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Why can you pick yourself up while running Decisive?
Honest question. I feel like Decisive Strike could potentially be a lot more balanced if you had to choose between it and Unbreakable. Just add a line to the end of Decisive Strike's description that says
"You are unable to recover fully from the dying state without the help of another Survivor"
Nerf the synergy, not the core idea behind either perk. That's what happened with Undying and I think that nerf turned out fine. Both Ruin and Undying are still usable, just not as well with each other.
Comments
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That's not the right solution. I agree, DS/Unbreakble is absolute horse #########, but saying "no this perk won't work if you're also running this perk" isn't the move.
The main issue with DS is that people can continue to do their objective and still have DS available to them. So they do a gen with no fear. Killer has to slug. Unbreakable allows them to just get up again and continue doing their objective worry free.
That's the biggest issue with the perk synergy. That and a few small issues with DS literally being the most OP thing in the game during EGC.
The fix to the former is to make DS disable when the survivor touches a gen/totem. Easy fix. You're not being tunneled if you're on a generator.
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The only thing they need to do to DS is to deactivate it if the survivor fully heals or works on an objective (generator, totem, heal a teammate, unhook someone).
I don't see the devs doing this, so your best option is to start running mori's in order to bypass it or at least get them to use their DS early in the game. Or play Pyramid Head.
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They shouldn't nerf a perk that doesn't need it(unbreakable). Ds is the perk that needs a change, it shouldn't affect the rest.
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Actually I've been suggesting for years the idea of putting 2nd chance perks into their own category and you can only equip one of them to limit the stacking. You can guess which side I play more :P
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why can u break pallets with SF if you running enduring
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Ah yes, the "I will stun you once, see you instantly break the pallet and drop every pallet early" waste of 2 perk slots to make loopable killers a little bit stronger in chases is as strong as the ability to recover from the dying state once on your own while not being able to get hooked for a full minute.
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Unbreakable is by far worse than DS since DS does not allow survivors to spontaneously negate any pressure you've built up through slugging.
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I don't think this is the best road to go down. The problem with DS is its timer or to be specific its activation. A simple fix is to shorten the timer or deactivate when another survivor is hooked. The synergies problem is with DS not with both.
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Till this day, I still think DS should work like: Lasts for 30 seconds, goes away if you interact with anything other than pallets or windows (totems, gens, lockers, healing another person). The timer pauses if you enter chase (or if the killer is like, 20 meters near you). In this scenario, DS only works against hard or soft tunnel, it can last forever if the killer really insists in tunelling you, it still a good perk to counter camp and etc, but survs lose their immortality while being able to do gens and stuff
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I disagree that unbreakable is worse than ds. If I had a choice between going between 4 ds or 4 unbreakable, I'd chose unbreakable over ds. Most of the time I slug survivors outside of ds is if I know I can down them quickly. Which means if they have unbreakable I'll get them before they use it or at least I'll be next to them if they get to use it
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Because the Devs are amazing at game balance and definitely take into account people who abuse mechanics.
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Its because the devs listen to really bad survivors who refuse to get good at the game, and then its abused by the actually good players to make the killer hate their life.
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Honestly the devs are doing the right thing by buffing the weaker perks first
so when they do get to the META perks we all have other perks to fall back on
Either that or split the way you make your perk build into 4 (with another one for hybrid type builds) type- for both killer and survivor
Chase perks- perks that help in chase
Hook/ Struggle perks- perks that affect killers and survivors when the killer has a survivor on their shoulder
Healing perks- perks that help healing or anti-healing
Gen perks- perks that affect gens... either progression, regression or delay
Hybrid perks- perks that have conditions ( like Poised, Dying Light, Huntress Lullaby, ETC...)
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