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Suggestion: How to fix gen rush
Gens will be covered in plants and the survivors must harvest these plants in order to work on the gens. Each plant will reward the survivors with bloodpoints. This will be beneficial to both teams. The survivors will be rewarded and the killer will have extra time. The time to harvest should be similar to halloween pods or a little longer but not too long so it doesn't become punishment.
Another idea: the plants will spawn randomly on the map when the match starts and survivors will have limited time to harvest them. Like 2 minutes.
I don't think increasing the time to heal has solved this problem.
Comments
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@Whispers23 said:
Gens will be covered in plants and the survivors must harvest these plants in order to work on the gens. Each plant will reward the survivors with bloodpoints. This will be beneficial to both teams. The survivors will be rewarded and the killer will have extra time. The time to harvest should be similar to halloween pods or a little longer but not too long so it doesn't become punishment.
Another idea: the plants will spawn randomly on the map when the match starts and survivors will have limited time to harvest them. Like 2 minutes.
I don't think increasing the time to heal has solved this problem.Having too much to do as a survivor in the early game will deter new players, while giving rank 1 folks something else to do. Balancing around rank 1 is and will be the worst solution for the game's life as a whole. I also don't believe that the healing nerf was meant to make the game last longer gen wise, not a single bit. Its for survivors who heal in between pallet drops and vaults. That 4 seconds is critical. There's no longer a reason to take SC outside of a Meme. Medkits are faster and odds are, unless you're running IW/CS stealth.. you'll get only one shot at healing yourself.
Then you have hatch stand-offs, immersed survivors playing uber stealth, and the annoying guy that loops you for 5 minutes. All in all, most games run around 8-10 minutes for me. Any longer and most people will go play something else. If you're getting quick games, have more map pressure. Break long chases before they even begin.
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How is it gonna deter new players if it's optional? "suggestion 2"
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@projecteulogy said:
@Whispers23 said:
Gens will be covered in plants and the survivors must harvest these plants in order to work on the gens. Each plant will reward the survivors with bloodpoints. This will be beneficial to both teams. The survivors will be rewarded and the killer will have extra time. The time to harvest should be similar to halloween pods or a little longer but not too long so it doesn't become punishment.
Another idea: the plants will spawn randomly on the map when the match starts and survivors will have limited time to harvest them. Like 2 minutes.
I don't think increasing the time to heal has solved this problem.Having too much to do as a survivor in the early game will deter new players, while giving rank 1 folks something else to do. Balancing around rank 1 is and will be the worst solution for the game's life as a whole. I also don't believe that the healing nerf was meant to make the game last longer gen wise, not a single bit. Its for survivors who heal in between pallet drops and vaults. That 4 seconds is critical. There's no longer a reason to take SC outside of a Meme. Medkits are faster and odds are, unless you're running IW/CS stealth.. you'll get only one shot at healing yourself.
Then you have hatch stand-offs, immersed survivors playing uber stealth, and the annoying guy that loops you for 5 minutes. All in all, most games run around 8-10 minutes for me. Any longer and most people will go play something else. If you're getting quick games, have more map pressure. Break long chases before they even begin.
Not balancing the game aroudn rank 1 will just lead to deranking.
What is the point in ranking up when you are not rewarded by anything and instead you are even punished by the imbalance
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@Whispers23 said:
How is it gonna deter new players if it's optional? "suggestion 2"You said it. If. Survivors can break totems. Sure its optional.. but... Not breaking a Hex has consequences. Same for breaking it, if caught you'll normally get tunneled or camped despite how early in the game it is.
@Master said:
@projecteulogy said:
@Whispers23 said:
Gens will be covered in plants and the survivors must harvest these plants in order to work on the gens. Each plant will reward the survivors with bloodpoints. This will be beneficial to both teams. The survivors will be rewarded and the killer will have extra time. The time to harvest should be similar to halloween pods or a little longer but not too long so it doesn't become punishment.
Another idea: the plants will spawn randomly on the map when the match starts and survivors will have limited time to harvest them. Like 2 minutes.
I don't think increasing the time to heal has solved this problem.Having too much to do as a survivor in the early game will deter new players, while giving rank 1 folks something else to do. Balancing around rank 1 is and will be the worst solution for the game's life as a whole. I also don't believe that the healing nerf was meant to make the game last longer gen wise, not a single bit. Its for survivors who heal in between pallet drops and vaults. That 4 seconds is critical. There's no longer a reason to take SC outside of a Meme. Medkits are faster and odds are, unless you're running IW/CS stealth.. you'll get only one shot at healing yourself.
Then you have hatch stand-offs, immersed survivors playing uber stealth, and the annoying guy that loops you for 5 minutes. All in all, most games run around 8-10 minutes for me. Any longer and most people will go play something else. If you're getting quick games, have more map pressure. Break long chases before they even begin.
Not balancing the game aroudn rank 1 will just lead to deranking.
What is the point in ranking up when you are not rewarded by anything and instead you are even punished by the imbalance
People derank anyway because of how trash people play at high ranks and hide behind "but its a legit strat" excuse. People don't have any respect for themselves, and it shows in game.
