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Franklin's and Weave Attunement = Automatic loss of will to try
The second I get hit with franklin's it's a big hit to the morale. I don't even run. I get hit, drop my item and stop moving. Try to 4% then let the entity take me. Lightborn removes blinding items, sloppy make med kits useless, and there are so many gen regression perks like yeah we can use a new part but honestly tool boxes have been nerfed into the ground so hard by now not much difference between a grey box and a commodious. BUT hey part of the game right, the reason survivor queues are so long. Solo queue survivors are losing reasons to keep playing this game.
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Survivor queues are long cause theres not enough killers to match against survivors after survivors collectively bullied out the killer playerbase over the course of past few years through scores of stacked BNPs, OOO SWFs, old DS/DH, Buckle Up/FTP, Old CoH, MFT (do i need to go on?) and most importantly: needlessly teabagging after using said combos.
With most gen regression perks getting nerfed to the ground cause the survivors refuse to adapt. Getting rid of their items is one of the few things killers still got aside from focused tunneling. If that lowers your morale, know that thats how killers felt these past few years.26 -
Tip: Don't bring items or place items in comp corners.
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the reason survivor queues are so long
A "queue" is the same as waiting in a line. You wait forever in a line when the line is long, meaning there are a lot of people ahead of you. When there are fewer people in line, then you get to the front of it quickly. To continue this analogy, killers in this scenario would be the cashiers, and the more cashiers there are to take the next person in line then the faster the line moves.
If your survivor queues are long, there are too many survivors and you need more killers.
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I despise Franklin's, I think it would be better to rework it so it perhaps disables an item for 30 - 60 seconds or something, since I suspect many killers bring it because of flashlights so it would still serve its purpose.
I get it though OP, Franklin's has made me want to just go next many times, it is one of the most obnoxious perks on par with Knockout.
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I hear you. Best I can advise is to not equip an item in lobby, as that lessens the chances of the killer bringing those. I've noticed I see it pretty much every time all 4 survivors bring an item, and it's maybe 50% chance of seeing it when there's 3 items. I havent seen it at all when only 1 or 2 survivors bring an item. I've been bringing Resurgence now instead of a medkit, and also a purple chest offering. You could also change to your item last second.
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While I understand the frustration, it shouldn't be a match killing decicion for someone. If you lose an item, you lose an item but that doesn't suddenly make you useless as a survivor.
Vice versa you can't blame the killer for bringing Franklin's either because of the past and current state of the game. Swf teams either running 4 flashlights or 4 BNP or a sabo squad to outright make the killer miserable. Franklin's or light born makes that bearable.
This is, however, speaking is casual play. The area where most players will feel more reliant on a perk to combat toxic players.
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It's certainly a weaker side of perks, but whatsoever let it die off if it's so frustrating to people
Not like those perks are strong or useful in any real matches
Also sometime it's quite funny when people consider slow que for their side means less people on their side, it's opposite
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I had queue bonus on killer and my survivor queue was still faster
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The difference between a brown* toolbox and a commodius with BNP and Wire Spool is massive. You shouldn't just outright lie if you want your point to be taken seriously.
Also long survivor queues means there's not enough killers.
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Year, just give up and make the match miserable for the other three players when you face something that you don't like. Don't try to play the game to see if you can win or to try to be a good teammate. I am so happy that not every player is like you or otherwise every game would be the same. Just grow up.
You also should not spread lies: Sloppy Butcherer got nerfed and only M1 Killers can play the perk. However, medkits are still very strong and helpful. They are not useless. Same goes for toolboxes. They are still extremely strong, especially a 32 charges one with BNP, speed, or extra charges. They also got a huge sabo buff.
Queue time is still the same as before.
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I don’t see the issue with the perks at all. I do see an issue with ruining other people’s matches though because you feel entitled to full item use.
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Im sorry, but if you cannot counter this extremely straight forward perk combo that's on you as a survivor, its VERY SIMPLE. Place ur items in a corner/deadzone and leave them there. That simple, you do that and 50% of the killer's build is useless. Just because you do not know how to counter something does not make it broken or overpowered, instead of complaining I suggest to try and think of or look up counter play because most often than not there is a glaring one in this game.
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For me it's the exact opposite. I bring a tricked out toolbox into every game and immediately drop and re-pick it. If I get that little red icon it's immediate sweat mode, no mercy. Bang out a gen with my toolbox, drop it in the corner, do everything I can to end the game immediately. Same goes if the killer clearly has 3-4 gen perks. If it's not one of those two scenarios I'll play chill, do bones, maybe use my toolbox to farm hook sabo BP, etc. Fortunately my teammates seem to get the message and do the same thing.
