http://dbd.game/killswitch
Last Stand is too OP
I'm not talking about the stun effect of Last Stand. Once this perk is charged, you will permanently gain the following effects until you stun the killer.
• Vaulting becomes faster like Finesse
• Vaulting makes no sound like Quick & Quiet
• Hitbox becomes smaller while vaulting
Being able to use Finesse and Quick & Quiet without any cooldown from a single perk is simply too OP.
I apologize if this is difficult to understand as I am using DeepL translation.
Comments
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Umm it sounds like a bug to us.
Can anyone else confirm?
7 -
Of course the new survivor perk is bugged, and of course that bug makes it absolutely OP.
7 -
its a bug, without it the perk is fine
meanwhile conviction is the actually op and fundamentally broken perk
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It was bugged on the PTB and never got fixed going into the Live Servers, can confirm based on what Ive seen.
Fortunately, since it's a once per trial perk, you can eat the stun and disable it for the whole match. Obviously it isnt the best solution ever, but BHVR is not going to Killswitch the perk, they rarely use the Killswitch and it's a new perk release so they just arent going to.
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Of course, there would never be a bug on a killer that makes that killer OP. You as a Spirit main would know that.
16 -
What? Springtrap was absolutely busted on release, too, with actual invisibility.
I just find it funny that everything gets released buggy af, and all those bugs are positive lol
2 -
ah fair enough
3 -
Having permanent finesse is game breaking they got a hot fix last stand
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It's a bug. It will get patched... eventually.
But, I want to say I hate the perk a lot.
It's not OP, but just awful from a design standpoint, like, did we really need to give flashlight clicking Aces ANOTHER bully tool?
-4 -
Oh, I hope it's just a bug.
I'll wait for the bug to be fixed. Until then, I'll play Survivor.0 -
I thought the stun only happens if the survivor vaults towards the killer? How is the killer supposed to eat the stun, if the survivors are purposely only vaulting away from the killer?
0 -
The 2.5 meter radius is large enough for you to get stunned even if they are vaulting away from you. But you need to be right against the window vault location (does not work at pallets, only works at window vaults).
2 -
Springtrap invisibility wasn't even that bad.
If you were close to the door, you could see that he's coming by looking on the little screen so you could pre-run.
If you were far from the door, you could hear him coming out so it didn't matter that much.-17 -
yeah it was just confusing but if you payed attention and had awareness that it's a thing it was completely negligible.
you still heard and saw the door open.
-6 -
and his eye lenses for some weird reason
-1 -
What about when the door next to the gen was facing away from it?
12 -
You could hear him coming out. Invisible or not, he'd still be close so doesn't change anything, does it?
-10 -
I heard the perk is really screwing with the survivor hitbox causing things like Huntress hatchets to just miss if it goes through them mid vault.
-1 -
It does when you don't know which direction he's going, could end up walking into him actually unless you were on a well lit map and saw the extremely small eyes
4 -
This community never ceases to amaze me. How can somebody unironically argue "the killer is literally invisible" isn't a big deal?
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I just gave you a reasoning why it wasn't actually that big of a deal..
-13 -
Most likely going to the gen he just teleported do? Wdym walk into him. You hear or even see a door open so you know he just teleported there, why would you go towards that door?
-9 -
I'm already sick of this perk. I'm already the biggest Finesse hater but now we have one with no cooldown and doesn't care about being healthy.
it's I'm all my lobbies paired with 4 Lithe. pls let me off the vault train
3 -
So I assume you would support an update of the game that made it so when a generator got finished, all survivors working on it turned invisible and left no scratch marks for 5 seconds.
After all, you know they finished that gen so you know where they are. Why are the specific details of their location important?
11 -
I've seen video evidence that the perk makes you immune to Deathslinger's harpoon every vault. He can't hit you, no matter what. It's completely broken.
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Not only slingers harpoon, from some testing I have been seeing in stream, its really any proyectile and borderline it kinda looks like I frames.
1 -
It's nowhere the same..
