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Shadowborn and Pop Goes the Weasel Experimental Perk Changes
Shadowborn
Your Field Of View is Increased by 10/12/15-Degrees.
When Looking at a Survivor’s Direction within 45-Meters in a 20-Degree Cone, the Survivor is Highlighted by a White Tint.
Survivors within 45-Meters of you do not Perceive the Red Stain unless they are Looking within your Direction in a 20-Degree Cone or otherwise have Line-Of-Sight on You.
Pop Goes the Weasel
The Killer can choose to Apply the Perk Effect to the Generator being Kicked when Kicking the Generator.
Comments
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These Changes focus on enhancing the Utility and Quality-Of-Life aspects of these Perks.
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I'd get rid of the red stain removal. Despite the fact I hate how stupid it is that you can just see a bright red light when a killer is far away, when in an actual loop or chase, mindgaming with your red light is too useful.
I think pop is fine as is though. The idea is that you get one powerful kick after hooking a survivor and you need to make the correct choice of where to apply it. I don't think being able to choose is a necessary QoL change.
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By looking at a survivor's direction, does it activate when they're behind walls?
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Shadowborn - Would a distance check or a camera check be less resource intensive? Otherwise, I like the Change and would probably use the Perk.
Pop - The core change suggested for Pop can be used for future features as well. I like this change.
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The Shadowborn Aspect simplified since this mention: Survivors further than 16-Meters from you can not Perceive your Red Stain. This Applies to Survivors that do not have Line of Sight on you.
Highlights Survivors with a White-Tint Outline within your FOV.
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I like the idea of the white tint on survivors you can see with Shadowborn, it does make them easier to spot. I also agree with the reply above that the red stain shouldn’t be removed. The extra field of view plus the white stain is already probably good enough to consider using the perk.
With Pop Goes the Weasel, how would you mechanically tell the game not to use the perk on a given generator? The Activate Ability button is already used for other things in a lot of cases, for example, so it might be tricky to use that,
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