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Games should be fast paced
As the title states, I think trials should have a fast, intense feel to them. My favorite games as killer have been games where I didn't take any slowdown or generator-focused perks and still managed to win. Those games played at a breakneck pace. I think it's more fun to not have to worry about slowing down the other side's objective, because it's ultimately random whether they'll even focus on it, even at red ranks.
Unfortunately, not taking any game slowing perks isn't the most viable thing. Depending on the map or killer, your chases may go longer. There's no reason a survivor should ever get hit at a low-wall safe pallet on a map like Autohaven against an M1 killer. There's no reason a survivor should ever be caught by surprise or out of position against a 32m terror radius killer. What I'm getting at is that so much of the game comes down to survivor error when you bring no perks to stall the game. If they do gens and don't mess up basic pathing and you brought Clown, they win. It shouldn't be that way.
I think the game would benefit from smaller maps and 60-70% of the safe pallets. This puts a premium on pallet and generator efficiency. I think the game is more fun at a high pace when killers feel threatening and survivors actually feel like the clock is ticking. And there should be consequences if one teammate runs and pre-throws every pallet. Instead of killers turning the game into a grind by stacking slowdown perks, it should be more viable to speed the game up by being a monster in chase.
Comments
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"My favorite games as killer have been games where I didn't take any slowdown or generator-focused perks"
There is your fast paced game, you already have it, just build the way you want it to be, lol, no need to force it down other peoples who prefers slower games.
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....I'm not. The rest of the post talks about how it should be more viable to run those builds.
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Honestly I just disagree with the rest of the post too, so I'd rather not upset by actually stating it but oh well here we are...
You say "the game would benefit" but we know you mean "the killers would benefit" from smaller maps. There already are big and small maps. and all the rest just sounds like you're one side biased.
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Agreed. No one wants a slow stealth fest.
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10 to 15 minutes is an ideal game length IMO. The matches that drag on to 20-25 minutes are rarely fun.
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Oh and that's 10-15 minutes of actual gameplay, not 10 minutes of gameplay and then 5 of the survivors refusing to open the gate and tbagging the killer or the killer slugging the last survivor and letting him bleed out/get eaten by the Entity.
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He just said that 60-70% should be safe pallets.
Smaller map + less pallets + higher percentage of safe pallets + encouraging no slowdown builds
Smaller maps - killer sided
Slowdown nerf - survivior sided
Less pallets - killer sided
Increased safety of pallets - survivior sided
If thats sounds "one side biased" then I don't know anymore
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I think he meant 60-70% safe pallets of safe pallets we have now in maps generally. Or maybe he does mean 60-70% pallets should be safe. Though in that case, I feel like having more pallets but less safe ones is the ideal way to balance a map. This way killer players will almost always have counterplay in chases, which I personally think is good. Having to run through pallets without actually having counterplay is not too fun as killer.
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I play NOED about every 2nd match, so I believe that the game is fast enough. No need to speed it up.
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I mean, it's not that biased. Big maps in this game do have a certain balance issue. Killers in most cases can't reliably apply enough map pressure on maps that are too big. I think his point is that the problem many have, that game's go too fast, should not be solved by increasing the objective time of survivors but by simply allowing killer more counterplay in form of more map pressure and/or better chase potential, the former being achieved by making maps smaller and the latter by having less safe pallets in maps.
And I agree, simply increasing objective time is not affected by killer skill at all, where as better map pressure and chase potential can only be used by those that acquired a certain skill level at killer.
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The point is that having many bad pallets is not good on small maps. Even a bad pallet can stun the killer, and having a lot of them in a small area (like on The Game map) makes it very easy for a survivior go from pallet to pallet making chases very long.
I think what is a right solution is having less but better pallets. It makes them more valuable, and not so easy to drop. Pallet slows down the killer just by existing, especially a safe one. These pallets should only be dropped when its worth it, for example to save someone from being hooked or in late game chases.
Save the Best for Last basically
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No there should be smaller pallets for more interaction between killer and survivor. Safe pallets entertain neither.
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I'd rather not play a game where matches are five - ten minutes but the queue time is the same or longer. Slower games get more blood points all around. Fix matchmaking and sure.
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With surviors getting tons second chances and not beiing punished for mistakes as much as they should be this goal is hard to reach. I realy really doubt devs are ever going to shrink all the medium up to large maps into some new smaller versions, too much work. With gens beiing possible to be done in under 5 min killers truly rely on survivors messing up hard consecutively otherwise they have no real chance to win.
Some way to make all game last at least minimum of 8 minutes would be nice. Nobody really wins in a game that lasts less then 8 min since nobody can score decent amount of points to win.
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The speed of matches is as the players want it to be.
There are 5mins long matches already, do we really need to speed it up even more?
The speed will depend on the players, now if you want different map setup, then "match speed" is not really what you're looking for
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I have to disagree there. I mean, I don't want maps to have no safe pallets at all. A few are definitely needed. But I personally want more mindgameable ones and only a few safe ones. Because having less pallets but more safe ones will just end in matches to be about how fast a killer can get rid of all the good pallets, at which point survivors have no real counterplay at all. The game would partially be about resource management, where a killer just wants to try and get rid of all the pallets as fast as possible, and it would make the game boring and less skill based in my opinion.
It's up to the devs to make sure that mutliple nearby pallets can't be used to create more safe loops together. On the other hand, if pallets are that close to each other and are able to create new kind of loops that can still be counterplayed by both survivor and killer, that would be awesome since it would shake up the gameplay even more.
I did already think about whether having multiple pallets at one loop could actually work in a balanced way to create more unique pallet loops. Right now it's always just one pallet and a loop around that pallet. If the loop has a fitting size, it can be mindgamed by both killer and survivor. Many pallet loops of the Badham maps are a good example. If they are too big, they have no counterplay to killer. Pallet loops of the original maps are a great example of this. If they are too small, those pallets end up being pretty useless for survivor unless they can stun the killer, like some of the pallet loops in the hallways of Hawkins map.
I wonder if the devs could be able to create balanced loops with more than one pallet to create more unique loops as well. Would be nice if they could.
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Agreed
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Ok, it makes sense. Having mindgame pallets that can't be chained would be the best solution, but there should be a few safe pallets in key points of the map. The most important things is that pallets should not be spammable, moderate amount of mindgame pallets, with and addition of few waste pallets and few safe pallets would be the best solution.
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Chaining is fine if the pallets are mindgameable
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It is, the question is how many and hiw often. The Game and Autohaven are a joke sometimes...
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