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Some thoughts about how to shake the game (maybe for the better)
I'm a new addicted player (2 months, 300hrs) and have some thoughts how to improve some aspects of the game.
I play survivor and killer about the same.
Here is what I think it could be a nice change:
Gameplay:
DS: Now has 5 tokens. Lose a token when used or when a generator is done. Doing the effects that previously deactivated DS now only deactivates it until next hook. This prevents tunneling and at the same time the invulnerability that the survivor has at the end-game.
BT: No longer a perk. Base mechanic.
Unbreakable: No longer a perk. When a survivor is slugged on the ground for more than 45 seconds he can recover from the dying state (once per match).
Dead Hard: can no longer ignore traps.
Survivors can no longer spawn near generators.
Generator now take 60 seconds to be repaired.
Killers move at 120% move speed when no one is in its terror radius (faded). Does not apply when undetectable.
Killers gain 1% increase in move speed for each generator done.
EGC know applies exposed on all survivors.
Killers can no longer open the gates with a hooked or downed survivor.
Camping issue: When the killer is at 16m from the hook and no other survivor is in this radius, the timer holds for up to 20 seconds for each remaining generator (this is a one timer pool, that will resume on next hooks if there are any time left). Ex: If there is 5 generator up to 100 sec hold time, 0 generator no hold time.
Kicking a generator regresses it by 10 seconds.
Opening the gates only save progress until third light (15 seconds).
Bloodlust know triggers 5 seconds earlier (10 seconds of chase).
Survivor loaded items are now placed into the chests and must be retrieved for use.
Map offering know bans the map instead of choosing it.
Killer gains a mori at 23k BP, 26k BP, 29k BP. Can only mori death hook survivors.
Keys: takes 15 seconds to open the hatch. A distinctive sound will alert the killer. (pre-key nerf)
New status effect:
Paranoia
When a survivor is affected with paranoia, he sees all other survivors as the killer, except those working on generators, cleansing totems or interacting with other objects.
Killers 4vs1 buffs:
Trapper: fine with the buffs. But also traps spawns armed.
Oni: When all survivors are healthy, has undetectable. Or when all survivors are healthy gains map size Terror radius.
Wraith: fine.
Nurse: fine.
Spirit: as nerfed but with lower cooldown.
Blight: Lethal rush applies M1 perks.
Plague: Infection on objects last longer.
Pig:
Has 4 reverse bear traps, that are always active but no longer depends on a timer.
First trap will kill on the second gen done.
Second trap will kill on the 4th hook. Will not kill the hooked survivor.
Third trap will kill on 4th gen done.
All traps will kill when the gates are opened. After the gates are opened the remaining traps are deactivated.
Traps can be removed at the jigsaw boxes as currently. Only the nearest jigsaw box aura is revealed.
This creates a team effort to not get your teammates killed.
Pig now can crouch at the same pace as Ghostface.
Ghostface: When chasing a survivor, all survivors are affected by paranoia. Can only be revealed by a stalked survivor (doesn’t need to be fully stalked).
Legion: Frenzy know lasts until stunned, missed a hit, or when hitting and deep wounded survivor.
Or Legions know plays as the twins. Frank and Julie are on the map (or other combinations of them). They both have the same abilities (frenzy) but different terror radius sound. If the survivor doesn’t know which one is currently being used, he is pressuring all survivors.
Twins: Fine.
Hillbilly: Remove overheat from his saw.
Myers: Remove the speed penalty from Evil Within I
Scratched mirror now also slow his speed to 4.2 m/s and is a brown addon.
Can no longer kill 0 hooks survivors.
Hag: can teleport to traps at will (addon) baseline.
Cannibal: fine.
Clown: Pink smoke know also applies paranoia.
Freddy: Fully invisible to awakened survivors.
Demogorgon: No longer makes noise while traversing the upside-down.
Nemesis: Zombies that doesn’t walk for 3 seconds automatically respawns. When a survivor is moried, he becomes a zombie (player controlled!).
Piramid Head: Undo nerfs.
Cenobite: Fine.
Trickster: Allow the player to choose when to use main event in a 60 second window after filling up the gauge.
Huntress: 6 hatches baseline
Deathslinger: Now has a fiery horse, when mounted the horse makes a lot of noise. While mounted, can only shoot and reload. Hitting a survivor unmounts to hit. Mount and unmount actions take 3 seconds. Mounted move speed is 6 m/s.
While mounted cannot traverse doors or windows.
Doctor: Madness also randomly applies paranoia.
Comments
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GAMEPLAY THOUGHTS:
DS: very complicated change. It was nerfed already for good reason.
BT: basekit perks can cause problems. Just use the perk. (Same with unbreakable)
DH: well yeah..that's good.
Spawn: in general stupid and would definitely cause problems. Or, wouldn't be possible due to placement.
Gens: speed is unchangable honestly...
Killer movement: can cause issues either way.
Egc: needs a rework, but i don't think this is it..unless 🤔 also that's like 2 perks already.
Killer gates: no.
Camping: no. That will cause issues that have been addressed before.
Gates: they need a change to stop 99ing
The rest: unnecessary or not good changes.
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