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The Idea Of Playing Fair And A Possible Solution.
Playing Fairly:
As I am sure most of you are probably aware, tactics like Tunnelling, Slugging and Camping are all heavily frowned upon in the Dead By Daylight community. Now I know this is not a game that is as highly competitive as other titles like Siege or Valorant, but in most competitive games, one side is not normally pressured into adopting a certain playstyle to facilitate the other sides level of enjoyment. So why so in Dead By Daylight? and lets be honest, why so only one side? It is very rare that survivors are forced into a playstyle that is less effective for the overall goal of winning but more fun for the killer.
Now I know its hard to compare an asymmetrical game to a more traditional 5v5/6v6 style game, but the overall goal of both games, is to win for whatever side you are playing for. If you hold a power angle that is hard to contest in CSGO or Anchor/Camp the bombsite you are defending in Siege, 90% of the time the enemy team will understand (Maybe not in the moment due to rage at dying) that you are playing the game in a manner that is most effective to helping your team/side win the game. In Dead By Daylight, if you are losing gens quickly, so decide to try and get a player out of the game as soon as possible, you can expect to get a -Rep on your Steam profile after the game and some flaming in the post game chat.
Is it purely that this playstyle is more unfun to go against in an asymmetrical style game that leads to the higher levels of frustration?
A Possible Solution:
Being tunnelled as a survivor is not fun and it can often be hard to sympathise with the fact that the Killer is doing what they can to win the match in the moment. That is why I believe that a new scoring category should be added for survivors called "Occupying The Killer" (Not a great name and open for refining). How this scoring category would work, is as follows:
Anytime you are either hooked while the killer remains within 32 meters of you (Not while the killer is engaged in a chase or breaking pallets/gens) or being chased within 30 seconds of being unhooked (Not after touching a gen for more than 2 seconds/healing an ally or cleansing a totem) you will receive a percentage of whatever score your teammates are earning through doing gens and progressing the game.
It would also be nice to have a breakdown for this category in the end game lobby to show you what exactly was done while you were "Occupying The Killer". For instance, while the killer remained within 32 meters of you while hooked, 3 gens were done. You will of course then, receive a yet to be determined percentage of that overall score. This will also go towards your rank/MMR rating.
In Closing:
I believe this system would help alleviate a lot of the frustration associated with facing this playstyle and encourage other teammates to progress the game if an ally is being face/proxy camped. It also gives the Survivor in question a clear indication of what was done while they occupied the killer.
Let me know what you think of both points and any refining/extra ideas that could help the game become more enjoyable/competitive for both sides.