Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
HELLO BHVR, dont u see how bad SURGE is?
This perk COULD be so good if it hasnt so many conditions. It has a cooldown condition, a range condition and on top of that a basic attack condition.
Why the basic attack condition? Makes it so underwhelming
EDIT:
So I started using it a bit and the cooldown is waaay to long. The cooldown alone was already restricting to much. I could use it 2-3 times average per match. thats 8+8+8= 24% regress. Less than ONE SINGLE POP KICK!!! And POP doesnt even have a cooldown, I can spam it as long a gen isnt regressing!
HELLO BHVR, dont u see how underwhelming this perk is?
Comments
-
*Shrug* weve been asking this since it came out. No answer. Also it doesnt work on already surged gens.
16 -
They're afraid of strong perks. But also at the same time not opposed to good perks that can be absolutely b-r-o-k-e-n when x4. So who knows for sure why.
21 -
honestly, the basic attack and cooldown conditions need to go. Without these surge could actually be a good perk
4 -
honestly I think they need to buff surge with 2 of these or all of them
Make it apply by downing a survivor in any way
Make it not have a cooldown or have something like the longer its been since the last surge the stronger it is, example 8% on the first one but if the second one is 20 seconds later its 4%
Increase range to infinite but affects X amount of closest generators to increase reliability
0 -
Because the devs aren't consistent. Take Trail Of Torment for example, the perk that gives you the undetectable status after kicking a generator. Seems decent but it turns out it has a cooldown and also reveals the generator you kicked to the survivors. Now compare that to Tinkerer which gives you Undetectable when a generator is at 70% progression. That perk has no cooldown and gives no warning at all to the survivors.
3 -
If it didn't have the M1 condition I would literally use it on every killer.
0 -
Their argument that the perk could become too strong if they lift the basic attack requirement is bullshit. Know how I know? Nurse. Spirit. Hag.
Everytime I see a great perk limited by a basic attack requirement i roll my eyes so hard they get stuck in the back of my skull because these killers exist and can utilize the perk perfectly fine. But guess what? They don't run it because the perk is still way too niche and limiting, and half the time it doesn't even work. It also needs a range increase to account for the variability in map sizes.
I hate basic attack requirements too, because all it does is shut off a bunch of perks from killers who rely on their special abilities to down people while AT THE SAME TIME, the best killers in the game don't have this requirement. You know who needs a perk like surge? Pyramid Head. But I can't justify taking it because of the stupid basic attack requirement. Which ######### killer is gonna be OP now because they can utilize SURGE???
8 -
I believe not even the devs have a good reason for that.
I mean, Cruel Limits and Mind Break exist.... So, what to expect from the people that genuinely think those perks are even remotely decent.
1 -
Ikr? makes ZERO sense!
0 -
A long time ago infectious freight only used to work with basic attacks and it was garbage until they got rid of the requirement. Having surge activate on any attack wouldn't be too overpowered or anything since the perk heavily requires multiple generators within 32m to be actually affected which is very few scenarios to begin with since most maps have their generators spaced out a lot and most survivors will attempt to run you away from generators too.
0 -
and its only 8% regress
0 -
every killer perk has to have "bAsIc aTtaCk" prerequisite because using powers is a no no
Pop is better though, down people how you want and get more regression
until they pull a ruin on it
0 -
They made Knock out worse by making it work with basic attacks only so it's not likey they'll change Surge anytime soon.
1 -
Just look at Furtive Chase.
4 tokens to reduce TR by 4 while in a chase, and the perk deactivates completely (and you lose all tokens) if the obsession is dead. An already weak effect coupled with having many restrictions.
3 -
However Tinkerer is out of your control. It triggers when gens reach a certain point. Trail of Torment is basically on demand stealth for any killer. The downside of highlighting the gen is to not make all the killers with stealth abilities completely redundant when any killer can get decently long stealth whenever they want.
2 -
The devs are scared of it breaking the stronger Killers (even though it wouldnβt). I wonder if they saw what removing the basic attack requirement from Infectious Fright did (this perk went from ok to great and even becoming meta for some Killers) and it scared them because for some reason theyβre terrified of making new meta or just good Killer perks.
0 -
Nice observation, totally fair
0 -
For now, just run it on M1 killers.
0 -
I just made a very similar post about this. I should've commented here instead.
0 -
I don't mind the cooldown and range restriction to be honest, but the "Down with a basic attack" clause is too restrictive to Surge and makes it only useful on a small amount of killers instead of universal to all of them. My theory as to why they have this requirement is because it says it affects gens within 32 meters of where the survivor falls, but in reality it's actually affecting generators within 32 meters of the killer. Having the Basic attack requirement covers up this fact by putting the killer right next to the survivor every time it activates so we can't tell the difference, and I'm betting that if they removed that requirement, it would become very obvious that Surge comes from the killer, if say, a good Huntress managed to down a survivor further than 32 meters from a gen. However, Since she's the Only killer who could pull off that scenario, I don't see why it would be such a big problem?
Honestly, The basic attack requirement needs to go; It didn't work for infectious Fright, and it isn't working for Surge either. If Surge did 15-20% damage to a gen, I could totally understand the need for it, but since it only does a puny 8%, it's hardly overpowered enough to warrant a range restriction, basic attack restriction, and a cooldown.
