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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

  • Junylar
    Junylar Member Posts: 2,005

    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.

  • PilotVolt
    PilotVolt Member Posts: 7

    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.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    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.

  • Junylar
    Junylar Member Posts: 2,005

    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.

  • Junylar
    Junylar Member Posts: 2,005
    edited May 2024

    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.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    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