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Thoughts on Upcoming Update
First of all, I would like to make it clear that I play survivor and killer equally, so I won't (and don't want to) give biased opinions. Second, I would like to thank BHVR for this powerful and controversial patch that's coming. I was feeling like this game was fated to be stressful and poorly handled. I changed my mind. I can see Behaviour is willing to take it seriously now.
- BASE GAME CHANGES:
I absolutely love them. I see you're trying to balance the game not by changing perks, but changing the actual game.
Generator speeds: risky, but necessary. Gens are done extremely fast these days and there's not much a non top tier killer can do. Solo queue survivors might get a hard time, but again, I think it's necessary. Considering the anti-gen perks nerfs, it'll be a good change. It's boring NEEDING to use 2-3 anti-gen perks to have a chance of winning. The gen-kicking insta regression is a cool addition as well.
Kicking Speed: Good. It won't feel like you're sacrificing a whole chase to kick a pallet/gen/wall now (at least not as much).
Attack Cooldown/Speed Boost: I think it's good too. I don't know how much they're gonna affect the chases, but it's a welcome change.
Bloodlust: Might be an unpopular opinion, but I think it's a nice change - I like bloodlust, though I don't use it very often. Really good survivors are basically unstoppable depending on map and RNG. This is gonna help killers not to have chases extended for minutes.
Unhooking: Really good for this patch. Camping and tunneling is kinda mandatory on most games right now. With this update, I don't think it's gonna be the case anymore, so the "base-kit BT" is gonna be nice.
- PERK CHANGES:
Barbecue and Chili: sad, but I get it. It's kinda bad feeling like you HAVE to use a specific perk to grind BP (and it won't be that necessary anymore).
Ruin: I'm not sure with this one. I think 100/125/150% would be reasonable. If you're gonna use the 100% cap, I think it should be 90/95/100%, not 50/75/100%.
Pop: good.
Corrupt Intervention: I don't think corrupt needs a change. Maybe it'll be good, considering the upcoming changes, but I'm not sure.
Tinkerer: I don't use this perk, but I think it's an okay change.
NOED: very controversial change, but I like it. As someone said, it's still gonna have its impact, but it will not be an unstoppable force like it is sometimes.
Pain Resonance: I'm okay with it. It's one of the best killer perks in the game, if not the best. The loud noise notification sometimes blocks aura reading like barbecue and this change will fix that, so it's fine. Speaking of this, I'll take the opportunity to say that the notification bubbles (gen/gates/hook) are a huge inconvenience sometimes, when they prevent the player to see auras inside/around it.
Dead Hard: VERY controversial one, and I love it. The game is currently a dead hard simulator. It's boring and frustrating. This nerf will single handedly balance the game A LOT. No more "make a huge mistake and negate it easily and completely using one key". Very unhealthy perk. With this change, it's gonna demand skill and diversify the chase perks. Kudos to you for rethinking this one.
Decisive Strike: another welcome change. DS in the endgame is very frustrating. I got DS'd so many times in the endgame without tunneling. A lot of survivors bait the killer into DS so the team can escape, it's very frustrating, mostly when you hooked that survivor a long while ago. Healthy change! Maybe the 3 second duration is too short, I think 4s or at least 3.5s would be fine.
Borrowed Time: good.
Iron Will: humm, I think 75% is too weak. I don't like or use this perk, but I think 90% or at least 85% should be reasonable, especially if it's gonna deactivate when you're exhausted.
Self-Care: I REALLY don't understand why people say the current self-care is bad. You're literally taking the time 2 players would take to heal one another (2x16), but converting it into 1 player taking the time of both (1x32). The problem is how survivors play with it. Anyway, I think 35% is too much of a nerf. Maybe 45% would be okay. I get that it should be slower than boons (or not... idk), but making it THAT slow would be bad. I understand that survivors heal extremely fast these days, but removing the item efficiency is almost enough, in my opinion.
Spine Chill: very unsure with this one. I think the activation condition is a bit harsh. I know that stealth killers suffer A LOT with this perk, but maybe just decreasing the distance and angle of activation would be enough (along with the lingering effect and removing the vault speed). Something like 16 or 20 meters and a 15° angle.
Overcharge: good buff. Looking forward to this one.
Eruption: solid buff too.
Coulrophobia: slight buff, but okay!
Dark Devotion: good.
Jolt: good.
Lethal Pursuer: nice addition!
Gift Of Pain: good.
Thanatophobia: altough it's a tiny buff, I find this one a bit unnecessary, especially having killers like legion and plague.
Monstrous Shrine: well thought, it's gonna be a decent perk now.
Calm Spirit: I'm not sure if the debuff is worth it. Maybe 20% is enough. I mean, 20/30% of chests and totems are barely anything, but it's a perk slot dedicated to this. I might be wrong, let me know.
Saboteur: good.
Botany Knowledge: good.
Off The Record: not sure. Sounds fine, but I'm gonna have to play with/against it to really know.
Lucky Break: please decrease the maximum duration! 60s is too much. I think something like 12/16 seconds would be reasonable. If you have the right build you can easily lose the killer instantly when they hit you and there's not much they can do if it's not an open map. Since you'll be able to easily restore the duration I think it's fair to have a reduced cap.
Pharmacy: I think it would be better if it worked like Haddie's perk - you can spend a token to rummage a chest to find a guaranteed green medkit. Maybe 2 tokens?
Sole Survivor: solid.
Distortion: finally! A necessary buff.
Lightweight: another one I will have to play with/against it to know.
Deja Vu: okay.
No One Left Behind: another necessary buff.
Dark Sense: interesting!
Tenacity: good.
Hope: okay! I don't think anyone that doesn't already use it now will use it after this, but it's a good buff.
Overzealous: still a low tier perk, I guess, but better than before, obviously.
We're Gonna Live Forever: same as barbecue, though this one has a weaker effect. Still a good perk to have at disposal.
Well, I think that's it. Sorry for the long post. But again, thanks for this exciting update!!!!