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My Old Idea
I found this discussion idea in an old doc. I'll put it here so you guys can see this.
I just realized exactly what the devs need to do to make the game more fun for everybody! Tunneling and camping are hardly problems thanks to DS and BT, so I won't go over those. Genrushing needs 2 simple fixes in addition to the admittedly brilliant and inspired toolbox changes, Trial Warmup and Power Switches. Yes people, I came up with the perfect second objective!
THE TRIAL WARMUP
All credit goes to Scott Jund for his Trial Warmup idea and the idea really makes sense to me. Basically the survivors are very inefficient on generators until the killer gets momentum going(half speed seems good). This will allow killers to traverse the map stress-free and lazily scan the horizon for survivors, like it always should have been. Survivors won't be bored because they can run around looting and hitting bones. Obviously, hexes wouldn't apply to totems until the killer assigns them using this system. The killer simply has to look at the totem from any distance and press the assign key and their hex will be applied to it. This adds more strategy to hexes because you can place them in strategic locations to prevent survivors from finding them easily or you can place the totem randomly and risk losing it if you don't take the time to scout out a good spot. The Trial Warmup would end after 2 mins or when a chase starts or when the killer places 3 traps or when the killer marks a survivor or when Myers reaches EW tier 2.
POWER SWITCHES
After a generator reaches 100%, 4 of the 8 strategically placed power switches will become active and their locations will temporarily be shown to survivors and shown to the killer until the survivors flip one. Flipping one takes a 10 second channel and once flipped they all deactivate and the generator that reached 100% will complete if still at 100%. If not at 100%, then the next generator that hits 100% will instantly complete and not activate the power switches. While the power switches are active, other generators can't be worked on past 90%, work on other generators is 50% slower, and other generators will regress while above 90%. The 4 power switches activated are randomly selected between the 6 furthest switches from the 100% generator. I approximate an extra 20 seconds added to each generator and a forced gap between gen completion. This will reduce frustration from gens popping early game because not only are you guaranteed a chase before gens start popping but also there is a ~20 second delay before the next gen can pop. The flow of the game will feel more intuitive and much less overwhelming. This will also give larger maps less clear advantages to survivors because the power switches are further away on larger maps and take longer to travel to. This might encourage spreading out more, but that's okay because cooperating on generators is still incentivized by reasonable speeds when survivors work together. That, and the regression from the power switches being active hardly affects cooperative efforts, even though the effect is mostly negligible to balance out the enhanced coordination of swf. To prevent camping, generators will instantly complete when reaching 100% while the killer has been within 32m of a hooked survivor for 30 seconds(doesn't need to be continuous) without another survivor in that area or being chased.
SURVIVOR BUFFS
Obviously these killer buffs by themselves would make survivor near impossible to escape outside of swf, so I think these changes to buff solos to swf level are definitely needed. First, a totem counter. I know it only affects two perks which are NOED and Inner Strength, but these are prevalent perks in the meta and should be tailored for ease of use. Swf can already tell eachother how many totems they've cleansed so this just shrinks the gap. Next, a chase indicator. A simple solution would be to give all survivors the current obsession marker and give the obsession a unique marker perhaps with a different color, more tentacles, or different animations. Once again, swf already tell their friends when the killer is on them so this only helps solos. Next, a camp indicator. A camp indicator is simple, the survivor's chase indicator will go off while the killer is within 24m and can be seen by the survivor. Finally, let survivors see eachothers perks, at least when they're in a trial.
CONCLUSION
That's it. That's all you need to do to make the game more fun and accessible to all players. Questions? Concerns? Leave them down below, and leave anything else you might want to discuss about the game's current balance.