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Character/teachable perks synergy
Just an idea for the future: make it so that, upon unlocking a teachable perk for killer or survivor, the respective character gets a unique benefit for using their own teachable perks. That could represent mastery of the character on that particular skill, being able to achieve its usage a bit more efficiently than others, or adding extra benefits. Some examples:
- Legion:
- Discordance (30): The generator aura is no longer highlighted after less than 2 survivors are working on it.
- Mad Grit (35): Successfully hitting a healthy survivor while carrying another also causes deep wounds.
- Iron Maiden (40): You also gain killer instinct for 5 seconds on a survivor that exits a locker.
- Doctor
- Overwhelming Presence (30): Item consumption increased to 120% instead of 100%.
- Monitor and Abuse (35): Your field of view increase remains active during a chase.
- Overcharge (40): Generators within your Shock Therapy start regressing and will impose the same difficult skill check on survivors attempting to repair it.
- Claudette
- Empathy (30): You retain the aura reading for 45 seconds after you heal an injured survivor to a healthy state.
- Botany Knowledge (35): Healing speed and efficiency is increased to 40% instead of 33%.
- Self-Care: you may self-care at 60% speed.
- Tapp
- Tenacity (30): Reduces your groans while in the dying state by 50%.
- Detective's Hunch (35): Also track allies when active.
- Stake Out (40): You may gain stacks in a chase.
The idea for killers is to possibly create interactions with their own perks and power, providing benefits for running them and another layer of depth.
Survivors, at the moment, are just skins. If there was a synergistic effect between their perks and character, the players could have an incentive to play certain survivors, without being pigeonholed into an optimal build. Discussion?
Comments
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Jake.
calm spirit reduces the noises you make while breathing and survivors within a certain distance from you won’t scream or trigger birds.
iron will grunts of pain while downed and injured are reduced 100% and 150% respectively (so you can actually crawl away lol)
sabotage. You can sabotage 2 hooks before the cool down or you can sabo faster
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If Calm Spirit reduced Breathing I would never not use Jake and Calm Spirit.
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This would get pretty boring. The only survivors you'll see would be Laurie, Meg, David and Bill. Do you really want Object, DS, dead hard and unbreakable to have even stronger effects?
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Laurie can ds twice, hag's totems never break, pop removes 30%, meg is always sprinting.
Please. My heart can't take anymore.
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Laurie Strode:
Hitting a killer with Decisive Strike deletes their game.
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Jeff:
Breakdown - 2 hooks nearby the hook you have just been rescued from are also broken for 45 seconds.
Distortion - 2 extra tokens.
Aftercare - Only loses one link between a Survivor when hooked instead of all links.
I don't know if these are amazing (or balanced) character-specific buffs, but if they did this instead of buffing these perks normally, I'd take it since I'm a Jeff main.
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The main idea is to provide some benefit for choosing a specific survivor besides just being a skin as well as help killers and survivors going for adept. You can regulate the effects by:
1-providing minor benefits to already strong perks: DS being active for 70 seconds instead of 60, DH causing exhaustion for 30 seconds instead of 40.
2-giving stronger effects to niche or just plain weak perks: Hex: Haunted Grounds now lights all remaining totems instead of 2, Zanshin Tactics now highlights the aura of pallets and windows in white for 4 seconds after a survivor vaults it.
3-granting killer power/perk interactions: Doctor Shock Therapy applies Overcharge to gens, Demo teleport now applies Cruel Limits around the exiting portal.
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It's an interesting concept that would make the game more interesting, as the 3 survivor/killer teachable perks are typically not that strong (with only one really being good...depending on the character.)
In a similar vein, someone had floated the idea that the killer/survivor for their specific map, would get a bonus on that map.
I feel both ideas would create more depth and playability to characters instead of them being just skins for the survivors.
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It seems like a good idea at first until you realise Meg gets double speed on all exhaustion perks or Feng permanently Vaults at double speed, Tapp gets permanent totem auras or something. It would lead to massive imbalances and other characters getting left in the dust.
Devs have said this won't happen as it would limit people to playing as a character they don't like to get extra benefits.
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Thanks. The home ground advantage also seems like a good idea.
I was really hoping interactions such as these can create more depth for killers and survivors who use them and reward opponents who are aware of them.
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To a degree, I think on some maps this already exists. Haddonfield has a lot of LOS breakers near gens and vaults to help Micheal, Same thing with Pig and the game. Farm maps have cornfields for Billy to appear out of in a sprint at a moments notice, Crotus Prenn has a lot of open, empty space near the main building for Nurse's blinks. Trappers maps are dark, making it harder to see traps, Pyramid head can easily shut down exits/entrances to classrooms and force a torment, etc.
Its a cool idea but for the most part I think its already a thing.
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The devs really took the killer's powers into consideration when developing maps, but in some cases, it seemed to backfire. I imagined that made Mother's Dwelling big with a high central hub so the Huntress could snipe ppl from it, but it turns out she suffers dramatically there due to low mobility.
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Yeah the Red Forest maps are infamous for their size. I'm surprised they never did a Swamp-esque map shrink in an update.
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Swamps and Farms might be a higher priority on the update list now. Fingers crossed
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