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What do you think about this perk?
Payback
- If you were downed by Killer's basic or special attack, Payback activates.
- For every second spend in dying state you will gain +1% repair and healing action speed up to maximum of 60/80/100%.
- After you have been picked up again, you will lose -1% of this bonus every 2 seconds.
Comments
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this seems interesting but what constitutes being “picked up”? Like being healed off the dying state or being physically picked up by the killer and put on their shoulder?
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Would it deactivate if hooked or escaping the killer's grasp? Otherwise it could be pretty broken with a near 100% repair speed, especially if paired with perks like DS to try and intentionally be slugged if the killer thinks you're running it.
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true, but to be fair getting 100% would take almost half of your bleed out timer
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I don't know if that tradeoff would be fair, considering that much of a repair bonus rivals commodious toolboxes taking the decay in mind.
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It would deactive everytime you are not bleeding on the ground (dying state). So if the killer picks you up or you go to injured state (with help or not) you will start loosing tokens, even if you are about to be on hoook / sitting on the hook.
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So you could potentially retain the bonus if you're unhooked early or flashlight saved?
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Definitely worth testing, though it might be abused by swfs going with a "can't hook me" gimmick.
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a perk that rewards gen-rushing for being slugged.
it sounds abusable with boil over/sabotage. if a player finds a spot to be impossible to hook with boil over… like badham preschool with no basement, they can hop on a generator with a massive 100% repair boost and finish gens extremely quickly.
Post edited by Devil_hit11 on1 -
No, read the perk again. It only works if the killer downs you with basic attack or specil attack (like blink, rush from blight, etc.)
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Yes. But remember you would have to be slugged for a while to get any meaningfull buffs for a while which is by desing. Killer let you bleed for long time? Now is your chance to pay that lost time back + some extra damage for him.
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This may effect normal gameplay too. It's not uncommon to be in standoffs between grabbing a survivor and one or two other survivors hovering around with flashlights. Even a 50% bonus would be detrimental.
You also have to account for early unhooks if the killer wins these encounters. Killers may tunnel even more to prevent that kind of repair speed.1 -
ok, than it is just that boil over/sabotage stuff. you get punished if the map doesn't allow you to hook survivor or if survivor abuses pallet saves. i just don't agree with principal of this perk. maybe this perk would make more sense if it boosted your healing speed up to 100% allowing you to heal to healthy when killer does mass slug but again, it is just punishing killer for "playing well".
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The killer has to down you for the suggested perk to trigger, since plot twist is self-triggered it would not activate the perk.
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edited the post so i do not get these type of post. read chocolate post as he already points this out.
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even as a killer i like the idea of this so please make more concepts like this for me
we do need more anti-slug things ngl
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If it's to combat slugging then it seems weak. But with Cage's Perk you could exploit it a time or two in match unless a 4 man had it and were reviving eachother repeatedly.
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This just punishes killers for any kind of slugging and doesnt give any indication it's even in play to allow playing around it.
Eventually you need to slug to apply pressure and this perk just makes it so that after the inevitably reset, they'll be able to genrush at insane speed.
not to mention that the time it would take for the effect to dissipate should it ever reach any meaningful strength is insane. you'll basically lose the game if you don't proceed to tunnel & down slugged survivor after they were picked up because having up to 100% repair speed bonus (making gens 50% faster) for 200 seconds (3.3 minutes, it's basically 1/3 or 1/4 of the match) on an unpressured survivor = losing game.
ig we want impactful perks, but just no.
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Slugging mid game for pressure, while other survivors are still in play and therefore able to pick you up, is not the problem, or toxic. It's a legitimate pressure tactic for the killer, and the survivors have all the tools to deal with it as basekit.
Deleting all that pressure by reimbursing the survivors sunk time with gen progress is far too much. It's not much different to basekit Unbreakable that removed the pressure from slugging because no one needed to help you get up. Not to mention that further repair speed buffs will be stackable with existing repair speed buffs and lead gens popping even faster.
This is not the thing you want to be punishing killers for, as that just makes camping and tunneling even more desirable.
The only time slugging is a problem is if you're intentionally bleeding out survivors, or camping a slug for a 4K. In both cases, repair buffs aren't going to be relevant, because there won't be any further opportunity to make repairs.
The tools survivors need to combat slugging should be ones that help you get back on your feet when there's no other survivor to help you.
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