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BHVR, what were you thinking???
Comments
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Yeah, seriously. I would have been happy to see this level of game overhaul to deal with tunneling or even camping, but slugging is almost a non-issue compared to those two.
This feels like it's creating more problems than it solves.
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Because we are about to get an endgame mechanic that requires little to no hook states to activate. This is their bandaid solution.
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Survivors are literally going to be able to self revive before I can even switch back to Charlotte to go pick them up on Twins lol
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Maybe they were thinking about survivors.
Survivor emotions are more important than game balancing.
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This is a VERY healthy change for the game.
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You know you get that same pressure when they are hooked right? That also puts them on a shortened timer of 2 minutes total, 1 minute per bonus hook state. You also know there are a variety of perks that gain value on hook right?
In the normal case of 45s you have more than enough time to get an injury on the theoretical Survivor hovering the pallet, and then get the pickup. Heck, even with 22s you have that time available. If they are close enough to go for the rescue they are close enough to get a free injury. Any slugging in excess of 45s is honestly just BMing and should be punished accordingly.
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Actually the math is additive, not multiplicitive. It works like this. 45s/(100% or 1.0) and if you get +200% bonus from Unbreakable and Exponential that becomes 45s/(300% or 3.0) or 15s.
If you honestly expect people to run UB/B:E/NM and say Soul Guard or Power Struggle as their 4th perk, then I got this sick trick to counter that. It's called the spacebar. You don't even need a perk like Shattered Hope to counter it. It comes basekit with every killer.
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I only ever run those two on trapper
Little goblins think they can disarm my traps AND my hooks?
Too bad i have basement
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Duh, lol. I was going with both based off of the 45... 4.0 Not thinking that adding the second perk would be half of the first half. But I get what you're saying and that sounds about right. I'm not really great with these percentages on percentages.
I do expect people to run them, but I didn't say without concensquence. If you have a trick, then go for it.
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Ik, i love running agi lightborn iron grasp and mad grit on trapper
This. Is. My. Food, lol
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Scenario
I chase and down a survivor. Before picking up the survivor I notice another survivor out of position. Maybe I downed the survivor near a gen being repaired.
So here we have two options.
Option1: I chase the survivor out of position leaving the slug. If the slug doesn't have the means to pick themselves up that means someone else has to. That third survivor has to come pick up their teammate or risk giving me two hooked survivors.
Option 2: You want me to ignore the other survivor and pick up the slug. The other survivor either hides nearby for the eventual save or gets on another gen. All the while two other survivors are on gens uninterupted.
So, you are telling me that option 1 and 2 have the same amount of pressure because a hooked survivor has as little as a minute to chill on a hook while three other survivors repair gens.
Yeah, ok
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So when the killer HAS to slug, then what? They just accept that the survivors is gonna pick themselves up, with anybody having to get off a gen to get them?
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unless i understood it wrong, you have unlimited uses of unbreakable now with those changes, not only once. Ofher wise just slug them twice 🤷🏼♀️
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and their friends with flashlight right next to them because you can't keep them slugged to go to chase them:
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Survivors only have 4 to 5 chances to get up without perks which a killer could easily just come back and hit them back down if they time it right
If killers want to complain I understand but slugging was extremely toxic and needed something to counter it especially since slugging can be done without perks it was unfair for survivors to have to deal with it with a perk that only saved them from slugging once
Now I can agree that they should slightly nerf or adjust the new basekit or the perks that are supposed to help said basekit to be a bit more healthy for the killers side
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My solution would be this: If all alive survivors are downed, after a 10 seconds timer, survivors could start recovering from the dying state (that would take them let's say 20 seconds after the "find some help" message appears in their recovery bar). If there is a healty/injured survivor, there should not be a recovery from dying because it's that healty/injured survivor's duty to go help their team. If there is a hooked survivor and te rest are slugged, they shouldn't be able to recover because the killer is in their way to hook them.
Update: Forgot they want to get the "once all downed the game is over" thing...
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They have a quote in this game "survive as a team or not" it can be interpreted in many ways but the most common being that survivors are not truly a team and someone can easily ruin it for others by not being a team player it is why there are perks about being solo or the last survivor.
I think that they just need to increase the time needed to get back up and decrease the speed increase % of the perks that get you up faster to make it a more fair concept
You will have plenty of survivors that sandbag or play in such a way that they will never attempt to save another survivor while they are downed which this basekit will help go against said survivors but also justify them not doing it further
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Damn I’m so excited for the anti slug mechanic. Whenever the killer slugs me for a long time I don’t feel like playing the game anymore and I switch to a different game. Thank you devs, for this change!
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Believe it or not this is actually gonna help because of situations where survivors try to stay in a area where you can't get them all to a hook, this specific change kills the no mither sabo troll squad and it kills alot of sabo play because if you get a killer with snowball potential now all they have to do is slug you all and the game is over, a good nurse with starstruck is gonna love these changes and other killers who are used for a speed run because of their snowball potential, you're gonna see alot of nasty builds to end the game quick is gonna be the reality for people at high MMR, I think 45 seconds is plenty of time to decide whether to continue a slug or hook the survivor
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No, they are not the scenario I am describing. I am saying you have more than enough time to hook Surv 1 before the 45s timer runs out after chasing Surv 2 (down or injury), and if they are up in ~20s then you know they have UB and can play around it. This also gives you more pressure from the 31-44s mark, since that is the extra timeframe you have been gifted. You also had to sacrifice potential lategame pressure by not hooking them as well.
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So are they on gens or waiting for the save? Every time I mention this I get both answers simultaneously. If they aren't on gens they aren't progressing the game, and are losing pallets and other map resources advancing the Killer's win condition more than their own.
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i just love when players say stuff like "use lightborn/agitation/iron grasp (lol)" as if killers would put any of those garbage niche perks over stuff like corrupt intervention which are imho mandatory to balance the game (just like former decisive strike was used in every build to balance tunneling).
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I think if this goes through, map offerings should be removed.
Groups are creaming themselves coming up with bully builds, especially on a map like RPD.
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