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Status Effects
I want to hear some opinions on the games current status effects from the forums.
Any over tuned?
Any under tuned?
Status effects under represented in perks or addons?
New ones you'd like to see?
I currently feel like Blindness is pretty under tuned and Deafened is a rare one that's under utilized that could be seen more.
Comments
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Blindness is really only undertuned against SWF. Imo, it can be pretty decent against Solo Queue.
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The real question is how do you buff it overall without affecting solo queue more?
I was thinking you could make it hide their perks on the bottom of the screen. So they couldn't see the cooldowns or timers on skills or what was active. Effects everyone equally. Quite minor but something.
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Honestly? No idea. Other than maybe making it have an effect like Dredge's darkness, just for shorter amounts of time. Not sure what to do with Third Seal then, though,
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i think reason why blindness is not valued is because survivor has no wall-hack perks or relevant wall-hack items in the meta to counter. think of blindness like exhaustion for wall-hack perks. it is defensive status effect.
The two ways you can use the perk offensively is to counter perks like windows of opportunity which killer cannot be bothered to counter or to use it for slugging to purposely hide the aura of survivors on the floor in attempt to bleed people out. Bleeding people out takes forever and is impractical. The totem is more likely to be cleansed or you will down entire team regardless because your opponent is playing poorly.
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I wish more killers had add ons that caused obliviousness
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Not that sure about Blindness being undertuned. Given that Windows of Opportunity is the most used Survivor-Perk and Killers complain about it, equipping Add Ons or Perks which cause Blindness would be the way to go. Granted, it would not change the fact that it hurts Solos more than SWF.
However, I think instead of buffing Blindness, I would just pair it with Oblivious and create new Add Ons for those which were only Blindness-related. This gives two status effects to certain Add Ons, with Blindness basically being the Bonus to Oblivious.
Regarding defeaning - I dont really want to see this more often. It is a really unpleasant feeling in the ears IMO.
Overtuned - I think Mangled is used too often nowadays, e.g. Sloppy Butcher has become too frequent. But I would not change much on Mangled, I would remove Hemorrhage from everything which causes Mangled. I think slower healing and healing regression are strong enough on their own and should not be combined. So Mangled/Hemorrhage is overtuned with both on their own being fine.
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I think Blindness should only affect auras from perks and add-ons and should not hide basekit auras, this is the main issue with it that makes it stronger against solo queue than SWFs. To make up for this loss of power, it should receive the additional effect of hiding the Killer's red stain which affects both solo and SWF equally. Since the aura nerf means it would no longer hide generator or hook auras from the killer when they are the one suffering from Blindness, I would also increase Residual Manifest's duration to compensate since hiding the red stain is irrelevant in that case.
Haste effects should not be allowed to stack under any circumstances. The highest available bonus to movement speed should be applied and the rest ignored.
All other status effects are fine as is imo, though I think Endurance is starting to become overused by the devs.
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I think Blindness is too weak. I'd probably want it to hide the Stain/Killer noises for Survivors and hide Scratches for Killer.
I think Mangled is probably too good in the current meta.
Hemorrhage is weird. It's very feast or famine, either you get a ridiculous amount of value or you get none.
I really dislike Deafness.
Oblivious is good.
Endurance and Haste are both fine, just not when they get combined into one perk.
Hindered just feels bad, but it's fine balance-wise.
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I think Hemmorhage should be tuned down a little bit. Especially on Sloppy Butcher, I don't think it needs to boost that at all, normal Hemmorhage is punishing enough.
I do agree with Blindness hiding the Red Stain, that'd be a good buff to it and it would make perfect sense.
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could use a little tuning. makes lunges 1m longer, free hits thru dropped pallets and makes every survivors reaction time 300ms longer. i think that is too much because you get it for free all the match and without any downsides.
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They could develop some more elemental or psychological status effects. As rough examples off the top of my head:
Scorched: Interractions on generators and healing result in trickier, faster skill-checks for a period of time (to represent the pain of touching something with burnt hands)
Frozen: Players leave behind steam from their breathe which stays for longer and more obvious than scratch marks. Players have a small penalty to the speed of all interractions. Players have to heat up by fire to rid the status.
Vertigo: Players pathing can be affected, so running in a straight line can drift left and right (I'd prefer a FOV alteration, but understand this can make people feel sick, so tdecided on this version).
