Perks with unnecessary downsides: Dead Man's Switch

This perk activates for 45 seconds after you hook the obsession. While active, any time a survivor lets go of a gen that's in progress, it gets entity blocked for the remaining duration. It's like a reverse Thrilling Tremors.

The fact that it only works when you hook the obsession makes it a hard perk to use. Unless you're using Nemesis or Furtive Chase, it's a 1 in 4 that you're even gonna see the obsession. And if you don't down them and hook them, you don't get to use the perk.

The 45 seconds that this perk lasts is not much time actually. Lots of scenarios will happen where the survivor lets go, and the gen is only blocked for like 5 seconds.

Because entity blocked gens don't regress, you can't combo this perk with things like Ruin. You also can't kick a gen if it's blocked.

While Deathslinger is one of my favorite killers, especially when it comes to his perk names, his perks have a lot to be desired. Dead Man's Switch is a dead perk for the above reasons.

Comments

  • honestly I forgot this perk even existed I don't really use deathslinger teachables

  • @[Deleted User] said:

    The worst part about the perk is that survivors are notified that DMS is active even before they let go of the gen, so a smart survivor will stick to it until the last second.

    Wow, really?

  • @[Deleted User] said:

    The worst part about the perk is that survivors are notified that DMS is active even before they let go of the gen, so a smart survivor will stick to it until the last second.

    thats some bullshit