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Scott junds gen slowdown video devs look at this
Comments
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Yeah. This is one problem I see with how it relates to those two. I don’t like the idea of “free” stalk time. Something would need to be done there...and maybe toning back the repair slowdown a bit. I’m not sure Trapper and Hag should be getting THAT much setup time. 50% is a little high. I suppose a survivor could just run up to them, but eh I don’t know about that. I still really like the idea though, just needs some tweaks.
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Could be something as simple as whenever you use your power to interact with a survivor the mechanic ends
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Yeah that sounds good to me. Or each action the killer does significantly reduces the timer. So maybe you can get a little stalking in, but it really drains the timer. You just can’t get close to 2 minutes worth. Hag/Trapper could work similarly to where you’re only allowed to set x amount of traps before the mechanic ends. Maybe thats too complicated though.
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Yep needs fixing somehow...maybe require the killer perform an offensive action or chase action(vaulting, swinging, breaking pallet, gaining Bloodlust even)?
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I'm not a hundred percent sure I'm on board for this change. It doesn't sound horrible, but it could slow the games down really hard towards the beginning with that 50% debuff. Might just be two minutes of waiting around on the survivors side. Or depending on the killer having a confident survivor bum rushing the killer so they can't set up.
I know my suggestion could make the gens take longer, but...I always thought it would be neat if gen speeds were killer dependent. A Billy zips across the map so his gen times would go by fairly fast, while someone like Trapper takes time to set up, and moves at base speed so gens might take a little bit longer. When I say longer I'm suggestion like maybe a 5 second difference between them. so 80 seconds being the fastest, 85 is normal, and 90 is long. It could make up for not having the mobility to traverse the maps, and would help to balance individual killers a bit better without being too boring for survivors as it's just a few more seconds.
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It makes sense that once you're stalking you no longer need extra time to find survivors.
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Not really, with myers you need to stalk to even really get speed to catch up to someone to start a chase, unless someone bumps into you, you could flick your stalk on to try and find someone, the starting phase then finishes and you've done nothing to capitalise on it, it's essentially just like a normal match before it was added.
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What about Myers rn is so bad he deserves free stalk time in addition to extra time to find survivors?
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I think this is a great idea and will contribute on both sides. I dont know how many times I've been first found and wished there was some material benefit to my team for it.
My only call out would be basement bubba, afk killer, etc where there is never a chase initiated or a hit taken. How about when the first gen pops this state ends? That way both killer and survivor have a way to restore normal mechanics. Since the gen would be at 50% speed then even with all 4 survivors on a gen (which isn't common) killer gets around 30 extra seconds to find someone.
A 2 minute timer would just encourage stealth for the first 2 minutes of every game before anyone even bothers a gen. As killer you can't check every inch of a map, which is why the common strat is patrolling gens, so all survivors have to do is stealth in and out of lockers away from any gen.
Dont get me wrong, stealth is great and adds a lot of excitement to the game, but it should be productive, not just waiting out a timer
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Yeah, exactly. Just like people ruin Trappers games with OoO, they just have to disarm his traps until he starts a chase. Finally someone will bother to actually try to stop the Trapper from setting traps instead of ignoring him and Genrushing him to hell.
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Basically progress milestone on either side ends the warmup. Nothing else
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What if stalk rate was reduced just like gen speeds? And warmup immediately ends on Myers tier up or Ghostface being revealed.
Same with triggering Hags traps or disarming Trappers traps. So either trigger/disarm, follow them and locate traps or just run into their face to initiate chase.
I think thats enough counterplay
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Gen speed is not something that should be based on how strong a killer is lol. Very fun gameplay having 100s+ gens because you're playing against a clown.
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I think that’s all we want, is some discussion if its seen that the game isn’t healthy which I think it is not.
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I think it's a great idea. Game needs some fresh air, esp. early game for killers is brutal, this would help so much.
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I like the idea, props to you.
