Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
Should making mistakes be punished ?
As far as I know there is only one killer perk that is a second chance perk (NOED) and its mutually disliked, I don't use it and I think it needs a rework.
But on the other side of the coin, Dead Hard is one of the most frustrating perks to verse against imo. I mostly play low tier killers since I like achieving hard stuff (Wraith, Clown, Trapper etc.) so here's what happens most of the time :
- You find the survivor, you chase him around the loop
- Get a hit, the survivor runs over to another loop
- You mindgame the loop and if you lunge, you can hit the survivor
- He uses DH and gets 30-40 more seconds off one loop
30 seconds is nothing to joke about. The biggest response to this argument is "Once the killer knows you have DH, he will just wait till you use it" but in my seenario (where I mostly end up in) it doesn't matter if I know the survivor has DH or not, he will still get the extra 30 seconds or more. The perk either needs a complete overhaul/rework or needs to be removed. Now keep in mind that I am not saying this to every exhaustion perk, most of 'em are okay. Balanced Landing, Lithe (which is the new meta I guess) Head On, Sprint Burst (not OP, just annoying) etc. These are okay but DH is one of the most OP perks in the game.
What do you people think ?
Comments
-
have you heard of the term "punish game"? that's my answer
0 -
Survivor Mistakes already get punished.
3 -
Example, please.
7 -
I feel like all the exhaustion perks could use to have more exhaustion tbh
40 seconds is bassicly nothing and it instantly refreshes on hooks too which i can sort of understand cause campers but still
these effects wouldn't be so bad if they weren't active every single chase
1 -
Theres Litrally 100s of examples...
2 -
And they often have perks to repair them, called "second chance perks."
5 -
Unless it's a swf second chance perks arnt really an issue imo, i can punish solo surviviors mistakes even if they use ds, unbreakable, dh, and bt
0 -
The issue is that you shouldn't have to, because when the ven diagram of incompetant players, second chance perkers and gen repairers cross over its gg's. No SWF needed. Sure, you can 4k a full team of DS/UB's... If they screw up massively, to the point their perks don't help them.
1 -
Well unrelenting exists that also rewards mistakes
1 -
You're joking right?
1 -
Technically they're right. It rewards the killer for making mistakes.
I think the most op example of killer second chance perks is Fire Up though. An entire 15% action speed increase for free!
0 -
Dead Hard... on the ground, amirite?
Seriously that perk is so dependent on having a good connection, I rarely use it. I think for those who do bother it's fine considering it's like a roll of the dice it'll actually work.
And I play killer quite a bit as well, waiting it out does work. I think Head On is more annoying, lol.
0 -
Bruh don't take my Head On away from me
0 -
I'd never. I love booping people on the head. Getting booped back to back has made my head a touch sensitive though!
1 -
Honestly when someone hits me Head On I usually let them go because I don't see that perk enough. It's so much fun and it's even more fun when I can bait it out since I use the perk so frequently lol.
So long as it's a solo/duo with it, and not a 4 man head on squad. Those make me sad.
2 -
Close to my feelings on DH. I don't let them go, but when they use it well, I always audibly say to myself "Nice one."
4 man boop squad bullies make me :'c
1 -
Unrelenting does not reward for making mistakes, it makes the punishment for making mistakes less severe.
But Fire Up is a good example! It's even 20% on tier 3 after 5 gens, that's basically like Brutal Strength, just only after you've dealt with all the pallets at the end of the game.
0 -
I thought it was 3% per stack! Clearly this is because I've been limiting myself by keeping the perk tier 1 for so long since it's so good and crutch!
Devs nerf fire up, pls.
2 -
The best example is if they get themselves 3-genned. That's one situation where even one survivor's mistake can screw over the entire team. And of course it can be avoided, that's why it's a mistake when people make it happen (especially when the killer doesn't even try to force it).
And technically someone using Dead Hard to make up for a mistake is also getting punished. If they didn't have to use it to make up for a mistake, they could have used it on their own terms later in the chase, intentionally going for an extra loop that they can only make because they have Dead Hard. By getting mindgamed in your example they were forced to use a resource they could have saved for later if they didn't get mindgamed and exhausted the loop normally.
And I'm not saying it's all fine and dandy the way it is. Personally I have no good idea of what they could do about it (removing is sorta out of the question though, they don't straight up remove perks) so I'm not gonna pretend I have some perfect solution up my sleeve. For many other "controversial" things like moris, keys, DS, NOED and whatever else people come up with all sorts of ideas but for Dead Hard I mostly just see "delete it" and "It's fine as it is".
0 -
Unrelenting top tier perk, didn't you know? Right there with predator and monstrous shrine
2 -
hookfarming your tormented teammate
that never goes well.
though i must agree with you in the regard that survivor mistakes get punished a lot less than killer mistakes do.
and there is nothing more annoying when you pull off a great mindgame and the survivor just E to outplays you...
0