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Live Q&A: 3.5.0 PTB/Update
Comments
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Since your making the game easier for survivors, will you be doing anything to make the experience for killer at least more enjoyable?
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With Hex: Ruin being reworked, a lot of Killer players are finding the game far more increasingly stressful. Are you thinking of any plans to slow down the game in some way like a second objective anytime soon?
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Because of Hex: Ruin changes, are there plans to balance out time for killers to get some momentum in match?
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Are you guys considering to change the hex mechanics because the hex totems arent so powerful but easy to to break?
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Why does Snapping Out Of It reduce Survivors to Madness 1 where Doctor's addons no longer work?
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What changes are you going to make to the Doctor's game-play mechanics for the live release, and how will they be different from the PTB version?
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You'll probably ignore this question, but I'll ask this anyway:
Ruin was designed to help killers with gen times. Like Bloodlust, it was a bandaid patch for a key issue.
Are you going to adress the main issue behind the perk's introduction? Or are you going to change the game to a late game hex (most of those are weak/useless unless in very specific builds) without addressing the issue of how efficiently gens can get done?
If anything, this will encourage gen rushers since they cannot afford to lose progress.
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Will there be a gen speed overhaul or / and map size changes?
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Are you going to fix the emblem system and matchmaking anytime soon? :D
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Have you considered the reason why killers use ruin. Lots of killers feel the need to run it because most survivors will work on a gen when they are not being chased. 80 seconds it not a lot of time to down someone including all perks loops and ect. Then hooking said survivor, losing 3 gens within the minute of the match isn't fun.
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Would you consider adding variable gen speeds based on maps, their strength and location in relation to other gens, completed gens and loops?. Would help survivors become 3 gen'd less, and for killers to maintain pressure on maps where it takes a long time to travel (red forest)
Also please buff fixated to work whilst injured like urban evasion. Please. Pretty please
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Currently, the Doctor is considered quite weak in chase, largely because of the one second it takes him to switch between stances. While I'm aware that the new three-second cooldown is planned to be reduced, unless it is reduced to less than one second it would surely only amplify the existing issues with his chase potential. So my question is, what was the reasoning behind making such a change?
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Please read the information on the original post - the Q&A is about the 3.5 patch ONLY, so please keep your questions relevant to that.
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Did you rework Lery's because it was the doctor's map or because of other reasons?
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How would you justify your statement that "old Ruin did not require any effort from the killer side", when it clearly is a Hex perk and the killer had to, besides juggling 4 survivors, also protect the totem?
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With DLC characters coming to the archives, do you plan to make something like free acces to the killer/survivor durning the rift but including them only with their perks? This could allow new players to have a chance to complete whole archives, also possible encouraging them to buy expansion.
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On the PS4 console, you guys released dedicated servers. While Killer wait times have stayed the same, Survivors lobby times have increased, sometimes taking up to or over 10 minutes to find a match.
My question is, with the upcoming update including a new Rift for the Archives, are you guys going to be able to look into this in any way or be able to find a solution, so players can complete the survivor sided challenges and earn more rift fragments with ease, while also not losing out on time to play matches?
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What was up with the blatant survivor bias in the Doctor/Ruin forum post? For example, all of the “benefits” listed for changing Ruin were for survivor enjoyment with no mention of how it would impact low tier killers.
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Now that the Léry’s Rework happened, will the appearance of older maps be reworked as well? If so, what maps fit that agenda?
The reworked Léry’s is stunning, and the ambience and effects make the place a lot scarier than what it was before.
Editted: Forgot the follow up question if that’s allowed. :(
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Will there ever be an XP boost for the tome/rift, like throwing in an offering during matches for bloodpoints?
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What was your thought process when going about the ruin change. Such as, when did it first come to talks? What were other ideas? Why the change? Also, it normally makes it around 2 min into matches which stops it from being an endgame perk so why did you do that?
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I noticed in some gameplay videos that Lery's has been reworked slightly, and it looks a lot better, updated textures and lighting and such. Can we expect other maps to receive this level of visual improvement in the future?
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Do you have any plan about the gen speed for survivors because there is some perks, toolbox + addons increses the gen speed repair and the matches are boring for killers 3-5 min don't forget the swf..
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While I understand taking a look at the most used perks, why don't you all also spend the time to improve and buff low usage perks such as Predator? Nerfing perks only decreases the variety of the game's average builds further and further
If the game has such a ridgid meta why not introduce improvements to the game's mechanics and make other perks more viable?
