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No techs should be removed
Comments
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Don't worry, people suggesting to remove these things are just frustrated by their trials. Only unfun solutions will be considered to be removed. If you leave the killer no choice than to be stunned or whatever, then it should be considered unfun. If you do a very high risk action and get rewarded for it, it should be considered the work of a skilled player!
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now it's called play style :D Why should I give up on meta perks? None of the killers give up on meta perks(so why should i give up).Just like you don't prefer iron maiden and lightborn.
The advantages you mentioned do not work in the killer shack and dead zone.
Post edited by EQWashu on0 -
I would like to have 2018 Billy back. The addons that made him strong could not be used every game. He had a strong power that was good but only in a straight line.
You can keep all the skytech as I don't think that is good for the game. If you want to teleport play Nurse not Billy.
To be perfectly clear though : Billy is a pathetic killer choice right now. The only time I would use the saw is to zoom from one part of the map to another unless someone was massively out of position (say around a hill with no nearby tiles).
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Sky Billy wasn’t about teleportation, it was just about getting to roofs and other high places you couldn’t before. Hell, it wasn’t even really advantageous, just funny.
If we can’t have sky Billy at least let us have space Billy back.
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How do you go from ground to roof? Teleportation or exploitation of mechanics.
I think what you are saying is : Sky nonsense made Billy a little more viable. If so then you are not wrong. But why just not ask to make Billy viable again?
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It didn’t make him more viable. It provided no real advantage to go where skybilly enabled you to go.
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Sorry but that is not true. Need I send you a video where someone is on the hangman portion of dead dog and they bridge the gap to threaten the main building generator without touching the ground?
That was amazing and skillful when someone did it but it was not meant to be part of the game.
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I suppose that’s fair enough in terms of arguing advantageousness, but I still hold that they should have embraced skybilly instead of removing it. It was fun and encouraged incredible creativity and even when used advantageously I really don’t see it being overpowered or unbalanced, intentional or not. Some exploits of game design are unfair and problematic but at the same time some of the most fun and interesting game mechanics are born from devs embracing unintentional gameplay, ie. rocket jumping in Team Fortress 2.
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Sorry but mortar jumping in tribes was incredibly broken as it let a heavy fly all the way across the map to fight lights at the enemy base. It was fun but not fair and Skybilly was the same. If you want to "fly" pick nurse.
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I don't know what mortar jumping is but if it's as broken as you say it is—skybilly was not NEARLY that strong, sorry. It was a gimmick 95% of the time and more flashy than anything else the 5% of the time it was actually used to gain the upper hand.
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For whatever reason Billy was always causing collision issues. There was a patch he could warp through a wall and not need to vault on the suffocation pit. There was a patch where you could get on top of the combine to make the obstacle pointless.
Those things were cute but they broke the game. Flashlight tech changing direction with vaults does the same.
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Those issues were actually problematic. Skybilly was not.
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I would say this is technically all intended by the devs independently, but when combined it creates a fringe scenario. It is based on the poor design of 'spacebar does everything'. In this scenario, you hit spacebar for 'break pallet' but you can't break pallets while a Survivor is vaulting them using this spacebar method. The next spacebar action possible is 'pick up survivor', so the Killer does that instead. A similar problem occurs for console Survivors against Pinhead. You can't properly choose between 'drop pallet' and 'break chain', but at least there is an option to fix this. Too many console players don't have a separate binding for Pinhead specifically, since you don't even know you need to do that until you run into this problem.
The solution is unbinding spacebar from everything. Allow 'basic' controls to be the 'spacebar does everything' that we currently have, but add custom options for each action, so if you have the keyboard or controller space, then you can use it as you choose. If the Killer can have the option to have one button be 'break pallet' (among others), then there should be less issues.
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