Terror: Players will scream randomly and controls can "flip", so left becomes right or crouch becomes run briefly to mimic the panic. Terror is only brief though.
Sprained: Player vault speeds are reduced. Turning is a little less sensitive. Can affect both sides.
Weakened: Killers take longer to break pallets or walls for a brief period of time.
Illusion: Affects both sides. Aura-reading perks give false information in some way.
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Blindness is fine as is. Buffing it would only hurt solo queue players. And as someone who plays mainly solo queue. I have died on hook plenty of times due to teammates not paying attention to third seal.
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Do you really see third seal that often? Playing nearly all day everyday I see third seal like once every 6 months..
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I play daily, and I've seen it at least once a week. Maybe more. Even if it's once a year, would be way too OP with buffs to blindness. Then we'd probably be seeing it every other match.
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It might be an idea to apply blindness to other teammates, when healthy. That you literally cannot see them until the status effect has run its course, you should of course be able to still hear them though. Comparable to perks that cause you not to see any downed survivors, but now healthy ones are included.
Though that might be too OP against SoloQ.
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With how easy it is to remove hex totems would it really be OP? Most hexes don’t last past 2 minutes at best.
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bloodlust is overtuned, as it is a status effect. it needs to have its tier 2 & 3 removed as it has become outdated. if tier 1 needs small tuning to assist it, then so be it, but 2-3 are just outdated and not needed.
deafened i agree should be utilized more, as its only a thing for hags addon.
for perks, MFT is a pretty hot topic, but as a survivor main i think it should be reduced to 2%. it just feels awful to go against as an M1 killer, so reducing it to 2% shouldn't be bad because its not as little as 1% and its not as strong as 3%, its a good middle-ground.
also blindness is probably the worst status effect in the game unless your playing a killer such as pig, wesker, nemesis, etc. as survivors can't see your power aura things (i.x jigsaw boxes, chests)
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Blindness is not affecting killer items. Pig has add-on for it, it removes boxes until trap activated.
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really? thats weird. when i was against a wesker he brought third seal on haddonfield and i couldn't see his chest auras like at all. is it a bug maybe?
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I think blindness could use a second effect, similar to hemorrhage. I'd suggest making blind survivors unable to see the red stain.
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You can only see the supply case auras against Wesker while you're infected. If you were infected and they still weren't visible then yes that is a bug.
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lmao thats probably what happened then! been awhile since i remember that match, i most likely wasn't infected.
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I love how often killer mains claim this, when it's simply not true. Yes, a hex can be cleansed early if the spawn is unlucky. But it definitely does not occur as often as killers claim. Hexes can be downright horrific if not cleansed early and can lead to snowballing of all sorts. So, smart survivors will search for them. Smart killers will patrol them.
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Blindness is basically solely used to be a dick to soloq players on indoor maps.
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Not a killer main and I'm sorry you think that but it is true.
"Hexes can be downright horrific if not cleansed early and can lead to snowballing of all sorts."
The vast majority of all hexes are a joke, not horrifying. Outside of like DH and maybe BF most could stay up for minutes and not be that big of a deal at all.
"Smart killers will patrol them."
No, just no. Smart killers are not patroling them because this tells smart survivors where they are. Second if you're guarding totems you aren't pressuring gens. This would be bad killer mistakes.
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Hexes are usually near gens anyway so they aren't that hard to check on.
I also love the claim "most hexes can be ignored!". Killers love that one too.
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I don't like the idea of buffing blindness.
The status is very toxic for solo queue while not affecting SWF that much.
Even if it was buffed in way to affect both, ut would still hurt solos more if it was any popular.
Being stuck on hook or slugged because solos don't know where you are is not fun no matter what you do.
It might be weak, but it should probably stay weak and niche.
Magled and heamorrage is becoming kinda overkill when combined and as easy to apply. Not sure if it's op or not, but it's becoming annoying how frequent it is nowadays.
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"most hexes can be ignored"
Is actually true for most of them bar a few unless the survivors are complete potatoes. If the survivors are bad at the game then any hex is going to be super deadly.
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Oh okay, so unless it's devour or blood fury, survivors are potatoes and bad at the game for cleansing hex totems. Gotcha.
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For cleansing? No, not what I said. Thinking most hexes are crazy strong if left up? Yeah, that's not true unless the survivors are bad.
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