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The 3 in 1 Solution
Since the game's inception there has been 3 large issues in the wake of how killer's strategize their play: Slugging, Tunneling, and Camping. I believe Bhvr's reluctance to address these problems comes from not wanting to remove strategies from their players, and even though it may feel harsh, Tunneling/Camping/Slugging are not really problems, they're strategies that feel problematic at certain points. Perks do help and are welcome but they can also come across as band-aid solutions to intrinsic issues. I do no intend or even completely think it's possible to remove these issues however, camping was addressed in 7.3.0 with the camp meter that allows the survivor to safely unhook themselves if the killer lingers around them for too long. Once it's at 100%, the survivor can safely unhook themselves.
It also came with distance dependent modifiers after a 7 second grace period.
This was a good addition ultimately but I think expanding on it could also help with other issues plaguing the game too. That being the aforementioned and also the more recent issue of suicidal survivors choosing to kill themselves and deprive their teammates of help or even the grace of a Bot in the leaver's stead. Here is how we address them all.
- Survivors no longer have a 4% likelihood of unhooking themselves. It was rarely respected, hardly worked at all, and contributed very little. It mostly served as a bait towards newer players who might have known about the mechanic, but didn't know how little their chances were. It is gone now. However there are ways now to develop more of a chance despite starting with none now.
- The bar now represents the survivors chance to escape. Starting at 0% the amount may increase passively (one charge per second) if the killer lingers around them, or immediately up to a certain percent if another survivor is slugged on the ground a certain amount of time, if other survivors are also on hooks, or if the killer hooks a survivor that was already on a hook less than a minute ago. Survivors can now attempt to unhook themselves on stage two to compensate this change but at the same price of potentially dying sooner. These things stacked together should add to an accumulative more likelihood of escaping a hook, so long as the number percentage isn't too strong, without perks.
- Items that affect luck have been changed to increase the generation rate of unhook chance if a killer lingers, slugs or if some other condition is met such as +5% to unhook chance if a survivor fails a skillcheck while repairing a generator. Luck overall needs a more interesting overhaul and I think these implementations would serve a more creative method of spicing up the game.
(Side Note: An offering to allow a random survivor the chance to fully recover from the dying state would also address the issue of slugging to a slight degree.)
This would not fix any of the issues completely, they would still happen but so long as a killer diversifies their prey and doesn't resort to excessive tactics too much, then a match should playout normally. This is mostly for survivors to have a way to bounce back if a killer "snowballs" too quickly. Please leave feedback, constructive or otherwise below. THANK YOU!