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my idea to make machine learning useable
ok so the current problem with the perk ignoring travel times to get to gens is the simple fact of the gen you go to is never actualy going to be the next gen to pop cause you know your currently preasureing it so a possible change would be letting you select which gen you wanted to have the perk on after kicking the gen in the first place a bit like xenomorphs highlight
this would make the perk useable and if there were also the drawbacks of you cant change it after you have chosen a generator in the first place and that if eny gen got popped then the perk deactivated wether it was the target gen or not then it would heavily reward game sense and predictions and would be useable on alot of the cast that right now it just isnt while only having minor increases of power with killers with high movement cause they could already activate the perk pretty easily
all around i think this would make the perk feel alot better and would add something new to the game that we havent seen before the only downside i can think of is 3 gen set ups but without being able to know which gen was almost done you would just be holding a 3 gen making random guesses and hoping to get lucky which isnt consistant enough for me to consider a big problem but idk about the devs
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I think the most recent buff to Machine Learning was a decent step forward. The only changes I would suggest for it is that you can compromise multiple gens at once and you don't need to kick gens twice.
It would make the perk more consistent by far.
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i mean its definitly in a better spot now but like if your playing all but like 5 characters (onryo xeno dredge unknown demo) chances are in activating the perk your gonna lose a differnt gen enyway so this would just make it a more general perk
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or just make it work on every gen once it is activated.
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just no you would have to nerf the duration to a point where it wouldnt do enything if it was garrenteed making it a gamble would allow it to keep its powerful effect
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side note that would just be kick every gen then you can have it up for the rest of the match which wouldnt work with the current stats it would be like if bitter murmer gave a 25 second aura read on each gen compleated
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My rework for this perk would be that instead of activating on a completed gen that you kicked before it would work like this:
At the 1st, the 3rd and the 5th gen gets completed you get 10% haste for 40s with 30s of Undetectable.
It would reduce the need to kick gens and would be a useful perk as the game goes on. Kinda of a different deadlock.
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you have to spend time kicking 2 gens. the compromise mechanic adds rng on top of time-sink to use the perk. this is not accounting that survivor can also hear/see the activation of the perk meaning they can entirely avoid the perk effect.
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oh you meant like that the perk activates after the first gen kick fyi so without describing that you wanted an activation cost change what you meant didnt really come through. tho then the perk would just stay basicaly useless with the only exeption being 3 gen builds and even if it worked without the rng (which isnt really rng tbh) it would get nerfed instantly cause that change doesnt really do enything exept make it stronger on the like 5 killers i mentioned previously and stay awful on the rest of the cast like maybe this makes you add blight to the list but do you really wanna make a perk more powerful just so it can be great on blight. oh yea and also the perk just wouldnt be fun why rework something to make it less interactive
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no, the perk activates after 2 gen kicks. it doesn't pick any gen to compromise. it is just stay active, next gen that is completed activates speed and stealth. It is like you compromised all generators on the map.
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per the perk description
"Upon damaging a Generator, this Perk activates
. While active, the next Generator you damage will become Compromised."
stop talking out your ass
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yes and my suggest is to remove 2nd part.
"Upon damaging a generator, this perk activates:
When a generator is completed, you gain 10% haste and 60 second of undetectable."
there is no 2nd kick or any compromise. I don't know, just for the 3rd buff if it ever shows up. Maybe then the perk will be good.
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i… my comment was litteraly that you should have clarified that you wanted a perk activation change instead of just an effect change also it still isnt clear what you mean, cause what you just said about removing the second part would mean to have it activate of of the first gen kick but that doesnt line up with enything else you have said
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Just remove the weird "activation" kick and make it always active, but it can still only compromise 1 gen at a time. Now it is far more consistent and less awkward to use.
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