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Spirirt needs a minor tweak
Spirit is in a weird spot now where duration addons in many ways make her un-useable - before she used to retain the duration boost and a recharge boost to balance everything to 15 seconds making her useable in Chase, however with the gen speed today taking duration addons is almost in many ways a death sentence when coupled with 4.4m/s speed. when taking duration addons now she can take up to nearly 30 SECONDS! To regain her power that's the 3rd of a gen, to a whole gen if 3 survivors are on generators, along with this she is 21 seconds with lower tier addons for the duration, she often needs duration in modern maps to get around loops or transverse the larger maps. I would argue she now can only run on speed add-ons, and being 4.4 m/s in a state of meta where HOPE and MADE FOR THIS, are in constant use together or separate this means sometimes in case she can be out for up to 18-25 seconds average at any time during a chase which leads her to way less suppressiveness then she needs. My main suggestion would be to buff the recharge addons more to couple them with the speed addons to regain her standard charge time, but keep the speed boost (this is still a nerf as she can't have the super speed she used to and the recharge time, she can only have a smaller speed bost and needs to use a slot to regain her recharge rate) or make her default speed 4.6m/s like most killers, giving her the chance to chase against speed perks. Bare in mind spirit was being used with the standard recharge with speed addons for a long time without issues, and can still be played against due to the sound she makes in phase, and other kills who can instantly transverse the maps now like Sadako, dredge, and singularity constantly, where the spirit has to transverse by foot anywhere up to 18-25 seconds now average with add-ons to reach gen, in which if she uses her power to get there she now has to chase at 4.4m/s for another 18-25 seconds to even get her power back that's already 36-50 seconds before she can enter a chase and suppress and get a hit to down, minus hook time that's even more in the cycle of killer gameplay.
that's my main argument, can find the maths below
RECHARGE RATE
- HER POWER DURATION IS 5 TOKENS WHICH RECARGES AT 0.333 C/S A SECOND SO ADDONS AFFECT THE TOKEN RECHARGE RATE NOT OVERALL TIME. AND C/S IS THE TOKEN SPEED, THESE NUMBERS ARE ALSO ROUNDED AND ROUGHLY MINUS A 0.1/0.2 SECONDS CAN VARY BUT IS TOO SMALLER AN INTEGER TO WORRY ABOUT IN THIS STUDY BUT SINCE 7.1.0 THE ADDED BOOST FROM DURATION ADDONS IS NO LONGER IN EFFECT THERE FOR THEY WILL LENGTHEN THE TIME!!
Recharge 15 seconds
• +10% Origami Crane: 13.6 S/C (0.3663 S/C)
• +30% Rin's Broken Watch: 12.6 S/C (0.4329C/S)
• +40% Rusty Flute: 10.75 S/C (0.4662 C/S)
• +70% RBW + RF: 8.9 S/C (0.5561 c/s)
• +15% Shiawase Amulet: 16 Seconds
• +25% Kaiun Talisman: 18 Seconds
• +40% KT + SA: 21 Seconds
• +70% Yakuyoke Amulet: 25.5 SECONDS
• +95% YA + KT: 29.3 SECONDS
DURATION
Basic 5 seconds with 15 tokens of power depleting at 1 a second and recharging at 0.333 a second by default
• +15% Shiawase Amulet: 5.5 SECONDS
• +25% Kaiun Talisman: 6 SECONDS
• +40% KT + SA: 7 Seconds
• +70% Yakuyoke Amulet: 8.5 SECONDS
• +95% YA + KT: 9.75 SECONDS