Dead Man's Switch

A pretty bad perk that no one uses.

How about we add the stipulation that injuring the Obsession causes all generators to be blocked within 32 meter for 15 seconds.

This is on top of its current effect.

Note that I said injured, not hit or downed. That is to say only when going from the full health state.

Now you'll have the rare gen blocking of the perks main effect but also a little bit of passive blocking throughout the match.

Comments

  • Wouldn't a simple fix be to just increase the activation time to 60 seconds? 45 seconds seems lack luster.

  • @dspaceman20 said:

    Wouldn't a simple fix be to just increase the activation time to 60 seconds? 45 seconds seems lack luster.

    The problem is it would still be terrible.

    It's currently just extremely situational, with a limited amount of activation times, and all for a mediocre effect.

    With this change it gives it a side effect that's not so situational so you'll at least get some more reliable use out of it in between those situation circumstances.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903116#Comment_1903116

    The problem is it would still be terrible.

    It's currently just extremely situational, with a limited amount of activation times, and all for a mediocre effect.

    With this change it gives it a side effect that's not so situational so you'll at least get some more reliable use out of it in between those situation circumstances.

    wait isn't situational perks like Dead Man's Switch a synergy perk? Meaning its supposed to be paired with other perks to get the most out of them?

    Also I know that it still block the generators even if multiple people are working on it. So if 3 people are working on a gen and 1 stop working on it the generator will be blocked for every survivor.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903126#Comment_1903126

    wait isn't situational perks like Dead Man's Switch a synergy perk? Meaning its supposed to be paired with other perks to get the most out of them?

    Also I know that it still block the generators even if multiple people are working on it. So if 3 people are working on a gen and 1 stop working on it the generator will be blocked for every survivor.

    "wait isn't situational perks like Dead Man's Switch a synergy perk? Meaning its supposed to be paired with other perks to get the most out of them?"

    Yeah until you equip the other 2 and then realize you've wasted 3/4 perk slots for a memey effect and start wondering what you were thinking. You end up wasting all your perk slots to just make the perk function at an average level to other perks that don't require synergy. For requiring synergy of other perks to function well it needs to be quite impactful and it's just not, even remotely.

    "Also I know that it still block the generators even if multiple people are working on it. So if 3 people are working on a gen and 1 stop working on it the generator will be blocked for every survivor."

    That's assuming the one guy you're downing while the other 3 are on one gen is in fact the obsession. Even then that's not that impressive. Also, good survivors will be split up all on different gens.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903139#Comment_1903139

    "wait isn't situational perks like Dead Man's Switch a synergy perk? Meaning its supposed to be paired with other perks to get the most out of them?"

    Yeah until you equip the other 2 and then realize you've wasted 3/4 perk slots for a memey effect and start wondering what you were thinking. You end up wasting all your perk slots to just make the perk function at an average level to other perks that don't require synergy. For requiring synergy of other perks to function well it needs to be quite impactful and it's just not, even remotely.

    "Also I know that it still block the generators even if multiple people are working on it. So if 3 people are working on a gen and 1 stop working on it the generator will be blocked for every survivor."

    That's assuming the one guy you're downing while the other 3 are on one gen is in fact the obsession. Even then that's not that impressive. Also, good survivors will be split up all on different gens.

    Ok I see your point. Well if its going to be changed then I have a idea of how to change it.

    You become obsessed with one survivor. Whenever you hook your obsession Dead Man's Switch activates for 30/40/50 seconds.

    During that time Whenever you kick a generator the generator is automatically blocked for as long as Dead Man's Switch is active.

    Blocked generator still have a regression effect.

    How is this idea?

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903144#Comment_1903144

    Ok I see your point. Well if its going to be changed then I have a idea of how to change it.

    You become obsessed with one survivor. Whenever you hook your obsession Dead Man's Switch activates for 30/40/50 seconds.

    During that time Whenever you kick a generator the generator is automatically blocked for as long as Dead Man's Switch is active.

    Blocked generator still have a regression effect.

    How is this idea?

    Honestly that seems even weaker than the current version. lol

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903155#Comment_1903155

    Honestly that seems even weaker than the current version. lol

    Is it really that bad of an idea change? I will think of something better.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903156#Comment_1903156

    Is it really that bad of an idea change? I will think of something better.

    I mean you're looking at best, 3 activates of maybe 40 seconds and that's just if you kick an immediate gen right by the hook. Any other gens will only get like 25 seconds by the time you get there. That's also a lot of wasted time kicking that you aren't pressuring survivors. Base gen regression speed is also god awful. Pop is the only thing that generally makes it worth the time kicking.

