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second chances
Gotta love being in a situation where the survivor your chasing majorly ######### up and you have them, but then they press a button and teleport over to the pallet. In a chase and the survivor made a mistake, oh just vault the window and your out of there. Get unhooked right in front of the killer, hop in a locker your invincible. You're all injured and the killer makes it to the last gen? Guess what Freddy they all had adrenaline and are gone.
This game gives sooo many chances to people who don't know what theyre doing. Where's the killers second chance? If I make one mistake, chase the wrong person or miss a shot, I'm screwed with another 20 second chase (1/4 of a solo gen). Gens are gonna fly, the person I just hit is self caring in the corner. Back to square one. Even if there is second chance perks for killer, can't run them because they'll take the place of all the gen defense perks you need. And no I'm not counting undying as a second chance perks for killers. Not much of a second chance when it's your only chance. It's stupid.
(Edit: edited some typos)
(Edit 2: Edited the cussing so it seemed less ranty and more like a viable conversation. Sorry about that, I was super tilted and rushed the first post. After calming down and such I still have the same view of ######### second chances but I was a bit childish)
Comments
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Calm down bucko. Don't need to cuss every sentence.
Post edited by Rizzo on14 -
Wow someone had a bad game. Next time I will just stay still so u can have some ''fun'' lol
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It's not just one 'bad' game. I don't usually get Soo pissed but after like 50 games of it it gets on my nerves. Especially when y'all have the nerve to frickin click click and teabag like your better than me cause you pressed a button
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Really do be like that 😔
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So u get mad at a virtual character doing a certain action in a videogame? Lol like jeez is a game don't take it too seriously. Ngl u sound like u need a break from playing
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Maybe he is...who knows...
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Eh. Wouldn’t need second chance perks if killers would quit tunnelling and camping. Both sides have their fair share of grief to deal with. I don’t play toxic as a survivor main but man, I get ######### on a lot by killers who wanna tunnel and camp even in red ranks.
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Same argument everytime. Camping and tunneling. Sometimes killers need to do that if they want one kill. I try to be a cool killer but if worse comes to worse I do what I have to
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Not mad at the pixels on my screen mad at the a hole controlling it
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You do you dude. Doesn’t change the fact that it’s frustrating to be stuck on a hook all match & be denied points just because a killer refuses to budge.
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You're saying that like second chance perks wouldn't be used if killers wouldn't camp and tunnel
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I know for a fact I don't camp or tunnel and very very rarely get hit with ds (the most complained about 2nd chance perk) so maybe there's some truth there.
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TBH, I think that DS is fine on its own mostly, but DS + BT is the worst - survivors go for crazy unhooks in front of you and you can't do ######### about that if you are m1 killer - you can't go for the unhooker because of bodyblocks, and you can't hook the unhooked because TUNNELING. That's very annoying.
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Oh bt is one of my least favourite perks just because it doesn't let me leave the hook like please I'm trying my best just let me ######### off
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Spirit Fury is pretty second chance-y.
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I now it's sounds rude but...
Get gud in the game. Next one
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Stop defending toxicity. The problem is not with OP but with people who do it in the first place. We all have feelings, bad days, etc. Seeing "It'S jUst A gAmE" phrase is so typical 🙄You and I both know it's not the action itself but rather what it represents. Good for you for being an adult not bothering about this childish stuff. Get a cookie.
@TwistedJoke65 it's just how this game goes. Second chance perks suck but I can deal with them, sometimes you cannot survive without them, but BM and SWF power is way too depressing.
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First of all, you as a killer also do many mistake all the time (for example bad movement, wrong prediction etc), but those mistakes dont result into anything "dirctly" most of the time. If a survivor does a mistake, he is dead or gets hit - if a killer does a mistake, the chase goes on for another 10 seconds or so.
If you are in a chase and it takes you longer then 12-15 seconds to get anything (like a down, a hit or pallet) you did a mistake. Do you find yourself in those situations? If you are honest, you have to say 'Yes'. Do you count those siutations as a mistake? Probably not.
