http://dbd.game/killswitch
Am I getting this right?
Duty of Care gives +25% haste to survivors within a 16 meter radius after taking a protection hit. Correct?
Why does Forced Hesitation give -20% hindered to survivors after a survivor is put into the dying state in a 16 meter radius?
Why is it, again, easier to activate for survivors with a higher effect? With overcome, the survivor that takes the protection hit just zooms away. What option do you have as a killer at this point? Do I really have to go and play Nurse or Blight every game to counteract this annoying build?
Can we also talk about the breakout changes? You literally can't go play against a sabo squad anymore because a survivor now moves at 4.4m/s when you're carrying a survivor.
Comments
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The Breakout buff was really unnesessary.
Personally, I will run Myers and/or NOED a lot more when Orela hits live servers. I'm not dealing with SWFs deciding to troll me with Duty of Care and Overcome. Want to be a hero? Sure, but you'll die for it.
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Just don't tunnel! Boom, perk countered. Go apply pressure
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I mean, they work differently because they're different perks with different intents…?
Forced Hesitation exists to punish grouping up. Duty of Care exists to take aggro for your teammates. It makes sense the second one would give the stronger effect, because the person using it doesn't get the effect, just the teammates they're trying to save.
Overcome could definitely make it an annoying build, but they'll run out of the ability to do it eventually, and both survivors involved will be injured. It's probably going to fit into the same vein as pretty much any aggressive-altruism combo, you just wait it out until they've exhausted their options. If you want to be proactive, then you've got more options than just Nurse and Blight too, obviously.
Breakout buff was uncalled for, though, that much I agree with.
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Is anyone actually saying that about this perk? I feel like I've only seen people sarcastically invoking that phrase.
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You're right! I should let them reset and then search for them.
I'm going to take a long break (no pun intended). You do you. I admire your dedication though.
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Go after the bodyblocker is the counter
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…What?
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This is a perk where using Tombstone against it will really shine…
:)
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It work on your first chase, how is that tunneling?
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If these perks release overtuned I think it's gonna take them at least six months to a year to look at them
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What can a killer do that has no instadown or mobility in their power?
Everyone who use these survivor builds shall be cursed by Tombstone Michael Myers.
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yep just like how it took eruption
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I mean, it depends on what you're asking here. Are you asking what you could do to prepare for this if you anticipate it becoming popular, or what you'd do to react to it?
Immobile killers have fewer options to react, they'd probably just continue chasing the bodyblocker. It's a longer chase, but at least that survivor is categorically and unavoidably both injured and Exhausted + spent time off gens to set up their play. Could be worse, but that's the most the combo can affect you.
If you want to prepare, you've got options. Genetic Limits hard counters Overcome iirc, and Languid Touch is also a good counter pick. STBFL + Rapid Brutality cuts down heavily on distance gained once hit, so that's an option. Anti-heal perks, especially Forced Penance, can be worth considering here as they prevent both perks from working. Exposed perks are obvious ones too, if your killer can make good use of them.
I'm not saying it won't be annoying, but I don't think it'll be game-ruining.
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Except… if you want to win against competent survivors tunneling or higher tier killers is basically required. And not everyone wants to play higher tier killers.
In fact I could use this same argument for survivors when they complained about pentimento. Don't like pentimento? Just do bones or run counterforce or a map.2 -
It should deactivate during end game
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Do you see the problem now? The immobile killers have little to no option to deal with it. Now you have to throw away your entire loadout for the inevitability of SWF bringing these combinations and come in hard with Breakouts and Duty of Care. And if you do, the generators will fly because you know the SWF are efficient and methodological, and you just threw away the few generator defense perks you had in your loadout.
Forced Penance won't do anything. If they get broken then what will the survivor do? Get on the generator.
Of course it won't do much to the likes of Nurse, but Wraith, Freddy or Doctor for example, what are they suppose to do in this type of situation?
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I mean, no?
The "deal with it" is just, take a longer chase, it's not actually substantially different than if you'd chased someone who only had Overcome. It feels a little worse, but it's the same actual outcome.
You also don't have to use all those perks, Genetic Limits would cover you 100% if you're really worried about it.
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Why does Forced Hesitation give -20% hindered to survivors after a survivor is put into the dying state in a 16 meter radius?Because Forced Hesitation is a perk that allows a Killer to potentially snowball the game into a victory with quick downs.
Duty of Care sacrifices a health state for the chance to keep the team alive.
Both perks are counter perks meant to deal with a potential situation and can potentially get no value, meaning when they do get value it should be strong.
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Except… if you want to win against competent survivors tunneling or higher tier killers is basically required. And not everyone wants to play higher tier killers.Except if you want to win against competent killers, gen rushing or playing in a SWF is basically required. And not every wants to play in a SWF.
The game has levels of sweatiness on both sides. It's nothing new.
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