By leaving the basic attack condition in, so far I've only been able to get any usage out of it with Shape, Ghost Face, and Plague, why? Because all 3 of them can insta-down with a basic attack ensuring that the survivor doesn't get far enough away from the gen. Other M1 killers like Wraith, Clown, Freddy, Trapper, Spirit, Nurse and Legion all have the same problem with Surge: if they strike a healthy survivor near a gen, by the time they down said survivor they will have gotten too far away from the gen for Surge to activate. With Surge also being useless to killers with damaging powers like Huntress, the chainsaw boys, and Demogorgon, there's literally no point to run it on anyone except Plague, Shape, and Ghost Face. If the basic attack requirement were removed however, at least it could be useful to the killers with damaging powers too, which doesn't solve the issue regular M1 killers have with it, but it at least increases the roster of killers who can use it effectively to more than just 3.
1 -
Arbitrary restrictions and dev inconsistency.
You have a perk that works like Surge that activates on downs in Infectious Fright but you can down them or grab them to make it work while Surge can only work on a basic attack and only is a 32 meter range on a cooldown.
0 -
So I started using it a bid and the cooldown is waaay to long. The cooldown alone was already restricting to much. I could use it 2-3 times average per match. thats 8+8+8= 24% regress. Less than ONE SINGLE POP KICK!!! And POP doesnt even have a cooldown, I can spam it as long a gen isnt regressing!
Hello devs, dont u see how underwhelming this perk is?
0 -
Surge is above anything else an information perk and isnβt even designed as a solid regression perk. If it was buffed even a little it would take place of pop or corrupt. It has its niche
0 -
I like using Surge, but it could use a QOL where non basic hits also made it so it proc'd like Infectious Fright. Wouldn't mind a shave of 10 seconds of the cooldown either. 60/50/40 doesn't look as cool as 50/40/30, and coolness is the biggest deciding factor on a perks viability. π
0 -
Comparing it to Pop, which is the strongest killer perk in the game, is not really a great way to show this perk is weak. I think it's average to above average strength personally, but I also don't have Demo so I don't have experience playing it myself.
0 -
they "buffed" knock out by making it only apply with basic attacks, thats all you need to know about the devs.
0 -
You mean Nurse, Spirit, and Hag? π€ π
0 -
Considering that you'd have to be constantly kicking gens in order to be stealthed frequently, which is a huge time waste, I wouldn't worry too much about it making stealth killers pointless.
0 -
As someone who is currently using it on my meme build, it seriously does not need the cooldown.
1 -
Demo and its perks need a whole rework
0 -
If people wanted to save time kicking gens they'd ruin brutal strength/fire up OR JUST RUN RUIN.
Ruin outside of being a hex its an objectively better gen kick time saver.
0 -
I actually like the idea of the longer it's been, the more potential regress .. Like the idea sounds extremely fun and could actually be a good clutch perk.
But I think making that work, or basically making a perk that isn't a token or cooldown might be just too much creativity for these devs. They made a killer that runs into walls to get a speed boost, mind you
0 -
Gearheads tge same way. Great perk cucked by an oppressive condition.
2 -
I mean, Trail of Torment has absolutely gotten me more stealth plays than Tinkerer, like it's not even close. Survivors can't be paying attention to a yellow gen, your possible approach, and skill checks.at the same time, you know?
0 -
Honestly the thought of having a perk power up the longer you don't use it has always been a design aspect these devs are missing out on, maybe they can look into that space by buffing perks like surge
2 -
Not really.
Gearheads problem is the poor payoff. Just getting 2 basic attacks is easy. But then once the perk is active... nothing really happens?
Like, knowing a Survivor is on a gen obviously isn't awful, but the perks timing ranges from alright to awful.
By timing I mean how well the effect synergizes with the activation condition. So for example Tinkerer is a better perk than Dark Devotion primarily because of timing, when Survivors are just randomly doing a gen somewhere and are probably focused on completing it is great timing for undetectable, when you JUST hit a Survivor and everyone knows you are chasing them (and more importantly if you STOP chasing them), AND the closest Survivors just heard you hit someone, not nearly as great of a time to be undetectable.
So, Gearhead activates in 1 of 2 scenarios:
- You injure someone
- You down someone
If you injure a Survivor then you still want to chase them, so the information is redundant because you already know where a Survivor is.
If you down a Survivor then things are a bit better, but the time spent carrying the Survivor still eats into the perks activation time. This btw is part of why BBQ is so great, it has amazing timing compared to other tracking perks.
2 -
Well the condition is also for them to hit a skill check, thats stupid. It would be better if it just lit up the nearest gen being worked on.
As far as gearheads timing is concerned if you just downed someone thats a great time to pressure a nearby gen you know is being worked on π
1 -
Meh there are definitely killer perks that need to be looked at before this.
0 -
The timing issue is mostly there on an injured.
Like I said downing isn't bad timing. It isn't the best because you are about to go through the hook process, but it's still at a time where the information helps. Contrast BBQ activating when you HOOK a Survivor which is PERFECT timing, since that's when you go "ok done with that Survivor, who's next". The duration is long enough that it will still be active post hook, but still.
Either way the point is that the perk is easy conditions on a nothing reward. Whereas Surge's payoff is actually ok, but the conditions hold it back too hard.
1 -
Yeah agree, so a better version of gearhead would look something like this:
Upon downing a survivor, the nearest gen actively progressing is highlighted in yellow. Cooldown of 60/50/40 secs (ish, not sure if that would make it op, longer than 60 seems to much though).
Surge I think just needs a shorter cooldown and regressing in general needs a bit of a buff
0 -
They're pretty ######### at the game if they can't turn their camera every now and then.
0