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Please for love of god stop making bnps perks
Its already too strong. You buffed weaving spiders you buffed toolboxes and now added another bnp perks. Literally at this point gens are flying with no perks to counter it.
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Are the gens flying in your soloQ games?
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Yes if its not a blight with 4 slowdown. So more gen rush perks is not okay and sable perk was indeed overbuffed (only 60 second for 7 bnp its to much)
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Well, at least someone can consistently win in soloQ.
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In my opinion the Perk Specialist is fine as it is. You need to open a chest to gain one token. This means you need to spend 10sec to open a chest but also need the time to find or go to a chest. Then you gain one token and each token reduces the progressbar by 4. So you need to find and open three chests to get what a BNP does (3tokens reduce it by 12 and a BNP by 10 so a little bit more tbh). So you spend 30sec on a chest and the time to look and go for them while you have the BNP for free with a fat toolbox. There is also the issue that it’s difficult to bring multiple Specialist because chests are limits. Of cause, you can bring and offering for it or another Perk to rummage through a chest but: The offering will tell you what the survivors might do while sacrificing two Perkslots to reduce the gentime looks like a fair deal. Of cause, nothing is set in stone and we need to see how this Perk performance on live servers but at the current moment I don't see it super unhealthy or broken.
In my opinion, the developers should rework and nerf toolboxes and their Addons because they are the issue. The Perk itself is fine and rather useless due to BNP but not because the Perk is weak - it's because how strong BNP and toolboxes are.
In case of Weaving Spiders: you need to spend 60 in the basement and then you are permanently broken which means you are the weakpoint of your team. This can be really dangerous. So in my opinion, this Perk is more of a high riskhigh reward one. However, while should you use this when you just bring four BNP and fat toolboxes? Or use the Perk and bring these things on top of it then yes this is overwhelming against many killers.
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Weaving Spiders is the biggest flop of a perk that BHVR created, and even after 2 changes it's still very bad.
Specialist requires you to find 3 chests or bring another perk to do it's job.
And BNP is BNP, you got that one right.
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Specialist just isn't that good.
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Yea but with swfs it can be uncounterable
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Which one?
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Which one? the swfs
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I meant the perks. Which one of them is uncounterable in a swf?
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Im saying if you literally use any of them with swfs can be uncounterable especially if you use all 3 with 4 bnps
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SWFS I hate the term
How many pro-4 man teams do you face each day? BEST HONEST
This game is designed to be casual friend and solo Q. Designing the game for pro-players would destroy the game and the killer ratio radically jump. Also please dont reply to this with "GET GOOD" I will know exactly what you want and mean by that.0 -
Lara Croft's "BNP perk" isn't even that good. I agree though that this is is a can of worms the devs probably shouldn't be opening.
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The time it takes to activate these perks is more time for the killer though. Running around the map to find 3 unopened chests, then opening them, just to activate said BNP equivalent. Then the 60s it takes to activate Invocation. They're not giving these effects for free, they are time consuming and killers who are good with map pressure and macro gameplay can and will benefit from it. In solo queue it can just as easily throw the game for survivors because having a team mate off the main objective for an extended period of time is a massive disadvantage. Not to mention said team mate is also Broken for the rest of the game and likely to avoid interacting with the killer.
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Weaving spiders is not meta, toolboxes were not buffed in it's repair functionality, specialist is bad.
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Let's do some maths before complaining about this.
So:
- Specialist - 3 tokens (3 search/rummage) = 12 charges off 1 gen —> 3*10 seconds on chests, has diminishing returns and 1 effect can be guaranteed with appraisal and in theory 13 chests can spawn at tops, thats 8 full activation = 96 charges [+4 for 1 token] (1 gen + 1/15th or ~6%)
- Weaving is 70 charges with also diminishing returns, depending on when it is activated +
- 4 bnps which are 10 charges each meaning a total of 206 charges
In best case scenario which is 2 gens eliminated.
Now then. This is strong in 2 scenarios, if this is spread out or put into core generators. And don't confuse the toolbox buff because the sabo speed got buffed not the repair one. And if you are not min-maxing a toolbox only the green & various event one's hold any significance in repairing due to having 50% repair speed & 32 charges. Others have less charges [Excluding Alex's the only sabo toolbox].
Meanwhile popular killer gen regress perks:
- Pop - 20% / hook —> 220% optimally [ 2 gen + 18 charges]
- PR - 20% / 1st scourge [Thank god this can't be pulled off up to 11 times now [8/9th of a gen —> 88% or so]
- Ruin - 100% regress without limit in terms of usage
- Surge - 8% within 32m [let's say the most optimal is: 8*8 [8%, 8 times] 64 % / gens [if limited by the kick mechanic too]
Adding this up is ~7 gens + ruins unlimited regressing and the fact that any gen not getting touched will proceed the regression which is almost 4sec/1% until it is completly regressed.
The main differences which may lead you to believe that specialist is broken that it permanantly removes that part of the gen, but it also requires set up, along with weaving [now it's not as punishing]. But the survivor to killer ratio is another aspect here which sligthly to moderately tilts this to the survivors side in a raw vacuum.
And that's where I think the whole genrushing is kind of overextended by now. Killers can very easily apply pressure in many forms from almost constantly spamming powers [some are more annoying than others], having perks that put genrushing/action speeds, etc. down, survivors sacrificing survivability for efficiency (keep in mind that this requires 2 perks from everyone and a 3rd from a minimum of 1 person).
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Gen progression > gen regression
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Mine are. Typically 3 gens are done by the time one person is hooked.
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The counter is go for knockdowns (not hooks) at the beginning of the match, but you are correct about there not needing to be any more gen-assist perks
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They were in fact buffed and shadow buffed
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In the ptb when i tried it out it saved maybe 1-2 seconds on a generator while it took me much more time to find the one box i opened and then open it without getting caught first thing in the match. So if i ran around to look for all the boxes just to build a few charges, it would be a huge time waster. Now the whole team doing the same thing sure u scratch off some of the gens max progress but none of them get done before people are getting hooked left n right or team slugged or tunneled off .
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