Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Current Pace of Play is problematic
This game's pace of play is not good. Games are too fast and players barely have time to do anything. It is felt more on the killer side than the survivor side cause survivors have nothing else to do but gens. It's really annoying and I wish there was a way to fix it. I've had multiple games today on both roles where killers were not getting hooks and multiple gens were being done at the same time. I had 2 killers DC cause gens were done and they had no pressure at all anywhere. Tracking survivors is a nightmare as well.
I have a lot of hours in this game but I worry about new players and how they would handle this pace of play. How is a new player supposed to learn killer if every match is less than 10 min. If I was completely new to this game in its current state I would quit it and never come back.
Anyone have any ideas on how we could make the pace of play a little slower without it giving a major advantage to one side?
Comments
-
A new killer has to deal with new survivors, who usually don't do gens and don't know how to loop, hence games for new killers are a breeze. The lower the skill level of the players, the stronger the killer role.
2 -
That doesn't hold up, statistically. High MMR has higher kill rates.
6 -
As it stands right now the game is HEAVILY Survivor sided, and I've tried to think about this question myself. It's hard but I feel like if I could only do one thing to help it would be to either increase how long gens take, or nerf all of the Survivors gen-repair-speed things across the board.
The second thing I would do is remove the 8-Regression Event cap on Gens. I'm not sure why BHVR thought that would be a good idea. Sure it doesn't come into play many times but when it does it's usually on a heavily-contested gen. BHVR might as well have just removed gen regression.
2 -
Not sure if it's heavily survivor sided these days, there's a lot of factors but in a lot of situations survivors still edge out killers depending on which killer it is and what map they were sent to for the most part.
As for the gen caps, I'm not against them but they still need some tuning here and there. I've appreciated them not delaying the game to an insane degree and the existence of them favors the idea of buffing lesser regression perks later down the line if Pop and Pain Res get nerfed or something.
But what I think is a bigger issue is map design. Either lots of weird dead zones, or pallet loops/windows being so crammed together M1 killers can't do much against them.
0 -
Only for solo, for SWFs high mmr = higher escape rate. Plus, these stats say nothing about low MMR specifically: there is a huge difference between potato survivor at the bottom and decent survivors at mid mmr.
1 -
The game was never survivor sided, it's SWF-sided. If you want to get disillusioned about the "survivor-sided" - just play a few soloQ games and see for yourself how "fast" the gens get done in there. SoloQ survivors are at the complete rock bottom of DbD food chain.
The gen kick limit was introduced as a band-aid to a few specific builds for Skull Merchant and Knight, who could keep the game hostage endlessly kicking 3 gens. So yeah, it's a stupid mechanic introduced just to fix another stupid thing they introduced before without having thought it through. Most, if not all, new mechanics in DbD have a similar history: new BS to fix old BS, and then requiring another BS to combat this created just now. The gen regression itself, as well as the ability to kick gens, was added as a fix to the old strat of 99-ing all gens on the map and then quickly popping them. But this one was a good fix, which is unique for BHVR, so this mechanic stayed for almost the whole lifetime unchanged, until, well, Skull Merchant happened.
3 -
Probably something to do with higher MMR killers knowing how to secure kills, we really don't know gate powering rate of higher/lower MMR
0 -
How can someone in 2024 STILL think tha game is "HEAVILY Survivor sided"? This is a good example that regardless how easy you make the game for Killers, there are still people who struggle.
The game is the easiest it has ever been for Killer. And it is hardly as challenging overall as it was a few years ago. If you lose as Killer nowadays, it is on you or the Survivors simply being better.
As Survivor, you cannot really do anything aside from Gens, because every time wasted makes it less likely that you win. Gens might take 90 seconds in theory, so 450 seconds (6 1/2 minutes) overall, but the actual time it takes for Gens to complete is far longer due to Slowdown-Perks. You see PGTW and Pain Res in almost every game and since ressources on the maps are limited AND get weaker the longer the game is around, it means that efficiency is needed. It has been months when I cleansed my last Dull Totem (outside of one next to an Exit when the game is already over) and weeks since I searched a chest (outside of hoping for a Medkit to heal), simply because there is no time to do so as Survivor. And if THIS is the case as Survivor, you cannot say that it is "HEAVILY Survivor sided".
To your second paragraph - you must be a new player. The limit is in the game so that Killers cannot pick 3 Gens from the start and defend them during the whole game. They can still do so, 3-Gens are not gone at all. But it is not possible to hold those Gens for an hour until the Server closes the game. It does not really affect regular gameplay and if it would make Gen Regression not viable anymore, I would really question why so many Killers play non-viable Perks…
7