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Corrupt Intervention buff
What do you think of Corrupt Intervention blocking hex totems for the first 60 seconds of the game in addition to blocking generators.
I had many games where my Hex totems gets found and destroyed so quickly. Forcing me to play with 3 perks for the rest of the game.
Comments
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No, Corrupt intervention is already enough strong, but a default protection to totems for the first 60 seconds by default, or a rework to some horrible totems spots would be great.
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I actually love the idea of this (not for corrupt but just as a basekit thing). You could keep the totems spawns as is but just block them like a pentimento with 5 stacks or the plaything mechanic for like a minute or something. It would guarantee hex value which is great and would remove a lot of feels bad rng.
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That shouldn’t be tied to corrupt, something like that should be a baseline feature at this point.
Though honestly rather than blocking the totems I think I’d rather it be that they’re invisible for X number of seconds, so you can’t immediately spawn on a totem and then know where it is after it’s unblocked. It probably doesn’t even need to be 60 seconds at that point either, just something like this would help.
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If a perk needs to block totems, as a rework, i think it would make more sense to add it on Thrill of the hunt. Since the perk lost its alert noise, i think it lost its primary effect. All we get is a totem cleanse slowdown and a decoy... i think it need one good principal effect.
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Nah, they just need to look at totem locations. And ideally, a hex shouldn't spawn immediately next to survivors, if there's a way to fix that.
But if you're running hexes alongside corrupt, that's on you. If survivors can't immediately hop onto a gen, they'll wander and often intentionally use that time to clear totems in the area. It's just in general a bad idea to run them together if you want your hex to last longer.
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