    Remember this is the best case scenario.

    That scenario for being even the best looks highly mediocre to me and in most cases you aren't getting that best scenario anyway.

    What if the gen you need to kick is somewhere else on the map and the one next to you isn't even being worked on? By the time you get there and waste time kicking it you blocked it for 15 seconds..one gen..lol

    It's also not just is the perk good, but it's also got a cost attached because that perk slot has a value. You're losing whatever stronger perk could have been there.

    Yeah I think it needs a lot more.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903159#Comment_1903159

    I mean you're looking at best, 3 activates of maybe 40 seconds and that's just if you kick an immediate gen right by the hook. Any other gens will only get like 25 seconds by the time you get there. That's also a lot of wasted time kicking that you aren't pressuring survivors. Base gen regression speed is also god awful. Pop is the only thing that generally makes it worth the time kicking.

    Remember this is the best case scenario.

    That scenario for being even the best looks highly mediocre to me and in most cases you aren't getting that best scenario anyway.

    What if the gen you need to kick is somewhere else on the map and the one next to you isn't even being worked on? By the time you get there and waste time kicking it you blocked it for 15 seconds..one gen..lol

    It's also not just is the perk good, but it's also got a cost attached because that perk slot has a value. You're losing whatever stronger perk could have been there.

    Yeah I think it needs a lot more.

    Ok I got a new idea

    You become obsessed with one survivor. When you hook your obsession Dead Man's Switch activates for 20/25/30 seconds.

    While Dead Man's Switch is active any generator that has reached or is above 50% repair progress it is automatically blocked by the entitiy for as long as Dead Man's Switch is active.

    You see blocked generators auras in white.

    What about now?

  • @Blueberry said:

    A pretty bad perk that no one uses.

    How about we add the stipulation that injuring the Obsession causes all generators to be blocked within 32 meter for 15 seconds.

    This is on top of its current effect.

    Note that I said injured, not hit or downed. That is to say only when going from the full health state.

    Now you'll have the rare gen blocking of the perks main effect but also a little bit of passive blocking throughout the match.

    I agree it need something more. It’s okay (just) when it’s paired with Furtive Chase (get more mileage out of DMS). But only if the killer knows which gens to go to.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903170#Comment_1903170

    Ok I got a new idea

    You become obsessed with one survivor. When you hook your obsession Dead Man's Switch activates for 20/25/30 seconds.

    While Dead Man's Switch is active any generator that has reached or is above 50% repair progress it is automatically blocked by the entitiy for as long as Dead Man's Switch is active.

    You see blocked generators auras in white.

    What about now?

    Throw on one more little unique passive.

    Allows 2 Obsessions to be active at once for the match. However the match will only begin with 1 Obsession.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/222709/dead-mans-switch

    I agree it need something more. It’s okay (just) when it’s paired with Furtive Chase (get more mileage out of DMS). But only if the killer knows which gens to go to.

    And even then we're wasting two perk slots just to make it function at an average level. Furtive Chase won't be doing much else.

  • Yeah, this could work if the on-injure blocking actually forced people off gens Corrupt Intervention style (surely we've all had, or at least seen, those trials when the survivor hops on a gen and gets kicked off because suddenly the perk loads in).

  • @MadLordJack said:

    Yeah, this could work if the on-injure blocking actually forced people off gens Corrupt Intervention style (surely we've all had, or at least seen, those trials when the survivor hops on a gen and gets kicked off because suddenly the perk loads in).

    Yes that was my intention. So if they're currently working on a gen within 32meters and I hit the Obsession it would block the gen and kick him off for those 15 seconds.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903184#Comment_1903184

    Throw on one more little unique passive.

    Allows 2 Obsessions to be active at once for the match. However the match will only begin with 1 Obsession.

    Doesn't obsession benefit the survivor more then hurt them? It would be bad for the killer to have 2 obsession(possibly)

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903195#Comment_1903195

    Doesn't obsession benefit the survivor more then hurt them? It would be bad for the killer to have 2 obsession(possibly)

    Generally speaking, it's only bad if you're running certain perks for it. In most cases it wouldn't benefit them.

    This change would make the effect be able to proc more often making it worth it, while also requiring at least one other synergistic perk to trigger the second Obsession to come in (other than forcing a DS proc I suppose).

    Would also have some interesting synergies with other Obsession perks as well on both killer and survivor side.

  • @dspaceman20 said:

    Wouldn't a simple fix be to just increase the activation time to 60 seconds? 45 seconds seems lack luster.

    Seems fair to me. You need to use either furtive chase or nemesis to get value out of it anyway