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Counterforce is going to put small game out of business
Title says it all.
Comments
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its litterly op, totems done in seconds, 20% stackable, really bvhr???
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Did we already find the OP Survivor Perk for this Chapter? Damn, that was fast.
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Ruin + undying slaves are quaking.
but lets be real. No one is still going to do bones.
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Just leave my huntress lullaby ALONE you sweatlords
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Increasing totem speed is a good idea, but i don't think it should show any auras.
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Guess I'll take devour hope out of my builds. Losing Lullaby on doc too. Why even have hexes at this point, they're useless except for like 2
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Its the Totem furthest away. So if the Survivor goes for it, they will waste quite some time, because they will probably go map-wide.
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I know what im using with inner strength though since inners one disadvantage is the time it takes to cleanse a totem and having to find the totems first. Fairly better than small game imo.
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But I bet Counterforce won't have a totem counter. 🙃
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Why are survivors told to do totems instead of just jockeying gens, but then when the devs release something to incentivize that people like you complain? Survivors doing totems slows gens, there is literally nothing to complain about here.
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Yeah, for Inner Strength it is nice. But on its own...eh, not so much. But it is not super-garbage at least.
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Hi there, my name is SWF with comms, I heard someone call?
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I posted in the feedback section that Small Game should increase totem cleansing speed and I was wondering why they didn't do that. Now I see why.
Poor Small Game, it was already overshadowed by Detective's Hunch and now Counterforce has kicked it into the grave.
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Counterforce is pretty good, but definitely not OP. Especially since it shows the aura of the furthest totem, meaning that you'll be trekking different sides of the map. A very usable perk, but definitely not OP.
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God forbid survivors get a strong, reliable perk for once
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the stackable speed boost is pretty insane.
40% of a 12 second or so action is noting to sniff at.
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How is it op when it still has a rather situational usecase? Small Game is underpowered if anything, so a slightly more powerful small game won't be op in my opinion.
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It is massive power creep on totem detection perks and it essentially kills hexes.
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This seems too strong with how fragile totems are, especially since Undying got nerfed. Even with TotH maps can be too large to have a chance of keeping totems standing for any length of time.
Why nerf Undying if this was coming? Could've waited until after this released to see how the game is affected.
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I really like the idea of the perk and plan to use it for a bit to form a better opinion on it but Counterforce as a standalone perk seems underwhelming because it doesn't have a totem counter like others have mentioned and because it picks the furthest totem from you to reveal.
If a survivor picks the farthest totem to cleanse each time they cleanse one then it will take them a ridiculous amount of time to cleanse them all. I'm hoping they change it to a random totem that gets revealed as survivor perk slots are already incredibly competitive.
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Damn I used to just through devour into my build in the off chance it works this perk is gonna destroy totem perks. Honestly I dont mind it finally gives a bit of a shift in the meta and it actually seems like a viable counter to NOED. I love inner strength whenever I do play survivor so I will probably end up chucking this in a lot of builds.
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Oh man... finally... a perk powerful enough to replace DS! Slap Inner Strength on with it and you might as well have the next DS+UB!
Nah, but fr. It's not that powerful imo. Hex perks have always been a gamble, and a really dedicated totem hunter was always going to find your totems. The only weird thing about this perk is that it completely overshadows Small Game (it's like... the DLC privileged version of it I guess LOL) right after SG got a buff. Detective's Hunch is also similarly useful. I don't think it will be game breaking at all and it still will have the survivor wasting time going back and forth on a map since it shows the totem furthest away.
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Does it need a counter though? Cleanse a totem; see an aura then theres more. No aura congrats, all the totems are done
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It will counter totems a bit too well.
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I was betting on the flashbang one or the gen blinding one
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Well, if a killer doesn't decide to use hex perks, then Counterforce just send survivors on a wild goose chase for the trial, wasting their time.
It also is a powerful perk, but those who like using the meta will have to sacrifice one of those perks for this.
It legitimately could change the meta (mind you, a lot of the perks in this are contenders), which is what people have been asking for the longest time.
The main thing is you can now have further development in what builds you like.
I think Small Game will have its place when searching around the map as you go, and Counterforce does send you across the map to a totem which may or may not be a hex, but it will be a new way to plan the trial.
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It won't notify you of your teammates doing bones so without Small Game or voice chat your teammates could cleanse the last couple and you'll have no idea. Not a situation that will come up all that frequently but it'd be a nice quality of life change for solo queue imo.
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Small game was getting business?
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I really don't see the issue as it effectively has the totem detection mechanic of freddy's clocks:
They are shown to be easily 30+ seconds away from you distance wise unless you run for them and potentially getting you caught and potentially hooked for your haste.