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I mentioned the times in my post. I said 80 seconds is the fastest (Current speed) and it increases by 5 seconds per tier. At maximum I'd only boost it to 90 seconds. Which would account for about how long it would take for poor clown to reload his bottle and maybe walk over to survivors to stop them from powering through it. lol But no not 100+ seconds that's over kill.
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Discussed indeed BUT also TESTED by the community in a PTB aswell. So pls, at least give it a shot in a PTB to see how well it performs. It's nothing to crazy to code so it's definetly worth the try.
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Only issue I could see is with a killer like myers who can stalk at a distance. Essentially he'd be able to get his stalking meter full and not even have the game begin. A survivor would be forced to run up to him and give him a free hit to stop him from stalking while gens are massively slowed down. You might say the game will begin once he stalks but then that would be unfair to myers as now survivors would get a free heads up that he's stalking.
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Hmm we discussed this and we thought it would be fair if it ended when Meyers tiers up or when GF is revealed.
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Nothing too crazy to code, not sure about that there is a lot of things to take in consideration when coding. It's not something that you can add or remove and everything will work.
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Please, coding in this game is apparently more complex than any of your tech team can handle. They change a clown addon and it makes plague perk bug out, they change sound and DS gets bugged, or other similar unrelated things.
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Ive thought about it and it really is very simple because the game already has the functions needed. Passive gen slowdown is already an easily modified variable (Thanataphobia, Dying Light etc). There are also scoring events for the chase, the hit, you already have functions for seeing if something is in proximity. You guys have all the base things needed.
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You should change your Stream title to "Most optimistic Oni main ever."
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Regarding stealthy survivors being hindered at the start of the match, what if Survivors received a buff to interaction speed that was equivelant to the gen repair debuff speed?
Until the first survivor is found, survivors can Cleanse, Search, and Sabotage faster.
As a stealth main myself, I tend to avoid touching gens at the start anyway. I look for totems and chest near me, and keep an eye on a nearby gen waiting for the killer to see it at 0% and move on before I start repairing it.
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Sounds like an interesting idea, but I don't quite understand how it would help stealthy survivors or the killer. Would you be able to expand on it a bit more?
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While it's better than doing nothing I don't think it solves the problem.
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maybe they should add a perk that makes doing skillchecks harder, and if you can't hit a great skillcheck then the gen regresses a bit. You could even make a hex perk out of this so the survivors could cleanse it during the match and get normal gen progression.
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Myers and ghostface could also get the same 50% stalk penalty that the gens have. Most survivors should notice if a Myers is stalking for that long.
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How do you solve the problem then?
🧐🙃😑
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Sounds great! What should the perk be called though? Ooh! How about Hex: Ruin?
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Maybe if it also had a timer like egc so a killer can't afk in the corner and extend the game
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Numbers not being literal but simply the idea:
First minute: 60% slow
Second minute: 30% slow
After that normal.
The idea is simply a scaling slow down that starts high and gets lower until it's back to normal after 2 minutes.
Maps would still need work though.
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Slowing down gens doesn't work bud.
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The community appreciates the transparency! 😁
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It's not a bad idea, certainly better than the "slow gen times" crap that gets thrown around. A few things bother me.
1) How much are gens slowed down by? Is it just gens or all survivor interactions? If 4 survivors with toolboxes, BNP and prove thyself can crack a gen in less than 30 seconds, then we must be looking at a 75-100% gen debuff before "contact" But how killer sided that? Does the killer receive any penalty? Can't debuff one side and not the other then call it fair.
2) New meta, instead of finding gens, go straight to sabotaging/99% hooks instead. Prepare for when the game starts. We are talking about helping the kind of killers that struggle finding Survivors and getting hooks quickly when they do, see how happy they are when there's no hooks to put survivors on.
3) As much as this idea is supposed to help the "low mobility" killers, it swings them a little over the mark. To the great trapper and hag mains, that like to setup before hunting, we already 4k even after 2-3 gens pop quickly, now you've just given us more time to setup. It also makes the high mobility killers, even stronger than they were, so in all, this would just further encourage more spirits, nurses, billy, oni and Freddies. If the problem is "low mobility killers" then change them instead.