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@projecteulogy said:
@Whispers23 said:
How is it gonna deter new players if it's optional? "suggestion 2"You said it. If. Survivors can break totems. Sure its optional.. but... Not breaking a Hex has consequences. Same for breaking it, if caught you'll normally get tunneled or camped despite how early in the game it is.
@Master said:
@projecteulogy said:
@Whispers23 said:
Gens will be covered in plants and the survivors must harvest these plants in order to work on the gens. Each plant will reward the survivors with bloodpoints. This will be beneficial to both teams. The survivors will be rewarded and the killer will have extra time. The time to harvest should be similar to halloween pods or a little longer but not too long so it doesn't become punishment.
Another idea: the plants will spawn randomly on the map when the match starts and survivors will have limited time to harvest them. Like 2 minutes.
I don't think increasing the time to heal has solved this problem.Having too much to do as a survivor in the early game will deter new players, while giving rank 1 folks something else to do. Balancing around rank 1 is and will be the worst solution for the game's life as a whole. I also don't believe that the healing nerf was meant to make the game last longer gen wise, not a single bit. Its for survivors who heal in between pallet drops and vaults. That 4 seconds is critical. There's no longer a reason to take SC outside of a Meme. Medkits are faster and odds are, unless you're running IW/CS stealth.. you'll get only one shot at healing yourself.
Then you have hatch stand-offs, immersed survivors playing uber stealth, and the annoying guy that loops you for 5 minutes. All in all, most games run around 8-10 minutes for me. Any longer and most people will go play something else. If you're getting quick games, have more map pressure. Break long chases before they even begin.
Not balancing the game aroudn rank 1 will just lead to deranking.
What is the point in ranking up when you are not rewarded by anything and instead you are even punished by the imbalance
People derank anyway because of how trash people play at high ranks and hide behind "but its a legit strat" excuse. People don't have any respect for themselves, and it shows in game.
People dont "play trash" at high rank, the game simply was not built for optimal playstyle and playing against those is really unfun.
As I said, the game needs to become balanced at high level gameplay0 -
The game must be balanced for every player, role, map and combination of perks, powers and objects: all people deserve to have fun!
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@Master said:
@projecteulogy said:
@Whispers23 said:
How is it gonna deter new players if it's optional? "suggestion 2"You said it. If. Survivors can break totems. Sure its optional.. but... Not breaking a Hex has consequences. Same for breaking it, if caught you'll normally get tunneled or camped despite how early in the game it is.
@Master said:
@projecteulogy said:
@Whispers23 said:
Gens will be covered in plants and the survivors must harvest these plants in order to work on the gens. Each plant will reward the survivors with bloodpoints. This will be beneficial to both teams. The survivors will be rewarded and the killer will have extra time. The time to harvest should be similar to halloween pods or a little longer but not too long so it doesn't become punishment.
Another idea: the plants will spawn randomly on the map when the match starts and survivors will have limited time to harvest them. Like 2 minutes.
I don't think increasing the time to heal has solved this problem.Having too much to do as a survivor in the early game will deter new players, while giving rank 1 folks something else to do. Balancing around rank 1 is and will be the worst solution for the game's life as a whole. I also don't believe that the healing nerf was meant to make the game last longer gen wise, not a single bit. Its for survivors who heal in between pallet drops and vaults. That 4 seconds is critical. There's no longer a reason to take SC outside of a Meme. Medkits are faster and odds are, unless you're running IW/CS stealth.. you'll get only one shot at healing yourself.
Then you have hatch stand-offs, immersed survivors playing uber stealth, and the annoying guy that loops you for 5 minutes. All in all, most games run around 8-10 minutes for me. Any longer and most people will go play something else. If you're getting quick games, have more map pressure. Break long chases before they even begin.
Not balancing the game aroudn rank 1 will just lead to deranking.
What is the point in ranking up when you are not rewarded by anything and instead you are even punished by the imbalance
People derank anyway because of how trash people play at high ranks and hide behind "but its a legit strat" excuse. People don't have any respect for themselves, and it shows in game.
People dont "play trash" at high rank, the game simply was not built for optimal playstyle and playing against those is really unfun.
As I said, the game needs to become balanced at high level gameplayWhy? Survivors will continue to sandbag and killers will continue to tunnel and camp. What are your suggestions? Because as it is, you rarely get banned or even punished for things like Sandbagging/Body Blocking into corners. Even if you're reported with Video despite it being "against the rules"(i DONT mean Billy cornering you and chainsawing you). There is no rebalancing perks like talking about it. What? nerf heal? hurt killers emblems for camping?(most dont care and will camp anyway)..
If you slug and let everyone bleed out, or intentionally BM someone by slugging them and not hooking them, tunnel or camp(outside of hook defending obv) you're bad or intentionally being toxic. Which is trash. However, more of my issues with survivors comes when I'm playing due to the yolo unhooks and sandbagging.
