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What Perk Do You Think Needs a Rework (Survivor, Killer, or Both)
For Survivor, I have to go with Deja Vu, I never personally saw any use for this perk and I think It could use a rework to make it more viable
For Killer, I don't have enough experience to make a decision. It's best I leave this question to the killer mains or those who play both.
Comments
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no one left behind I don't know if making it work before endgame would make it better or just reworking entirely
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I don't think it needs a rework but Iron Maiden needs a buff because the perk is meh and I have stated this several times with everyone saying I'm wrong. Yeah, such a great perk it works on 2 Killers, that 15 seconds is SO GOOD, ez 4k.
No Mither needs a buff too, give it a 100% no groan sounds, it's not overpowered. Sure the perk is a disadvantage and not meant to be taken seriously but at least make it good. I want to use No Mither, I always look at it and I want to play all my games with it but those noises make me a hindrance for my team; as does being injured all match but that's not the point 😅
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Monstrous Shrine
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Beads need a nerf. This is op Spirit`s addon.
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Buckle Up
Beast of Prey
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Beast of prey
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No Mither
Beast of Prey
Insidious
No One left behind
Pharmacy
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No Mither, it's a good concept, but it needs work to be somewhat viable.
Reducing the grunt sound by 100%, removing the broken status icon so the killer doesn't know you're running the perk, and maybe increasing the dying state recovery speed would make the perk a lot better, while still having the huge con of being permanently injured.
Iron Maiden, really fun perk concept to me, but most of what this perk offers you can't really capitalize on in time.
Making the exposed status effect last somewhere between 30-60 seconds, changing the scream bubble notification to an aura read for 3-5 seconds, and maybe even increasing the locker search speed would make this perk really solid and super fun to run on a lot of killers.
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For survivor I want to see MoM back and playable. People have suggested this many times: make it 3 safe hook rescues instead of protective hits. People have to go out of their way to get protective hits and that isn't always what is best for the match. 3 safe unhooks on the other hand would be productive.
I can't think of one for killer right now
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The problem is, detectives hunch tells you pretty much the same info, plus some.
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But pretty much every time the killer knows you have it, they tunnel you to death because you're permanently injured, and this happens the moment the match starts.
How about meeting you half-way? The killer will be notified when they down the injured survivor that they have the perk, so they won't slug the person and instead hook them.
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Object of Obsession.
Right now it's fine as Solo but stupidly powerful for a SWF team.
I really don't know how they could rework this perk, as I don't want them to just outright remove it. But it does lead to some upset if you see this perk being used at the start of the game as the killer.
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Left Behind: (Rework)
You're determination to escape when all odds are against gives you internal strength.
When looking in the direction of an opened hatch within a 90° cone, receive a noise notification.
Noise notification has a cool-down of 10 seconds.
When the hatch is closed by this killer, each generator that was completed before the collapse was initiated gives you a 20%/30%/40% exit gate opening speed.
Dying Light: (Buff)
Your obsession and all survivors within 8 meters to the obsession are immune to Dying Light effects.
Each time you hook a survivor, receive a token up to a maximum of 6/9/12 tokens.
Each token gives a stackable 5% penalty towards all actions.
If the obsession is killed, this perk deactivates.
Killer can only be obsessed with one survivor at a time.
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Less of a single perk, but more of the entire Totem system needs a rework. Begone, RNG trash.
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All of Demo's and Huntresses perks need buffs/reworks. Same with Monstrous Shrine and Unrelenting.
All of Ace's, Quentin's, and Steve's perks need buffs/reworks. Same with Premonition and Autodidact.
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Demos perk need looked at. I dont mind surge really but rest are trash. And monstrous shine.
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We're Gonna Live Forever is almost entirely useless. It needs something extra besides stackable bloodpoints.
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Just use iron will
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Ah yes use two 1 perk to completely solve a problem even though the other perk does it by 50%, great game design. Spirit Fury and Enduring work together but these two perks make up for a problem no one wants to fix.
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Survivor:
No mither - 100% Grant reduction and give it a blood type multiplier
Déjà vu- give the survivor a bonus full working on or completing one of the highlighted gens
Small games- give it a total counter just like thrill of the hunt.
Stake out: increase or remove the token limit
Technician: reduce the sounds of the generator itself as well as your repair sounds this effect will persist as long as you are touching the generator or until someone without technician touches it.
Wake up: increase the value to 35% also you are cleansed of all status conditions what's the last generator pops. Any status condition that is globally affecting survivors or status conditions that are permanently locked will not be removed. For example no one escapes death or devour hope and the Pig's status condition add-ons as long as you have a bear trap still on.
Solidarity: conversion rate increased to to 65% and Med kits Now work with solidarity
Lithe: speed Boost now given when using a fast action to escape locker head on however will take priority.
Resilience and this isn't happening: resilience and the effects of this isn't happening on our combined into one perk and will be under resilience
This isn't happening: when injured and in The Killers terror radius you no longer leave blood stains
Fixated: uninjured requirement removed
Killer
Furtive chase- remove the in chase requirement or the Obsession dying penalty in fact remove both it's pointless. Also if you're going to keep the in Chase requirement remove the token limit
Monstrous shrine: upon being unhooked or unhooking themselves survivors hooked in the basement are inflicted with a severe action speed penalty for 90 seconds
Thrill of the hunt- this is no longer a hex perk I have no clue why the perk designed to protect hex perks is a hex perks itself.
Huntress lullaby- does not give a notification of it's presence also now affects every skill check this includes jigsaw boxes and any other power related to go checks.
Surge: is applied when the survivor goes down basic attacks or not required.
Thrilling tremors Cool down is now 40 seconds instead of a minute
Mindbreaker: survivors now suffer with the oblivious status instead of exhaustion effect persists for for 10 seconds after the gen goes above 50% or the survivor stop touching it.
Hunting grounds: the second totem will persist even after the first one is cleansed if the second one is cleansed it will apply the same effect.
Iron Maiden: exposed effect increased to 30 seconds
Discordance: just reverse the bloody tier numbers. 12/10/8 instead of 8/10/12
Overcharge: applies extra regression overtime
Play with your food: tokens are lost upon successful offensive actions simply using an offence to the action will not lose you a token unless it hits
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