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The counter to boons was snuffing the totem. That was also apparently too complicated, so boons were effectively deleted from the game to appease killers.
I can not bring an item at all, but all it takes is one teammate who didn't get the memo and suddenly the killer has wall hacks on me mid chase. You can't seriously be suggesting that I grab their item and drop it in a corner mid chase? That's ridiculous.
We already determined with old object that constant area reading was not a good thing for the game. Stop defending it.
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so you admit to rage quitting?
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I actually bring it for toolboxes and medkits, the things survivors use when killers arent around. Flashlights never bothered me too much
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survivor queues are long because Lara Croft just released
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Bringing every items to corners with this triggers Frank / Weaves 3rd hidden effect: slowdown
i could be usefull sitting on gens but nooo i gotta waste precious time bringing crap to corners
aaaand then theres the peeps that really dont know yet what to do against this. yeah.
not a huge fan either4 -
One time mediocre slowdown for 2 perk slot is the weakest effect imaginable
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High mobility killers with that combo are… let's say they make me roll my eyes and just do what the tutorial tells me to: do gen. And because I don't like my item losing charges I put it down next to me ^ - ^
lmao at the people going "just don't bring items". - Like, how would you feel if survs had a perk that not just disable your addons but actively turn it against you by, say, revealing your aura to them whenever you're close to them and a gen? Who in their right mind would seriously suggest to just not bring add-ons?
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if it costs 8 slot across entire four of survivors, I'll happily play less addon reliant killer to deal with that, no way I'd take SB, DS, OTR, BT, Reassurance, Boons, lithe, we'll make it, literally any other uncounterable really strong perks over something that can be disabled with one time quick hop to the corner, and still costs half the slot of perks for nothing
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Or it might have something to do with a survivor only chapter having just released
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oops, lost my flashlight
better throw the game
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I had a survivor do this yesterday, but the other 3 survivors kept playing and all escaped. Maybe don't be so quick to give up (in video games or in life).
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You often write some very good comments, but this one here, this is modern poetry and hits, nay, SLAPS like a ton of bricks. Bravo :)
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This would work as an analogy, if the killer could make the item, that you dropped into comp corner, re-appear on a busy part of the map, ideally with some line of sight brakers, by pressing and holding their kick button for 5s. A little bit of slowdown to reap massive benefits and that takes the other side an unreasonable long time to clean up, again.
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weaving just needs to be changes to it only activates off the survivor using all their item is all fixed and not off franklins or just make a time on it something
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In reality, nothing needs to be changed because it's so weak
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Entitled. You can still play the game without your item.
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Preach.
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I hope all of the Killers you face have Franklins and I hope you only face Killers you hate going against. Hopefully that’ll make you go find something you enjoy more and stop ruining matches for the four other people every time you give up.
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Wanna know what I do when I stop enjoying something? Do something else. This could be as simple as playing the other side or just playing a different game entirely
Handicapping your team because of your temper tantrum is just going to ruin everyone's fun
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Aw, why thank you 😀❤️ That's probably one of the nicest things anyone's ever said on these forums.
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Killer aura reading compared to survivor aura reading is entirely different, the latter being way more oppressive as survivors can actively act on aura by making distance consistently while killer aura is still pretty strong but not as strong as bringing slowdown perks.
I'm not sure why you refer to 'boons' being deleted when only CoH was nerfed, the others have not been touched.mean CoH was way too oppressive for only requiring a SINGULAR perk slot (1/16) and had larger impacts than even some meta killer perks at the time. The truth is that a strong survivor perk CANNOT be as strong as a strong killer perk, its not rocket science, 16 perks on surv - 4 on killer, essentially meaning that a single killer perk must be equal in power to 4 survivor perks, you cannot tell me that CoH was weaker than some meta killer perks in a 1 to 1 comparison, let alone a 4 to 1.
OoO was busted, this combo is NOT COMPARABLE at all. For starters it only required 1/16 perk slots to benefit and this was not some meagre advantage it was constant map wide wall hacks. A killer dedicating 2/4 of their perks on this means that it SHOULD be strong but it is also an easily countered combo if survivors think for a second of HOW the perk works instead of babbling online about how its broken.
I will admit that in solo q it is VERY rough since some survivors are just oblivious on how game mechanics work which makes the combo seem way stronger than it is. I will also say that a nice change would be to make finding other survivors' items easier as this would minimize the power gap between SWF and Solo Q when facing this combo as a decent SWF can EASILY invalidate this combo which leaves the killer with only 2 perks for the entire match.
