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THEY FIXED FIXATED
IT'S ABOUT TIME, IM SUPER HAPPY
Comments
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Personally one of my favorite updates in this release. I've been playing with the updated Fixated in playtests for a while, and I really like it.
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Fixated with Sprint Burst was always such a good combo..now it's even better.
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Yeah, I love the change! Perks like that should be allowed to work all of the time since the effect isn't that strong to begin with. It's also in line with Urban Evasion now, so it makes a lot of sense for consistency.
Off topic, but it does make me wish that Technician had gotten this same simplification - I love the consistent explosion prevention, but why add the penalty? If it's a relatively weak effect to begin with, you may as well simplify the perk and remove downsides from it!
Edit: Same for Visionary!
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Because bad players won't get punished for their mistakes, technician is a perk for beginners.
It takes away the explosion at the cost of extra regression, that's a fair trade imo
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I don't mean to pry but wasn't Lucky break mentioned some time ago to be getting changes as well ? I really hope you guys have plans for it too.
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You're already punished by 10% instant regression, though. I'm just saying there's no need to make it 13% instant regression; removing the loud noise notification really isn't strong enough to justify any sort of downside.
Let's imagine you remove the penalty. It would be almost entirely useless for players who have any amount of experience. And, for beginners, if a player is getting any mileage out of this perk, that means they're missing a ton of skill checks, and that's already extremely punishing to them and their team.
Compare it to Unrelenting. Imagine if we gave Unrelenting a movement speed debuff if you miss a swing, or something; that's sort of what it feels like to me.
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Now let's see if they can fix the game
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I always loved using this with sprint burst so I may use it more now instead of DH.
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By the time you have enough BP to get Technician you arent a beginner anymore.
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maybe not change undying
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I mean yeah but it shouldn't be a crutch for worse players, it's effect isn't the strongest but it removes valuable information from the game
I also think unrelenting has that problem but a speed debuff would probably be too extreme
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I would buff Unrelenting to like 50% too. Perk slots should be valuable! Would you rather kick a generator and instantly remove 25% of the progress, or recover marginally faster once every five games when you miss a swing lol. For beginners that really need help with that kind of thing, I see no harm in giving them solid tools to help them out!
Especially since these perks are worthless for non-beginners, the devs really don't need to worry about over-buffing them. Might as well make them really good in their niche, Lightborn style!
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Dead hard, Blood Echo and Lucky break were the perks that they mentioned but did not receive a change. I really wish they improve one universal killer perk for every perk they gut. : (. I want to see them buff Furtive chase such that each token reduces a killer TR globally by 4 instead only in a chase and the perk stays like STBFL even after Obsession dies. Fixated is super fun perk to use. I like using it to troll Spirit players.
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Honestly red rank players might not always be missing skill checks but it does happen, especially against Doc. Removing the explosion should come with a bigger downside otherwise you're removing the killer's information at the cost of basically nothing.
Also I think unrelenting is good the way it is rn, a lot of green and under ranks whiff lunges and the reduced cool down already nullifies dead hard, 360's, and in some cases could probably remove extra loops at a failed read
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Let me ask this another way:
As killer, would you rather a survivor run a perk that removes generator explosions with no additional penalty, or DS/UB/Adrenaline/Dead Hard? It's a niche effect that should almost never come into play for skilled players, even against Doctor. You basically need to stack Overcharge/Unnerving Presence to have a good chance at forcing a miss... Technician will do absolutely nothing for decent survivors in like 90% of their matches, and in that other 10% of matches the benefit is small. It does not need a downside.
If that doesn't work, let me ask yet this another way:
Let's imagine we buff Technician such that it removes the 10% penalty entirely. As in, no loud noise notification and no also no regression for missing a skill check. Would it be meta?
The answer, of course, is absolutely not, because survivors should seldom be blowing up generators. If you can substantially buff a perk and it's still not strong enough to get consideration for non-beginners, downsides just don't make sense on it.
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I'm not saying it would be a meta perk though
What I'm saying is it should be a trade-off perk; no explosion isn't going to win you a match but it's a decent cover for your mistakes. It straight up removes a form of tracking so it makes sense the penalty would be slightly worse.
And if they removed the penalty it wouldn't be a meta perk but it would still be very strong. Literally having 0 repercussion for that sort of mistake could win games honestly. Perks shouldn't just be "get out of jail free" cards
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What are you talking about?
