect is lost on new perks.
I understand this game is hard to balance, but I dont think they should fear changes to the balance so much. IF things get too unbalanced, make other changes, revert back, etc. At this point it seems there are things that are not even being tested for fear of any changes.
And agreed. Think about perks like Surge... which I dont think I ever played against a killer using it btw. Why does it need a cooldown? And if it has, it simply doesnt make sense 60s or 30s for that matter.
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What also gets me about surge is that. If a gen is already kicked I am 90% sure the perk does nothing. So why even bother with a cool down if you can't kick a gen twice.
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Dragon's grip has 3 cooldowns. Shout out to space coconut
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'Cause they don't know their own game, and y'all can say whatever you want but it's the reality, they just don't know their game very well, even on streams you can see that they either play survivor or play potato simulator so what they think is healthy for the game is just "put a bunch of cooldowns on killers".
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They did exact that to nurse 10 months ago xD. Her original cooldown was her fatigue stun, and they add a cooldown ONTOP of the cooldown.
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I mean they are adding a lot of cooldowns, and it feels like they keep adding cooldowns to every killer. Usually they are used for balancing issues but BHVR is just adding a cooldown on EVERYTHING. Its totally not needed for most of the times and even if it is needed. The game is suppost to be fun, cooldowns are just unfun to play. It is just a lazy way to fix things like: yea I dont care let me just add a cooldown and its fine. I just think BHVR is kinda lazy.
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I love how now theres a cooldown on a hex which can get cleansed in like a minute. And that is pretty much useless anyway.
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They hired people who didn't know anything about the game until they started at the company and let those people change the game according to what other games do in regards to lazy fixes and ill-conceived concepts.
They're running out of ideas and because of that the perks are only going to get worse as the devs continue to copy and tweak perks that are already in the game.
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Disgusting.
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The 3 cooldowns or the shout out?
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The shoutout clearly..
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The Cooldowns. I got nothing against anyone right now.
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Yeah, like why does the spirit's power have a cooldown.
Shes a ######### spirit! She has to wait to use her power?
Bs!
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Maybe because it’s an ideal way to balance?
Imagine if surge could constantly be spammed, you’d get no gens done.
Or constant Trail of Torment just by kicking gens, effectively making stealth killers pointless.
Granted, some cool downs are a lot longer than they should be on some perks but that doesn’t mean cooldowns should just be deleted from the game.
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Surge doesn't need a cooldown since surged gens are immune to surge.
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From a developer/programmer perspective, cooldowns is the cheapest /easiest way to balance something.
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You could get a decent amoumt of progress off a gen with no cooldown surge if someone stays on a gen and keeps repairing it to revert the regression as their three teammates get downed one after another nearby.
Trail of torment without cooldown and without the aura wouldn't make stealth killers obsolete. You would probably start to see it in about 1/15 matches instead of never because it seems designed to be a meme perk in its current state.
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Lol why is this forum so obsessed with cooldowns? When you're trying to balance abilities, you can either make all abilities have similar strength, or you can add conditions necessary to activate the stronger abilities. A cooldown is one such condition; you need to wait X seconds before activating your ability again. I think cooldowns are a good thing, actually, because they allow for the devs to make abilities with stronger effects without them destroying game balance. Like, can you imagine Sprint Burst if there were no cooldown? What about Bubba perpetually chainsawing at 130% movement speed? What about Ghost Face instantly re-stealthing after being broken out so he'd effectively have permanent Undetectable? Any of these things would of course be ridiculous. The cooldown is there to balance out these abilities' strength. If there were no cooldowns, these abilities would not be nearly as strong. Sprint Burst might be like a passive 1-2% movement speed boost, for example. Bubba's chainsaw sprint might be like 110% speed and wouldn't instadown survivors. Etc. etc.
With that said, I do think that some cooldowns present in the game today need to be changed or removed. Like, are we seriously going to allow Spine Chill to be active 100% of the time but give Premonition a 30 second cooldown? One of them should be changed. Is it really necessary to have a 40 second cooldown in between Blood Favor uses while it's also a Hex and doesn't seem that strong with the current radius and duration? Why does Any Means Necessary have a 120 second cooldown? As is you'll probably stand up one or two pallets per match, and if the killer breaks them regularly it's already a dead perk slot.
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They don't just put cooldowns on stronger perks though, they put them on everything they can now. Surge doesn't need a cooldown, nor does zanshin tactics, or visionary, or a lot of the newer ones.
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because the creators dont really play or understand their game at all. you can tell from the comments they make explaining things, and the rare times they play on stream make it clear they are new to it at best.
