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Don't forget to nerf Deadlock in few month, BHVR
Because with the new patch, this is the only worthy universal slowdown perk. And when it hit 70-80% pick rate after new patch release, don't forget to conclude that this perk is TOO OP. The description of his nerf can be justified by the fact that this perk "encouraged camping". No need to thank me, I'm always happy to help make matches 4-6 minutes long!
Comments
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Don't worry, after they nerf Deadlock to last only 10 seconds, they'll buff Deerstalker by extending its range by 2 meters.
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NGL Deadlock is peak braindead gameplay.
Literally no interaction or input from the Killer whatsoever for maximum effectiveness, and I've been of the same opinion since its release.
Needs to have some kind of interaction, EG: When the Obsession is Hooked, the Generator with the most progress is blocked by the Entity for x/y/z.
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Deadlock has never been in the shrine and that's one reason it has remained untouched. If you didn't buy Pinhead then you don't have it.
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Honestly? deadlock is legit OP because bubba is the strongest killer in this game lol
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Yes, I was happy to play with perks I could earn by making hooks. Thanks to devs that they are all complete garbage now. I'm also in love with Dying Light perk's design, except the part with obsession that makes this perk a survivor's perk.
"Braindead", lol, do you want to talk about how many braindead perks survivors have that make/made whole game mechanics free? If you played for killers, you would know that this park is chosen for one reason: not to hear that the gens pop one by one, especially in your first chase. I'm not even going to tell you how many counterplays this perk has, that sometimes make this perk useless.
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Yeah, can't wait they buff Unrelenting to 35% to compensate all this nerfs.
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Is this a joke or...?
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Isn’t it the perk which counters by 99ing some far gen?
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Nerfed to be 10% for the first missed attack, +5% for every other missed attack up to 5 tokens.
After a survivor dies maximum amount of obtainable tokens are 3 (20%)
Gotta make sure it's as useable as Thanaphobia.
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I get it... Deadlock's going to be "meta"
BHVR needs to understand why perks are "meta" instead of nuking them as soon as it shows up on their radar
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Been running deadlock on most of my low-mid tier killers. It's much better than Pain Res and DMS since it's harder to get hooks on low-mid tier killers. Nerfing Deadlock would definitely be a hard hit.
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You can blame killers for the gen perks getting nerfed. We all know why the nerfs happened.
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Gee, maybe the devs shouldn't have nerfed Corrupt intervention, Pop goes the weasel, Hex: Ruin, Call of Brine, Scourge Hook Pain Resonance, and Overcharge then. Maybe people would have other options to use
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While that is true about DL, it’s the only counter to just pre dropping all pallets, which is also the same kind of game play that takes no skill and actually doesn’t require a perk to do so. That’s why you see the highest mmr players running things like DL and Corrupt instead of gen regression, it’s because the squads there just pre drop everything and prevent regression perk value or just creating pressure in general.
Pre dropping doesn’t even give the killer a chance to play the game as the majority of pallets once thrown are forced breaks as they’re too safe otherwise.
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Eh.
I don't think DL is too strong, it's just kinda boring I guess.
There's not really any input from the Killer or Survivor.
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All pallets spawning at the start of the Trial is still an issue, yes. One I hope BHVR addresses/workshops soon by reducing the number of Pallets that spawn in Trials, and then by allowing Survivors to setup a limited number of additional Pallets in the now vacant Pallet spawns.
Survivors would then need to decide at the start of the Trial if they want to focus on bashing out generators, or scouting/setting up Pallets, (Loops would need an indicator showing if a Pallet is up or not, say perhaps with yellow ribbon being used to secure a Pallet not being present.... I think I'm going to brainstorm something quickly.)
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Mb survs will start to have some interactions ?
Mb survs will stop to have braindead gameplay?
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Yeah...because countering COB+OVERCHARGE just by pressing one button touching gen is to HARD for modern survs.....
Because easy ruining 3 gen at start of trial by making 30 sec gen in triangular is so HARD for survs....
More easy to cry on forum
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?
Deadlock literally stops Survivors from performing an interaction.
Standing still is a bit more braindead than holding M1, not that it's saying much about how "thrilling" that is...
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Clearly, you have zero idea what he's talking about if you think that's a solution.
Likewise, the most crying I've seen has been from Killers, as of late.
