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Revert the undying nerf.
With the new totem hunting perk coming with RE there is no reason why undying can't go back to it's original form. they're so many tools now with maps, small game, detectives hunch etc... the only thing that I can think of why undying would not be turned back to it's original state is because survivors don't wanna move away from the original meta perk setup that is stale yet the other side can't use NOED without being nearly verbally abused in the endgame chat...
before I rant too long... IW now has no counter perk to it... undying should be the counter to "counterforce"
Comments
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So... turn it from a consistent totem defender to a purely RNG reliant solo stomper that doesn't work with most hex perks?
No thanks.
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no.
old Undying was absolutely broken and should never make it back.
the current version is much more balanced than the old one.
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had too look at the different versions. nothing wrong about bringing back the original version.
like i can't see anything wrong with the perk..the thing that is the most different is you can see survs near hex totems...there is no issue with that in the slightest.
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Nope.
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do you defend counterforce as being balanced?
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Killers are stronger than ever, and easier to play than ever. Don't think it's necessary as other have pointed out, this will massively hurt solos which is the majority of survivors.
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maybe don't assume all solos are complete garbage at the game then.
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Counterforce is not overpowered in the slightest and detectives hunch is better.
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i fail to see how one has to do with the other.
and i dont like the mindset of "if side A has something OP, that justifies side B having something OP!"
if anything, balance both.
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Solos don't have the right amount of information to actively deal with old Undying, while SWF do, and therefore the perk is strongest against the teams you don't need it again.
"Just use perks-" solos shouldn't have to use perks, items, or add-ons for information SWF get for free, and the day they have similar levels of information is when we can buff everything to high hell for killers.
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How about NOOOOOOOO!
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The perk that makes the survivor run from one side of the map to the other to break totems and is widely lauded as being inferior to detectives hunch or small game? Yes. Yes i see it as balanced.
Kilker main that loves running devour + undying here btw
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both relate to one another as being totem related perks, that's why it's bring up
i don't have that same mindset of justifying something op either.
i simply asked if you defended counterforce as balanced...woulda been nice to here what you thought about it.
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counterforce leads survivors straight from totem to totem… there’s no way a hex has a chance of staying up to be worthwhile.. so many tools given but survivors don’t want to use them.
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never said it was, just interested what he'd have to say in regards to counterforce for what he said about undying. i mean a 20% cleanse increase is a bit much when it also shows totems to you.
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currently i have no opinon on it, simply due to me never really seeing it in action.
idk how i feel about the 20% faster cleansing speed from the very beginning (maybe make it so they earn it by cleansing one, then a second one gives them the 40% boost) - it seems a lot like a reversed Hex: Thrill Of The Hunt to me though, which i dont really mind.
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on the assumption that swfs make the best callouts, which i assure you i've watched swfs play and that level was not performed. so now don't assume all swfs are so inclined to do so.
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i fail to see how one has to do with the other.
and i dont like the mindset of "if side A has something OP, that justifies side B having something OP!"
if anything, balance both.
(yes, this is a copy paste)
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we balance the game according to giving everyone the same information as high-level swfs.
i literally play swf all the time and talk about cows for half of it my guy, ive played this game for a long time and i know what im on about
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Then the devs need to buff solo… no one would argue against this and everyone should want it as well…. It’s been like 2 years now since they stated they wanted to buff solo and nothings… I’m tired of having mediocre perks because “solo weak” and strong perks have there balls clipped because “solo weak” as well,
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i guess either way both will cause the survivor in some capacity traverse the map to go to a totem.
but i wouldnt say either is on any different level than the other.
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but moooooooooom
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No, daughter. No fancy totems for you.
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wonder when people will call enduring unhealthy. smh.
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Are you good?
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little thirsty, but other than that yeah
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Nice! Just wanted to check cause you were mumbling to yourself and I wanted to make sure everything was all good, I'd suggest getting a glass of water if you can and if you're out don't forget to pack a bottle! Hydration is really important after all
(this is genuinely not meant to come across in a sarcastic way, I promise)
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i really should buy some more water. preferably that fiji brand
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Counterforce is pretty trash tbh.
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70% are not good players. Realistically only about 30% are decent to great players. Majority of the people who play this game are casuals, they are not playing this every day. They are the average Joe who plays once or twice a week. Even back then there was a reason that they nerfed the old undying because they saw the stats, and majority of teams were losing to killers. That is why it got nerfed.
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I find what i need just fine with a map and/or small game. I don't have counterforce and dont see myself spending money on dlc for perks that are unneeded in the first place. I see counterforce as decently strong but its a temporary aura reading perk. Not like SG where it constantly pings until you find it, giving you a much better chance of breaking said totem. Especially when CF makes you cross map
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Heck no. Been playing since 2016, and I can adamantly say that original Undying was the worst period this game has ever gone through. It is far more balanced now, and I enjoy it so much more with Devour Hope. Old Undying practically only helped Ruin. Now it helps all hexes.
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To clarify, as someone who was excited for this perk for its cleansing speed: Counterforce is a bad totem-hunting perk.
For starters, it has the trickiest trigger condition: you need to find a totem without its help and cleanse it. This also somewhat defeats the perk's own purpose, since it can't locate the first totem in the chain.
Secondly, it's dependent on keeping the chain going. If you head up to totem number two and find that it's already cleansed, the perk turns useless again.
Third, it forces the least efficient pathing, as it only shows the totem that's the farthest from you. If you try to maintain this daisy-chain of totems, you'll end up spending as much time as possible cleansing them. Not to mention that bouncing up and down the map like this is more likely to get you caught.
Fourth, it is the least effective intel it can give. Unless you have direct LoS on whatever map cell the totem is in, that aura won't tell you enough, as it is extremely difficult to accurately gauge distance. This also occurs on Det-Hunch, sometimes you're too far away and can't tell which of multiple neighbouring cells holds the totem. Difference is that Det-Hunch is focused on showing you nearby totems, instead of ones as far away as possible.
So, all in all, Counterforce is the worst totem-buster perk in the game, and by quite a huge margin. The 20% cleanse speed increase is really its only saving grace, and in my opinion, it could stand to be buffed.
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