We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

In balancing the game, gen-rushing ought to be rewarded equally to camping

I see a lot of people saying that gen rushing isn't a valid criticism because it is the only objective available to survivors. While this is true, you could say that the only way to progress the game as a killer is by killing. This is essentially why the pip scoring system is important, it rewards players who play according to the role's metric of skill - light-bringer, chaser, devious, etc, and not just by focusing on the roles inherent goal. The problem herein is that survivors are currently able to get away with this to a larger degree than killers are.

To illustrate, a survivor can only do generators, hide in a bush, and barely if ever interact with the killer in a game. This player at the end of the game will likely have strong survival and lightbringer medals at the cost of altruism and chaser. The parallel is a killer who camps the survivors, refuses to chase them or patrol gens, will suffer in ALL of their medals. Both of these players are not playing in a way that the game recognizes as skillful and aren't being rewarded as such. In acknowledging here that gen-rushing exists and that it is something to be discouraged; we can consider how to address the problem.

While there are a few perks that are generator defence oriented, the current meta solution is Hex: Ruin. I don't think many people consider Hex: Ruin to be a fun or proper solution, but it is a necessary evil that killers allows killers to mitigate some of the gen-rushing, essentially in the same way that survivors can run borrowed time to mitigate camping. To this extent Hex:Ruin is the best perk in its class, it has a hugely polarizing effect on the ranking system, dominating lower rank games, and losing effectiveness considerably at higher ranks. If this point is to be argued, I will simply mention that Ruin is currently being run by all the top tier killer mains, is the top used perks at all ranks, and that survivors have an 80% survival rate at rank 1 (source: https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests). The takeaway here is that Ruin is mandatory in combating gen-rush however it eventually fails to do so. I also personally believe that it isn't fun for either role, so maybe there is a better solution.

Now, there are many ways to approach the gen-rushing issue, although many would have a huge cascading effect on the games balance and would require a lot of work and testing. My proposed solution is to simply redistribute the pip system to make gen-rushing to be on par with camping because as it stands gen-rushing allows for better medals on average than camping does. The reason for this is that we can see that camping is a non-viable strategy at high ranks, so therefore by reconciling the two strategies we can similarly see gen-rushing becoming a non-viable strategy as well.