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I'm sure they will my prediction it will be like this:
- Deadlock now is removed after a survivor is downed. The perk goes in a 35 second cooldown afterwards.
Just like they did with corrupt intervention.
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Aaaand how exactly do you get value from a perk this way when the point of the perk is not to lose several gens during the first chase before you can build pressure?
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Care to elaborate on your problem?
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It's not that complicated. The most likely time to lose more than one gen, where more than one is being worked on, is the very beginning of the game because you have no pressure whatsoever.
If you add a silly "interaction requirement" to Deadlock, like hooking an obsession, now you have to find a Survivor and hope it is the obsession, chase it all the way through the first chase and hope you don't get some terrible RNG tile setup, hook him, and pray you did all this in less than 90 seconds so your perk can have value.
Deadlock is absolutely worthless if its only getting value blocking Gen #5 after #4 pops. It working right from the start of the match is the entire point.
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Why don’t you have pressure?
Do you think that passive stall being the competitively best choice is healthy Perk design?
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Yes. I do.
I don't know where this idea is coming from that all perks require you to jump through hoops. Many, many perks have no "interaction" requirement to start working. I don't have to activate many perks that I use. In fact, out of my standard loadout the ONLY perk I run that requires me to jump through some sort of design hoop is Nowhere To Hide's genkick.
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Activation conditions and Perk interactions are different things.
Passive stall has no activation condition and no interaction.
For Deadlock it always happens each generator and you don’t change your gameplay when it does trigger.
If four Perks like that exist and are competitively the optimal choice then making new perks is pointless or introduces powercreep as there is no room for side-grades.
Passive stall should always be a mediocre choice. Not optimal. It will likely be nerfed.
Now, why don’t you have pressure at the start of the Trial?
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Because you are not in a chase. Why are you asking questions with blatantly obvious answers?
Also:
Corrupt Intervention is a slowdown with no input from the Killer.
Hex: Ruin is a slowdown with no input from the Killer.
I reject this silly idea that slowdown of any kind mandates an interaction.
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I still think botany knowledge would be cool if unused Dull Totem spots would sprout a plant that can be used for a healing amp buff. But generally speaking, is Botany Knowledge a meta survivor Perk? (I typically play Killer, so unsure)
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Corrupt only blocks some of the generators and you change your patrol path accordingly, and Survivors can also go to unblocked gens.
Ruin is a game of hunt the totem and the killer can choose to protect it and no longer has to worry about kicking gens.
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Also it really doesn’t take that long to get into a chase at the start of the Trial, especially leveraging good patrol routes and listening for Gen repair noises.
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Doesn't change what I said at all.
When you load into game you are not in chase. Ergo, you have no pressure until you do.
AND
Those two perks will work without you doing anything.
Both of my points remain unchallenged. Just accept that some perks work without you needing to do anything. And that's okay.
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I've started running Deadlock after seeing patch notes just to get used to it. I find it boring, but after they gut Overcharge, which was my favorite slowdown perk what do I have left? Maybe Ruin that gets cleansed in 3-4 minutes if I'm lucky? Or maybe Eruption if the gens don't pop before I down someone?
It sucks so hard, cause now instead of running just one slowdown perk and taking two fun perks I have to sacrifice something I enjoy just to have Deadlock on and derail one gen for what, 30 seconds? Awesome.
I'm looking forward to boosted Deerstalker and Shatter Hope letting me see totems in 2 meters.
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What about chases was I challenging?
I was asking why you had no pressure. And you have now given me an answer.
However I don’t see how the start of the trial is that bad if it’s just a change from 100% survivor Gen potential efficiency to 75% once you get into chase.
Ruin does not do any work if you do nothing. You need to actively chase Survivors away from gens so they can regress.
Corrupt only gives a scant few seconds as Survivors move to other gens if you do nothing, and patrolling blocked gens is usually less useful than unblocked ones.
You ignore that I say activation and interaction are distinct things, or do not understand it.
You sidestep that I say passive stall perks are okay (which Ruin certainly is not, it is an Active stall), so long as they are mediocre.
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Ruin does work if you do nothing. If a Survivor gets off a gen they are working on it, regresses and I ain't gotta do a thing. What you mean to say is I get the most value of Ruin if I push people off gens. But the perk itself will kick on if a Survivor gets off to heal, or cleanse a totem, or use an Interactable object like a clock or vaccine case. In none of those scenarios do I have to do anything, press a button, I don't even have to be on that side of the map.