So, to relativate those mistakes you do in chase (those you most likely not even realise they are mistakes), Devs gave the killer Entity blocker and Bloodlust. Those are already your second chances by default.
On top of that, you have tons of 2nd chance perks. Lets talk about some of them:
- Ruin
- Undying
- POP
- Corrupt
- Bamboozle
- Spirit Fury
- Enduring
- NOED
- Play with your food
- Safe the best for last
- Haunted Grounds
- Thantophobia
- Brutal Strenght
- Surge
- Devour Hope
And MANY more!
Killer need to realise that they also do mistakes, but the EFFECT of a mistake is not as dramatic like for survivors.
Kind regards
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The funniest moments are when a survivor relies on second chances all game, gets a narrow escape only due to a perk and then post game they brag about how good they are despite the fact that were literally carried the entire game.
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perks that devs make to slowdown the game and not as a second chance , Ruin, POP, corrupt,thana,surge.
perks that killer have to work for then in order to have any effect POP, PWYF,STBFL,Devour Hope.
perk that killer have to go out of they way in order to work Spirit Fury , any hex perk + undying
perks that devs make with low numbers that can't work alone and need another perk Spirit Fury, Enduring,brutal strenght , thano and any hex perk in the game.
and finally perk that can be total useless if the survivors have two brain cells NOED, bamboozle, thano and any hex perk as long they do all the totems they see.
Killers can make mistekes but they can't afort to make alot because there are 2 perks that can help the recover for them Unrelenting and spirt fury thos perks are the only perks that are truly second chance perks.
Survivors have many chance to escape the killer even with out the perks they have, killers don't have the chence to kill survivors if they are in the same skillcap.
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Ah yes I do love playing perfectly fine but not being able to make it to a pallet that normally I would make it to because the killer just pressed W stacking up bloodlust. But damn E to outplay, stupid second chance
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And that's why i only use 1 second chance perk in my solo builds, mainly DH. Because most of them don't require any skill and are just a big advantage. Just run Kindred and you'll see what i mean. They hookbomb like crazy. No fear, no need to learn when and how to do a safe unhook. And if i finish my gen first and don't safe them instantly (i'll make it in time before you get into the next phase, 2 x1 minutes is a lot of time for each Surv), they kill themselves on the hook. I appreciate having at least 1 DS in my team tho (which is the case in 90% of my games anyway), so the killer has to expect it from all of us.
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I don't think you understand what 2nd chance perks means. Not every perk is a 2nd chance perk, like regression perks just enhances the ability for one to regress a generators progress. It is like stating that healing increasing perks are 2nd chance perks. They aren't 2nd chances they are enhancements of the abilities one has. Also the perks that award you for good play are not 2nd chance perks, so the majority of the perks you list there are not 2nd chances at all and award you for specific actions. NOED and Undying are pretty much the main perks that killers have that provide additional chances based on them doing something wrong; not protecting the gens/totem respectively, which btw both have huge counter play if survivors simply do bones.
If as a killer I mess up at a loop, the person gets more distance, is able to pallet stun me and that costs me time. Sometimes this is a deliberate choice in order to weaken an area of the map and often enough it is due to an error in judgement on my end. Do this to much and gens start flying. On the flip side survivors make a mistake, the killer gets closer or gets a hit. After their first hit they are granted a burst of speed to reset and try again or reset to heal and continue.
You claim that killers are not punished or notice the effect of a mistake dramatically... euhm... yes they do, they really really do... make a mistake or two in the early game and you will hear BOOM Gen one done, BOOM Gen two done, BOOM Gen 3 done. Killers cannot die, killers do not leave the trial as they are the individual facing a team... but don't kid yourself to believe their mistakes are not punished dramatically in games with good players. A single choice of chasing the wrong person or the chasing lasting 20 seconds to long can simply lose you the game.
When people talk about 2nd chance perks on survivors the are talking about a select few mainly the exhaustion perks and in particular:
- DS; the most annoying one to face, mainly because it grants immunity regardless of what the survivor does. Many people do not believe that it should be removed, yet should also not provide unconditional protection as it does now. It is meant as an anti-tunnel perk, but it does so much more than that. You can do a generator for 60 seconds without fear, you can heal up and therefore take an additional hit + be immune to being picked up and the worst offense is during the end game state you literally have an encounterable escape option. Simply the killer cannot do anything, pick you up: DS and escape, leave you on the floor: crawl and escape.