Also, the combo only benefits M1 killers AKA the weaker killers in the game (barring a few), so when you face it you wont be facing a nurse or blight. Also, if the combo bothers you that much, just run OoO for a hard counter.
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Other boons were never worth running, and you're changing the topic, since the original point is that countering boons was just snuffing them. So make up your mind: is going 30s out of your way to counter a perk a problem or not? At least my argument there is consistent.
Old object was a problem because the aura reading was too consistent, so it was rightfully nerfed. Somehow now, consistent aura reading is now perfectly ok 'because it's the killer this time' in your opinion. Look up "fallacy of special pleading" sometime.
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4 Survivors - 1 Killer, 30 seconds spent countering a boon is infinitely more harmful as a killer than for a survivor (in those 30 seconds survivors can cumulatively progress around 90s of a generator assuming 1 is in chase). Survivors have the ability to permanently counter the combo by doing that 30 second action ONCE, as opposed to CoH which would be activated MULTIPLE times per match meaning even more time would be required of the killer.
Once again, I also tell you that WA + Franklin's requires a killer to dedicate 2/4 of their perks, when old OoO or CoH only required 1/16 for a similar or even greater effect. A killer combo should be strong, a singular survivor perk should not be as strong as a killer perk combo.
The perk combo has multiple counters, you can either: a) run distortion b) run OoO or c) drop the item in a corner. It is not that difficult to do that is it? I reiterate, the killers able to benefit from this combo are weaker M1 killers, the fact you are complaining so adamantly about this combo used on M1s reeks of skill issue.
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30seconds every time a boon lit up without nothing killers can stop it, and 30 seconds once every match to completely disable two perk without any concerns ever again, if you ACTUALLY believe those two are same thing, You really lacks the understanding of what "time" means in this game, and I'm not even talking about the time cost difference of killers and survivors or even perk cost difference
Snuffing was never a "real" counter that stops perks from working, because survivors can boon unlimited amount of times, moving item is a "real" counter that stops perks from working completely, because killers can't move items back to location
Pretty sure you are just biased and trying to argue with something unrelated, but still I have to tell you how objectively wrong you are
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Did I say that it should be balanced around randoms? No. Also everyone you verse is a random, unless you're SWF-ing. That statement doesn't even make sense.
As for my post, I went in-depth on what should get changed and why on a different discussion already (not gonna regurgitate everything here, for people to respond with "gitgud" again). Don't make assumptions. If you had bothered reading my entire post I said that I'm done playing Survivor.
I cba with giving anything "time" or waiting for people to get used to x/y/z. Give your advice to SWFs, because those are the only people whose experiences matter to the Devs.
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Again, I can completely hard counter it by not bringing an item myself, yet my teammate can not get the memo and screw me over mid chase.
It can't seriously be considered a viable option to stop mid chase to pick up an item and move it. It's also not reasonable to expect one survivor to be responsible for everyone's item in the match here.
Moving the item doesn't even disable the aura or turn off the perk, like snuffing does. The killer can see where you are, even while 'playing around' this perk. The aura is effectively permanent, which was entirely the problem with old object: permanent, consistent aura reading has already been determined to be a huge issue. We just, apparently, not only didn't learn from it, but we're now cherry picking and special pleading so it's 'ok, but only if it's for killers'.
And that doesn't even touch on the fact that a combo supposedly for aura reading now gives 30+ seconds of slowdown, by your own admission, for free? And, presumably either completely disables all items, or you have to go back at some point to get it, which is even more slowdown. Slowdown, aura read, draining item charges, oblivious, for 4 perk slots is insane value. It's no wonder that this is defended by everyone looking to power creep this game to death, but it has to go.
ETA: on the topic of CoH: it still required the survivor to bless each time, a minimum of 14 seconds. Weave is 'just slap on the perk' and no more requirement from the killer in the match. In fact, the whole combo has value with no additional killer input even if the survivors are trying to counter it. You're acting like boons reignited on their own or something here.
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I am sorry for the confusion, please learn how to play the game and git gud, biased killer/suevivor main or uninstall the game (I hope you feel a bit more at home now :*)
But for real, it was meant as an honest compliment. These last days I had a lot or pretty fun and nice matches with only a smattering of tunneling maybe the tides are changing? One can only hope.
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I propose a deal then… killers won't have that combo anymore, but in exchange survivors can't stack more than 1 second chance perk (only one between dh, Ds, otr, adrenaline, unbrekable, etc etc) and they strongest addons for medkits/toolboxes reworked (they will be the same on paper, but in exchange they will give you also negative effects, like the ones that killers have... An example Is engineer's fang for pinhead: you can directly remove the healthy state from survivors with the chains, but your Gates will open 50% slower and only 2 additional chains will spawn)... Deal?
