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EMPs are still way too strong
Why are the developers afraid to balance EMPs. We know they are aware of how powerful they are yet they seem to be only interested in making changes that dance around the issue. Maybe this is a hot take, but survivors should not be able to speed up the process of getting an EMP. If you really cared about a survivor's ability to just keep an EMP in their back pocket the entire game like you seem to say in the dev update, this is a no brainer. 90 second wait time? That's not true. With how fast you can get one by clicking a button you might as well just make it a chest like when facing Nemesis or Wesker. If you pressed the button the moment the boxes started making EMPs, it would take 22.5 seconds to get one. Now with every passing second that gets shorter and shorter and shorter.
Maybe it's just me, but this seems like the obvious thing to do, but the devs don't want to do it. I don't know why and there's no way they actually believe it would break the game. I have played several matches as and against the Singularity. Having the ability to speed up the timer has destroyed both my own gameplay as Singularity and the many ones I faced today. You can recklessly use as many as you want because another one not that far away will either be ready or you can press a button and it will be ready in a few seconds. It is extremely boring to play a killer that you can't use the power of 99% of the time because the survivors have a counter literally in their back pocket the entire game that takes no skill to use.
Then again, like I said, maybe it's just me.
Comments
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I don't know. Singularity without EMP's being used consistently is ABSURDLY strong.
I think I might reduce the EMP's range, require you to stop moving to charge the EMP and make it so that to cleanse someone else's Slipstream, you need to be within 2 meters of them.
I'd also shorten the cooldown on the Pods after being EMP'd, but that's less of an issue.
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I've gotten two games on The Game map in a row and each EMP seems to cover the entire map in terms of cleansing other survivors and biopods.
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Reducing the range would be nice but also the cooldown of a successful "tag". Far too many times do I tag someone working on a gen, they activate the EMP and go back to the gen and I have to wait for a far too long cool down to fire another "tag".
I feel it would be fair to make the tag cooldown SLIGHTLY shorter than EMP activation so you could at least teleport to the survivor and they still remove their tag. A nice trade off. Right now the EMPs are just constant power negators.
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Agreed except the holding still to charge because infection at a loop with no way to remove it is gonna be to strong
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Ideally, you'll still have teammates to do that.
It can even be a half second channel ability. I just don't think it should be used whilst still running.
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Now that's a better idea
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I think EMP disability to 25 -30 secs with emp its the sweet spot.
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I still don't know why EMPs need to be produced passively as well. This just means that every survivor will have an EMP at any given time and can grab the next one as soon as they used the first.
It literally disables this killer's entire power, so it shouldn't be that accessible.
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