Also Small Game is still too weak for what it actually does and we'd need totem aura blocking Mechanics/perks to make it relevant as Small Game is the only non aura reading totem detection perk.
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Just as I said before: it was a wrong choice to get rid of Small Game’s niche of detecting killer traps as it’s what mostly made it worthy, now with the new totem perk, kiss Small Game a goodbye because it’s going down to the garbage bin! Mwah!
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I'm still underwhelmed by the survivor perks for this chapter but at least they're not God awful like the killer perks. I wish they would've given my girl jill better perks but hers are probably the best in the chapter.
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Oh no! Not my Blood Favor!
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I'm okay with survivors doing totems and wasting time on my imaginary NOED.
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As pointed out: it's the totem furthest away that lights up, so it's better as a synergy perk WITH small game.
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No it's not. Detective's Hunch is still light years better.
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oh you are wrong they will it encourages to do it because it tells you where to go after and plus that it makes u faster you will be able to get rid of ruin/undying so fast taht people will go back to corrupt/pop.
is just way too good small game out of game, stake out? why would you run it if u have a perk without any requirement that can get the job done aswell.
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The issue is that Counterforce is good because it directly shuts down killer perks. The huge stacking totem speeds are the issue; cleanse a dull or two and now killers can't react once survivors know where their totems are. The only way to defend a totem is to be right there on the scene; it's flying apart as soon as you chase someone into a nearby jungle gym or whatever. A 20% buff to totem cleansing speed would already be strong - giving that a growing multiplier and showing where other totems are outclasses Small Game hard, and we'll see if Detective's Hunch remains in its own niche or its additional utility is outshone by the totem speeds.
I'm all for strong perks on both sides, but a perk that's meant to waste killer perks wholesale when there's already an issue with very inconsistent hex value leaves a bad taste in my mouth. Making an entire branch of perks, several of which are considered among the best in the game, unviable, is... frustrating.
But we'll see if Counterforce becomes meta. Might be worried over nothing. I hope I am; I'm a big fan of Ruin and Devour Hope and I'd like to continue using them.
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Thinking on it, I'm still going to run Small Game over this and Detective's Hunch.
DH gives a lot of information, but its conditions and limit-time use deter me. I don't care enough to try and remember each totem spawn either.
Counterforce is going to suffer from the same issue I have with DH in that it has conditions to use the aura-reading (cleanse a totem), and will rely on me to remember that totem spawn to get more information. This is assuming no one cleanses the totem I saw with the aura.
The above issues get worse for me if I get chased when they proc, and I don't have time to absorb the information I'm given relative to my position well.
Small game will just always be reliable, and will at least remain my go-to totem perk.
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100% this.
We already have so many totem location perks and this new one just put them out of business.
Detective's Hutch was one of my go-to perks but whats the point of it now? Counterforce gives me totem locations, major speed buff to cleansing, and it acts a counter in that if I do bones and see no new totem highlighted I know they are all done.
As a survivor I love this new perk. As killer I fear it...
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Yes but why have a perk that replaces small game, especially when you just buffed it
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I don't mind going against it as much, cause survivors have to replace one of their meta perks for it
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But you don't get a stackable huge speed boost to cleansing. Yes, you don't get an aura read on all of the totems at once, but once you've found one you can get the rest easily and quickly. How is this not power creep to you?!
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This is why they are making boon totems so they still get used. I bet they will be like identity v where you can get a strength boon and be able to ram the killer once to stun them or something like that.
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Because I have to run across the map to use it. Besides nobody runs anti totem perks as is. This won't change that.
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oh no there goes your noed
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i dont use noed, but the fact that totems right now are so easy to find (usually) and that they are so helpful to killers, and can be taken out of the game presently a perk that tells you where evert totem is and makes it so you can cleanse in allmost 6 seconds was it after the first 2, seems unreasonable , but mabye it wont be so bad who knows i had an overreacting the first time i saw the perk
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You have to run across the map to find totems. Period. This perk doesn't add any effort besides you needing to find the first one on your own, which is done easily enough. And actually, a ton of people play anti-totem perks like Detective's Hunch. I've seen it myself.
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I run Detective's Hunch all the time. I also tend to never see it used by anyone else. Does it pop up? Sure, not enough to act like it's an actual concern killers have. With Detective's Hunch if you run across the map to make use of it, you're doing it wrong. The time saved on Counter Force will not equal the time wasted.
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I’m sure this will be as game breaking and op as lucky break. Since the update every game has had lucky break equipped and the meta has shifted. Watch it actually get changed and then these same people complaining about it will also complain about why survivors don’t run different perks.
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A lot of people remembered it was a perk after it was buffed, so it saw more play.
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