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Killers should be stronger. Survivors should be scared.
Comments
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"Fear" and what it means to "be scared" is very subjective. Nothing in this game scares me. The movies that the licensed characters are from don't scare me. The game makes me nervous when I feel that I'm about to be attacked or chased, but that's going to happen regardless of the killer because what I'm fearing is a loss of progress and potentially fun gameplay, not the killer itself.
Nothing in this game should be "OP", as the term, by definition, means unfairly imbalanced.
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As lots of people have said in lots of discussions, there's a difference between how this game sounds when you hear it described and how it actually plays in practice. My expectation about DBD was that it was supposed to be a stealth game where the killer eventually kills everyone (except maybe the last person sneaks out). The question for the killer was just how fast they could kill everyone, and the question for the survivors was how long they could evade detection and score points before they died.
(TBH, this is pretty much how I play survivor still -- I'm not trying to escape; I just try to score points).
In practice, though, most of the community seems to expect that the survivors should be able to escape 50% of the time rather than having an escape be super rare, and that seems to be the direction the balance has gone. I don't know if that's good or bad, but it's definitely different from what I thought I was getting when I signed up.
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I was also under the belief that the game was about sneaking, creeping, trying to evade the killer as much as possible while trying to put together a way out. Something a little more in line with the Friday the 13th game (for better or worse, I'm not comparing the quality of the two titles as each have their pros and cons).
Instead I find that the game is largely about looping, being chased "knowing the tiles", etc. Even if the game WERE scary (which it is in theory, but making any kind of game legitimately frightening is somewhat difficult), my opinion is that too much emphasis is placed on aggression: The killer needs to aggro for kills, the survivors need to aggro for escapes. I'd say that 90 percent of the players of this game are more concerned about "wins" than atmosphere and immersion. I personally think that's a shame, but I'm obviously in the minority and I accept that. It's the nature of the beast. If I want a scary, immersive horror game I can always still play something like Monstrum or Amnesia, though these games - like all games - lose their fear factor sooner or later as well.
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I do not feel killers should be overpowered, but I do feel they should have priority over certain aspects of the game given it is a 4v1. I think if I am camping a hatch, spamming close, a survivor shouldn't be able to pop out of their locker run straight up, and hop in. Rofl.
I think survivors shouldn't camp pallets just to get a stun because "the server" decided that the blood on my face and screaming survivor wasn't worthy of a trade because they clicked .1 seconds before my blade stabbed them.
I think gates should be slightly longer because they can just hide in your terror radius and start a gate as you leave to check the other one across the map.
Those are the things that, to me, make survivor way less scary. And I still play like an urban evasion survivor who is scared when the heart beat starts, and hides in lockers half the game. But when mechanics are so blatantly in my favor. I am not at all scared by my decision to not make distance and just wait for the free stun. Last minute escapes are extremely easy unless they have whispers and know I am just waiting for them to check the other gate. It is stupid. I am new to the game and still find almost everything to be scary, but surprise surprise, guaranteed survival or stuns kind of ruins the immersion a bit.
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Most people who play Nurse aren't good with her, they're most likely trying to learn how to play her seeing as it's agreed throughout the community that when mastered, she is the best killer in the game. In comparison, most Pig players already know how to play her due to the fact that she is unappealing to play for most people.
Therefore, the killer that is picked by beginners more (and in this case, also has a very low skill floor) is obviously going to have a lower kill rate, not that hard to figure out.
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There is an entire armada of Spine Chill gamers because certain killers still scare players after many hours.
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Sure stuff should be powerful but op? Disagree that makes games more annoying not scary
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The kilers should have more power indeed... kill rate means nothing actually, DC's, AFK's and hook suicides counts as killed people either.
I agree that solo queue is very hard but that's not really the killer's fault but your teammates fault so if the entire team was killed because they refused to go for saves as an example, that doesn't mean "killer are strong enough", it means "survivors were bad players, so the killer was able to stomp them" and that shows a true aspect in the game, survivors are not good for the most part, even purple ones are not good.
If a survivor has more or less the same power than the killer, it means the killer needs a buff... 4 survivors should equal the killer... 2 at most, if you're in a good SWF or against coordinated 4 survivors, the killer will barely get a single K...
And actually, killers rely on survivors making mistakes that they capitalize, the exception being certain killers like Nurse where the killer skill is what matters and not if a survivor made a mistake.
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That would make it easier for me to depip down to less sweaty ranks so yes please.
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Yeah, OP is the wrong term.
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I don’t think killers need to be OP, but they need to all have the potential to perform on the level of killers like Nurse, Spirit or Blight.
Right now we have limited options on viable killers so if we want to “have fun” playing a bottom tier killer such as Clown then we will gen rushed, clicky-clicky’d, etc…
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The problem is, it doesn’t matter how overpowered you make them. Nothing is scary after 200 hours. Your overpowered killer just becomes frustrating.
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I've seen people use Friday the 13th as an example of an actual scary asymmetrical game and, there's just a couple of things on that. I agree, F13 was actually pretty scary and I remember games actually felt pretty tense as survivor. But here's the reason why it's like that for that game and why DBD can't replicate that. It comes down to the objectives and gameplay of both games. DBD you can easily rush gens like nothing. Between the toolboxes, perks, and BNPs you can just have your team slam 2-3 gens like it's no one's business in the same time that it takes the killer to get two hooks in. Then you combine that with the forgiving second chance perks that embolden survivors to get in the killer's face/rush them/mess with them/etc and yeah there's really no reason to fear the killer in DBD.
Now in F13 the maps were huge and in order to escape you had to go search the entire campgrounds and little items that allow you escape, while also hiding from the killer. It is significantly harder to rush your objectives in F13 as survivors, and yeah you -can- charge Jason and mess with him, but it's an extremely dangerous thing to do. Unfortunately without makeing some significant changes to the game as a whole we won't be able to really take notes or do much to make them, which I don't think BHVR will do an overhaul like that.
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