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@projecteulogy said:
@Master said:
@projecteulogy said:
@Whispers23 said:
How is it gonna deter new players if it's optional? "suggestion 2"You said it. If. Survivors can break totems. Sure its optional.. but... Not breaking a Hex has consequences. Same for breaking it, if caught you'll normally get tunneled or camped despite how early in the game it is.
@Master said:
@projecteulogy said:
@Whispers23 said:
Gens will be covered in plants and the survivors must harvest these plants in order to work on the gens. Each plant will reward the survivors with bloodpoints. This will be beneficial to both teams. The survivors will be rewarded and the killer will have extra time. The time to harvest should be similar to halloween pods or a little longer but not too long so it doesn't become punishment.
Another idea: the plants will spawn randomly on the map when the match starts and survivors will have limited time to harvest them. Like 2 minutes.
I don't think increasing the time to heal has solved this problem.Having too much to do as a survivor in the early game will deter new players, while giving rank 1 folks something else to do. Balancing around rank 1 is and will be the worst solution for the game's life as a whole. I also don't believe that the healing nerf was meant to make the game last longer gen wise, not a single bit. Its for survivors who heal in between pallet drops and vaults. That 4 seconds is critical. There's no longer a reason to take SC outside of a Meme. Medkits are faster and odds are, unless you're running IW/CS stealth.. you'll get only one shot at healing yourself.
Then you have hatch stand-offs, immersed survivors playing uber stealth, and the annoying guy that loops you for 5 minutes. All in all, most games run around 8-10 minutes for me. Any longer and most people will go play something else. If you're getting quick games, have more map pressure. Break long chases before they even begin.
Not balancing the game aroudn rank 1 will just lead to deranking.
What is the point in ranking up when you are not rewarded by anything and instead you are even punished by the imbalance
People derank anyway because of how trash people play at high ranks and hide behind "but its a legit strat" excuse. People don't have any respect for themselves, and it shows in game.
People dont "play trash" at high rank, the game simply was not built for optimal playstyle and playing against those is really unfun.
As I said, the game needs to become balanced at high level gameplayWhy? Survivors will continue to sandbag and killers will continue to tunnel and camp. What are your suggestions? Because as it is, you rarely get banned or even punished for things like Sandbagging/Body Blocking into corners. Even if you're reported with Video despite it being "against the rules"(i DONT mean Billy cornering you and chainsawing you). There is no rebalancing perks like talking about it. What? nerf heal? hurt killers emblems for camping?(most dont care and will camp anyway)..
If you slug and let everyone bleed out, or intentionally BM someone by slugging them and not hooking them, tunnel or camp(outside of hook defending obv) you're bad or intentionally being toxic. Which is trash. However, more of my issues with survivors comes when I'm playing due to the yolo unhooks and sandbagging.
Why would survivor sandbag each other (except during event at rank 15 maybe)?
Camping and tunneling are legit strategies and just that you know, not-tunneling would be a stupid thing to do because it makes you play less-optimally. You simply dont have the time to 2-hook everyone before you start killing.Rank is completely meaningless, why should players care about rank?
It happens quite frequently that I let the DS user bleed out. I dont see a point in going through the looping insanity again just because he hits spacebar. nah, I will take a short break and come back soon.
If he found hatch he got lucky, if he didnt, well hes deadAlso funny how you pretend that only killers BM by leting bleed out everyone. Fact is that the BM usually comes from the survivor side.
And yeah, yolo unhooks happen because a lot of bad players are capable of reaching ranks where they dont belong
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lol atm im rank 6.. I play solo. 2-3man SWFs are just as dangerous as the killer. I get sandbagged constantly by jerks dude.(a quarter of my games is what i consider constantly) You thinking otherwise just means you either don't experience it or don't play survivor solo enough. Thats where a lot of the counter-complaining comes from. Just because you don't experience it regularly doesn't mean it doesn't happen.
Rarely am I ever the obsession. I never use DS even if i can help it. So why I get slugged is based purely on the killer. I don't consider it intentional if there's 2 of us and they spot them after downing me btw. and not to mention I'm terrible at looping, so its not looping for days by any means. I don't teabag, i don't blind, play mostly stealth. Hook me and move on.
Had a doc slug everyone and let them bleed out in front of him with no hatch. why am i staying? earn less than 500bp?
"Usually".................. You're kinda hinting at being a killer main and you don't play solo. There is a massive difference between a Newbie killer and a Trash killer. I don't think you're understanding that. I didn't say anything about 2 hooking everyone. I'm talking about someone getting unhooked and you double back, passing by 1, 2 even 3 teammates in sight just to go for the unhooked survivor because they're one hook down. THAT is what i mean by tunneling dude.
Rank wise, personally I use it to stream snipe Fog Whisperers. Theyre usually rank 1-5, so I aim for those ranks. The games are almost ALWAYS fun even if I die since most of these people have actual skill when it comes to playing killer instead of the usual. If you want to ######### about playing optimally don't ever complain that 4 survivors brought BNPs and gen-rushed you or even Gen-Rushed in general because generators are what the survivor is supposed to do. Every time someone says "its a legit strat" i just laugh because its a double standard for whatever "main" you claim to be.
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