Look at the perks that are no good, which is most perks. now ask yourself: would this seem like a good idea to a person who's watched the game get played, but didn't actually play themselves? You'll find that usually, the answer is yes. such a person would think that Surge etc. is a good idea.
the same thing happened during Legion's first round of nerfs. they reworked the Bleedout timer so instead of not going down in chases, it wouldn't go down while in the Terror radius. That way, Legion couldn't just abuse the mechanic by moonwalking. So then they suddenly decided the Pig's RBTs should do the same thing. why? they arent similar powers at all, and for the pig to abuse Moonwalking, she has to throw the game by doing it for more than 2 minutes. so the community uproar was just enough to ge them to revert that nerf.
and then look at how they treat perks that apply a debuff when a survivor is hit, like Sloppy Butcher, Franklin's etc.. they're obsessed with this idea that these should not work when the damage is done by a killer's power. Why? why is the Pig's dash or Legion's stab the same as a chainsaw? And why do chainsaws not apply Franklin's, when that's literally what happens in the scenes the perk references? why is Franklin's even the same as Sloppy or third seal?
none of it makes sense. it's all just arbitrarily made up by watchers, not players, who pretend to understand the game.
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cuz it's good
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I think the cooldown on visionary is to separate it from the deja vu perk.
But yeah I agree, cooldowns are annoying.
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I agree with you there, especially about Visionary. My fundamental issue isn't with cooldowns, it's with balance. Weak perks probably shouldn't have cooldowns, or should at least have the cooldowns reduced. I'm fine with powerful perks having a cooldown.
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I agree on some of them yeah. Like I'm all ears giving 6 seconds of aura reading after every vault would be kinda stupid.
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Yeah, I'm learning her and It's really dumb that even after full fatigue (2 blinks and a m1) WITH CD ADD-ONS it still have a CD to wait for 2 blinks.
That's REALLY dumb.
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Blood Favor is the biggest insult you could ever do to a perk.
Hex? Check.
Requirement? Check.
Underwhelming Effect Range? Check.
Cooldown? Check.
I thought Hex Perks were supposed to be this big scary powerful effect balanced by the fact a Survivor could decide to play Jenga with the totem and remove it from the match but I guess not. (and even then most Hex Perks are usually High Risk, Low/Moderate Reward)
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It’s much easier to balance with them. The current devs don’t seem to understand the game that well. There’s only so many perks you can create before you start copying older ones.
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One thing they know is how to save me bloodpoints on new killers. Because I see no need for me to level them to unlock those perks and have them clutter bloodwebs elsewhere. I will personally never, ever use such perks.
Which means that probably also saves me DLC cost or Shards, depending on licensed or not.
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future concept: huntresses arms get tired and has a CD for her hatchets
honestly idk what bhvr are doing i wouldnt be suprised if this actually became a thing
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I only get the new chapters for the adepts. Eventually I get them to 40 and unlock their teachables so I can get a good build on them if I ever decide to use them (plus not getting teachables takes up three perk slots, leaving me with 0-1 for any other perks).
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Not sure if it counts as a cooldown but the Pebble perk is the worse offender of this.
You need a full 45 seconds in the killers terror radius without getting in chase, just to throw a pebble.
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I don't go after Steam achievements. If I did, then yeah, that would be something different. I think the only games I ever went after achievements in are Overwatch and the much older City of Heroes MMO.
So, for me, if the killer doesn't wow me, and the perks don't feel like I would use them more than a couple times, I'm skipping DLCs moving forward. I used to have this "collect 'em all" issue with DbD, until I looked at my roster and realized I enjoy playing around 7 or 8 out of 21 Killers. Well, 21 as of Blight.
An older, more clunky build or not, Blight didn't wow me on PTB. Just not a fan of the power at all, clunky or smooth. And since Hex Builds don't interest me, guess that's that.
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The point would be to save the time it takes from you to go out of your way to the nearest generator that survivors were working on just so you can kick it. It would save you the time you need to travel there and to kick the gen, and would also get more regression as the perk does.
The problems with the perk are many, just to mention a few:
1) the perk wont activate depending on the distance and usually survivors with a plan tend to move to a place where other survivors are not working on gens. So, you down someone and its not the necessary distance? Useless. It should have been the NEAREST generator(s).
2) The long cooldown make it so the power wont activate when you possibly most need it, making PoP a much better option and Surge (that came after) pretty pointless, unless you have the luck of using exactly when and where you need it. But since you cant control it like PoP that goes out of the window.
They could simply make the effect less powerfull and rethink the cooldown to make the perk more valuable than it is. As I mentioned, I seriously never found a killer using this perk.
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its a simple way of making perks without balancing thoughts
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There is ONE exception to the rule!
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See that's not really a cooldown. A cooldown happens after an effect, meaning Dragon's Breath has to wait the 30 seconds PLUS the other 80 to work again. Pebble is just 45 and can start recharging again without a dumb delay
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We should put the cooldowns on cooldown?
(actually I don't want to give them ideas, or soon we'll have a cooldown for the cooldown timer).
Joking aside, I believe 2 of these things happen:
-they realize their perk design sucks(too strong or too annoying to play against, can't be balanced properly) so they slap a cooldown on it and call it a day. At least it will be annoying less times than without the cooldown, am I right?
-it's already a bad perk but they somehow want to make sure no one will ever use it. Some of the cooldown and timers on perks like Visionary and Built To last make absolutely no sense.
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It's just one of the ways to balance perks. Same as totems and tokens.
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