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Suggested Nerfs and Reworks
Ideas have been thrown around for reworks of certain Perks and items such as Moris and Keys. Here are my thoughts.
Hex: Undying
I think Undying is too powerful. I think giving the survivors secondary objectives is good, but giving the killer aura reading is stepping over a line. Especially because the Blight is the fastest character in the game. He could be in the middle of a chase and see that someone is working on his totem and be able to get over to the totem fast enough to prevent it from breaking. Ultimately, it’s just too big of a buff for killers and promotes camping totems. Get rid of the aura reading and Undying is fine.
Object of Obsession
Object is tough, but I think the best solution to make everyone happy would be to rework Object to say “only when the killer and survivor are both facing the each other’s direction”. That way at least all the Trappers and Hags out there could plan for the traps to be hidden.
Keys and Mori
This has been a topic of discussion for a while. Keys and Mori are both unfair due to cutting the game’s objectives by a certain percent. Let’s say that generators are 90% of the objective (meaning each finished generator is 18%), and one exit gate is the remaining 10%. Assuming everyone survives long enough for the Hatch to spawn, a Key can cut the objective by 28%. From Killer perspective, you ideally want 12 hooks to get the maximum point value. This means that each hook is 8.33%. An Ebony Mori can cut the objective of the killer by 33.33% (hooking each survivor once, and then killing them on their next down. Both unfair. I suggest reworking Keys by encouraging chases. Have each Key start with a base 5 charges. For each 3 seconds in chase, your key gains a charge. To open the hatch, the key must have 50 charges. That’s just 135 seconds in chase without having used any of the charges for aura reading add-ons. This does a few things:
- It makes escape possible for the last player alive who found the hatch, already closed, in the middle of a chase. All they have to do is elongate that chase until they are able to open it.
- Encourages chase as a whole. How many Blendettes have gotten the hatch after not doing anything the entire game? Too many. This encourages them to come out of hiding and get chased so that the Key can have use.
For Mori, I think that Ebony Mori should only activate when ALL survivors have been hooked at least once. Pretty simple, right? This does a few things as well:
- Discourages players from tunneling, then Mori after the first hook. Anyone who has played Survivor knows how frustrating it can be to feel like you haven’t played the game at all because the Killer just wanted to pick people off one by one using their Ebony. Killers would be more inclined to go after everyone else first, then when the Mori activates, the Killer can kill anyone on their next down.
- Makes it a bit more fair for the Survivor. If a killer tunnels and Mori’s someone right off the hook, it basically turns the game into a 3v1 right from the start. There’s no way to plan against that, and it’s just harder for the objective to get done with less people.
- It’s not necessarily taking away anything from the Killer. He/She can still cut the game’s objective by that 33.33%, it’s just harder and slower to do so. In my experience, games end much more quickly on average when there is a Mori involved. This is a way where Killer can still be satisfied, and Survivors can feel that they’ve played the game they paid money for.
Let me know your thoughts on these rework ideas. I’m open for criticism.
Comments
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I forget who initially said it, but someone made a good point about removing the aura-reading from Undying: If you take that away, then Undying literally does nothing by itself. It needs to do something other than move other totems.
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I forget who initially said it, but someone made a good point about removing the aura-reading from Undying: If you take that away, then Undying literally does nothing by itself. It needs to do something other than move other totems.
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