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Please reverse the Lucky Break buff
not being able to see blood pools AND scratch marks is going to be meta plus Iron Will, killers who depends on visual and audio cues to detect survivors will litterarly give up on chases and maybe quit the trial xd
Comments
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I think it's a fine change. I like that they are trying to shift the meta a bit.
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Oh no a Spirit counter??? Unfair!
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thats what the ptb is for. it’s literally testing it out. nothing is set in stone. but yeah it does seem to be kinda op.
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It's just 90 seconds, then it's gone for the whole game. You won't see it that much, and it won't make that big difference
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I think it should also increase the sound of grunts of pain by 50% so you can't just cheese with 2 perks to lose chase super easily
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Can we let people play around with it first? Lol
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They won’t, all they care about is “survivor fun”
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Which is why they nerfed Decisive Strike, because they only care about survivor fun, right?
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Ah yes, what a completely unbiased argument considering all the survivor nerfs that have happened lately.
How hard is it to just acknowledge that buffs and nerfs will happen for both sides?
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I would like to see this scratch marks effect given to lightweight rather then to lucky break which is supposed to be centered around pools of blood.
Just make lucky break permanently remove blood pools, that's the best change perk designed around blood pools can get.
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Or we could leave it and MAYBE JUST MAYBE have a different meta than the one we've had for the past 5 years?
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Hard except when it fits my narrative.
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This. Unless the survivor has the opportunity to quickly heal after every injured state, that isn’t going to last all game.
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As someone pointed out, it would've been better if it was no blood pools at all without timer (but leave the scratch marks). That would be strong, possibly for some kind of different meta builds that you only see right now. How is that bad?
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oh no, 90 full seconds of no scratchmarks and bloodpools that will permanently deactivate, boo hoo. Not like there are killers that have addons that increase their movement speed up to 175% while not giving any visual or audio cues to detect the killer and literally changes the chase into a coinflip.
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I definitely think that it's been overbuffed.
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How DARE them!?
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Keep in mind that you aren't going to be chasing a survivor for those entire 90 seconds; it continues to tick down after you leave chase. Moreover, within chase, you aren't usually reliant on the scratch marks and pools of blood to chase survivors. Even if they break LoS, you can 1) predict, 2) wait for them to pop up again, or 3) listen for footsteps.
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Really, name one spirit who doesn't run mother-daughter ring in the first place.
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I mean, if the chase wasn't a 50/50, then what should it be? Run around in circles over and over again until you are brute forced down to the ground? That's what a mindgame is.
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The issue is the most important part of the game is the start and finding that first surivor to start pressuring
With this combo you are very likely to lose that surivor after the first hit losing all pressure and getting destroyed in gens
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I LOVE IT 🥰
I can’t wait to run Lucky Break, Off The Record, Second Wind, for the easiest escapes from a hook ever.
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No, a mindgame is predicting your opponent, reading their movements, acting upon your predictions, use your environmental clues(redlight, footsteps, breathing, scratchmarks, bloodpools) to adjust your predictions. That all goes away when facing Spirit. Spirit is not a mindgaming killer.
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It's requirement is using a perk slot instead of perks like prove thyself, dead hard, ds, unbreakable, bt, iron will or other perks.
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Just remember that they nerfed Lucky Break’s timer. The survivor has to spend time healing to stop the timer and once it expires, the perk deactivates for the remainder of the match. Seems like a fair and balanced perk unlike Iron Will.
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I can't WAIT to ######### on some Spirits finally XD
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Oh, I'll enjoy running it, but it definitely seems like a bit too much.
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No need to reverse it.
I think it's a good change mostly.
My concern comes from it being used in conjunction with iron will; which I want to test on the PTB and then if it's as bad as I suspect it might be, just make your sounds of pain always audible for it's duration, overriding perks like Iron will.
I think the perk on it's own should be -okay- given it's a one time use only for a whole perk slot. I need to see it in practice more before I make any real claims though.
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I think you are overestimating the value here; I disagree that it would go META. I think it would be popular with certain types of Players, Evaders rather than Loopers for example, but it certainly won't dominate the game. And Killers who quit trial in a huff over losing their prey, will get banned longer and longer. Such people choosing to stop playing (or being banned to the point they can't) will be no great loss. I don't care about immature Players who can't keep a check on their emotions. In regards to you other point, I disagree there as well. No Killer DEPENDS on visual and audio cues. You can (and many do) play the Spirit just fine already and are not relying on the scratch marks. Many of them don't run Stridor. More to the point, those few Killers that do benefit MORE from certain things are the minority, and nobody is going to load up on the Perk on the off chance that is who they pull.
If you want to talk about a Meta Survivor Perk, then we have to discuss Spine Chill. I don't leave home without it. The new Lucky Break doesn't even begin to approach the power level of Spine Chill. If that hasn't broken the game, I'm sure we will be alright with a slightly Luckier Break.
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If you would go and start chasing that ONE survivor then that is your mistake. Your time is far better spent putting actual pressure on the rest of them and generators and not on a goose chase that will cost you the match. Imo its a nice new combo against tunneling at least once.
