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Nowhere to hide call or brine nerf
I think nowhere to hide should have cool down or some tokens that killer gets while he hooks someone .Because to abuse it each time he hits the gen and reveal auras its too much .It should work like BBQ or like 90 seconds cool down before to use it again the same with call of brine
Comments
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Slow your role buddy. They are already eliminating eruption. CoB can be countered by a simple tap.
Nowhere to hide can be countered with distortion.
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I think it's ok, the best counteract perk for hiding pesky survivors that want to rush the gens instead of playing with the killer.
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They need to nerf the range of Nowhere To Hide aside from that the perk is fine. You still require a gen that you can kick. CoB is the easiest perk to counter so that perk needs no treatment at all. The devs should look at Overcharge though. Why is the skillcheck staying when the gen regressed to 0? Makes no sense to me.
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they are making it balanced not nerfing
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Imo NTH should just be centered on the gen instead of the killer (like how it was when it was bugged) and then it’s fine.
But kicking a gen as a high mobility killer and then seeing survivors in a large radius around you while you’re quickly traversing the map is dumb. Every killer aura reading perk in the game is balanced imo except for this one.
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I still think that 24m are a big deal. You basically can't stealth away without Distortion since you don't get away soon enough. 16m should be fine IMO.
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Didn't realize it worked like that. That's actually insane given the radius.
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What they did to Eruption is not a balance fix it's a full on scorched earth policy
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Reducing the strength of something is nerfing it.
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The skill check is also if information gathering at that point.
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How is it not balanced? Both perks have direct counters that take no skill or effort to do.
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Its 24 meters, which is small.
Why would you take away the opponents ability to counter your counter to CoB?
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I think they are talking about Eruption
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I think within 24m of the gen is still a small enough area that it at least gives the survivor an idea their aura is being revealed because they can often see (or hear) the killer kicking the gen within that range. Maybe 20 would be fine, but 16 is too small.
What I have an issue with is being able to kick a gen, cover a sizable distance, and THEN see a survivor who was too far away from the gen to notice and therefore they don’t have the slightest idea that NTH might be active and that the killer knows their exact position.
It didn’t for a while because it was bugged. It’s fixed now.
So basically, if you kick a gen, walk away, and then after walking for 2 seconds you come within 24m of a survivor, then you see them for 3 seconds (but not 5 seconds, because 2 seconds already passed).
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But playing Distortion would use up a perk slot that could be used for something more fun or flashy T_T Anything that prevents either side from playing full fun meta loadouts is obviously flawed, especially if it's OPs favorite side.
You should see how much you throw killers off with Distortion that heavily rely on this info: they kick a gen, look around and run off, no one the wiser.
The magic formula is totally crazy and too out their to fathom, but it basically works like this: if any aspect of the game is rubbing you the wrong way, grinding your gears or is your pet peeve, you can, and should, equip one of the many off-meta perks that directly counters this aspect or improves your chances with it.
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Let it become "everywhere to hide"
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24 m its okay but cool down or tokens to activate it should be .Just to hit gen is too easy to get auras revealed.
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COB is ok
Nowhere to hide needs a cooldown or a range reduction at least
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Did people also forget lockers exist? NtH might catch you out the first time, but between the terror radius and having eyes, distortion isn't the only thing.
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Why do people make nerf threads without suggesting compensating buffs? I understand they're not necessary every time but these threads always come across as "I don't like X so they should get rid of it".
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Make exhaustion only come back after getting unhooked
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Because our dear devs release perks without cool downs during last chapters and think thats okay .There is no compensation for perks without balance that are abused each match .
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Lockers and Distortion exist. No change required.
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Nowhere to Hide doesn't need anything like charges or a cooldown. It's already restricted to the fact Killers can't kick regressing gens.
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Because Brine is stopped by tapping a gen and NTH is countered by distortion and lockers. Seems like a skill issue.
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Why do you think Call Of Brine needs a Nerf
Nowhere To Hide just needs an adjustment (having the Gen be the center point)... as far as I am aware
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I was waiting to see how many days after Eruption nerf announcement survivors would whine about another perk needing nerfs.
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Wait so thier using the perk AS INTENDED and it's abusing it....glad your not ont the balance team because would see more Eruption and Freddy Nerfs.