-8 -
I made a comparasion, since I couldn't find any.
https://www.youtube.com/watch?v=NcYFFcYbB-U
While the window vault is pretty much the same, the pallet vault is the issue.
Hitbox moves with animation, and the animation for Last Stand on pallet is way way faster that the normal pallet fast vault.-4 -
It's in every game at the moment.
1 -
even with window vaults it ######### up hits (sorry for russian voice)
and it's even more ridiculous with pallets
3 -
I call BS, its only available on the new characters and not everyone has bought them. Additionally, a few hundred ms of advantage on a vault does not break the game. It might mean that occassionally yes, there's a miss instead of a hit. Big whoop, you lose a few seconds on one chase. It will get fixed but exaggerating wildly about it won't make that happen any faster.
The deathslinger bug on the other hand, if true, would demand it get fixed with morefocus. That is borderline game breaking.
1 -
The problem I got people aware of it and avoiding at all. One person prefer to take a hook stage instead of vaulting in front of shack’s window lol.
So they can break any timing in chase with 50/50 pallets later
1 -
It makes you immune to pyramidhead m2 in some cases. Killer has to shoot power in advance of vaulting only to be able to hit at the end.
So lol, they either fake it and u lose or they vault and u lose. Killer knowing timing doesn’t matter anymore
-1 -
That’s the biggest lie that few ms doesn’t matter. Especially with this perk, that not only make it faster but completely moves your hitbox like in time where vacuum vault was possible.
If few ms never matter in this game, then high ping, finesse, resilience, flicks from killer or “short lunge” instead of the long one to hit through pallets never worked
2 -
Shouldn't hitboxes always move with animation?
Obviously no being able to hit at all is a big problem
0 -
It's kind of like the Flashbang in a sense, you can still blind the killer through a wall (or used to) as long as you drop it close enough for them ot be caught in it's dome radius. Seems like Conviction operates on the same logic, in order to make the effect more "believable" and look less awkward.
And hell, on paper its a decent idea. I've always said I could see something similar, but for killers who like to face camp hooks (before the anti-face camp mechanic). "Calling it "Flip Kick." Once per match, when a survivor is hooked, if the killer is within "XYZ" radius, the survivor even on the final hook, is able to self-unhook and stun the killer for "ABC" duration. Perk deactivates in the EGC, does not interfere with Blood Warden."
But as is, Conviction when paired in a SWF and the "right" perks is just too strong and being able to use it while dropping from second story vaults is absolute madeness.
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Survivors just wanna have a fun horror experience...
Why you gotta be a buzzkill man 😏😏😏
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It actually does greatly affect the balance of the game having permanent vault speed increased greatly effects the outcome of a hit or a miss on tiles. Which is why we don't have permanent vaults speeds perks for survivors.
And besides your stressing on Deathslinger but his problem is only available on one killer that not everyone has even bought big whoop it won't get fixed any faster with you wildly exaggerating about it
-3 -
The perk makes you inmune to almost all proyectiles in-game not only slingers hit, its literally better than a fast vault or finnesse, the only way you can take dmg with it equiped is my having over 110 ms as survivor, quite literally it is game breaking at loops.
1 -
Side note, a 3 second stun is literally current DS, since the issue with the old 3 second DS was that you spent a full second getting off the killer's shoulder. This is not an issue now. This is by all means DS but without the being tunnelled requirement.
-2 -
Besides the point that it works like other perks, it's main function is practically useless. It's hit or miss with stunning the killer. Had a match yesterday where a survivor used it right into me and it didn't do anything. But I could tell they used it because of the animation change over the pallet.
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The truth is, that if your team plays efficiently, you won't be able to use the perk.
I gave it about 10 tries, twice I got the stun save and once I used it in chase.
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survivors having dlc perks is not crazy. you only need to p1 a character to have the perks on your main.
