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How to fix most toxic problems players have Survivor/Killer
Hello, first of all I am quite new to the game, but I am in touch with community and while playing the game I saw there are several things that are unfair/dumb that people complain about as well as a compilation of random ideas I heard. I am a main Killer, BUT I also play survivor to get those juice thick BP from the missions, after 2 months of playing 150h(10 of wich are loading screens), I am a Rank 5 Killer and a Rank 10 Survivor, this is what I see that is unfair on both sides, and how they could get better:
Survivors:
Tunnel - When you get focused by the killer to get taken down of the game as soon as possible, due to having a key, or being a menace to the killer for any reason, you will basically get stomped, and you will lose a pip, just because the Killer wanted so, even if this ment for him letting escape the other 3. To counter this behaviour, chased survivors SHOULD get 30% of the other category points that the other survivors OBTAIN, you also get a piece of it. Your job as the chased one is to entertain the killer as much as possible, if you do so the other survivors can do their job of DOING OBJECTIVES cleansing, unhooking others, gens, doors, etc. Like this having the skill to being chase, will reward you more, than just doing gens, if you cannot take over a chase and just do gens, you have to pay the tax to the players who permit you to do the gen in the first place. Like this getting tunneled would mean that you will also help completeing the objectives, since you stop the killer from interrupting others, and the others would not just earn that many points by genrusshing and doing a fast escape. If you are not good at being chased, means you are not as good at the game, you are good at gens, doing a specific task.
Camp/Abbandond - Getting camped is one of the worst things that a killer can do to you, we all got camped like we all got tunneled, so, the ammount of points taken from the killer for camping should be dobled since right now is rubbish, and ALL those points should go to the hooked person that is camped. Additionally 30% of the points that others obtain by any means, SHOULD get transfered to the hooked person, like this OTHER survivors that let you DIE ON HOOK (happens a loot, specially dieing at the start of the game with just 1 hook), will get super punished for not helping you out, since everything they do gets taxed from them. Letting people die on hook means everyone losing points. Like this if someone gets camped by the killer or abbandond on the hook, will not result in a -1 just because killer/selfish survivors wanted to.
Totems - There are many complains about many totem perks, NOED for example.
Survivor: Noes user, (Slur), you do not know how to play, etc, etc...[Toxicity uneeded but OK]
Killer: If you do not want it to pop, Cleanse the totems, and the NOED will not apaer.
Survivor: There is no time for that.
Killer: Then deal with NOED.
Survivor: *More Slurs*
SOOOOOOO..... To deal with this, cleanseing ALL totems should give ALL survivors a lot of Rank points and BP, rewarding a lot spending time on Totems rather than just Gens/Ninja Play. If everybody does this OBJECTIVE, they get rewards for doing so.
DC - All the points he obtained should be shared to the other survivors, because now the remaining survivors have to deal with the Killer without help and maybe the 2 seconds that takes hooking, could have saved them. Rage Quit? OK -1, but at least your teammates do not get punished for you being a quitter.
Perk Variety Bonus - FOR EACH UNIQUE PERK other survivors DO NOT HAVE, you gain an extra 3% points in each category, for each duplicate you lose 1%, maximum of benefit is 12%, and if all people use the exact same 4 meta perks you get a +0. This encourages very different builds so people could earn more points for the actions they do, without punishing wanting to go "Meta".
Killers:
Tunnel - Taking out of the game 1 of the survivors is basically a free "win" for the killer, since is really difficult to do 4 gens with 3 people, so this encourages tunneling / camping, if hooks/kills would share the same medal, and once you hook someone, if you hook it again provides you with 20% less points, but hooking someone else provides you a +25% point bonus, and like this stacking on other surivors, hooking 3 different survivors gives the 4th a +75% extra hooking points. This keeps stacking between survivors to keep the bonus UP, but if you hook the same person twice in a row the previous point buffs gets deleated so they do not get a +50%, but instead a +0%.
Camping - Negative points for camping should be dobled and those to transfer to the camped person as a compensation for not being able to play the game. Negative Behaviour. BUT if another survivor is in a 20m radius from the hook no points get drained from you, as you are basically defending the hook/looking for the other suvivor.
Ninjas - When you are playing too well, Survivors decide to become ninjas that do not exist, not do gens, they just hide, looking for keys / hatch to escape. If the killer is unable to find any survivor and if none of the survivor thouches a gen for less than 30 seconds straigh in a period of 3 minutes, ALL SURVIVORS AURAS, get revealed, ignoring perks that hide the aura/lockers, until one of the survivors gets hit. Really NEGATIVE AND ANNOYING Survivor behaviour.
Decisive Strike - This perk is an anti tunnel one, entertains a ######### ton of time the killer, but what if the killer doesn't tunnel you and you decide to heal far away, and for some reason someone brings him to you, and you do not know because of oblivious/stealth killer, what is he supposed to do, ignore he found you, and give you a free escape? What if DS would unable you from doing anything, you can't do anything even if you wanted until 1 minute has passed or someone else healed you to 100%. Like this Killers would have 2 motives to ignore you, to not eat the DS, and because you are basically useless to the rest of your team for 1 straight minute/full heal from others.
Derail Mechanic : There are a lot of killers that can kill very fast or make the survivors strategy collaps VERY fast, Those being early game Nurse, late game Trapper, suicidal survivors, meanwhile you have Mad Grip/Starstruck, etc. You basically get 4 Kills with barely hooks or other category points, because you killed to fast for a reason or another. So what if we add something for early and late, Killing/Escapeing too fast can result in a -1.
Early - If you kill all 4 people before the 4th gen is done & more than 5 minutes in the game, as a killer you get a forced +0, and same for survivors, since they did not have enough time/skill to deal with the killer. Like this none gets punished for having such a bad game, as the killer you cant just ignore 4 survivors doing huge mistakes or simply not being good. Maybe you are a Red rank VS 4 rank 15 (Lord of Matchmaking)
Late - Killers like trapper for example, have a really strong late defending gens, gates, and exits, they may not be good at chases because well, its the Trapper, not the Pursuer, it is not the same to chase with a Spirit or with Twins for exmple. What if once is there 1 gen to be completed, onwards, if you get hook after hook, after kill, you get many more points, since you can have an endgame build but get super punished because a weak early, I saw more than once 4 Kills doing insane late game plays to survivors trying to escape, keeping them in place, and still obtaining an entity displeased just because you weren't able to hit/chase due to having a Killer/Build not ment to be played that way.