Deadlock requires nothing against it working passively because that is its job. Its job is to prevent multi-gen pops. And it does. No nerf required.
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Sure, let me tunnel the obsession and get value.
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Close, it will be " after a survivor goes down the perk permenantly disables. We want deadlock to feel powerful and feel that having the perk function this way will help you keep that pressure when you critically need it, if you get a down at any point of the game you dont really need that pressure any more."
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Cool, being the Obsession should suck from a non-Myers Perk design perspective. They’re the target.
You have given me examples of sub-optimal survivors or interactions as a result of your actions.
Deadlock does it’s job too well, if it’s supposed to be specialized in preventing multi-pops, it should block one (or multiple) gens if they are above a certain threshold, but not specify simply the “generator with the most progress” which will occur every single time a generator pops. (Though unsure what happens if all other gens are at 0%)
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Why NOT?
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Why not what?
Edit:
Right. As I said it does its job too well. It literally adds at minimum 2 and a half minutes of guaranteed Gen block in addition to information on the highest value Gen location.
That is not an “anti-multi-pop” Perk.
That is a flat stat-stick Gen stall perk.
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Dude every time I buy a killer for a perk they nerf it immediately
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That math is bad. It doesn't extend EVERY gen by 30 seconds. It prevents 30 seconds of working on one. You can still use that time for healing, totems, or even just doing a different gen. It doesn't literally make a gen 2 minutes long unless you decided to do absolutely nothing but STAND THERE for half a minute.
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Add a 2min cooldown on Jolt too !
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To be honest, Deadlock should have been nerfed long ago. It is just effortless Slowdown and makes camping stronger.
I remember that Otz also was surprised that they did not nerf Deadlock with 6.1.0... It has always been one of the strongest Slowdown-Perks, even if it does not provide any Regression itself.
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Right, sleepy-brain got me thinking fuzzy on that post and likely meshing it with Corrupt.
So I agree that the Perk itself isn't horrible, from a time-efficiency standpoint (though I don't like it for other reasons as well).
But what isn't good design is that it is the meta pick, and not just a step down for the personal preference of simplicity.
A passive stall perk like that being meta is either overtuned in comparison to other Perks, or there is an issue with the core gameplay loop negatively impacting other perks that would otherwise be statistically better when used decently.
You say other Perks suffer from not being able to get a Survivor at the start, but why does 50 seconds of 4 Survivors not being in chase impact these Perks so much?
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It's the core gameplay. As long as the core gameplay is four survivors all spawning away from each in a way where all of them can be on different gens within ten seconds of the match, you as a Killer have roughly 70 seconds to get someone on a hook before you lose 3 full generators. As long as it is that easy for Survivors to complete 60% of their objective, it's going to be a problem.
And this is compounded by the fact that the gap between Solo Queue Efficiency and SWF Efficiency is night and day, so every single nerf and/or buff affects one side way more and the other side way less, always to the Solo player's detriment.
Nobody wins. Except SWFs. And what you are left with is a ton of upset Killers and upset Solo Queue people.
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I have an example for your ending question.
Say I have Pop Goes the Weasel equipped. Match loads. I find someone decently quickly. Chase is rough because it's the beginning of the match and all pallets are available. Eventually I down and hook the survivor. DING! DING! DING! Three different generators are now finished repairing. I have a Pop charge ready to go, but zero good targets for it. Geez, wish I had the perk that could prevent that from happening instead of Pop.
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30 second of not being able to work on generator is 30 seconds loss of gen progress. leaving generator is not good because by the time you get to next gen, deadlock expires but staying there has no productive value. Its easily S-tier perk for camping and Tunnelling strategies. I believe hens team actually lost to a nurse using corrupt intervention+deadlock+No way out and their win-streak was 200+ escapes vs majority killers.
killer had 45 second dead man switch and 2 minute and uninterrupted corrupt intervention. to be fair, they had much better perks at the time before considering deadlock.
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I did not really count Dead Mans Switch because it only really makes sense with Pain Resonance. DMS alone is not really good.
And yes, Corrupt Intervention was better than Deadlock. However, it was only around at the start of the trial and IMO not really worth nerfing. I would have rather nerfed Deadlock over Corrupt Intervention.
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