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
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!
Hex: Two Can Play and Batteries Included are F tier as expected
In the PTB feedback, I said both of these perks were F tier and that no one would use them, and I was right.
Hex: Two Can Play: it's far too difficult to get value from the perk. You need to lose 2 chases to activate the perk and get stunned 3 times in total to start getting value from it. Say you get stunned 5 times in total, you only get 3 uses from the perk, which is extremely bad and the same reason no one ran pre-buff Coup De Grace. It's also necessary to pair it with Enduring, wasting another perk slot, and find some way to benefit in the 0.5 sec window where you aren't stunned and they are blind. Almost no killer can do this. Survivors can also pre-drop to counter it. Finally, the Totem can be cleansed despite the perk giving so little value. It shouldn't even be a Hex perk when it's so bad. My suggestions are reduce activation requirement to 1 stun and 2 sec blind.
Batteries Included: you barely get any use out of the perk since killers rarely go into areas where gens are already completed. On average, the perk only activates in 3 different chases. It has the same problem as pre-buff Coup De Grace, not enough use. Furthermore, 5% speed boost is minor. It sometimes impacts the outcome of a chase but usually doesn't. For a perk that barely activates, it needs to have a stronger effect. My suggestion is 24 m activation range and 15 sec lingering.
Comments
-
batteries included needs to work all generators. not just completed gens. it could be solid chase perk and solid gen patrol perk for lower mobility killers. unfortunately it is too situational to get value out of it. I played few sadako games with attempt to use speed with TV teleports. it is not too shabby but not good enough of a perk to put on average m1 killer.
0 -
Two Can Play can definitely use some love. Btw though, survivors do get blinded on the 2nd killer stun/blind, it doesn't wait until the 3rd one to start working. The only issue with it is the blind duration being too short. My suggestion would be to make the blind duration for survivors a percentage of the stun/blind duration inflicted on the killer (either 100%, or a little higher) rather than being a flat 1.5 second duration. It being a hex is not actually much of a risk factor because even if it gets cleansed it reinstates itself after 2 more stuns/blinds (it can keep appearing on multiple totems). So that part of it is okay.
I disagree that Batteries needs a buff though, especially not after they revert it back to the PTB state which is confirmed to be happening. Movement speed is dangerous to mess with and movement speed perks on both sides that aren't exhaustion perks should be niche at best.
1 -
Batteries Included isn't niche. It's virtually useless. If it was niche, there would at least be some killers it's good on, but there aren't. The end game buff isn't enough. Pre-nerf NOED had 4% ms and instant down and that wasn't enough to make it high tier. NOED was mainly ran by tunnelers and campers to secure an extra kill in the end. The instant down aspect was the most important effect.
0 -
Batteries is going to get stronger once they revert it to the PTB form. Even in the current form, there is a bit of usability like a legion speed build I saw.
Two can play needs a longer blind duration or a secondary status effect
1 -
I checked that Legion build and Batteries Included was useless. It activated 3 times per match on average (like I said). It also did not change the outcome of the game and chases. By that I mean, if they didn't run the perk, they still would have gotten the hit 0.5 sec later and won the game, so the perk was useless.
The end game buff isn't enough. Pre-nerf NOED had 4% ms and instant down and that wasn't enough to make it high tier. NOED was mainly ran by tunnelers and campers to secure an extra kill in the end. The instant down aspect was the most important effect.
0 -
Oh you saw that video too? Nice. While it definitely wasn’t a meta build, I think it was a nice speedy way of playing Legion.
As for endgame synergy, I think it may find use also on Legion endgame once the change is patched. I know another content creator runs No ED and BFFs add on as an endgame legion build. Adding batteries to the mix would give an almost 3 stack pwyf and is still 2 stack pwyf after No Ed is cleansed.
Not Meta for sure, but it will be a fun way to play.
0 -
It was the 3 other perks in that build that were useful. Batteries Included did nothing.
1 -
Besides adepts i don't think i have seen the perks at all outside of that
0 -
how to fix hex two can play: just make it so the blind last the same amount of time that it takes the killer to recover vision.
meaning that if a survivor has addons on their flashlights to extend the blind duration for the killers, the perk now also makes that survivor blinded with the same amount of time.
I think that would be hilarious for killers and survivors. but am pretty sure bhvr isnt gonna do it , because they hate healthy /fun perk design.
0 -
Batteries Included got reverted to PTB in the latest update. Feel free to test it.
0 -
Not only a trash tier Perk but a HEX perk at that
0