- Unbreakable; Once again another free to use perk, no conditions really other than be on the ground.
- Dead Hard; Dash forward in which you are immune to any damage, can pass any obstacle the killer placed down and make up distance when out of position. It turns the situation where the survivor messed up into a scenario in which the killer messed up, costing them time.
- Adrenaline: Instantly heal, recover and run quicker when the end game hits, resetting the majority of the effort that the killer put into the game. In essence the equivalent of NOED, but with no condition once again... it even ignores exhaustion.
- Sprint burst: allows you to play more boldly, more in the face of the killer and able to just run off and waste a lot of time of the killer. Personally I find this one most likely the most annoying one other than DS during the end-game.
The thing is that most of these perks have other equivalents, which might still be considered annoying and yet get less hate overall:
- Borrowed time, it protects anyone you unhook meaning that teamwork is rewarded and places emphasis on going after the savior rather than the hooked target and if you decide to tunnel, the survivor is given a speed burst to once again reset. Yet it is only in effect for a short period of time.
- Soul Guard, technically stronger than Unbreakable in my view as it can be used multiple times and provides protection after you stood up. Has a condition though.
- ... dead hard is just dead hard don't think anything provides the same effect. Also, personally don't mind it that much.
- Hope, in essence a lesser version of Adrenaline as it just provides speed, no recovery.
- Lithe, Balanced landing; but it is more restricted and usually cannot be used when stuck in a deadzone etc.
Comments like this but tunneling and camping... come over to me like people that never play killer. Please try to reach rank 1 by only playing nice and ignore all the misplays and actions done by survivors or the state of the game. Also try a game and actually actively tunnel and face camp and see what that does for you especially at the higher ranks, usually it will cause you to lose.
Don't people ever wonder why these tactics are so wide spread and used? For a killer there usually two ways of winning, snowball so hard and fast that you can play 'nice' or based on your mistakes and/or how well the survivors play requiring to start playing a bit more brutal. On top of that many of the tunneling accusations is mainly due to the survivors themselves or their team just presenting them on a silver platter / being absent or based the situation and the killer needing to get someone out fast.
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Breath in, breath out
Remember it's just a game don't take it so seriously.
You win some, you lose some. If it gets to frustrating take a break.
Instead of flipping out like a little kid that can't get their way.
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Legion from yesterday, rank 4, had zero problem tunneling me off all the hooks, even when borrowed time kicked in, he just hunted me down off the hook. I died with 3000 points.
I have gotten to red ranks without running any 2nd chance perks, and generally have very few issues with tunneling.... but after that, I can see why people run them.
I wish we could see the name of the killer, I would have exited the lobby. He was also a rank 4 Claudette from a previous match, who did nothing but hide. I mean nothing. Pretty sure he/she had 3000 points as last man standing.
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The concept of "second chance" makes no sense. That's to imply that if a survivor doesn't make a mistake he will LITERALLY NEVER GET HIT. Seriously? If there was no escape then it'd be just a matter of time before the killer gets everyone, the game is designed for that. It's not always a mistake to get hit.. maybe getting hit a loop early or something, but either way they would've dead-hard'd to extend the chase.
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Yeah, exactly.
You didn't get outplayed, you got outperked
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Lol, how are pwyf, surge, devour hope, thana, haunted and stbfl second chances.
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(someone doesn't know what second chance means)
There are no real second chances except for NOED.
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It truly is hilarious the amount of 2nd chance perks survivors can choose of, not even taking in account the items.
Whenever I get some games where I get annoyed, I just switch to survivor to relax a bit.
On both sides there are some issues, like someone said, there is a lot of tunneling and camping even in red ranks.
But i can understand that a lot of killers started doing that a lot.
Killers get punished pretty heavily on many sections, like when gens go to fast, if someone still had ds eventhyou just chased and hooked others, even when survivors get healed a killer gets punished for.
