http://dbd.game/killswitch
Bada Bada Boom perk might be really strong
It can counter bamboozle players like Myers and Bubba. I’m worried how it will stack with Chemical Trap and Blast Mine lol the perk is gonna be busted. Do anyone think it might get nerfed or should Bada Bada Boom stay where it is?
Comments
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It being 6 seconds is far to strong Its going to be nerfed to match chem trap of 4 second
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It will be used mainly in bully builds, along with sabos, flashbangs, blast mines, head ons and so on. No one would pick a perk solely to counter just two killers since the chances of those specific killers are low, just like no one picks Calm Spirit to counter Doctor.
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I feel the same sort of hesitance about the perk. Killer vaults are a pretty different circumstance than pallet breaks, so a survivor being able to dramatically slow a killer when they know they have to vault I feel like can be a particularly powerful tool.
In comparison, chem trapping a god pallet or deterring a killer from breaking a pallet they otherwise would has shown to work well within the game loop.
The idea itself is fine, but I think at least the numbers should be brought down to chem traps level, maybe also making the repair requirement 40% instead of 20% so survs can't get as many as easily.
It's also one of those things where high mobility killers just won't be nearly as affected by it as Bubba or Trapper or Pig or Ghostface or Deathslinger etc will be.
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I think this is a very legit perk. It will disable window outplays even for normal killers when they double back and vault the window while completely countering those you mentioned. It seems to be the survivor version of bamboozle, but it also counters bamboozle because usually the survivor reaches window first. If the killer vaults this window the 6 second of half speed means they basically lose the chase.
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I want to predict that this will affect even some of the higher mobility killers. Ghoul first comes to mind. He vaults windows pretty often and given that he also has the free bamboozle addon it might be a solid perk against him. For another i think hillbilly will also be affected by this in some instances. Not really as severely but hillbilly with or without bamboozle has the window vault mindgame to make the distance for chainsaw hit, this could counter that and make especially shack very easy against him. Krasue as well especially if she uses bamboozle. I dont think this perk will be very niche tbh.
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i think it’s a fair trade off and a good reward for doing gens, it’s nice to give people a reason a progress the trial whilst someone else is being chased. it’s only like super strong at shack or T and L’s — which i also think is fair since nobody plays mind games around shack and T and Ls anymore. it’s kinda just insta break next pallet insta break next pallet which is boring to me. i like that we have perks to “force” different playstyles rather than what we’re used to every game.
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yet another nerf to m1 killers. shack already was annoying enough to loop regardless of if the pallet is gone but this perk singlehandedly can reset shack window…
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i mean, it’s only a nerf if you’re stubborn. you have to make a choice to either continue chase and eat it to get it out of the way — or you see it as a challenge and try to blood lust the surv — or you drop chase and have to deal with it later on in the trial. the choice is up to you. it’s a perk that can only be used once per chase if the killer gets the down. not that much of a nerf to anyone in specific tbh. just a decent new perk.
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tbh it's just one more reason for me to drop chase when I see the surv go to shack
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nice solutions issue is killers dony have time for this stuff
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you can make the time? new pop perk/ pain res/ surge there's a bunch of decent regression/gen block perks out there that make up for 6 seconds you're hindered mid chase.
it's not a problem at all. killers have the likes of bamboozle that outright blocks vault locations. 1 potential chance to be hindered mid chase is not as big an issue as you think it is tbh. that's IF the survivor even manages to touch a gen before getting tunnelled and proxy'd to be tunnelled out again.
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so killers should be forced to run gen regression? But then people wil complain about lack of variety in killer builds (not that there is any nowadays to begin with…)
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I think the numbers can be tweaked a little bit. Either give it a bigger requirement or tone down the slow because 20% of a gen for 5(?) seconds of 50% hindered is pretty nasty especially if multiple people run it. Chemical trap has a similar requirement but it's more balanced around the fact that you're attaching the hinder to a spent resource you can't get back, windows always remain which in theory can make structures like shack even stronger since it almost garauntees one free loop around it.
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i run anti tunnel every game, not because i want to but because im “forced to” by killers tunnelling all the time. if you want to win yeah, you need perks to increase the chances of your success, so gen regression is your best choice any time of the week.
i really can’t see this perk being as much of problem you think it is, time will tell i suppose.
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