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No way it doesn’t get nerfed
weave and Franklin’s… way to nasty to stay around a long
Comments
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Are you going to add to this? Share with the class maybe? Elaborate? Explain?
Surely there has to be a bit more here than "way too nasty, please nerf"?
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Any particular reason why it should be nerfed?
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Any reason why? It requires 2 perk slots and the survivors can literally control what you see.
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Buddy, relax
no, I don’t feel the need to explain and to than have a full on discussion about it. I put out my 2 cent and if you haven’t yet understood why I made that statement.. than you will soon find out if you have played with and against it as much as I have. I’m not asking for a nerf… I’m just predicting it will get nerfed. May not even get nerfed this year… but the time will come I’m sure of it.
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I’ll give you this much of an explanation. it’s a matter of solo ques, newbies, etc.
yes, it has counter play but mostly for a swf which is not as common as people are led to believe. That’s it. That’s all you get.
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You guys literally want to go against 4 slowdowns every single game
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what?
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Pick item.
Go to a corner.
Drop item.
Is not somethig super hard to figure out or to do. Thats 2 killer pekrs countered. At least is what i do.
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Exactly this.
I get this combo so often at the moment and normal players can´t handle it.
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You would expect players to learn what to do after few games...
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Yes yes just nerf everything useful. If it works nerf it.
God I wish the devs would stop listening to the community.
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If there's one thing we know for a fact it's that taking two perk slots has no bearing on whether a combo is balanced or not.
Otherwise you're directly saying that BU+FtP and FB+BP were also fine, since they also take up two perk slots and the killer 100% controls downs and pickups.
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I think CoH and Boil Over has made survivors unable to handle anything at this point if we're being honest.
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Boil over i see sometimes but CoH very rarely.
But at the moment my event games are so bad - i don´t know if only the beginner still play the event queue. But i have really few bad killers there.
Also a lot of people give up way to early.
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Honestly, the only nerf I can see being implemented is showing the aura of the item to the affected survivor and maybe reducing the duration of Oblivious by a little bit.
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I don't really have a problem with it. Counter play is fine, moving an item away from any strong tiles and being aware when oblivious is active. The only change I'd suggest making is having the item visible when within the range of the aura read.
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which would be a nerf and would be a fine nerf. I don’t think the build needs to get nerfed to the ground but something does have to change. People think because it takes two perk slots doesn’t mean it isn’t too strong (again, mostly against randoms). Just because it has counter play doesn’t mean it isn’t still strong. Yea, I’d say either show the survivor the item when you’re within range and knock it down a few meters. OR perhaps they would make it where the killer can only see you if they are also within range of the item
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Bro really be like "I know there's counter play that makes it completely useless but that requires I do something that's not the norm so it still should be nerfed". Just say you don't want to have to do any counter play.
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Not even remotely the same thing. BU, FTP, FB, and BGP are all individually strong or decent perks by themselves. Weave Attunement & Franklins are two meh perks with only franklins really worth running individually.
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it’s not that I don’t mind doing it but I’d rather not have my teammates get shafted by it constantly because they don’t know what it is. With the amount of game knowledge you need for this game… it does need a set back for the betterment of solos.
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This is how I feel with a lot of things in general that are complained about. People don’t like to have to adapt. Speaking in generalities for dbd here.
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I’m surprised windows isn’t like iron will and doesn’t get the exhaustion nerf but survivors shouldn’t expect to keep their items if they bring them into any match anyways
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I love how I get attacked for thinking the combo needs a bit of nerf. God forbid anyone has an opinion
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Strong killer perk combos should always be embraced and survivors need to just learn to counter it, while strong survivor perk combos should always be nerfed. Thems the rules.
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Made up rules. Game should be balanced around fun and making the game feel playable to solos (often newbies) especially with the kill rates we have today. If that was a rule this game wouldn’t be played after 8 years
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In a world where counterplay isn't easily executable, sure.
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Why would SWF only be able to counter this? Solos don't have the common sense to move items which clearly give killer auras?
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you ever play solos?
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That's how it is though with ANY team game. Your gonna have people who lack that understanding or just bad. That's just how it is.
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Is it really that OP? A killer uses two of his perk slots to help drain items and get some aura reading around them. Survivors can just drop their medkit in the corner or just bring a toolbox, use it on the first gen they find and then leave it on the edge of the map. It's a perk combo that is easily countered with basekit mechanics AND isn't even that strong if you don't counter it.
There are better aura-reading perks in the game that don't require a second perk.
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From reading this thread, no good argument has been given on why this combo needs a nerf.
Part of DbD is learning perks. That is a large part of the gameplay, that is a large part of learning how to counter the opposition. The fact that many players are stubborn and refuse to play the tutorial, refuse to read patch notes, refuse to read perk descriptions, is not a reason for nerfing something. It goes beyond solo players. I've watched streams with SWF teams who completely misread what's happening because apparently none of them can read a perk description.
Players can find out immediately if Weave Attunement is in effect, they can counter it easily, and if they don't carry around an item Franklin's is also rendered useless. In this case it's crazily easy to counter half of the killer's perk loadout if you read perks and think about it for even a second.
I've seen it suggested that after an item has been on the ground for 60 seconds its aura should be shown to any survivor within the aura-revealing radius, and that I think is a fine suggestion because some items can be damn near invisible.
Post edited by TragicSolitude on3 -
I feel this perk combo is strong, but for two perk slots it definitely should be, but maybe some kind of aura revealing where the items is after "x" amount of time could be added. I recently faced this combo on the swamp and the grass made it like finding a needle in a haystack.
I don't think the idea of giving it a soft nerf of some kind is unfair even though it's half the killers build, as survivors are expected to do the same if they don't want to get tunneled, not to mention lightborn could negate a few perks as well. So it's not as if there isn't an equivalent.
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The killer never had any control over BU and FTP anyone who thinks so definitely never was using it correctly that's why it was so hated.
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CoH is pretty useless to a soloq, too. Since they removed self-healing from it, it's a SWF perk that doesn't lend a lot of value otherwise. Boil over is just meh, imo. I use it occasionally, but again, I don't get much value out of it unless a kind stranger is bodyblocking and I'm in a great spot. BO gets a lot more credit than it deserves lol.
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Probably the ONLY fair way to nerf it without it being too weak to work, because the only way Weave works really is if you pair it with Franklin's. It's not really strong enough on its own and neither is Franklin's.
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FtP only works if the survivor is healthy. Last I checked, injuring survivors is base kit for every killer.
Both of these combos (FtP+BU and BP+FB) require a second survivor to be following the chase. That means audio cues, extra scratch marks, and other signs that the killer has to miss to be 'surprised'. Both of these combos were hard countered by situational awareness.
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Really? You think that buckle up and for the people are 'good' by themselves?
Flashbang maybe, I'll grant it's ok. But you're seriously delusional if you think that the first two have any value individually. Injuring yourself in front of the killer without some method of protection (endurance) is just a suicide perk, or incredibly niche at best.
Nightlight has for the people just below having two empty perk slots, and buckle up is just below three empty perk slots. These perks were obliterated by one change, and it's literally better to run a mostly empty loadout than to use them.
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