So yeah i can understand when killers tunnel and/or camp, I don't condone it because it is not fun and not my playstyle, but a playstyle none the less.
Unfortunately the devs have put their heads in the sand and ink nothing is with the game.
They don't even question themselves why it is that +/- 80% of the playerbase is playing survivor.
That should be an indication that there is something wrong with the balance.
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Even then noed is more of a last chance. And if the survivor is smart they do bones or immediately get rid of noed
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More reason than a saint
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... Oh waahhh, killers have a lot of crutches / second chances too. Some even basekit.
Just how killers say they gotta do / run what they need to, in order to win - THE SAME goes for the survivors.
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You forgot to check on the gen in the shack. You get a notification it is almost done. You are rewarded with undetectable status so you can go sneaky and stop the objective from being completed. Killer got a second chance for being bad at the game and the survivor doing a good brave job trying to get the objective done is now unable to do so.
Killers have a lot of second chances.
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This is only if you have tinkerer. Not everybody runs that. I haven't even touched hillbillys blood web yet cause I don't play him. Even then this is not really a second chance it's just information. If I'm across the map or in chase I'm not getting there in time.
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Oh, you don't mean second chance literally then.
At least to me, second chance means that you just overcame a direct negative effect.
Whether the second chance was rightfully earned or not isn't important, not at the moment of use anyway: You have now been given a second chance.
Like Spirit Fury: You build it up, and then use it as a second chance at hitting the Survivor that just used the Pallet on you.
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Eh it's less if a second chance to hit and more if a way to quicken the hit. You were gonna get it anyway but you would've had to break the pallet. Now you don't have to break the pallet and you can end chase quick. Keep in mind you still get hit with the stun even as the pallet breaks
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Is Spirit Fury truly a second chance though and not just a sped up version of an action you can do for which you first had to do an action? I don't think many people look at Inner Strength and think it is a second chance perk. Sure you heal quickly and all that, but you first had to do a totem. Do they give you a boost, sure... but a second chance? Usually Spirit Fury is used intentionally for its desired effect, it wasn't a mistake it was a prepared action in order to catch someone off-guard.
Also, not every 2nd chance perk is something that is complained about, Mettle of Man is a prime example. Take 3 protection hits and now you are immune to being put in the dying state for one go. No outcry's and most killer perks have some form of action required, conditions or counter play built in. The same doesn't apply to the survivors meta perks killers just need to 'deal with it' even though survivors didn't need to do anything in order to be provided with this extra boost, most likely the main reason why they are the meta perks to begin with.
The notion that it isn't important how people got it, what conditions they had to met for them to use it is a false one. It is what makes something feel fair or deserved. NOED is very hated, because it feels like the killer didn't have to work for it or put effort into it and is awarded with instant downs. Even though it has a huge counter play where players can stop it from ever happening or by cleansing it after activation. Yet people are readily available to defend no counter play actions like a late game DS or the combination with UB. The counter play is to: face camp the slugged target for a full minute, just sit on their body.... not that it works late game or is very enjoyable, but if a killer does that they are toxic and against the fun of the game. Yet that is in essence what people defend when they defend these perks, you cannot just ask the opponent to not do the counter play as it isn't fun. It is like calling survivors toxic for cleansing totems to counter NOED and against the fun of the killers, because it is fun to one-shot people at the end stage.
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technically you could call any aura perk killers have a second chance perk, instead of having to go seek out some one they instantly know where to go/direction.
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that is just it the massive amount of information given to killers is the second chance. lose some one in a chase no worries I will have information to find another really easy.
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Wow, thats the most copout "SEE I GOTCHA" statement in a while. That isnt second chance. Thats information, not a second chance.
To make this clear for ppl, for a second chance perk for killers to work as though it would for survivors. We would be looking at a perk that when all gens are completed, regresses a completed gen by 20 seconds without being a hex perk or requiring tokens. It simply happens. Because thats what survivors get with DS/unbreakable/adrenaline etc ..
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Only second chane a killer has is a second chance to hook you again.
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