We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Breakdown needs a nerf badly

180 seconds with the hook down is WAY too much. Make it at MOST 90 seconds. It would still be a lot, but manageable. If all survivors have the perk you have 3 minutes where you can'y basically hook anyone, it's ridiculous

Comments

  • Gandor
    Gandor Member Posts: 4,268

    What? It's such a niche perk. It's so rare that it provides any value. You would need to quickly down multiple people on same spot. On hook hungry map (like midwitch). Without slugging, so that people get unhooked instead of picking up. And it all needs to take less then 3 minutes. Those are some very specific conditions. Like I do understand that breakdown can be partial counter to scourge hooks, but really. It's already not worth a perk slot as it stands.

    I would very much like to learn why breakdown needs adjustment. In which situation it becomes op instead of slowing down lost game or partially countering scourge hooks. This makes no sense. If anything, I would actually buff the perk.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    It works exactly twice per game. It's fine. This seems like a kneejerk post from a bad game you had.

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,878

    On paper 180 seconds might seem excessive, but when you actually load into the game it's rarely too much of a nuisance. You'll get two activations max per survivor, and unless you've got two or three broken hooks close together, it's very rare for it to create hook dead zones.

  • Batusalen
    Batusalen Member Posts: 1,323

    Unless they are a SWF squad who also have a saboteur or two, Boiled Up, a couple of Petrified Oaks and they go to the "dead zones" on purpose the moment they got hit once. Those are the people that usually complain about the slugging at the end of the match.

    It's not on paper where 180 seconds seems excessive, is excessive in the way and the context survivors use that perk.

  • Batusalen
    Batusalen Member Posts: 1,323

    I totally agree and I'm not saying it should be nerfed, just that I understand there is some situations where it can seem excessive and frustrating.

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,878

    Oh certainly, but I think it's more like a cherry on top to a frustrating situation than what actually enables it

  • Chiky
    Chiky Member Posts: 810

    Idk, each game I see the perk I have to go for slug to death since I know hooking them wont be possible...

  • wydyadoit
    wydyadoit Member Posts: 1,145

    guess these people never see the deliverance break down no mither build.