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no where to hide and windows of opportunity are fine. Good meta perks that give information while not being over power. COB was only super strong with eruption
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You don’t have to run distortion. 🤷🏻♂️ But you’re accepting that you’re susceptible to aura perks. That’s the beauty of this game and using builds. Maybe your build counters the killers build, and maybe his counters yours. That fact doesn’t warrant a nerf. That’s how games like this work.
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Scenario: I'm running CoB + NtH or NtH + Surveilance. I kick a gen and see auras, and I will know if someone gets on gen.
I kick gen, see a guy. I chase him and get an easy, fast hit because of the aura reading. There's a guy back on the gen, and I know since my perks told me. I kick the gen and get an easy, fast hit bc aura. See where I'm going with this? You get the aura reading too quickly and too easily, and it lets you chain hits on different survivors quite fast.
Since I started running Nowhere to Hide, I've been running into scenarios like that all the time. Survivors REALLY don't want to let gens stay regressing due to fear of CoB or Overcharge, so they tap them immediately (even though I run neither perk). Kick a gen, get a fast hit, kick the gen again, get another fast hit, ect.
Just my two cents. I think compared to other aura reading perks, Nowhere to Hide is massively overtuned since you can use it repeatedly in rapid succession and also get info on many different survivors.
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thats why cool down like 60 seconds before to reaveal aura again would be a good for it balance
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I am not sure about Call of Brine. I would not be against a Nerf, but it might be enough to nerf Eruption. Really depends.
Regarding Nowhere to Hide, I am pretty sure that nerfing Eruption is enough. Nowhere to Hide in itself is fine IMO, the problem are the other Genkick-Perks which make it too strong. But if Eruption is gone, it will be ok. It might be a problem that it powercreeps a lot of other Aura-Perks, but then it would be better to buff those instead of nerfing Nowhere to Hide IMO.
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No, leave these two alone. NTH is going to get a lot less run once the Eruption nerf hits. Both NTH and CoB were catalyzed by the emergence of Eruption, and will fade back a bit.
And on their own, neither are OP.
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No where to hide is not strong, but because 6 years of building up habit "hiding behind walls waiting for Killer to kick Gens and leave" gone too deep in survivor. If the perk was released around BBQ time, it would be far much weaker that it is now.
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Blast mine, Residual manifest, Distortion and Repressed Alliance are great solution's if you want to activly play against it. Play around expecting the perk instead of calling for nerf's on a perk which allow's them to get into chase's. It shouldn't be a complaint in the same time that people are complaining about camping and tunneling off hook.
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There's no way to abuse the perk, with tr survivors has more than enough warning to make it outside the radius or hide. It also promotes an engaging "go for chases" playstyle when somebody gambles against the perk being equipped.
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because that is exactly what this thread is, lmfao, "I lost a game and the killer was using these perks so these perks must be OP"
certainly not the first and definitely not the last
Well of course they think it's okay, that's because it is. Lmao
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Both perks are fine, the gen kick meta is already dead with Eruption.
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Yea but what worries me is how the upcoming Perk Shakeup Pt. 2 will look like. They touched all Gen Slowdown and Regression perks but left Gen Speed Perks alone. If trends continue we might see more "Nerfs" to regression perks but the speed perks will be untouched.
Also who ever came up with Off Current Progress needs to be taken out back and beat with a cartoonish large tuna and smacked a few times.
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The just announced eruption nerf ,,w8 and those perks will be used less now,,also they are both fine
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Nowhere to Hide Counters:
Distortion, Boon: Shadow Step, Off The Record, Lockers
Call of Brine counters:
Tap the Generator, Repressed Alliance
Distortion counters: Heavy Aura Reading Build to wear out all the tokens, and Undetectable status to prevent Tokens from recharging.
Boon Shadow Step Counters: Snuff the Boon
Off the Record Counters: Wait out the 80 seconds, or for the survivor to perform a conspicuous action.
Locker Counter: potentially waste time Searching lockers, Likely get hit with Head on anyway.
Gen Tapping Counters: After eruption gets nerfed, None that killer can activate that will prevent a survivor from tapping a gen, whilst also allowing a perk like CoB to regress the generator.
Repressed Alliance Counter: None, Killer just has to wait it out, but they've got no time for that, so all they can do is hope they'll happen by the gen again once RA is down, and have the time to kick it.