It means never giving yourself away to the killer ever for flubbing a gen skill check. A core part of the core game experience
Of course there needs to be a drawback.
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Could actually mean lucky break might see some use. Take a hit, sprint burst around a corner, then fixated + iron will + lucky break away to a hiding spot before they catch up
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One might call the new and improved perk...
FIXated
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The meta perk hypothetical was meant to show how weak the perk is balance-wise. Downsides are typically added to perks with really strong effects in order to make them not OP. Autodidact, for example, has downsides at first as a tradeoff for the potential for two second full heals later. If the effect is weak, though, it makes no sense to add a downside. That's just nerfing a bad, niche perk for no reason. It feels like wanting to give Monstrous Shrine a downside because it can be helpful in that 1 match in 250 when someone dies in the basement a split second before they get unhooked.
Perks like Iron Will, Calm Spirit, and Quick & Quiet almost entirely counter much more useful forms of tracking and they have no downsides.
Gen explosions also almost never happen with even average players. Assuming no anti-skill check build you're literally about as likely to get Red Herringed or Pebbled at red rank than to get a noise notification from a missed repair skill check. I miss a repair skill check maybe one game in ten? Maybe? And usually when it happens it's caused by game stutters or something unexpected like Overcharge or Oppression.
I like running underused niche perks and would happily run Technician in a niche build if it had no penalty. As is, though, I'm not even sure if the lack of gen explosion is worth the 3% penalty. 3% is almost 4 seconds of repair time, and a killer usually won't be nearby to investigate the loud noise notification even if I somehow miss a skill check... Like I'm borderline better off just running nothing. The repair distance reduction is basically useless too because the gens are loud AF even without the repair noise.
TL;DR Frequent 10% penalties is plenty of punishment for noobs already, explosion or no, and this perk is useless for non-noobs. If the devs want it to have even the most niche of niche value it cannot force you to suffer a ~4 second penalty every time it works as intended. That's just crazy.
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I think you're really underestimating how strong the effect could potentially be. There are a lot situations where no gen explosion would be useful and reduced repair noises would be too.
Gen explosions are much more useful information than you'd think, especially with high mobility killers. If you have no where to go while patrolling gens you'll know exactly what gen is being worked on, if you're in a chase you're looking to leave you'll know where to go next, and even if you decide not to leave the chase you'll know where to go immediately after even without bbq. No explosion would mean the killer would lose all this potential information at the cost of it just taking slightly longer to complete.
While most high rank players don't miss many skill checks it does happen, and for many reasons like lag spikes, unexpected overcharge/oppression, harder skill checks, or generally just being boosted, maybe even all of the above. All this just being ignored is obviously not going to be the meta but it's still pretty strong.
Plus, reduced repairs could mean even if the killer is trying to defend the gen by chasing near it, or patrolling the area you could get away with doing the gen without them hearing you or any potential missed skill checks.
It's a perk that does so much to cover your mistakes so it makes sense the penalty would be slightly stronger than usual.
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Explosions can give useful information when they happen, red herrings aside, but they only rarely happen with or without Technician. Technician only does anything if you're a brand new or catastrophically bad player. If you're actually getting use out of it, it means you are gifting the killer massive amounts of free time by repeatedly missing skill checks, made even greater by the 4 seconds wasted every time Technician triggers. Only brand new players will ever run a perk with a major downsides that protects against a situation that is rare outside of rank 20 games. And, let's be honest, the players who would run this perk won't even have Feng unlocked, never mind knowing this perk exists in the first place, until they're competent enough for it to be 100% useless... It would be a trash tier perk even without the added penalty. With the penalty it's borderline detrimental.
As is, there is no reason to run Technician over Red Herring. Both counter the information from gen explosions, but Red Herring 1) doesn't require blowing up the gen to be useful, 2) can waste a lot of the killer's time, 3) protects against your teammates missing skillchecks too since it makes the loud noise notification as a whole untrustworthy, and 4) doesn't add 4 seconds of regression when you do blow up the gen.
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Feel free to read my other posts on this thread if you want a more detailed argument, but suffice it to say that blocking gen explosions is an absolutely miniscule effect for non-beginners because gens should seldom get blown up in the first place. Technician would be weak and get no use without the additional penalty, but it is trash tier to the point of being borderline detrimental with the additional penalty; if the killer is occupied, or someone is running red herring, or you're trying to stick the last gen, the 4 second penalty is worse for you than preventing the explosion. When the killer is nearby and doesn't know you're there, the reverse is true. How this shakes out depends on the match, but what we can say for sure is that Technician is god awful in its current state and therefore does not need the added penalty. Even if you want to focus on gen explosions for some reason there is absolutely no reason to run it over Red Herring.
