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!
Spirit fury+ enduring broken combo
With all the nerf to the number of pallet in each map,this combo is sick. Nerf the first or the second perk
Comments
-
Lol.
10 -
Lol. 2
7 -
C-c-c-combo breaker. Also rofl.
3 -
Or maybe you could adapt to the situation by simply dropping the pallet a bit earlier and not stunning the killer. When playing with that combo I hate when survivors do that since I basically waste 2 perk slots.
3 -
Just drop the pallet earlier, ez counter to spirit fury
2 -
sometimes you stun the killer even if you don't want to,because is too close. It's simple too balance this situation. Add in the description of spirit fury, when you use this power you can't avoid the stun. Simple
0 -
sometimes you stun the killer even if you don't want to,because is too close to you. There is a simple way to balance this, add in the description of spirit fury: when you use this power you can't avoid the stun. Simple
That combo is a safe hit every time you broke a pallet with that combo
0 -
They're using two perk slots for that combo, half of their available perk slots. It doesn't even activate with every pallet stun, only after breaking at least two pallets. Once survivors know the killer is running Spirit Fury, they start dropping pallets early. If the killer is still getting stunned, the pallets aren't being dropped early enough.
Half their perk slots for something they may get to use one time in a match.
4 -
i know that,they waste 2 perk slot,but spirit fury is just alone strong enough that it don't need extra power
0 -
Haha. No. /thread
2 -
Whats the alternative? Just have the killer waste 5 minutes running around smashing all the pallets?
2 -
Yeah. And nerf swf.
0 -
Also nerf quick and quiet + lithe combo because i dont like the combo and it makes my games more difficult
the balance of the game is focused around me dont you know?
3 -
Stop throwing pallets down so often and work on movement skills. Both perks are dead in the face of getting juked.
1 -
"With all the nerf to the number of pallet in each map,this combo is sick. Nerf the first or the second perk"
Beside the fact that the killer picked TWO perks -half his perk selection- got get an edge every 3rd pallet… please tell me again what "nerf to the number of pallets" you are talking about?
It is really annoying that survivor mains keep this urban legend up.
The pallet distribution change removed like 1 or 2 pallets from the most pallet filled maps, but gave more pallets to other maps and by now all those "rules" about "no more double pallets" or "no pallets near loops" are already soften up and we see those crap ingame again.
Don't forget to mention that those "pallet nerf" you are talking about, was the reason that bloodlust was nerfed.
4 -
Firstly, Pallets are getting a buff in the next patch, number of pallets is going to be increased.
Secondly, The killer dedicates two whole perk slots to get this combo and is only able to do it after taking out two pallets first. It's nowhere near broken.
2 -
"Firstly, Pallets are getting a buff in the next patch, number of pallets is going to be increased."
Seriously? Any source?
2 -
Check the patch notes on 2.6.0
Map changes:
- Procedural system changes:
- Added a new line of sight check for totem spawn points within 32m from a survivor spawn point.
- Added a minimum distance of 48m between chest objects.
- Increased the minimum number of pallets to 8 (global).
- Distances between spawnable objects(generators, hooks, pallets etc) are now scaled based on a vertical factor(in addition to the baseline horizontal distance).
- Minimum distance between pallets was reduced for the Shelter Woods map.
- Some gameplay object placement changes in the Foundry.
- Some gameplay object placement changes on the Water Tower landmark tile.
- Added door frames in The Game map.
- Added new tiles to the Red Forest maps.
1 -
At least Ds is nerfed.
0 -
I think it will be better than before. I know the end game could go horribly wrong but I am still kinda hopeful.
0 -
Aren't you exaggerating a little bit?
0 -
Me: -runs Dying Light- Lets do this.
Also Me: -Runs ivory-
Obsession: -gets killed and Dying Light procs-
Me: Sweet.
Also Me: -Has to knock down someone I already hooked cause the savoir somehow gained the ability to vanish from thin air-
Person: Lol -stab-
Me: -Sees that Dying is rendered useless cause I got new obsession without a Ebony Mori-
Me:
0 -
Literally everyone has said why these don't need changing:
1) Throw the pallet earlier in order for them to have to break it
2) A perk combo that wastes 2 slots over other things that can be very easily countered if you know they have it.
3) Play around with jungle gyms more so that you don't have to use a pallet.
Just adapt, sure it can be semi strong when you don't know a killer has it, but after that first time you should know how to get around it; just like how a smart killer will know how to outplay Dead Hard after a survivor uses it the first time.
0 -
I mean that's on you for running Dying Light in the first place, that perk has always been trash and I'm glad it's getting slammed into the ground. I can't wait for the rework they'll do on it to make it actually fun, but in the meantime I'll take the indirect buffs to all the other obsession perks.
0 -
@Luigifan64 I only really run it for the lols. Also I think only my Freddy has it on tier three. Soooooooooooo
0 -
Oh ok, I take back my harsh comment. I am still happy that it's getting a nerf because of the bad gameplay it promotes but I'm sorry for accusing you of being that kind of player.
0 -
Pathetic
0 -
@Luigifan64 It cool.
0