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Silent pallet break perk?
How do you feel about something like this it would obviously have a cool down anywhere from 30-50 but this would be great for mind games
Comments
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I would love a perk like that.
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Make it silent kick on everything - pallet, door, or gen.
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It could work sort of like quick & quiet
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With a lengthy cooldown, like 60 seconds, it would work.
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Competent survivors wouldn't be affected by it since they just need to wait for the animation before running away, you can argue that there is tiles where you can't see the animation but it's probably a safe pallet anyway and survivor could just react and vault to safety again lol.
There's also the perk Alert which should reveal if it's fake or not.
Anyway I like the idea but I just think it's easily countered.
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It would need a secondary effect, most of the time you're destroying something, its usually in visual range of the survivor, and even if it isnt, the survivor will be waiting in the corner where they'll have enough time to make an executive decision as to where they should go next.
Might as well add it to Brutal Strength.
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I like the idea!
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"Light footed
Start the trial with 3 tokens, kicking a Pallet, Generator or a Breakable Wall emits no sound and consumes a token
Every 80/70/60 seconds Light footed gains a token, up to a maximum of 3 tokens"
Not the strongest perk in the world, but not a bad idea either, breaking breakable walls with scratched Myers would be hilarious
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I think adding it for brutal strength would be better, I mean brutal is just a perk that feels pretty damn good, might as well make it more interesting.
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Why does it even need a cool down? Seriously not everything needs a limitation, this is why most of the meta hardly changes.
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It wouldn't need a cool down at all honestly
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######### is the point in this? survivors aint blind. no not even worth bothering to code let alone design plus a cooldown lol ridiculous
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It would be surprisingly useful at jungle gyms but yeah having a long coolodwn is too much maybe 20 seconds
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I wonder why such a thing requires a cooldown let alone be useful. Survivors don't stick around to hear the sound. They take off once the animation starts.
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Would this perk be so good it warrants a cooldown? I dont think so
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There could be a use for it... But also being able to cancel the kicking animation on pallets (just look at how they did it with Gens)
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The idea is great but never a perk like that will see play for one reason gen are too fast. But nice idea
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If your argument is "that can be countered", then most perks should be deleted :P
Alert's not exactly meta, it would just become higher on the roster than usual.
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I feel like it would be useless with any cooldown. It needs to just be silent, period, or it wouldn't be worth running.
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Seriously? Even if u dont break the pallet or faking it its a 75% chance surv find another one.
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I think it would be a good buff for Zanshin Tactics... and it does have some relation with it.
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I like how you conveniently removed the "EASILY countered" :P
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Yeah, I removed the hyperbolic misrepresentation, what of it?
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What about it is hyperbolic?
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'Ease' implies an absence of difficulty, while ignoring that a counterplay perk for either side is essentially a gamble every time - saying the idea is easily countered by 1. map RNG/design or 2. equipping Alert is an exaggeration both of the need for counterplay and the agency of player control.
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There is no gamble on a silent pallet break pallet lol. Bruh just look at the animation lmao and again rng doesn't matter since if you're trying to mind game chances are you're in a SAFE tile. Doesn't matter if you fake a break survivor can just react and vault back to the pallet because again SAFE tile.
What about about Alert not being Meta? The fact that a perk exist that completely destroy this perk should be pointed out.
It's a perk discussion. Flaws should be pointed out - I'm not shutting his perk down. I'm creating incentive for him to think on how to improve around said flaws.
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There's absolutely a gamble on perk selection as counterplay, and the idea that 'chances are you're on a safe tile' is RNG dependent whether you want to be honest about it or not.
Sure, there's stuff that can be used against it. That's not a flaw. Good game mechanics require a give and take. The fact that the counterplay is niche relegates it to our minor back and forth, rather than a real and glaring issue with the design.
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Eh just agree to disagree man. Honestly I'd rather not go hard on a fictional perk anymore.
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What? That would be such a waste if it had any cooldown
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It feels garbage. And what would u take out for perk that almost gives you nothing?
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