Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
Perks are not balanced for SWF
So id like to discuss about Perks considering SWF. So first off, i was thinking that Bond could get a buff which would make allies reveal to you but you reveal to your allies as well. It would be a good buff making it more playable and it wouldnt be op at all compared to SWF because the SWF has this knowledge without running any perk and across the entire map. Another thing i was thinking about is Boon Totems. While i really like the idea, its really bad to have multiple people run either inner strength, counterforce or any boon totem. So basically if the devs keep adding new Boon Totems they will automatically be stronger for SWFs than solo players which is Bad cuz SWFs are already so much stronger than solo players.
Also watching some SWF Streams i feel like the heal times with best medkit + addons seems broken cuz they healed in almost identical speed to the killer hitting a survivor and paired with the "Build to Last" perk it seems really op.
Let me know your thoughts and ideas on what you think would make perks more balanced for SWF and solo players and what you think might be broken right now.
Comments
-
The game isn't balanced for direct communication.
3 -
I don't know what's wrong with everyone trying to turn DBD into esports multiplayer game with comms,
people want indicators of what other survivors are doing,
did they forget that it's a horror game? What's so horror about everything being predictable?
1 -
The perks are actually getting balanced against Solo Q survivors.
Most perks that allowed for independent play via the information/properties they provided have been removed/nerfed such as Spine Chill or Decisive.
0