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Two simple, non-OP killer perks that end looping, hatch standoffs and taunting
"Lingering Regrets
When you hit a survivor, that survivor may not escape through the Exit Gates or the hatch for 8/12/16 seconds."
"Confound
Walking through a pallet gap calls upon The Entity to block that pallet location for 8/12/16 seconds.
Only 1 pallet location may be blocked in this way at any given time. The pallet location is blocked only for Survivors. The block effect immediately ends if the Survivor throws down the pallet.
Confound does not affect vault locations."
Put on the next killer, please- I would run both 24/7. And as to Lingering Regrets, even the POSSIBILITY that the killer might have it would end t-bagging.
Comments
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OMG, now we can solve hatch standoff problem!!!by bringing another perk....
Bandaid fix not wanted
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We need problems fixed at base. Not another band aid perk fix.
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I never have hatch stand offs. I don't mind letting them get out if they get there before I can down them. DOn't need help on that end.
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dumbass ideas especially the pallet one. thats the one base thing survivors have to fight back
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for one these are bandaid and for two these sound incredibly broken
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I love how he calls them non-OP, but basically creates two of the most OP perks in DbD history. Takes away the only real defense the survivors have.
Should they start off on hooks as well? Can we get that as a perk? lol
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Hatch standoffs... there are so many easly implementable fixes... yet devs are just: naaah fams, its ok. They do a lot of good stuff... but recent bugs and refusing to fix so old problems is disturbing.
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If not just no, it'd be the killer equivalent of Mom but on Nurse level steroids.
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As others said, these are just poorly designed with no real way of salvaging them. Hatch standoff needs to be targeted directly and as for blocking off pallets just by walking through them...that does more than counter looping. It kills it.
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..another band-aid solution?
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gotta limit these people with 20 hours in the game from making complaint/balance posts smh
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i see you have changed your tune about MoM
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Belongs in fan creations. Lingering Regrets isn't worth the perk slot imho. It's the killer that would have lingering regrets for using it in 90% of the games they play. Sure, it would end hatch stand offs and punish survivors for taunting the killer at the exit gate, but it also wouldn't do anything to help the killer prevent getting to that point of the game in the first place. Also, as others have said, if the devs plan on doing anything about hatch stand offs then it shouldn't be related to a perk.
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Hey, let's make it to an addon then lol
At least more and more people realise that adding perks to fix stuff isn't good, proud of you guys
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People act like looping is a problem but that's literally a core mechanic for survival. It doesn't need to be, nor will it ever be, "fixed".
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Looping is a problem and was never intended to be a core mechanic for survival. It has all the characteristics of an exploit, except that the developers changed their minds on calling it an exploit.
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And while I understand it's annoying, it's something the game has since further adapted to. I honestly don't see it as a problem now
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No, sorry, that's too killer sided, you're removing the survivors only defense and you're trying to add a bandaid for the hatch, when we need a real fix, although I think the hatch should be left alone tbh.
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So you don't think it's a problem that survivors can force the killer into unwinnable situations just because of how they exploit the map?
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I think the hatch needs a rework, though closing it isn't necessarily the best option. And a perk is a terrible option.
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No, I don't main Nurse. I rarely play her, in fact.
What is the counterplay to a survivor who knows how to exploit map design to the point that the least bad option for the killer is to hand them a free escape?
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Focus on weaker survivors and don't commit to a chase you can't win. Or rely on mind games. There's several perks and killers that have their own ways of dealing with looping too. I understand when there were 20something pallets per map and the pallet vacuum issue that it was broken but that's not the case anymore.
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Oh right, it's because before 2.6.0 you made a thread asking when the update comes and how you wrecked a team with Nurse, so I assumed you're a Nurse main.
Also, for counterplay, bloodlust, Enduring, Spirit fury, Bamboozle, and Brutal strength can all nullify it. Perks like Beast or prey can make massive opportunities to attack and mindgame the survivor, STBFL decreases the distance you lose, MINDGAMES LITERALLY RENDER SURVIVORS DEFENSELESS and some killers can be unaffected by it like Clown, Hag and Spirit.
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So you think it's balanced that the survivors can force the killer to give them a free escape?
If you're referring to the thread I think you are, I was using the Pig; not the Nurse.
Bloodlust makes some difference, yes, but chases can still last too long; this is demonstrable.
Killers only have four perk slots, and none of the perks you mentioned actually help with looping.
Mindgames don't work on most maps because the wall tiles are either see-through or have giant gaping holes.
Looping is not something that can be countered with perks. Survivors run in tighter circles around objects, making the killers' speed less significant during a chase. Furthermore, killers take longer to recover their speed after turning, which takes away their speed even more. There is no perk that increases the killers' acceleration nor any perk that reduces the killers' hitbox. This is a core issue with the game design, period.
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@ClogWench that is solid advice, I don't know why @Orion still considers looping a major problem.
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Letting survivors go is not solid advice, especially since every survivor and their mother knows how to loop. In what universe is it considered "solid advice" to purposefully lose? Do you actually think that's good advice? If the devs introduced a new killer whose ability was to instantly put all survivors on the hook, would you accept "just give up" as "solid advice"?
