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Knockout should be a Hex
Kinda silly for it to be not. Like how do you counter this? You're perpetually blind. My teammates were both down. Only one gen was done. The other was being chased, I'm working on the 2nd gen. It takes so long just to find your teammate and then they're going to get down almost immediately. (We had a Singularity killer). The whole match was just dying state, got picked up, whacked by the killer. Then it just repeats itself over and over. If we knew the killer we're gonna get or their perks, would make us better prepared, like getting Soul Guard or whatever that gives us Endurance, but obviously DBD ain't that kind of game, but like cmon, this is ridik. Make it cleansable maybe?
Comments
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hex:third seal is a hex and it is incredibly weak.
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The better choice would be to swap how the effects work and make the aura hiding effect time-based, while making other effects work indefinitely.
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I think current concept of Knock Out should be scrapped and should be replaced to something totally different that does not encourage killers slugging but instead hooking.
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That's what good pressure looks like.
KO is an indirect slowdown perk, has multiple effective counters and isn't needed to achieve the kind of pressure you experienced in that match. KO doesn't need a nerf, you just need to pickup your tools.
Killers are encouraged to "slug" because going for hooks right now is like signing up to get BS'd. The punishment for hooking outweighs the reward in most cases, so in response, more killers have naturally started going for an alternative and vastly less frustrating murder-method.
A single instance of a hit not counting, a free escape from DS/Kobe, or a flash/pallet save can sap enough pressure for the lower tier killers to lose the game if they're going for hooks. So why play for hooks?
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What I wanted to say was that KO should be the perk that that gives advantage killers by hooking survivors so killers can gain more advantages by hooking than slugging.
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