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Chemical Trap buff scares only me?
I'm really surprised no one is talking about it, seems like this buff is dark horse in this update.To begin with, I don't know why are you touching it, because it's not rare perk in my matches by any means. It's for sure not meta, but I see it pretty often on killers and pick it myself from time to time on survivors. And I can agree with buff to 40% like Wiretap and Blast Mine, but 20% obviously is too much.Thing is, for solo player it won't do much, because they will use it one time per chase, same as before, but it will be too overbuffed against swf, lead to opportunity of having a trap on almost every pallet. And I know what i'm talking about, because I love AMN+CT combo in swf. Pick some braindead Gideon or Eyrie on top of it and it will become another super stupid perk, which we will nerf for another year. Please don't do this mistake. 40% will be completely fine.
Comments
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the problem is that you can only put 1 trap down. so yes requirement is 20% but you can't spam them on the map. they didn't buff that. player probably won't use it. They also missed repressed alliance in these changes.
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Okay I have to be honest: I thought it was buffed to 40% because Wiretrap and Flashbang have the same buff and I've thought "year, the same goes for Chemical Trap because you have to do a gen and it is also 50%". I only notice the reduced duration. Now, after reading it carefully, the explanation for reducing the duration makes little sense because: My problem with this change is that this Perk will be good against the weaker killers that have to break pallets because they cannot outplay them while stronger killers won't mind it too much because they can either ignore or outplay them (they can break the Pallet later and then won't mind the slowdown but due to the shorter duration it is even better for them). In the end weaker killers will suffer more from it than stronger ones. I get their idea of "okay when you work a little bit on a generator and then you're in chase because the killer comes to you, now, you have the Chemical Trap to give you some advantage in chase. You can only have one Chemical Trap and not more like you can do with Flashbang. It is also much more difficult to set them up with AMN - @Devil_hit11 already explained it. But only 20% sounds very little. Therefore, I get your point when you say that this Perk can be really strong in the right hands, which are SWFs and these can also use Map Offerings to make it more powerful while also using other nasty stuff. However, I can't say much about it because I have very little experience with this perk because I rarely see and use it but I will test it in the PTB with friends of mine and then make my opinion about it but like I mentioned before I don't like for beeing good/strong against weaker killers but particular useless against the stronger ones. I'm also not interested in a Perk that gets buffed to much and becomes problematic for the next few months. We've already had enough of these Perks.
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I want that you can earn stacks for those perks and that you can place multiple ones on the map without them disappearing.
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I think the change is fair considering you can place one trap down, 50% before felt way too long to earn so you would only get use out of Chemical Trap at most maybe 2-3 times. 20% allows for more interactions at loops because you would earn it very quickly, and turns loops even safer than before.
It would've been very scary if they left the duration at 120 seconds, but I think it's more fair but at the same time a much better perk now because it's now 60 seconds only, I'm very excited to run it in the PTB.
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I personally think it's a good change because before you could only get 2-3 chemical traps per game if you were lucky. The 120 second duration was also just completely unnecessary because you only need to place a chem trap whilst in a chase at a loop. Some killers I faced would actually loop the loop for the full 120 second duration instead of just breaking the pallet 🤦. So yeah a 60 second duration seems more fair, especially with the new shorter 20% requirement. Overall, chemical trap seems like it will be in a much better place after this update.
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As others have said, it being a limited duration and only one per charge is the thing keeping it from being too strong. If they removed those, then I'd be more worried.
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i think champion of light is better. the change might be considered a nerf for swf because 120 seconds makes it worse as supporting the team where as soloq doesn't really use any team-oriented skills anyway.
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Will probably not make it to live, or not even the PTB.
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I think I'll never play M1 killer anymore if blastmine/flashbang/chemicals trap become meta
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It's the type of perk that only hurst m1 killers when the S tier killers won't even bother…
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I really do not think Blast Mine of all perks needed a buff, it's fine where it is. And Flashbang is still able to blind you facing a wall, utterly no counterplay except Lightborne. Until you fix this, do not buff Blinding perks in general. Blast Mine should show that it's on the gen to warn the Killer, it's unfair that the Killer can't see this and play around it. And Chem Trap I feel should have the risk of breaking the Pallet or making it Fragile after the trap expires so SWFs cannot just trap god pallets at Shack or Gideon for free. It should have some risk for use.
In fact all these perks only hurt M1s. It might be fun for Survivors but it is MISERABLE to play as an M1 against a full squad of people like this who just want to troll you all round. It really does not feel good whatsoever.
I have no qualms or issues with perks like Diversion, Deception, or Mirrored Illusion. Those are just fine. Wiretap is also okay with the buff here. But this "Tomfoolery Update" is really only going to be fun for Survivors, what Killer wants to play against a team like this who sends them to a map like Gideon? Not me.
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