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Simply making certain add-ons and perks incompatible
This is obviously in relation to the recent Knotted Rope add-on nerf which belongs to the Houndmaster. It was originally a 10% weapon cool down when hitting a survivor bitten by Snug, and was recently nerfed to 2%
The developers have acknowledged that this was intentional, and have purposely nerfed this add-on into an unusable state, so it can be properly changed in the future to avoid the add-on possibly being overtuned. Specifically when used with Save the Best for Last. Both reduced the weapon cooldown by a dramatic degree when at full stacks making it a very obnoxious combo that left very little room for survivors to make distance.
So this is prompting my genuine question. Why can't certain combos simply be restricted? Rather than gutting the add-on, make it so that they can't be used together. For instance the greater bonus canceling out the other rather than stacking. They did something similar with Nurse and Starstruck, Nurses blink attack no longer able to insta-down. So why isn't this the norm with problematic combos? Why is the reaction to gut one of them?
Comments
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My guess is, the way BHVR coded the game doesn't allow for easy checking against perk interactions. Otherwise, they simply would have stopped Buckle Up and For the People from working together instead of gutting Buckle Up. The game sees a heal event and not what caused the heal event.
However, in the case of this add-on, it feels like BHVR could have created a ceiling for a killer's cool down reduction. If it's difficult for them to code a maximum/minimum value for a variable, then I don't know how this game functions at all.
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They probably don't want to take away player agency and creativity, but honestly with as long as this game has been around I feel like strong synergies are just going to get more frequent and they probably should be focusing on restrictions more. They have the PTB for a reason.
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It would make things really complicated, when players are forced to find out what and what not works, especially when it’s not obvious.
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That's the thing. Why not add a cap so this issue doesn't occur altogether? They wouldn't have to worry about it in the future. Cap it at the full stacks of stbfl so the add-on can still stack but not push into absurdness territory
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because they don't want the mechanic to be capped. it is intended to be uncapped but BVHR in post says that they're trying to maintain survivor fun in the post which is implying that add-on is "unfun" for survivor which is the reason why it is bad.
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But then it will always be unfun when it goes past that cap? Regardless of killer, if any add-on or ability allows them to go past full stacks of stbfl, then it will become unfun for survivors, especially in hook camping situations.
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it's subjective. i don't think it's unfair for killer to have 60% or 82% attack cooldown reduction. from my personal opinion, the mechanic punishes survivors that are in poor positions, much like instant down but it is not immediately down, it is like distanced based. for example if your around 5-10 meters, like your almost near a loop but not quite near a loop, you're still fine. you become not fine at say 15 meters. the % of cooldown is how much distance you have to be near loop to be fine. survivors gain a minimum of 10 meters of distance because of speed boost on-hit so even if number was 100%, they'd still be in the clear near loops.
in summary the Dev dislikes instant downs and double taps. note that in the context of dev in this case is subject to audience being survivor disliking double hits. In any case, i have played a full day on houndmaster and i had fun experience playing the killer. The killer is rewarding to play.
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Exactly. Why don't they? Is it because they can't or won't?
because they don't want the mechanic to be capped. it is intended to be uncapped
But they are capping it, just not inside the code. They have decided there is a value that is too high, and they're making the add-on completely useless instead of coding a cap that would let players get some but not full value with max STBFL stacks. Now no one is getting any value because it's been made worthless while we wait for a SOON™ fix.
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sure, that's pretty common in games. for example damage in most games is uncapped. you can have 10,000% damage increase. that doesn't mean that you should be able to get 10,000% damage.
a closer dbd example would be like healing speed. you can have uncapped 1000% healing speed but that doesn't mean that you should have 1000% healing speed as numbers.
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Been asking this myself. They are able to restrict add ons. Before Infantry Belt and I think Leather Loop was changed they made it so it can't stack with Iri Head anymore so I don't get why they can't do it with a perk and add on instead. Might be coding for perks and add ons would make that difficult to do but I wish they could do this too. Same thing with Tombstone add ons if you try and use both it defaults to the purple one.
Post edited by BugReporterOnly on0