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survivors staying for legit 10+ minutes waiting after gates open
just to hit you with the tbag+escape...pretty dumb so new strategy ive come up with...camp in the basement and waste their time. dont leave the basement until they escape and if they get close enough to where they can bm u then u just chase and maybe get a hook
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new update..20+ minutes of this..thhey keep healing and running out of the basement each time. i managed to down one of the 2 but he had DS so it didnt matter.
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Well then simply report them once it's over for holding the game hostage since they'll cap out or will have done so already. If you show you're getting frustrated that just rewards them more.
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there should be a timer once exits are opened and nobody has been attacked for X amount of time imo
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Back on steam, some guy did an experiment over 30 rounds.
He was staying in the basement the whole round and calculating how much time it took them to leave once the exit gates were powered.The average was 8 whole minutes.
He had several games of people not leaving for 22 to 30 minutes, and one game where survivors didn't leave before 55 FULL MINUTES.So you'd better just hit them unless you want to spend all day there, some people got way too much time to waste (Aka myself on this forum)
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How about a killer hatch....once 1 or 2 survivors are left, a killer only trap door appears in the basement and the killer can choose to end the game without penalty.
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Solution: once the 5 gens are done, something in the basement appears that lets the killer work on it the same way doors work. Except this timer is visible to everyone somehow, after 2 minutes, the game ends, survivors die and killer gets points for sacrifices.
If the survivors see the timer ticking down, that means that the killer is in the basement and that its time to run to an exit.
It takes 35 seconds to open a gate and exit, this leave more than enough time to find a gate. If you want to ######### around thats fine, but if you are too late then you die.
Escape preventing/slowing perks could be disabled while timer is ticking.2 -
default NOED after an exit gate is opened.... default blood warden activates after 5 minutes of that....
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How about if the survivors haven't left within 5 minutes of the gates being opened they just explode and a virus gets sent to their computer sending it to the blue screen of death? Or a time limit. I'm cool with either.
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A concede device in the basement after 2mins of both exits opening is the only option imo.
Survivors have enough time/warning to get out
Killer doesn't get shamed.Any other option would play into toxic players hands. They'd love being trapped into a map, some would even see it as a trophy.
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@weirdkid5 said:
@FSB75 said:
How about a killer hatch....once 1 or 2 survivors are left, a killer only trap door appears in the basement and the killer can choose to end the game without penalty.There definitely needs to be a concede button I believe.
Maybe, but when they see killer clicking "Concede" butto, imagine how their egos get boosted, imagine the humiliation the killer will suffer from on his chat, comments on profile and invites to the friends from them.
Also, there are better ways to solve it.1 -
A few days ago i tested the Clown and a Claudette body blocked me from downing a injured Meg at the exit gate (why can a Claudette body block someone who tripples her weight?!) and then she started teabagging. In front of the exit. I went afk, to the toilet, kitchen, ate something, checked the forum, youtube, and she was still teabagging. So i finally hit her.
End game chat: "boooiiiii eeeeezzzzzz"
Well at least i didn´t camp...
"no, you didn´t. you played nice!"I really don´t understand survivors.
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2mins humilation, is way better than some prick hopping over a pallet for 5mins +
Adding a -5K penalty to any survivors left would also cushion the blow. No timer on screen as they would just camp the exit
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Why not just add an emblem incentive? The first person to escape leave gets a bonus to unbroken and objective, then the rest in descending order from there. Escaping is a goal, and tbh they could afford to reallocate one of the more ridiculous, less important survivor emblem aspects (like some from evader)
I mean, why not? If we're going to have this idea that survivors are a team, when simultaneously they'r in competition, why not have a feature that encourages that "me first" mentality? Also gives survivors incentive to just leave when someone is hooked, making it so they don't necessarily feel the need to risk going from iridescent unbroken to bronze/0.
Also makes perks like remember me and blood warden stronger, makes NOED simultaneously more balanced and at the same time a more dependable perk, as there are games where survivors won't be getting iridescent unbroken and may not have enough points in lightbringer, so they are more compelled to make a last moment save risk.
This would be a healthy addition that reduces end game toxicity (or rather, redirects it from strictly the killer to spread to other survivors who left asap for the points, which at least will make it feel less concentrated), makes certain perks and builds more viable (ADRENALINE is already meta, but wake up and the like might also have a place after this change), and makes the game tighter and more intense.0 -
@RSB said:
@weirdkid5 said:
@FSB75 said:
How about a killer hatch....once 1 or 2 survivors are left, a killer only trap door appears in the basement and the killer can choose to end the game without penalty.There definitely needs to be a concede button I believe.
Maybe, but when they see killer clicking "Concede" butto, imagine how their egos get boosted, imagine the humiliation the killer will suffer from on his chat, comments on profile and invites to the friends from them.
Also, there are better ways to solve it.You're joking right? Please tell me you're joking.
Ego? Humiliation? In a damn video game? Has the gaming community devolved so far? Perhaps for another, much longer, conversation....but to stay on topic:
If after a point in time, when the gates are open, and I as the killer haven't seen a player wouldn't hesitate to "concede" a game just because I think a stranger finds any amount of humor in the fact that I quit. Even just saying it out loud it sounds crazy. The trial is over, the survivors won....there is NO point to the trial anymore other than to annoy the killer.