I see little Rick's and michonnes tbh people are using the perks on their Lara's and Neas
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reading comprehension for the lose. I said it isnt game breaking which is factually true. The game works fine, everyone can play and killers can still kill people with this perk…its just harder. Additionally, I have seen less than 5% of my teammates with this perk so it is additionally a marginal impact on the game.
So to summarize, learn to read all the words and then use your grey matter to understand them.
-1 -
presumably its all projectile killers. And I was referencing the original post which called out specifically Deathslinger. Again I didn't say it didn't matter only that it didnt break the game.
-2 -
That back and forth about semantics regarding "game breaking" feels like a big part why this became such a hot issue in the first place (before the response.) Its a term thats definition is going to vary from person to person, ranging from breaking the potential of the game up to breaking the function of the game.
Game breaking can be used to define a bug that causes a crash to desktop. It prevents the game from functioning at all, so it is thus game breaking.
It can also be used to define a bug that makes the game nearly impossible to complete. If all the gens get done in less than 2 minutes, the killer is not going to have much of a chance at finishing the game in anything but a loss. Likewise for a scenario that has been in the game, if the killer is able to flawlessly hold a 3 gen until the server shuts down, this is considered game breaking (thus why the kick limit and multiple other changes were introduced.) Sure, there were small chances for the survivors to escape if the killer screwed up royally, but it was essentially a checkmate that did not rely on game mechanics booting players from the game.
The line can be hard to see when one role has autonomy while the other has shared agency. In order for something to be considered game breaking, regardless of the technicality involved it usually requires one or more players to be unable to make any significant progress toward their objective due to an unintentional (or just poorly thought out) issue. This can be true in certain situations for an individual (like camp/tunnel/slug/etc) but once it affects whole teams, the importance of an expedient solution ramps up significantly (as it now affects the function of the game for entire factions.)
What this means is that any bug that stops players from playing via the extreme form of game breaking (CTD, false DC penalties, etc) are always game breaking by virtue of physically preventing the game from functioning, and would therefore be good candidates for rapid responses like the killswitch. Things where they break the game for individual players can tie into the structure of the game, so things like saves when picking up survivors/gen kicks/other legitimate forms of objective denial are not considered game breaking, but when aspects of them function beyond their normal application to the point they throw a vast offset into the core structure and expectations of the game, they should be killswitched until they can be resolved. Its also important to note that this mindset is mostly focused on bugs specifically, balance issues are a whole other beast that can require more considerations for any given topic due to the sheer number of moving parts.
TL:DR "Game breaking" doesn't always mean what people claim it does, and has multiple applications both directly and colloquially. Just so this doesn't get any random hate from anyone who doesn't read the whole thing, I say this more because of how people generally don't seem to see eye to eye because they assume its a term with only one definition (their own.) The devs absolutely should have hit the killswitch earlier than they did, but I hope this insight might help them with their plan to "get better" about guidelines for its use.
Post edited by Ryuhi on0 -
Conviction is not broken whatsoever. But it’s good to see we can start identifying the players that slug the most by them claiming that.
1 -
I'm sorry, but being able to pick yourself up before the killer can even finish their M1 cooldown or quickly check the area for a flashlight or pallet save is a little too quick, in that it makes half of the killer's job more difficult. The last time I saw someone pick themselves up that fast was running an "instant Unbreakable" cheat/hack.
-4 -
that is absolutely a lie. The only way that happens is if it is paired with at least two other perks..
the same thing can be said about several killer perks when they are paired together with other perks. So you are blatantly being disingenuous here. It takes a total of eight seconds for you to be able to pick yourself up and the cool down from an M1 is not longer than eight seconds. You are just straight up lying.
1 -
Oh no, Survivors have a good perk, I wonder which of the various OP Killer perks and add-ons you could use to counter it? In all seriousness, this is why the game keeps losing players - the moment Survivors get anything they can use, people like you demand it gets nerfed. This happens every time. The Fog Vials, which was already 50/50 on if it'd even work because it was not that hard to track people in it, were just nerfed into the ground because bad players complained. Now you people want something that isn't even that powerful nerfed because you struggle against it.
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