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Certain perks/mechanics should be killer/map related

Hey, I just have two small suggestion to make:

Some perks, especially DS, work much better on some killers than others. Against a Nurse, 3 seconds (effectively now 2.5) is nothing. There is no chance to build up enough distance with the change to 3 seconds, purely from the time of the stun. Against a Blight it is similar, at least you can sometimes save yourself for the next loop. Why can't certain perks have different effects depending on the basic strength of the killer? DS 5 seconds stun for Nurse, 4 for Blight, 3 for the rest. Same with basekit BT, 5 seconds against a Nurse? Just wait a blink if you want to tunnel. As a blight just start the rush a second later. I think there is high potential for adjustments which would counter "unfun" siuations on better than with the changes now.


Same goes for the gate mechanic. It's pretty much impossible to open the gates on the Midwich map once the hatch is found. Even if you only open the gate at first until just before the first light bulb flashes and continue later. Effectively, the killer has to walk 10 metres back and forth in the yard to see both gates. What does this last more or less guaranteed kill have to do with skill? When the hatch is closed, the time to open the gates should be less than on other maps where the gates spawn further apart so that there is at least some tactical gameplay of both sides needed and not just pure luck by finding the hatch first.

Comments

  • Bot_Salvo88
    Bot_Salvo88 Member Posts: 1,230

    Regarding your DS change: I think it's fine as it is now. Devs made it so that people will change their perks instead of using the same ones. One perk like DS will become maybe useless but other perks will become useful, meaning you will change your perks

    Regarding BT basekit against a Nurse: You can bring Off the Record which gives you 80 seconds of Endurance instead of the basekit 5.

    Regarding the exit gates on Midwich: If you're the last one on Midwich it means that the killer killed the other 3 survivors. It also means that it took skill from the killer side to kill the other 3 survivors. There are perks that will speed up the time to open the exit (Wake Up, Resilience and the upcoming Sole Survivor change) meaning that you may have a chance to escape. Or you can find a chest and hope to find a key so you can open the hatch if the killer closed it earlier. It's not impossible when you can have some chances to escape. One thing is "hard to do" and another thing is "impossible".

    Hope you understand. Have a good one ^^

  • Jarky
    Jarky Member Posts: 626

    Whilst I understand why you consider this a good idea, doing changes like this from both a development and gameplay perspective get very confusing and quickly unmaintainable long term due to the nature of core mechanics such as perks, gates etc. behaving differently depending on killer/map, etc.

    The nature of the gates in DBD in general are very RNG (to a degree, I understand some maps are static) so sometimes they're going to be very much in the killers favour and sometimes the opposite. If you want them to behave more consistently, a more maintainable and long lasting change would be to request that the developers put 'spawn logic' (I presume they do already but...) in the gate RNG so that they're either changed in maps like Midwich to be less in the killers/survivors favour than they are currently, or where they ARE random, they are pseudo random and have 'rules' to make sure they can't spawn too close or too far away from each other.

    When it comes to some perks working better on certain killers than others - that's just going to be the way it is because some killers just have innate advantages over others. That said, I don't disagree that the current DS isn't a good anti-tunnel measure and actually punishes M1 killers (who tend to be on the 'weaker' side) much more than killers who have ranged or catch up powers like Nurse/Blight. Again, this would be down to asking the devs to change DS to somehow make it effective against every killer. I've seen another post in this forum that making it disable the killers power for (x) seconds would at least make it somewhat more consistent across every killer, which I somewhat like, but making it behave differently in terms of numbers isn't good for the game long term.