Quick side note because I'm not strong enough to NOT say it:
This isn't MLG, this isn't CAL...it's a P2P game between 5 stranger that don't even have voice chat. There is no money, there is no title, there is no award...how do people find pride or shame in a game that doesn't even offer voice chat? I MIGHT play with the same person more than once....but it's still just a stranger. Perhaps because I'm an older gamer (40+), but the idea that a players self esteem is so low they actually find some level of satisfaction by simply annoying another player is beyond my comprehension. I win some, I lose some...neither is of consequence to anything else in life. There is no connection. I have never rage quit, and no matter the outcome, it's ALWAYS, "Well played all" at the end.
Lastly....come to think about it, it is a bit comical to think about how many people actually overvalued their own sense of self worth as if they have annoyed me. I mean,t here are things in the game that do annoy me (body blocking)....but I wonder, do they think I'm on the other side of the game yelling at my monitor like "Angry German Kid" or "FPS Doug"?
Never mind, yes, I would use a concede option if a trial went over 3 or 4 minutes once the gates are open IF there were no penalty for the killer.
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Well the game is so surv sided that they get their objective done way before you even get a quarter of yours done and so they wanna try and get more out of the match when, you know, they could've not gen rushed in the first place? Who woulda thunk it?
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@Spiritbx said:
Solution: once the 5 gens are done, something in the basement appears that lets the killer work on it the same way doors work. Except this timer is visible to everyone somehow, after 2 minutes, the game ends, survivors die and killer gets points for sacrifices.
If the survivors see the timer ticking down, that means that the killer is in the basement and that its time to run to an exit.
It takes 35 seconds to open a gate and exit, this leave more than enough time to find a gate. If you want to [BAD WORD] around thats fine, but if you are too late then you die.
Escape preventing/slowing perks could be disabled while timer is ticking.dying light, Freddy, swing chains=YOUR SCREWED
Freddy OP!?
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@Jack11803 said:
@Spiritbx said:
Solution: once the 5 gens are done, something in the basement appears that lets the killer work on it the same way doors work. Except this timer is visible to everyone somehow, after 2 minutes, the game ends, survivors die and killer gets points for sacrifices.
If the survivors see the timer ticking down, that means that the killer is in the basement and that its time to run to an exit.
It takes 35 seconds to open a gate and exit, this leave more than enough time to find a gate. If you want to [BAD WORD] around thats fine, but if you are too late then you die.
Escape preventing/slowing perks could be disabled while timer is ticking.dying light, Freddy, swing chains=YOUR SCREWED
Freddy OP!?
That'll be too OP for Killer. It's not like killers get trumped by a small piece of wood and poor balance already right? #sarcasm #DbDDevsSuck
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I haven't read the whole thread so I apologize in advance if you already wrote this / responded to something like this.
Can't you just run towards them and force them to exit the level?
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Simple solution would be that once exit gates are powered 10 minute timer countdown starts. If you don't exit by tehn you get sacrificed and killer wins. The only drawback to this map is when facing high mobility killers and exits gates are really close together which has happened way too often.
The other way is same is above but 10 min timer starts and at 5 mins if gates aren't opened but killer is same as above/gates same a 3rd exit gate spawns with same distance as other too so there's 3 all equally distant from each other so high mobility killer+ exits too close together emans killer can't camp. This seems unworkable code wise as well as in practicality.
The 3rd and best option is once gates are powered and 1 gate is opened a 10 min timer starts before that gate gets closed permanently and can never be opened again. Now you could argue the killer will camp it which is wise but that leaves the 2nd gate more unguarded. Once the 2nd gate is opened that brings the timer down to 5 minutes. Again the gates need to not spawn so close together like they do on occasion that a high mobility killer or even a normal speed killer can just camp them endlessly like a hatch.
When both are opened and the 5 minute countdown hits zero then anyone still in the maps get instantly killed and the killer gets credit as if they downed, hooked and sacrificed them. Again this would have to be balanced around gate spawn locations but would prevent the staying and farming points.
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@powerbats said:
Simple solution would be that once exit gates are powered 10 minute timer countdown starts. If you don't exit by tehn you get sacrificed and killer wins. The only drawback to this map is when facing high mobility killers and exits gates are really close together which has happened way too often.The other way is same is above but 10 min timer starts and at 5 mins if gates aren't opened but killer is same as above/gates same a 3rd exit gate spawns with same distance as other too so there's 3 all equally distant from each other so high mobility killer+ exits too close together emans killer can't camp. This seems unworkable code wise as well as in practicality.
The 3rd and best option is once gates are powered and 1 gate is opened a 10 min timer starts before that gate gets closed permanently and can never be opened again. Now you could argue the killer will camp it which is wise but that leaves the 2nd gate more unguarded. Once the 2nd gate is opened that brings the timer down to 5 minutes. Again the gates need to not spawn so close together like they do on occasion that a high mobility killer or even a normal speed killer can just camp them endlessly like a hatch.
When both are opened and the 5 minute countdown hits zero then anyone still in the maps get instantly killed and the killer gets credit as if they downed, hooked and sacrificed them. Again this would have to be balanced around gate spawn locations but would prevent the staying and farming points.
Maybe have some kind of detection for distance or visibility to the gate as well, and reset it back to ten minutes at the 5 minute mark with the 3rd gate.
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