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Sole Surivor buffed? (NO)
No okay, the idea that its range based okay, thats cool.
BUT WHAT THE HECK!!? Okay the perk needs a rename, its still useless.
Other survivors still have to die for it to work, NO thats stupid!! your supposed to run it with Object of obsession, but its still bad for what it does, if they are trying to make the halloween DLC more interesting, then they failled.
DS and Object are now fine, but SS is just bad come on.
Rename the perk Lonely Survivor.
Perk becomes less helpful if other survivors are near you, so as long as you are faraway from other survivors then perks like BBQ and Chili and nurses calling and Bittermurmer will slow it down.
The perk is still bad come on, okay I can live with the DS patch, because then I can tell other plebs to run Flashlights, but for what the perk does its still bad for how it'll activate.
And don't say the perk is fine with the new patch, its still trash and you would be better off running Object of Obsession with out it.
The devs did nothing to the perk pretty much.
I have a solution here though https://forum.deadbydaylight.com/en/discussion/5907/halloween-dlc-rework#latest
Comments
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Personally, I feel as though the range needs to be increased. The point of sole survivor is to run it with object of obsession and once everyone died, you were able to see the killer without the killer being able to see you. After the first survivor dies, the range should be 48 meters, then 56 meters, then 64 meters (immune at that point). Or maybe 32 meters, 48 meters, then 64 meters instead of the meters above ^
Post edited by Asssthetic on0 -
Is it me or is it just the same and they put it in meters instead of percentages?...
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Brady said:
Is it me or is it just the same and they put it in meters instead of percentages?...
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While I think Sole Survivor might still be a little weak as a perk, I think this version of the perk is much, much healthier for the game overall.
The old version of the perk was only useful with OoO, and it encouraged you to stay out of the action. That meant a lot of people that used it just camped the edges of the map, basically doing nothing, until their teammates died. So it made the game less fun for the killer, and the other survivors, witrh only the one running the perk enjoying themselves.
The new version now encourages proactive play and punishes people who afk in a corner. You now want to be in the heart of the action, making saves, doing gens etc. The perk now at least has potential to be useful when not run alongside OoO. While it's interaction with OoO is nerfed, once three teammates are dead you can still be about half a map away from the killer and see him without him seeing you; that's definitely a nerf, but it also at least gives the killer some counterplay to the combo, which was previously lacking.
I think it's still going to be a situational perk, and probably not used by the vast majority of the community, but it's a step in the right direction. I think if it had some other passive effect, or even just a small aura shroud while no one is dead, that might help make the perk more viable.
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@Abyssionknight said:
I think it's still going to be a situational perk, and probably not used by the vast majority of the community, but it's a step in the right direction. I think if it had some other passive effect, or even just a small aura shroud while no one is dead, that might help make the perk more viable.
You are on too what I came up with here https://forum.deadbydaylight.com/en/discussion/5907/halloween-dlc-rework#latest
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@Abyssionknight said:
While I think Sole Survivor might still be a little weak as a perk, I think this version of the perk is much, much healthier for the game overall.The old version of the perk was only useful with OoO, and it encouraged you to stay out of the action. That meant a lot of people that used it just camped the edges of the map, basically doing nothing, until their teammates died. So it made the game less fun for the killer, and the other survivors, witrh only the one running the perk enjoying themselves.
The new version now encourages proactive play and punishes people who afk in a corner. You now want to be in the heart of the action, making saves, doing gens etc. The perk now at least has potential to be useful when not run alongside OoO. While it's interaction with OoO is nerfed, once three teammates are dead you can still be about half a map away from the killer and see him without him seeing you; that's definitely a nerf, but it also at least gives the killer some counterplay to the combo, which was previously lacking.
I think it's still going to be a situational perk, and probably not used by the vast majority of the community, but it's a step in the right direction. I think if it had some other passive effect, or even just a small aura shroud while no one is dead, that might help make the perk more viable.
The point of sole survivor is to use it with object of obsession. While some may camp in corners, many like myself do gens and rescue survivors and just hope they would die. If they increased the meters to 32 meters, 48 meters, and 64 meters and made it so you get a token if your teammate leaves, then it could still be run with object of obsession and would be a lot better. The devs proposed idea is to use the perk to combat nurse's calling but I would prefer running it with object of obsession.
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@Asssthetic said:
The devs proposed idea is to use the perk to combat nurse's calling but I would prefer running it with object of obsession.You can still use it with object of obsession. The only thing that's changed is now when everyone is dead, there's still some risk to you when you look towards the killer. You can be up to 60m away from the killer, and look at him without him seeing you. All this change does is add counter play to the combo. The killer can now move on the map to try and force you to reveal yourself to him. If you see him backing away from the remaining gens, you can then look away from him to prevent him from seeing you -- but then you run the risk of him approaching you and you not knowing, meaning it's a mind game. He can take a risk, stay out of range until you reveal yourself to him by glancing in his direction, which gives you more time to go gens, or he can back up, force you to look away, and then continue to search the gens for you. If he's a stealthy killer then that means he could find you and catch you off guard.
NOED used to be the killer version of this (except it was one perk instead of two). Once it's "win" condition activated, there was zero counterplay for survivors. All they could do was hope the killer made a mistake and they didn't get found before they could escape. Old SS and OoO worked exactly the same. No counterplay for a killer, they just have to hope that the survivor makes a mistake.
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@Abyssionknight said:
@Asssthetic said:
The devs proposed idea is to use the perk to combat nurse's calling but I would prefer running it with object of obsession.You can still use it with object of obsession. The only thing that's changed is now when everyone is dead, there's still some risk to you when you look towards the killer. You can be up to 60m away from the killer, and look at him without him seeing you. All this change does is add counter play to the combo. The killer can now move on the map to try and force you to reveal yourself to him. If you see him backing away from the remaining gens, you can then look away from him to prevent him from seeing you -- but then you run the risk of him approaching you and you not knowing, meaning it's a mind game. He can take a risk, stay out of range until you reveal yourself to him by glancing in his direction, which gives you more time to go gens, or he can back up, force you to look away, and then continue to search the gens for you. If he's a stealthy killer then that means he could find you and catch you off guard.
NOED used to be the killer version of this (except it was one perk instead of two). Once it's "win" condition activated, there was zero counterplay for survivors. All they could do was hope the killer made a mistake and they didn't get found before they could escape. Old SS and OoO worked exactly the same. No counterplay for a killer, they just have to hope that the survivor makes a mistake.
In the video, they said that it would go up to 20 meters (correct me if I am wrong). Also why should the build be able to be countered? It's extremely difficult to use the perk currently even once you get all tokens. Its a reward for the survivor to be able to use the perk as many killers tunnel and camp those with OoO. I know I said this before, but it would be a buff if sole survivor was 32 meters, 48 meters, and 64 meters as you would still be able to use it safely alongside OoO and there would not be any repercussions. I don't see why they would give the killers the extra 4 meters as hardly anyone uses this build or at least live long enough for it to work.
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@Asssthetic said:
In the video, they said that it would go up to 20 meters (correct me if I am wrong).At rank 1 it's 16 per teammate killed. Rank 2 18, and at rank 3 20. So your sole survivor aura blocking range is 0m, 20m, 40m, 60m respectively with t3 sole survivor.
As for why it's slightly nerfed, I think it's just because they wanted nice clean numbers, while not wanting t1 sole survivor to completely negate t3 nurses.
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Make Sole Survivor great again
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Abyssionknight said:
Old SS and OoO worked exactly the same. No counterplay for a killer, they just have to hope that the survivor makes a mistake.
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