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Why it's ok to nerf the synergy killer perks have but not the survivors one.
In the last year the synergy of killer perks have beed reduced and every new killer perk tha't come out have the same idea to only work with a few perks. On the other hand survivors perk still can work realy well between them and same of the new ones are made with the idea to synergies with other in order to work even better. Now i know the new perk hex undying chould be strong but in order to work it's need at least 2 others hex, you need to play specific killers and have good rng but synergy like DS and unbreakable works incredible good and there are the best combo perks in the game.
So my question is why devs don't stop or limit synergy like them like they do with the killer ?
Comments
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Why would you nerf something that would effect 4/5 of your player base? It's much simpler and you lose less money if you nerf something that only effects a small portion.
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Uh... What perks have had their synergy nerfed? I'm genuinely curious, I cannot remember a single killer perk nerf except Ruin, Hangmans and Gearhead, and they never had synergy with other perks to begin with.
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Yea, they've literally never nerfed survivors.
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Because people who play killer never talk. Only the survivors talk...
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You are joking, are you? Please tell me you are joking.
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Your question will probably be ignored out of bias and the fact any nerf in anything killer related has half of us screaming. I've seen plenty of survivor nerfs for skills in general. Not sure what OP is referring too. There are a LOT of killer synergy perks that haven't been nerfed. I can name over 10.
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A way of viewing it is that having 2nd chances stack is a way to let the survivor wins without making them learn how to play the game properly.
Effectively they let them stacks to let noobs feel like they are good at the game when they aren't in reality.
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Where do all these nerves come from ? Huh, survivor !🤔
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But this the thing killer are 50 % of the game. Surviore bring more money but killer are the one that keep this game alive. You see if 400 survivors stop playing the game 100 killers will have longer Q times but if 400 killers stop the 1600 survivors will have longer Q times. And they see that thats why the meke the crossplay.
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You are saying that Killers never complain. I mean, come on. You cant be that biased.
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Survivors will just take over as killer and play by the survivor rule book and lose every game. Perfect scenario.
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Perk survivor nerve , please ?
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And then they will go back to survivor or stop playing too yes I agreed a perfect scenario
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The big one are all the perks ( and same addons) that effect the gen time after that are the perks that used to work with the power of the killer not only with M1.
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Exactly, I would like to know that, top. I guess he means ruin change which prevents the use of perks like pop, overcharge and brutal (on gen), thats the only removed "synergy" I can think of. But that change gave us the real potent synergy with surveillance! Hangmans was only "nerfed" after PTB, same as Gearhead, but that had nothing to do with synergies.
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They nerfed Thana because they were scared it would work too well with dying light. This happened when they were reviewing Thana for a buff because of how weak it was, and they made it weaker as a result.
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Rank 20 survivors and the fact that survivors print money for bhvr and their investors.
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They are about to nerf surveillance so this won't work as well.
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That's not how math works. The balanced proportion of the player pool is always the same, 20% killers and 80% survivors. You're simply considering the case were survivors are in excess/killers are under the threshold.
The same scenario and argumentation can be flipped when survivors are fewer/killers are too many. Now killers have to wait. Q times are anecdotal and region and time based. Before crossplay, you could actually read many threads lamenting that killer queues were way longer than survivor's on PC.
Both roles keep the game alive. The mindset that one is more necessary than the other is just wrong mathematically. 1 killer might be productive in the sense that it allows 4 other players to play. But again, you could flip the argument and say that killers are resource hungry because they do need 4 other players to play.
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The synergy is still there while it regresses. I'm really sad they will "fix" this as well, but I've got to admit, that ruin / surveillance with all gens to zero is really busted currently. If you have this with only two survs remaining, the survs have really no reason to start a gen again, since that will point you to their location again. With the fix, they can restart again without being spotted instantly. I think thats actually a healthy change.
Edit: But maybe to compensate this surveillance fix, ruin could be changed slightly so that the gens will continue to regress with normal speed when ruin is cleansed. Thats really a hassle currently, having to kick all prior regressing gens again for your surveillance aurars, when ruin just got destroyed.
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Who else remembers how long it took to fix surge + pop combo? No one? Just me?
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First of all I don't want to start the discussion about the following perks again just the behavior of the devs in this regard.
The only perk interaction which changes are stuck in my memories are how enduring and DS interacted/were changed.
To counter the strong effect of enduring on DS, when they changed enduring to affect the stun timer instead of recovery after the stun, they increase the stun time from 3 to 5 seconds.
Then in 3.0 they removed the interaction of enduring on DS but never reverted the increased stun time which was implemented as a counter to enduring. But without the root of the problem the buff on DS stayed.
In the whole picture they reduced DS from 4 to 3 seconds because of the rework were all 4 survivor could use the perk equally while also removing the ability to juggle. This made enduring too strong so they made DS stronger, then removed enduring from the equation but never tuned DS back down.
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