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Well I'm also not gonna hit them and imeaditly leave unless I'm wraith because at that point I'm purposely losing all pressure in hope that I find a new survivor at a worse position
Edit how was that tunneling?
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Cant wait to try out the new lucky break with iron will on blendette😁
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Time to get some value out of those new sound increasing add ons for Freddy then.
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It’s not OP it’s only for 90 seconds and you will only have it for the first half of the game after that it’s like they don’t have the perk at all which is ridiculous but meh I think they should change it to where the timer is 10/15/20 and resets each time you get healed
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You don't play fighting games do you?
In a fighting game, you can't react to movements because typically moves come out faster than you can react to them. This means you often need to condition your opponent that you will do something in a specific situation. Then, once they are conditioned to do that thing, you do something different, thus the mindgame. How is that any different than spirit? You throw the pallet down, and you either cross it, or don't, or vault the window, or don't. It's a mindgame, you condition your opponent to do one thing, and once they start doing that thing, you do the other thing. It's even harder on killers because they have to do this against 4 different survivors instead of just 1 opponent.
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Whole killer counter.
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Because you dont injure Spirit, you only have 6 times to condition a killer into doing something before you're out of the game. In a fighting game, you can condition someone to do something a lot more than just 6 times. So lets assume that you do 1 thing 3 times in a row, that's 1 hook and 1 injure, 2 hooks if you havent been healed up. Now, the next time she chases you, you'll be able to mindgame her. That's sacrificing 2 hook states for 1 mindgame.
"It's even harder on killers because they have to do this against 4 different survivors instead of just 1 opponent."
If all survivors have the exact same skin, sure. But they dont. 4 different survivors mean you play slightly different against each of them. For a mindgame to be a group effort, you need to do the same strategy twice, which, is sacrificing another 1-2 hookstates for a future mindgame. At this point, only 2, maybe 3 generators have been finished, 1 survivor being dead on hook and the generator spread being smaller and smaller.
Unless you were to be removing scratchmarks from Spirit's phasing completely, then sure, maybe. As it levels out the playing field. But right now, it's survivors who cannot see the killer, cannot hear the killer(phasing is slightly directional, but whether she's 10 meters or 1 meter away from you, you dont know), you dont have any evidence on where the killer could be, yet the killer hears you, sees your scratchmarks, sees the environment around you. It's simply not a comparable situation, especially not if the Spirit player is experienced.
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By this logic, doubling back during chases as Killer or Survivor, feinting vaults as Survivor, and other mindgames AKA guesses isn't really fair or is a problem, right? Yet you wouldn't say the same, surely.
Skill does not exist in a game like this, no matter what anyone else says. It's ALWAYS 50/50s, Killers have to ""mindgame"" Survivors and hope the Survivor makes a mistake. If they can't fool the Survivor, they must be "bad".
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Personally I think it should last longer. Luck break only works once per match so less people are going to want to use it.
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This change is fine. Survivors need a spirit counter and indoor map boost. It wont be meta without Iron Will so that's 2 perk spots taken up that are only active when injured. I don't mind.
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I like it tbh, it's possible that it might shift the meta. The same perks over and over again are just boring to go against, so I can't wait to play with and against Lucky Break.
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Lmao you're so biased
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Unless you don't get hurt often or heal quickly, it seems like Lucky Break will be a perk most useful in the Early Game than anywhere else. Plus common Killer perks like Sloppy Butcher and less common ones like Coulrophobia can be used to shave seconds off of Lucky Break's timer for those that do try to heal due to the increased heal times.
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Again, you don't play fighting games.
I come from Street fighter 2 era, where you got 1 or 2 "guesses" before you just lose the round. In a tournament, best 2 out of 3 games, with 2 rounds, that means in a given tournament match, you get, at worst 4 times to condition, and at best you'd get 8 times to condition (before the last round)
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It does have a conditional requirement. Being hit.
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As someone who usually plays survivor, I personally think it might end up as a perk that is currently in its testing phase, "too good." This was somewhat like how Decisive Strike was used before it was changed, where not it could likely be used to taunt the killer into slapping them and then running away, with no real visual or audio cue for the killer to follow afterwards, especially with Calm Spirit.
I just feel it rubs me the wrong way, same with the Small Game change. Though, I suppose we'll only find out exactly how effective it is when it's thoroughly tested.
While I do want some of the less popular perks to get more love, this is a bit too much for my tastes.
Edit: As a note, I play on the Playstation version of the game, so I'm not able to test it, take my opinion with a grain of salt, and feel free to form your own
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Just play All-Seeing Wraith to counter it until the nerf comes out. Easy.
/s
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No, those are mindgames, because you are actively feinting something, you are actively making the killer believe you are about to do something you are not. And yes, that is skill. Not neccesarily mechanical skill, but it is psychological skill.
If chases are 50/50's for you, you need to learn how to read your opponent. They give away clues. Spirit doesnt give you any clue. Unreadable. You cannot compare Spirit to anything else in this game.
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again, dbd is not similar. Everything gives away clues. In fighting games, both sides have equal clues.
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If you get healed it refreshes
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