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Lets talk about EMPS and how they destroy the new killer.
The way EMPS should work is like the Wesker and Nemesis boxes. It should take x amount of time to open up the crate (This removes the BS of being able to pick them up in chase and destroy the killers power). Survivors shouldn't be able to fasten the respawn progression either. There should be 30/45/60 second cooldown (could be any of these numbers) to the boxes before they replenish.
And the main thing, if you're holding an emp, REMOVE THE ABILITY TO USE IT IN CHASE! Survivors should have to slow down, or stop all together, if they are going to use something to completely destroy the killer and turn them into an M1.
Lets talk about Overclock too (What the EMPS destroy), it is not that powerful a mechanic. The way maps and tile spawns are designed, means even when you destroy a pallet with Overclock, the cooldown gives survivors enough time to find another tile. The time to down is already very weak on the killer, having these EMPS means if you are chasing somebody with one, you know that you are just an M1 killer.
You guys really need to stop designing killers that hand hold survivors, you guys play it too safe as you want to make sure 'everyone has fun'. In reality you are trying to make sure the 4 survivors to 1 killer are having more fun as they are the majority of your player base. If you guys were real on making this a proper game, you would balance the game for the good players. Too many mechanics are for the new players, which means that the highest level suffers immeasurably.
At the end this turned into a bit of a rant, but TONE DOWN THE EMPS if you want this killer to be playable at all levels of play, and be a viable option. At the moment, just like many other killers, pre-dropping pallets completely destroy this character.