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I suggest you do something about intentional slugging in solo queue
While we all whine and cry about stupid things, why don't we do something about killers intentionally slugging, with knock out, and coulrophobia in solo queue, and survivors having no idea that there is no way for them to get a survivor up, without either going down themselves, or the slugged player. Even with unbreakable it is impossible to get out of these situations. By the time teammates figure out that the only thing they can do, is doing gens and let the slugged survivor bleed out, the killer has already gotten a free kill. This is the most boring playstyle ever, and a huge waste of time, being slugged, and having your teammates try to rescue you, and things going south really quickly. I wonder what happened to that anti-slugging mechanic they announced a million years ago?
I also saw in your q&a that you didn't think anything could be done to bridge the gap between SWF & solo queue, yet this scenario could easily be prevented, benefitting solo queue survivors A LOT.
It's funny to me, how your response to one of the questions about bridging the gap between solo queue, and SWF, was that 'lack of information' is not the problem , where ridiculous scenarios like these, are clearly showcasing how lack of information is crucial in solo queue.
Why is it, that simple fixes takes you months, or even years to do, prioritizing unnecessary and useless features instead, without improving the game itself?
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Well, usual argument for this is something like "but you have perks that allow you fully recover" Kappa
We have perks to avoid slugging, we have perks against tunneling, we have perks against 3 gens. We have solution to all game problems. Just awaiting the day when they introduce new characters with perks that matchmake you against players with less than 30ms ping 😎
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The killer's power being micro-adjusted away over time has caused good killer players to respond by playing more efficiently against good survivor players and the recent mistake of tightening MMR has started to compound that effect.
What you've experienced in that match above is exactly how the killer feels when the survivors focus gens.
It's equally as boring for killers and "not fun to go against" when they try to play for hooks and can't get but 3 by the time gens are done due to all sorts of super-annoying invincibility effects + the general ease of gen completion (without counting progression speed boosts) + pallets and windows being overabundant and easily chainable + exhaustion perks + anti-guarding mechanic + soon to be anti-3 gen mechanic + soon to be 'mangled' nerf + how punishing hooking can be in general.
What do you honestly expect most killer kits on the roster to try at this point against good survivors besides playing for knockdowns and only hooking strategically?
"Just be good" doesn't fly, because you can be plenty good at getting downs with any of the killer kits, but it won't matter against experienced survivors if you screw over your own pressure by immediately putting the survivor up on an aura-lit pedestal for fast rescue or risking some form of save at pickup.
"Just apply more pressure" is exactly what the killer in your match was doing.
You can't ask the devs to take away everything the killer can do to stop the survivors or DbD ceases to be a game. The killer is not the survivor's toy and the trials cannot be treated like a vending machine that spits out fun just for survivors.
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I wonder what happened to that anti-slugging mechanic they announced a million years ago?
They tested it. It was horrible.
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