4) This idea assumes 4 man SWF is in play. Is it only for that scenario? I can tell you now, this isn't needed, at all, against 4 randoms. I will also say, that some 2 and 3 man squads can be difficult to manage too, while most are just #########. How does it balance around this?
5) Do killer hexes and perks still apply during the slowdown period? Corrupt intervention and haunted ground are buffed with this.
There's just 5 of the top of my head. The trouble with content streamers, they're too closed minded and lack creative problem solving skills. Most the things they suggest, are just whimsical and emotional, with little to no real thought, it's why this dude couldn't really come up with any negatives to his idea.
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It does. It's also only temporary.
Obviously not the most optimal choice but maps getting reworked is too slow and they seem intent on not adding a secondary objective instead.
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It doesn't matter if it's temporary, while it's live BHVR will earn much less income from dbd.
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I don't believe that would be true at all. I could just as easily say they'd make more money since many of the killer mains would come back. Queue times would also improve simultaneously.
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Queue times for killers would skyrocket...you make it sound like the game is currently survivor sided. There is no evidence that there are less killers than needed globally.
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A change like this , on TOP OF actually addressing the toolbox problem, would honestly be enough I think yeah.
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Agreed. Consistent start time is a really good fix for the inconsistency between maps and killers.
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The only counter argument Scott didn't bring up, is what if a survivor hides from the killer and the killer would have passed right by them, but suddenly the warm up ends- well they know the survivor is RIGHT there and will go and hit them.
Which I guess is fine, but would lockers trigger it still? I mean wouldn't it suck if you hid in a locker, and he walks passed it and the mode ends, well now he knows you are within 4m so obviously you are in that locker and now he just grabs you and you are a free hook because of that. At the same time, if lockers hide that, locker meta early on from good survivors will be nearly as hard to find early on as they always have been. The gens might be slowed but if you can't find anyone, it's still kinda boring for both sides.
I dunno though even that counter argument I feel is a stretch, but it's the only issue I could think of....that and his example being so red it hurts the eyes but other than that....
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1.) 50%. Only generators. I am not balancing it for "4 brand new parts and prove Thyself" because that situation is ridiculous.
2.) Thats not a problem either. If survivors are spending all their time saboing hooks no one is doing generators which means you have an unlimited time to win.
3.) This part sort of implies Trapper doesn't need a buff which almost no one will agree with, no matter how good you are at him. It doesn't really make high mobility killers stronger at all because the effect will end with them immediately due to the fact they can actually get to survivors quickly. The solution of just "changing every non mobility killer" is completely unrealistic and will not happen.
4.) I didn't mention SWF anywhere in this and I'm not sure why you brought it. Even so, four people being in a group or being solo doesn't change the fact that it takes almost an entire generators worth of time to traverse some maps, which is what this is for.
5.) Yes, except Corrupt Intervention, which would start after the Warmup. I am also not sure how you see it solely as a buff for totems because nothing about the totem breaking speed is changed. Hell, it might actually be an nerf for totems since people wouldn't immediately go on generators and instead look for totems.
I'm not sure where the lack of 'creative problem solving skills' comes in. I assure you I have thought about almost every counterargument to this, and in doing so, learned some flaws that had to be addressed (like stalking with GF and Myers, for example)
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It is currently survivor sided by a lot. That's pretty universally known by all players with a lot of hours that play at rank 1.
I don't think queue times would skyrocket for killers at all, I think they'd even out finally for both sides.
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Think what you want, the devs are the ones that know for sure. I'm sure the stats would surprise you 😁
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I've seen the useless stats that have so many flaws that even the devs said not to use them for anything. I shouldn't need to point out the many, many flaws those are. It's already been done ad nauseam.
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I didn't mean kill rates, those are unreliable. I mean killers and survivors queuing up.
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They won't do it. They said it's their intention for 2 gens to be completed during the first couple minutes when game starts.
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Wouldn't it make sense if the game only really starts when the killer goes after a survivor?
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