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Global rebalance
There are a lot of conversations about how round off rough corners for killers and survivors simultaneously. But in order to understand what developers should change in game we must define what problems players meet today on both sides. Main problem for killers - it's rapid gerush which variates from 286 to 349 sec ( result based on my red rank matches which i played with timer, now every match i play with timer and record survivor timings) Main problems for survivors are technical, hits through pallets and windows ruin their play while chasing. There is some way devs can do, but it will be possible only if they have desire to work.
First. GENS and TOTEMS. Today game have two ways for gerush slowing. Perks, and totems. (obviously it's one way, but we will separate it). Second variant is almost useless cause on 100 matches upon average totem "lives" 16-38 seconds. Doesn't matter how many and which totems killers use. Cooperation between survivors have tremendously negative impact on totems as well, and killer can't protect totem physically from cooperated survivors. Main problem that totems are spawning in open places, and more often - in front of generators or survivors in beginning of the match. Arguing against that fact - pointless. Hex ruin often even does not effect some gens. you know when you just begin repair gen and there is no skill checks till you done it on 85-90%. At the same time rookie players can't handle even with non hexed skill checks. I though a lot and came to next conclusion.
First of all - map rebalance. There are different maps with different size and numbers of obstacles for killers. And time for repairing generators must be different. For example Wreckers Yard and Disturbed Ward. First map must have for example 2 mins on one gen repairing and second must have 3 min on one gen, cause it's bigger. The fact is that developers must increase time required for gens repairing, and this time for each map must be different.
HEX RUIN - no more effect on gens with "corrupt'' skill checks. Hex ruin - effect lasts till at least one empty totem remains on map, with power of hex ruin killer can restore any other hex after he sacrificed survivor (no more than 3 times). Every time survivor dies on hook, one of killer hexes which was destroyed before, randomly respawns in new totem on map. If survivor dies and hexes were not destroyed, there is a new empty totem spawns on map. Hex ruin effect can be interrupted only in case of all totems on map are destroyed. For example i play on hag, i have ruin, devour hope, third seal and noed. Survivors cleaned my all hexed totems, but than i ve killed one of them (3 hooks) and randomly, third seal or DH is spawns in new totem on map and starts work again from the beginning (i mean tokens etc.) In the end of the match noed spawns in empty totem, if it still remains. If i have only 2 hexed totems, and there is no place for noed it wont work.
Gens breaking. Every time killer breaks a generator, survivors have to complete 5 (or more) corrupted skillchecks (same as we have with hex ruin today) If killer breaks it with brutal strength survivors have to complete 10 (or more) corrupted skill checks.
Survivors.
Here is simple. Hits against survivor can harm only WHILE survivor jumping (climbing) the window/barricade. If survivor stands BEYOND window, killers hits can not harm survivor. Every pallet loop must neutralize killer's hits harm effect. For example if survivor loop pallet on me while i am striking and if my knife technically touches survivor it wont harm him. Same with Huntress hatchets (if survivor managed loop it in time, and pallet ''caught'' an axe). Sorry for mistakes. Hope main clues of my ideas are described in a way you can understand.