Basically what I'm saying is: Whilst NtH and CoB already have built in game mechanics and survivor perks that counter them, the same can't really be said for those same survivor perks. If a survivor doesn't want their aura read by the killer, they have multiple options, and if they want to stop CoB they have 1 decent perk, and 1 easy as hell built in mechanic. As you can see above, the killer doesn't have any 1 perk that counters them, or any 1 mechanic that cancels those perks effects save for the Boon: Shadow Step. All the Other counters are either Wastes of the killers time, or their perk/add-on loadouts.
Methinks demanding Nerfs to NtH and CoB when they already have many alternative counters, that killers can't likewise try to prevent or counter themselves without wasting time and perks/add-on slots, is akin to "Demanding the parents let you take candy from their baby". Sure if they agree to your demands, it's easy, and probably really fun for you to do, but asking for it first doesn't make you any less of an #########.
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Call of Brine is fine, the perk was released more than a year ago and there were no complaints about it until it got paired with Eruption
Nowhere to Hide could be 4 seconds instead of 5
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nerfing is just when you reduce the power of something. reducing the power from OP to balanced is still a nerf (in the case of Eruption it's being reduced from OP to nearly useless, but the point remains)
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Damn, i thought the time of the meme worthy "everything the killer has/does needs a tell/cool down/downside/restriction" threads was over.
Guess i was naive and wrong.
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24 meters is pretty big for the survivors, since it's 6 seconds of highly visible running. That's a pretty big deal.
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I personally wouldn't mind CoB being 1 gen at a time and NWTH is fine. Spamming gen kicking perks is a pretty degenerate strategy, not as in the people using it but as in the strategy itself degenerates the gameplay down into pure gen defence taking focus away from the core of the game which is killer/survivor interaction, so having gen kick perks require conditions or cooldowns is a generally good idea.
NWTH is fine as its only purpose is to tell the killer where survivors are which isn't useful if you ignore them to go after gens instead, although the perk maybe too good at countering stealth. I wouldn't mind a minor nerf to NWTH, maybe a 30-40 second cooldown or changing it so the aura reading is on the gen again like that has been suggested, but I wouldn't say it stands out as a problematic perk in this regard and is low priority on the list of needed changes. CoB could have a cooldown but I feel like having it 1 gen at a time means you can be more strategic with it, giving you more control over where the info is active. I use CoB without other gen kicking perks and although there would be a few times a change like this could hurt, generally you're not having it active on more than 1 gen at time so this change wouldn't hurt too much on the standard use case while preventing spamming of the perk.
In a similar regard overcharge should be changed, as the skill check lasts indefinitely a cooldown would make sense over the change made to CoB. The perk is weird because it isn't that strong by it self but does promote this play style which isn't healthy and is very oppressive against new players when spammed, an issue on a perk that comes with a free console killer, so a buff to the regression to compensate would be worth it. Avoiding regression perks which don't have significant conditions or cooldowns is smart and kicking a gen is an action that the killer will almost always have access to in some way making it a trivial condition, adding cooldowns or other conditions to these perks would be a good idea.
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welp it was nice to have a couple of good killer perks while they lasted
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how about we remove ALL KILLER PERKS... and at the same time BUFF SURVIVORS PERKS, Dead Hard should last 30 Minutes. Is that good enough?
like seriously when does the whining about some killer perks stop? i could see that incapaciated from eruption is just not a fun mechanic but this?
How about you just go a bit earlier and further away from the gen if the killer comes to your gen? is that SO DIFFICULT?!
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I anticipate we will see more regression perk nerfs. I do think they’ll touch some of the progression perks but to be honest those aren’t the core issue. Gens are going too fast because of map design mainly, the progression perks just make it a little worse. I do agree that “current progress” is awful design. Anything they put current progress on is basically a dead perk.
In an ideal world we’d have map designed fixed so that we could tone all the gen regression down, but unfortunately fixing all the maps is like a multi year venture. So strong gen regression is going to need to stay for quite a while.
Now that there’s basically no regression of value left other than Jolt and PR those usages are going to skyrocket as everyone just defaults to them since there’s no other options. This will in turn get those nerfed as well.
They need to do less nerfing and more buffing so that we can have a wide range of viable perks in the meta. They keep nerfing things and keeping the list of viable perks extremely small.
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