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Killer mood = How your match gonna go
First, I think most of the changes are good. (except DS nerf).
The problem is solo games now HEAVILY depands on the "killer mood".
Unlike Gen rush, Tunneling doesn't require 3-4 players to do it. So the killer can start tunneling at anytime he wants in match and win.
If the killer tunnel with 5 gens left nothing can stop him now and you will easily lose. And if you manage to escape as solo you know you only did that because the killer was chilling.
This patch needs a 2nd phase. My wish they make chases more fun by changing/adjusting killers with anti-loop powers or adjusting the loops to make these killers more counterable.
If not at very least BHVR make DS fearful perk again.
Comments
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It's been the case for all the time, at least they are not an underdog anymore.
Prior update, it was a quite strange situation, because killers are the one decide how the game goes yet they were on the weak side for some reason.
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The underdog in this game is solo q and always has been.
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Not really, it's not like playing solo q magically disables all survivors from playing great, it just depends on server/region skill level (aka the competence of survivors you match with).
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I 100% agree with you. But at least before when you get hit by DS (with faster gens) it was more hurting and a risk many killers wont take. which led to a better gameplay.
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Well tunneling camping issue is tunneling camping issue (which never fixed for some reason lul), killers making the game itself is not exactly a bad thing.
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Killers making the game is a bad thing. Skill should make the game.
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It's about game feel/ambience, it's good if killers making the game because there will be lot more variety in gameplay.
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Did you guys try stacking OTR and DS if tunneling is that much of a problem? Feels like it should work quite nicely together
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Keeping both side fighting each other is what they aim to make the game keep being alive (people makes post to complain, not something they satisfied)
An average survivor main should know too well that the releasing of CoH with 100% speed boost was a kick to Killers in the groin.
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Will there?
Killer does most effective thing.
Survivor does most effective thing in response.
Or just dies.
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Having one most effective thing is actually balance issue than design issue, and still there is plenty of killers who do wacky builds/play style.
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It's unfortunate people always play to win. If killers were all powerful, my one wish is that people would act like a killer in a slasher film and basically play with their food minus the perk. Though with how people are, I just don't see it happening...
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I guess thats what the basic game mechanic are trying to emulate, ie going for 12 (at least 3 per person) hooks before the kill, wiping their weapon after every hit, etc. But over the years all the various balancing acts took the power role away from the killer and over time more and more techniques were discovered on the survivors side, which shifted the balance even more. In the original game there was no concept of looping, there was just hiding or using one of the few available paletts to stun the killer to hopefully get away.
DH might not have been on every players builds, but it surely was on a whole lot, and that perk alone made playing killers miserable. You had the expect it from every single survivor, it took away the reward for a good chase and it allowed survivors to turn a precious comodity, ie paletts, into a bountiful one, because they could greed even the mediocre ones to the absolute max and leave the killer looking like a bumbling fool.
This led to a lot of frustration and resentment towards the other side, both of which I have felt myself. But I still gave hatch in the games were I somehow dominated and the last survivor wasn't obnoxious to me. This all changed last patch, when the community as a whole was shown that "lol, just bait out DH, its no big deal" has never been true, but that DH alone had carried not every single survivor, but every singel game. Now survivors, who were caught in a bad spot, went down, and killers were, for the first time in years, back in the power role. I rejoiced and continued like I had when I started the game in low MMR: going for 12 hooks, spooking survivors and occasionally showing mercy. But other killers ... I feel they get the notion that now is payback time and that its alright to make the survivors suffer for (perceived) years of abuse, t-bagging and flashlight clicking.
And what was a last anchor or smol island of pressure in the past now turned into an unstoppable Behemoth of Destruction, ie camping and tunneling. Killers have arrived at a good spot and I think its finally time to take away at least camping as a tool. Tunneling has its place in certain situation were you need it to generate pressure, but camping is really a bad and unfun strategy in a game that finally regained its footing allowed fun back into both roles gameplay.
One idea I had was this: make the basekit Borrowed Time also 15s, but don't stop its deep wound timer when its applied. This would still allow a determined killer to run a survivor down, but it would waste much much more time. The perk BT would applie the normal Endurance and Deep Wound effects, being more effective to do an unsave unhooking, but still giving every survivor a better chance to escape off the hook.
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Buddy, just add me on steam and discord at this point because you seem to be one of THE most level headed people I have seen on these forums as of yet.
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Awww thanks for the praise :) With pleasure ... ehm, tomorrow, because today I am abroad ;)
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Sounds good. You can find me on steam under the exact same username. Have a good one! :>
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If I'm losing as a weak killer like Nemesis I'll just tunnel someone out of the game and call it quits, gates will be open at that point.
If I'm Nurse I just chill and go after different people.
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