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The thing is still pretty rough to compare. If a killer had shattered hope as basekit and snuffing a boon actually broke it, CoH would never have felt as oppressive and dealing out wounds made meaningless. In that case, yes, going 30s out of your way to snuff and brake a boon location permanent would have been totally in line. But the truth of the matter was (and to a point still is) that survivors can easily set up a health camp in a far off zone of the map. With a non-permanent solution, and a new boon springing up in its place before the killer comes back from their stroll, expecting them to take this 30s time off multiple times for the killer spot is just implausible. That's not a counter.
I actually never understood why killers Hex mechanic was an actual risk management gamble, with the effect potentially being removed entirely pretty fast, while survivors could boon ad infinitum. Many killer perks, like Coup de Grace, Merciless Storm or Tinkerer have limited activations per match, yet killers were expected from the get go to work and thrive with this limitations, yet it was never even tried with the boons, even thought some four iterations of patches and reworks.
The old CoH could have a place if boons had such a natural limit, like only boon each totem once, yet back in the days I heared survivor complaints in the discussion to always claim that they wanted full usage of all their perks and if a perk couldn't be used anymore at one point during the trial, they wouldn't use it least they played with only 3 perks, ie unable to boon of that at one point had worked through all 5 totems.
Mind you, not ALL survivors talked like that, but it was a point that came up time and time again, so it was a sizable chunk of the population that hated the idea of high risk vs high reward.
Circling back, once you know Franklin's/Weave Attunement is in place, taking the items into the far corner is a one and done slowdown for the survivors, but afterwards the killer can't bring the items back into play. Imagine if, after dropping the items off, the killed could spawn one item at a time at the busy places of the map by standing still and pressing their action button for 6s, like rebooning a snuffed totem. THAT would be busted, and the counter to carry items away would no longer be a viable counter.
On a sidenote, I have proposed a new system of overpowered perks in the past. The idea of this perks is that you could slot them into variable perk slots, and their effect would increase or gaining more and more utility. Like "CoH 1 slot: totems can only be booned once per totem", "CoH 2 slots: reboon snuffed totems" "CoH r slots: maybe double the AoE". Multislot perks could open up so much design space, it's mind boggling, but I should try to make this a new topic ^_-
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For a combo that's so absurdly powerful I actually don't see weave/franklin's all that much. I might see it sometimes but for the most part I just see a lot of your typical killer builds really. I dunno I feel like this whole discourse reminds me a lot of Ultimate Weapon when everyone was going nuts over that. Another super strong perk that I never saw all that much either.
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You need to add or quote them in your original answer too. Maybe they haven't seen it.
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Thanks, I edited a shout-out in :)
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Congrats, you’re rewarding killers for playing the perk combo you hate, resulting in them running it more and more.
BHVR shouid just make the killer side of the game entirely bots that just walk around letting survivors pallet stun them and locker stun them and flashlight blind them. That seems to be what survivor mains want.
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I am sorry for the confusion, please learn how to play the game and git gud, biased killer/suevivor main or uninstall the game (I hope you feel a bit more at home now :*)
That's more like it. lol
But for real, it was meant as an honest compliment.
My reply was totally sincere :)
These last days I had a lot or pretty fun and nice matches with only a smattering of tunneling maybe the tides are changing? One can only hope.
Really? Nice and fun matches, huh? Weird. Seriously, though, glad you're having fun. I haven't played much since the anniversary event ended, just enough to check out the gen completion bug (which never seemed to help me as a survivor, but which I had to keep in mind late game when I was playing killer).
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any survivor that has the perk combo got the aura read. - Easy as that. Idk, but I certainly would take wallhacks over any exhaustion perk.
I also usually play killer add-on less (I might have a hoarding issue…) but I'd still not consider it a viable suggestion.
You also forget that your "quick hop to the corner" only works if there's no gen or gate anywhere near that corner and that it's also telling the killer "hello, I'm in a deadzone now, collect your free hit". It's also not nearly as quick. And if survs don't magically agree on the same corner, killers still have aura read on a huge chunk of the map. - You also get one pretty central free read on the first surv you hit; that item is there and you'll always know if someone attempts to pick it up.
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Tbh, a shack 1v1 mode with a killer bot would probably be more engaging and fun at this point ¯\_(ツ)_/¯
@Rage_In_The_Cage … since somehow the forums decided to not quote the post 🤨
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It seems you are very hostile and unhappy regarding the game's current state, if so I would highly recommend for you to take a break/play other games and calm down until this game does not invoke this aggressive feeling you seem to carry.
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