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A Candid Discussion on Game Balance
The bottom line of DBD is that survivors can win in 3 and a half minutes, 4 and a half minutes through pressure, and the Killer cannot.
There's no counterplay to needing 9 hooks in 5 minutes. Each hook requires 2 hits plus a pick-up plus a slow walk to a hook plus hooking, nine times, through BT/DS/SB/DH and a ton of second chances, semi-infinites, pallets, jungle gyms and every other stalling mechanic survivors have. It doesn't matter how good you are, it simply isn't physically possible.
The only question at hand is how to profoundly nerf survivors without nerfing survivors at lower skill levels, because at lower skill levels the killer is actually favored.
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It's possible for a killer to get a 4k within the same time that survivors can pop all the gens, in fact Scott Jund was able to 4k within 3 minutes without a single gen popping, even though the survs had 4 BNPs.
However, the problem is how difficult it is to absolutely trash a killer as a SWF, meanwhile it's not hard to trash 4 solo queue survs as killer.
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Killing survivors that quickly is entirely reliant on them not playing properly. I'm trying to discuss skill cap play, where killers can't really do much to stop survivors from winning in 5 minutes even if they play perfectly, unless they use a very specific strategy (Infectious + slugging) with very specific killers (like Nurse).
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Imagine people arent perfect.
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So playing around with some different killers over this quarantine time I've found the answer is mostly a combination of the following.
- Tactical slugging.
- Mangled application (either through sloppy butcher or through addons)
- Using pop goes the weasel effectively.
Everything a killer should be doing should be designed to not only complete their objective of getting hooks, but also wasting survivors time after they are unhooked, either through putting them on the ground or at least making it take significantly longer to heal.
I personally think the best perk combination in the game right now might be sloppy butcher and nurse's calling, particularly on any killer with a lower than normal terror radius. Making survivors take longer to heal slows the game down significantly, and if they don't heal then you just saved 30 seconds if you find them since you only have to hit them once.
Add in pop goes the weasel and you can dial back generator progression quite often assuming you are ending chases moderately quickly.
I would agree killer is harder to play now as you have way less room for mistakes than you did in the days of old Hex: Ruin but it can be adapted to. Whether that's healthy for the game is debatable, but plenty of killers can still hit Rank 1 and do quite often.
It's not difficult for a red rank caliber SWF to dumpster almost any killer if they are communicating and playing optimally. Being able to call out killer movements (especially if god forbid one of them has OOO) can almost eliminate the killer finding anyone, usually leaving them to chase the OOO who is usually the strongest looper in the crew.
Thankfully really good SWF teams are not nearly as common as some of my killer brethren would claim.
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