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2 Kills per match should be the most probable outcome.
The devs suggested the chance to Whispers which I really liked and which inspired this idea. (FYI: Whispers starts out stronger and gets weaker the more survivors are killed.)
I would like to suggest that DbD should be balanced around 2 kills per match. In my opinion, both killers and survivors should have to work harder to achieve their "ultimate" goal (4 kills vs 4 escapes). Killers should, if their skill is decent, be able to kill at least 1 oder 2 survivors per match. Vice versa, survivors should get more powerful, if the killer has already been able to kill someone, so the remaining survivor(s) can escape more easily. This would balance the game despite of skill discrepancies but remain more challenging if the player wants a "clean" victory.
So although this is a more general thought, here are some specific ideas, which might complement the change to Whispers:
- Significantly increase killer's base action speed (like Fire Up, if Killer's ability should be increased is debatable) in the beginning (0 sacrificed) and significantly decrease killer's action speed as more survivors are sacrificed. This would make it relatively easy for the killer to chase in the beginning because he can vault significantly faster and break pallets more quickly.
- Buff Bloodlust (getting higher tiers more quickly, make it influence vault and pallet breaking speeds), but cap the tier level: If all survivors are still in the game, Bloodlust 3 can be reached, if 3 survivors are killed, there should be no more Bloodlust. (Max. Bloodlust = remaining survivors - 1)
- Dark Mist increase as more survivors are sacrificed
- Map gets darker as more survivors are sacrificed
- Action speed increase as more survivors are sacrificed (heal, increases as more survivors are sacrificed (would stack with Left Behind to make that perk at least viable)
- Change Hope to increase speed per killed survivor (for example, 2/5/8% movement speed increase and 20/40/60% sneaking speed increase at perk tier 3)
- Reduce scratch marks as more survivors are sacrificed -> should eliminate all scratch marks in the end if Lightweight is also used
- Aura reading ability of Killers decrease (should stack with Sole Survivor to disable aura reading altogether, Whispers sould be influenced by Sole Survivor)
- Killer should be able to close the hatch, so that it doesn't make any sound, but the last survivor should be able to find and re-open the hatch quickly (like 5 seconds). Then, it is the Killer's choice if he wants to camp the hatch or not, either way giving the survivor decent chances to escape, if he plays intelligently. And: No more hatch standoffs.
- Survivor buffs gets weaker if he does nothing (repairing, healing) AND the killer is not in the terror radius, maybe make survivor more visible too, in order to prevent him stalling the game
It should not be a free win for the killer if 3 survivors get killed quickly with only one gen repaired, the killer should work harder towards his goal to also kill the last survivor.
On top of that, this would especially add more possibilities and dynamics to all phases of the game, especially the endgame. I also strongly believe that there should be no meta perks and every perk should be viable, while none should be mandatory (like Self Care or BBQ). Some of the suggestions should buff underused perks. But that's a different topic.
Comments
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survivors should get more powerful, if the killer has already been able to kill someone, so the remaining survivor(s) can escape more easily.
Yea you're a ######### idiot
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Two kills per match? I'm barely getting two hooks per match, and I get "reported" each time. Great game!
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