Beginners who can't even hit a skill check are the only ones getting any mileage out of this perk, and I really don't see why players that bad/new need additional punishment. ~9-10 seconds of repair time (8 instant regression + maybe a second or two while the gen is sparking and can't be repaired) is already a huge punishment.
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Guy, don't forget this comment in June/July. You'll have fun reading it again when you get better at the game
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See,i'm glad that they buffed this perk,but on the other hand...
Why did it take them almost 1 and half year to realize that making fixated work in the injured status wouldn't make it OP?
Especially when we had the same exact issue with urban evasion?
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As a Killer Main who lately has been primarily playing T1 Myers with Oppression at Rank 4... I would rather see DS and Unbreakable than that buffed version of Technician. I hate Adrenaline with a passion so that one is worse and Dead Hard is crazy dependent on how well the Survivor uses it. Oppression being half regression and half tracking is crucial for what I've been doing and losing the tracking aspect would be horrible.
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So you can reply on survivor posts but ignore all the DS changes post - what the hell is going on over there at all
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What do you want? Another pointless and empty "we're looking into it"? Because that's all we've gotten for the past years, and that's all we're gonna get until an announcement actually happens.
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I want them to fix DS - simple changes , make it so it deactivates when you heal/do a gen/ go in a locker that’s literally all it needs
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I can't wait to use the new fixated. I loved the perk, but never used it because I remain injured in most matches. This new change is pretty awesome!
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If you have a friend name Theodore you can tell him...
"They fixed Fixated, Ted!"
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They can't fix tunneling, nor does any other perk deactivate for doing the objective, which would be bad game design (punishment for doing the objective)
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I think you’ll find more people run Technician than you think.
BWF? (Boozing With Friends) You can bet that some of them are chucking on Technician.
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You'd have nothing to worry about either way since Technician would still be trash tier and only run by new players even without the additional 3% penalty. Also, Technician kills your chance at Oppression tracking regardless. The penalty has no bearing on that.
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Step 1 would be replying calmly instead of coming at them with attitude
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Leaving aside the fact that I can't remember the last non-Adept-Feng Technician user I've seen in one of my matches, is the argument that Technician would be too strong without the penalty because survivors wouldn't be punished enough for missing skill checks while drunk?
I really just don't understand how we have multiple people in this thread trying to say this perk is strong and would be too strong without the penalty. Unless if 1) the killer is specifically running an anti-skll-check build or 2) it's a rank 20 match, you will get absolutely zero benefit from this perk, and even when it triggers the penalty sometimes makes the perk effect detrimental depending on the situation. You may as well be running a perk that prevents the loud noise from idle crows in case the match starts while you're still in the bathroom. Maybe it'll help you out once every few hours, but you should basically never be triggering the loud noise notification in the first place.
With no penalty, this is at least a perk you can run in niche builds. If you hate Freddy you might want to run it so you can wake up by failing a skill check without giving him the notification, for example. As is, the penalty just punishes you for using the perk. Unless you're the weakest looper on your team I would probably recommend an empty perk slot over the current Technician.
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I'm literally in red ranks
Red herring really isn't that useful. It probably works once or twice but the survivor wastes more time trying to activate it than the killer wastes checking it.
Missing skill checks is pretty rare in red ranks but honestly it's fairly common in mid purple and below. You're really underestimating how often they happen and overestimating how much the 4 second penalty is, especially if there's multiple people on the gen.
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I'd agree with you! Red Herring is okay at best. It's still soundly better than Technician, though, which says a lot.
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The amount of skill checks you miss honestly doesn't matter so long as the penalty exists. Let's imagine you missed five repair skill checks in a match somehow. That means you saved 5 generator explosions with this perk. Maybe some of those prevented the killer from finding you and slowed down the killer's pressure a bit. Maybe not. You did lose 15% additional progress on the generator, though, which is 12 seconds of repair time (4 seconds per miss is for the tier 1 version of the perk - messed that up in my other comment). So, which is more important, the 12 seconds of repair time or the extra tracking? In truth it depends.
