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How would you nerf spirit fury/enduring without making the perks themselves useless?
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I think he should get you because he can think of how he is going to move before he does so, not because of Bloodlust. So, I'd think about this as something that could happen in any situation. I like being chased, just not for the eternity or until I finally go down. With some killers especially, having a more reliable chance of hiding mid chase would be a much preferred option, if you ask me. But an OPTION, which means you can choose to keep getting chased, if that's your thing.
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Having to spent time to be seen after the recovery could very well mean you won't have time to make it to the next loop or whatever.
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I've never used it because I feel like I win more of my time back by using BS and it doesn't take two slots. The occasional hit from what I've seen in videos doesn't justify all of that real estate imo. I also feel like I end up getting those hits anyway because people don't know when I'll choose to respect a pallet or not. Something being popular doesn't neccessary mean it's the best thing out there. I've noticed a couple of people I watch are starting to shy away from the combo. It looks cool and very slasher esque and probably makes you feel like a God, and I suspect that's part of the reason people that make DBD media have stuck with it for as long as they have. It leads to downs but so do other perks that only take up one slot.
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There is no reason to nerf them.
The combo is ok but just remember your dedicating 2 perks slots for the same purpose when there are much better perks out there.
Not to mention that once you know they have enduring/spirit fury combo, you can counter it by dropping pallets early.
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Its honestly a vicious cycle of nerfs/buffs.
Killers need x perk nerfed because too strong
Perk x is now nerfed
Survivors now need perk Y nerfed because perk x was holding it back.
Perk Y now gets nerfed as Does Pig and Billy gets Buff.
With Perk Y nerfed and Billy now buffed due to infectious fright. A call for Perk Z to be nerfed presents itself.
Pig sits in a corner with slight nerfs *not salty at all* People proceed to call for nerfs or buffs on stuff that wont matter. The community should band together for the weaker perks/killers to be buffed to a viable playable level so everything is viable at all ranks this way the viability of the game still has some level of uniqueness.
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I mean on this issue I think there should be more counterplay to EndFury since it's a really powerful combo and the counterplay is quite literally just "play like a rank 20" but a flat nerf I don't think so.
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Honestly the counter ability is simple. You dont loop like normal. You drop the pallet early to prevent the Spirit Enduring Combo. If you believe that they have it then it's easy to drop early. Most people seem to forget that squeezing out that very last loop is bad if you know they have it. The difference in being efficient and foolish with that combo can be interchangeable.
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Except my gripe is that if you know they have it, your only counterplay is to quite literally play like you don't know how to loop. The whole reason killers run EndFury is to punish Surviviors for Landing the pallet stun, which is one of the reasons killers respect pallets. If you drop the pallet prematurely like ur suggesting all the killer does is break the pallet and either Bloodlust you to death or force you to the next loop where you gotta do the same thing. It forces you to play worse bc it will end badly for you if you do otherwise.
Honestly the only thing I'd want is for there to be a clear way to tell if the killer is running Spirit fury.
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Sure, let's nerf something M1 killers use to have a fighting chance. What could possibly go wrong?
Besides, it can most definitely be played around.
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That's pretty easy to tell most killers wont break pallets after the initial 2 unless you loop them. I dont mean drop it significantly early. More like just soon enough the killer wont get stunned.
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They don't need a nerf. The downside to using Enduring + Spirit Fury is the fact that it takes up two perk slots.
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i havent seen anyone complain about them , i think theyre fine
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Not all windows are foolproof. Look at ironworks of misery and tell me that has a good counter besides bamboozle. You can't predict when you get ironworks.
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You also can't predict when the killer runs Noed yet every single Survivior is somehow expected to run small game to counter it. Yet conversely also hated bc they dared to cleanse the totems to prevent Noed.
You also can't predict when the killer runs Prayer Beads Spirit so you can run Spine chill to stand a fighting chance against her, yet somehow Prayer beads hasn't been nerfed despite how overpowered it is.
You can't predict when the killer runs EndFury until the black spider legs of Chthulu are crushing the pallet you beat the killer at before your very eyes as the killer lands the free hit they get for losing a mindgame. Bc a lot of people run enduring now bc of the buff it got against pallets, not everyone runs Spirit fury.
You can't predict a lot of things. That doesn't mean they're OP
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Nerf it by instantly opening the exit gates as soon as SF procs. Sounds fair, amirite?
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I wouldn't nerf them at all. Frankly, I think the combo is overrated.
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You can predict it by finding the totems. They have fixed spots for spawns after all.
I run spine chill regardless, because it helps counter every killer, including stealth killers. That information is just crucial.
Prayer beads is tough, however, you can hear their footsteps. And just being unpredictable helps too.
If you stun them and they have enduring, you can predict that they have spirit fury.
Infinite loops are OP, because they just aren't worth it for a killer to try..
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