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Devs saying 80% killers use Hex ruin.
are u are going to nerf ds, adrenaline, dead hard, or I'm wrong?
Nerf all meta perks for survivors.
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What is the reason Freddy and my main man Quentin are not on the switch? If it's rights issues, maybe fans can help, aka, gettin a petition up and going to show the rights holders that we want the sleepy dudes, and are willing to pay upfront for them
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Now that the Rank Rework "Initiatives" stage in your roadmap is coming up, what additions and changes to the ranking system should we expect?
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How do you plan on dealing with the much more massive upcoming gen rush phenomena? Right now even if the team is bad, it takes only one person to carry on the gens after the ruin is destroyed in the first minute of the game 91% of the matches (doesn't matter that you nerfed the perk and claim to be now an end-game perk, lul. In fact, it helps us, survivors, massively).
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What early game slow down perk are you replacing ruin with
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Will the upcoming Tomes be easier and require less questionable gameplay? I overall didn't enjoy how the game made me play and I did mostly everything on Switch and PS4
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If part of the reason why Ruin was nerfed is because it was used in almost half the games and most Red Rank games. Are there any perks on the Survivor side that fit that statement as well? And will they be changed to allow for more build variety?
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Are you guys planning on making the "complete in one trial" challenges on the tomb easier, considering the introduction of tomb 2? or maybe adding a second way to complete a challenge that doesn't have to be done in one trial?
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Can you guys address the hook exploit?
Being able to abuse the collision to get a free unhook without any risk is a joke
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Is the new tome going to have the same grind as last tome?
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When reworking Ruin, did you try and discard any other versions of it before deciding on the one you've announced? And if so, could you tell us about some of the alternative versions?
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Ruin will be nerfed because over 80% killer use it.
BBQ & CHILI is also used by almost killer because it's BP bonus.
I think the BP bonus should be a standard function for the perk diversity.
What do you think about it?
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What was intended purpose with these new changes to doctor, hex ruin and other stuff. controversy was created.
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Are you going to fix the dead blink spots in every map and remove the cooldowns on nurses power anytime soon? Nigh unplayable. Also, Screaming Banshee skin for Nurse when?
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In this patch a lot of your reasoning was based around survivor's fun and frustration but you never mentioned the killer's fun and frustration you only brought up a small emblem change for killers which doesn't effect fun so why is there nothing else for killers? Is killer fun ever thought about at all lately? Because it doesn't feel like it.
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Will you fix the hitboxes for the survivors.It is a very big issue and i like playing survivor but it's literally impossible to play/escape
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Are there any plans for looking at overall map balance? Things like the Badham and now Lery's rework are nice, but the biggest problem in this game I feel from most players is map balance. Maps feel too big for most killers, while also possibly containing complete dead zones for survivors. Not to mention things like exit gates being close together for EGC. I feel like maps could do with something like a size crunch but add more clutter/loops to make it so mobility doesn't feel as needed.
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Why close maps like THE GAME ,HAWKINS AND LERRY are still in the game ?Ow and SHELTER WOODS?
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I hear that David King is to be featured in the next tome. You wouldn't make us do a no mither challenge... would you? 😧
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With the way Ruin is being changed, my only question is: Are you guys going to be looking into how fast most games go with survive with friends or is it something you guys haven't really found out how to balance yet?
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With the new ruin rework will we be seeing changes and/or buffs to other slowdown perks to help compensate for the power vacuum ?
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Will there be more maps given the Lerys treatment where you don’t rework them simply for balancing (like badham) but also to make them visually more appealing. You guys did an amazing job with Lerys btw.
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Will something be done about matchmaking in the new patch?
It's kinda frustrating to play as 50 hours killer against a party of 4 survivors with 1k hours each.
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How did you come to the decision to focus on David, Jane, Doctor and Spirit for this tome? Doctor kind of makes sense but the others took me and others by surprise.
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Was your approach in improving Movement Extrapolation with removing survivor moonwalking intentional? Or was it necessary? Moonwalking has been a gimmick in this game for me almost the whole time. It has no unfair advantage ingame and its rather something that kept the game interesting for me. I do it every game already subconscious. There has to be other solutions in improving the movement without removing moonwalking. Don't take away our toys!!
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