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No one's saying to let them go. If you focus on a survivor who isn't as god tier at abusing loops you can use that as a means of getting the looper into a more vulnerable position. Breaking chase isn't giving up. A good killer knows when to to break chase and work on killing other survivors instead of wasting their time in a losing fight.
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But you can't seriously be proposing that survivors have to run in a straight line? You probably spend too long chasing a good survivor, if you think looping is a problem. Orion you need to adapt, I have. I don't miss the DBD when I joined where survivors were literally untouchable with double pallets everywhere, pallet vacuum, double exhaustion perks. That was bad. Now it's way better than before, but you can't see it. Not all your games will be effortless 4 mans and you need to accept that.
Genrushing is a massive issue, but looping is a thing of the past.
No, I'll just run Up the Ante and take my chances, see you AdApT. .-.
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@ClogWench you're a genius, I'm definitely coming to you when I need advice lol, sometimes I mess up too much as killer, and someone like you can seriously help.
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Some of these comments attacking your suggestion are really harsh and damaging to anyone who ever wants to make new suggestions, because they most likely will face a barage of toxicity and anger from people not wanting change at all.
Good ideas however for the pallet block perk, I feel like a condition needs to be included to make it balanced. Example have it so if a survivor passes the same pallet gap twice it becomes blocked (5,10,15secs) it shouldn't be too problematic as there are plenty if loopable areas. It's not like the loops disappear.
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Haha thank you 😅
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Looping is not a thing of the past lol.
You can still make shack an infinite if you can break LoS for a moment, the temple on the new map with BL is pretty much an infinite same with most houses on Haddonfield again with BL which plenty of survivors are running.
Yes things might be better than before but that means it's just gone from broken to more manageable, does not mean it's fixed.
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I didn't ask how to get the looper into a more vulnerable scenario; I asked how to counter looping. Purposefully losing the chase isn't a counter to looping any more than killing yourself on the hook is a counter to camping.
Again, you think it's OK for "good survivors" to force the killer into an unwinnable situation. I do not, because survivors aren't supposed to be that powerful.
Funny story: even if a survivor runs in a straight line, chases can still last for a full minute, depending on when they start running. At 10 meters, with Sprint Burst, chases last some 40 seconds, IIRC.
You would be in the minority. Most people, and rightly so, would just stop playing and complain nonstop.
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Looping by itself is not the problem, it's the amount of strong loops, save pallets (bad map design) and limited time for low tier killers. That's the problem imo
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Forcing a survivor to have to put themselves in a more vulnerable position does directly counters their strategy of looping you constantly. Sure there's no "stop loop" button the killer can press but you do have the ability to win. Once again, breaking chase is not conceding defeat. It's a tactical move to work around a survivors greatest strength.
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Known as "zoning", very strong when using billy
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Giving a survivor the opportunity to put themselves in a vulnerable position is not a counter to anything. It only works if the survivor purposefully places themselves in that position, and that's just taking advantage of a mistake.
Breaking the chase is losing the chase. The killer gets an emblem penalty, while the survivor is rewarded.
Again, what are the counters to looping? Actual counters, meaning things that work against looping.
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The only one i can think of is Bamboozle but that only works well with certain killers and within certain builds.
Not to mention it makes way too much noise so survivors just find a new loop after they hear it go off.
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Bamboozle can only block one window for a very short duration and doesn't solve the core issue of different accelerations (relative to max speed) and different hitboxes.
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It sounds like you feel entitled to win a chase every time. There might not be a 100% surefire works-every-time counter but there rarely is for most things. That said there's perks, killer abilities and mind games that help get around looping. If survivors looping you is your weakness, try using a killer with a better skill for countering it. And if you're extremely stubborn and absolutely refuse to break chase, take note of where broken pallets are and try to direct the survivor towards those areas. The side of a pallet you're on when you break it can better determine which direction you force the Survivor to run to.
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But they would have already, so again, your whole argument is flawed.
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This conversation was going so well, but you and the other guy decided to pull out that survivor meme to handwave away any and all complaints.
I'll wait for people who can address the arguments being put forth without assuming anything about my stance.
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Ah yes, forgot about those infinites, I was only thinking about pallet loops, the Haddonfoeld will probahly be addressed since streamers keep showing how broken it is, and the temple, will probably not be touched tbh. Balanced landing might see a nerf, though and if it does I'll be depressed lol.
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What? No I'm not trying to be a dick, you're just coming across as if you want to win all your games, explain to me what you want out of looping being killed then?
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I've been giving you proper arguments this whole time, you just refuse to budge on the notion that breaking chase is giving the survivor a free win.
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I was too? I don't understand.
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@Orion and @ClogWench let's end it here, before we get too hostile and get banned or jailed. We can just agree to disagree. Nice conversation guys, have a nice day.
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Personally if you think survivors should be untouchable if they are able to loop well, that's not balanced especially so when the killer is doing their all to catch them.
Map design is too imbalanced a lot if the time. Literally 90% of walls have gaps to see the red stain through so even the simplest loop you can be at for a minimum 10 seconds with little effort.
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