If you missed skill checks in any of the following ways, that penalty is just wasted time:
- You let go of the gen the moment a skill check pops up causing you to insta-fail it. This is by far the most common way I miss skill checks and it almost always happens for two reasons: 1) I'm already forced to leave the generator to go elsewhere (perhaps the killer is pressuring me, or perhaps I need to go for a save before finishing the gen), or 2) a teammate just failed a skill check on the same gen, so I let go because you can't repair a regressing generator and because it's fun to gesture at your teammates after they miss a skill check. In both cases hiding the explosion is usually unhelpful, so you're just left with an added penalty. The one exception would be case #1 if the killer is already close, but doesn't yet know I was working on the gen nearby. Usually you can avoid this with basic map awareness, but it will happen from time to time against stealth killers.
- You miss a skill check while the killer is already reasonably far away, and especially while they're pressuring other survivors. In that case the loud noise notification will be old information by the time the killer gets to act on it, meaning it doesn't help much in most situations. The added penalty hurts you regardless, though.
- You miss a skill check when the killer either already knows where you are directly or already intends to pressure that specific gen. It could be a gen that's been highlighted with a killer perk like Surveillance, Discordance, or Gearhead. Maybe Tinkerer or Dragon's Grip proc'd, or they saw you repairing with BBQ. It could also be a gen the killer knows has a lot of progress on it that the killeris already heading back to defend. In that case the explosion gives the killer no new information, but you still eat the penalty for preventing it.
- You miss a skill check in a match in which one or more survivors have been successfully using Red Herring, Diversion, etc. Now the killer can't trust loud noise notifications, so a silent missed skill check does little for you. You basically just eat the penalty.
Furthermore, it's not enough to just say that 12 added seconds is all of the time that was wasted by missing those skill checks. If the killer is able to make it to a gen and regress it with Pop, Ruin, a simple kick, etc. because you weren't able to complete it, for example, that added penalty can snowball into something much, much larger. This effect is obviously a lot harder to quantify, but if you're unlucky it could be enough to lose you a match.
For preventing the explosion to actually be useful, one of two things needs to be true. 1) you miss the skill check in situations where the notification actually allows the killer to better apply pressure (unlike the list above), or 2) the gen has little enough progress that the added penalty from Technician is effectively nothing. I obviously have no numbers on this, but it's certainly going to be a minority of the repair skill checks you miss unless you're a new player missing skill checks right and left. In some matches where you miss a few skill checks, then, the Technician effect might really help you out. In rare cases it could even save you from making a fatal mistake. In plenty of other matches, though, you actually would have been better off with an empty perk slot.
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You are already penalized with 9-10 seconds of lost repair time by missing a skill check. That is already a massive penalty, and that penalty is already both rare and preventable. Reducing the impact of anything rare, preventable, and not particularly strong is already a pretty terrible use for a perk slot, so adding a penalty on top of that is insultingly bad. You could be running perks that give you free health states, or make you substantially stronger in chases, or let you tank hits from the killer, or that can seriously slow down the killer from snowballing, or that are far more reliable for stealth.
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I cannot comment on anything that has yet to be announced. We decide as a team what's to be made public, and there has been no public announcement regarding DS.
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Can you not drop any kind of hint even a little one if you're even looking at it as you must understand the brokeness of that perk
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This needed to happen when it was first released. Like they fixed urban evasion...then made this perk after without learning lessons from it? But glad it finally got changed either way.
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Hell yeah finally <3
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I love Fixated. Finally it's getting a buff. I also hope Lucky Break gets buffed soon.
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Fixated was a top priority on the "to do" list, I'm so glad that you addressed the community's concerns. Idk if it's just me but I feel like in an alternate dimension out there, where there was a perk that released with the Michael Myers back in 2016 and has been an issue that plagued that game since and the Devs chose to ignore the feedback given to them from community members with more than 3k hours in the game and easy solutions. I'm so glad you guys aren't them :D
You get a Gold Star
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Yeah... Back when the PTB for the Stranger Things chapter was first released, I made a big thread about this on the feedback part of the forums. It got a lot of support then and even a couple dev replies, but I guess they thought it was fine in its release state? I was super disappointed, but I'm glad we're finally getting that fixed.
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How would you feel if they removed the regression penalty from technician and gave it a cooldown instead like if you fail a skillcheck the Gen won’t explode. Then the perk will go on cooldown for 30/25/20 seconds
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That’s the unfriendly to newbies.
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what are they changing to fixated? i read the patch notes and it says
Fixated: Now works while healthy
is it still only works while healthy or does it now work while injured?
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Works while injured.
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