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Deathbound discussion
Continuing a series of threads on the least chosen perks on Nightlight, next up is Pyramid Head's perk Deathbound (0.57% usage)
Deathbound - When a Survivor heals another Survivor for one health state at least 32 meters away from the Killer, the Survivor performing the healing action will scream, revealing their location and activating Deathbound for the next 60 seconds. During that time, the Survivor will suffer from the Oblivious status effect when further than 16/12/8 meters away from the healed Survivor. Oblivious prevents Survivors from hearing or being affected by the Killer's Terror Radius.
On its face, Oblivious is a decent effect, kind of like a bit of a weaker version of Undetectability. You can definitely get value during a match out of a survivor being Oblivious and accidentally running into you or not running away when you get close, for instance. And also getting a periodic scream from a survivor can be ok information as well.
I think part of the problem here is the preconditions this takes to trigger.
- The survivors have to be at long range to get the scream, but if they're that far away odds are you as the killer won't have a chance to capitalize on the information, especially since you have no control over when the scream happens and you could be in the middle of a chase or carrying someone to a hook, etc.
- Obliviousness only triggers if the survivors actually split up. Of course, on the plus side, if survivors stay paired up that's generally speaking a plus for the killer since it can mean being able to pressure two survivors in one chase.
So this perk can get some value sometimes, but it's kind of inconsistent, especially compared to some of the other perks that grant Undetectable of inflict Oblivious. It does feel like this one could probably use a bit of a tweak to make it a bit better.
- A simple buff might be to reduce or remove the 32 range limit. The closer the survivors are to the killer when it triggers the more likely the killer can react.
- Or the duration could be extended, even hypothetically to the point that it lasts until the survivor who was healed is reinjured. Coercing survivors to stay paired up for a fairly long time could be a decent effect.
- Another option might be to show the aura of the affected survivors if they separate. (Not sure how long the aura should last but if it's long enough for the killer to capitalize on the survivor having Oblivious then it could be worthwhile.)
Comments
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Get rid of the range requirement and I think it'd be a pretty ok perk.
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Nah. The range is not the real limiting factor as 32m is usual TR (so maybe reducing it to TR distance might work).
I think I would go more radical on this perk - make the survivor both oblivious AND exposed when not within 16/12/8m. 2 survivors looping at same time fight for same resource (windows). But spliting poses high risk to getting insta-down.
Then again - the perk does not have any setup condition, so long-ish cooldown would be required (say 90s). What do you think?
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Or perhaps apply an -5% action penalty for healing, repairing and sabotaging when they aren't close to each other this would mean that they want to stay together, allowing you to have more pressure by chasing multiple people.
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That last proposed change and the "until reinjure" seems a bit much. I think increasing the duration and removing the range limit would be all it needs. Maybe even add another status effect like exhausted for 15 seconds if you leave the radius of your "partner".
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just a terrible stealth perk for killer. one issue with the perk is that killer does not know who is oblivious. the perk just has way too many conditions and it has inherit counter-play on top of said conditions.
a more simple version of the perk would be that when a survivor completes a healing action, all survivors go oblivious for x seconds. Nemesis has a perk called hysteria and it lasts for 30 seconds. Perhaps this could last 30 seconds.
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