http://dbd.game/killswitch
Conviction perk
conviction shouldn’t activate if other survivors are within 20-24 meters. Basically forcing killers into a flashlight blind or pallet stun.
Comments
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You can be in the same situation if the survivor had Power Struggle.
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Actually you can leave them slugged under the pallet.
We're not on the ptb so we're not 100% sure if this works as we think it does so if it doesn't please correct us. Let's say flashlight squad with the perk. The perk sounds like it works like clean break where you finish a heal and it can activate (with some slight conditions). So A goes down, you chase B, C gets the heal. You down A again and chase C. C goes down but B got A up again. That's already 2 prepared to get a save from the dirt. You can imagine where it goes from there. It's not going to be common, but it's likely going to be used by wannabe bullies this way.
Of course, that's if it works as we think it does.
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- Instantly recover from the Dying State.
- Broken Status Effect after recovery.
- Causes you to automatically re-enter the Dying State after 20/25/30 seconds.
The example situation where picking up the survivor is a lose/lose with both perks but conviction has this nasty drawback which makes it hard to repeatly do.
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If they get the save one runs off fine(is) and hovers nearby, the saver grabs the slugged while the blind/stun goes and the saver hovers near those 2 when they enviably go down. The nasty drawbacks (not exactly sure which one you're referring to) don't really apply in this situation (they don't care about healing to full, we're assuming the broken status is gone when they go down since it doesn't say, re-enter they dying state still has 2 twits with lights). To us it's basically a harder whack-a-mole.
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The refered drawback was being forced into the dying state. Say a team of 4 was "having fun" with the killer they are running a risk of multiple slugs. If I were them it would be Power Struggle and flashlights.
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Well, could be all perks for extra kicks.
As we said, that drawback doesn't particularly matter and those types of players always run the risk of multiple slugs, only they'll now randomly behave like zombies.
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Maybe, I guess with Soul Guard they can do this in the open and not just at a pallet.
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