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Gen rush, but it's your fault
I often hear the counter about a killer being gen rushed and how they are at least party to blame because they continued to chase some one when it would of being better to break chase.
As an over simplification the start of the game goes something like, when chase begins, killer chases 1 person, the other 3 do gens.
Lets say the killer breaks chase, what does the person who was just chased do ? stand there looking at a wall ? of course not, they hop on a gen. Which leads us back too...
1 person chased, 3 on gens.
Ultimately the real solution is you need a person hooked (obviously hooked person ain't doing a gen), which causes people to come off gens eventually for the rescue, so for example 1 on hook, 1 on gen, 1 chased, 1 going for rescue.
So for a while at least you get 1 on gen, as opposed to 3 on gens.
This is where the lower margin of error for killer comes into play, you make a mistake not getting that first hook quickly enough, well your gens are going to go faster than toilet paper in woolworths.
You make a mistake as survivor on the other hand ? well d/s, b/t, body blocks, survivor rule book, oh and the odd key here and there, cause ######### doing that last gen and getting a gate open, we out.
Comments
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It’s map design that’s the problem
how is this still a contested issue
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Thats not the case for hillbilly though . He can drop chase when he wants and start another one and it wont be like that you described for him and he s also able to down survivor in split seconds. The only time he s not able to do so is when every gen has strong structure/structures nearby.
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Well why doesn't everyone play Hillbilly ?
Cause there is a skill level using his chainsaw that needs to be attained that is alot harder to achieve than w+m1 before you can be effective constantly with a billy against lets say the top 10% and yes even good billies have games where they make mistakes and alas the gen popping begins.
Maybe in the perfect world we are all hillbillies, hillbillies everywhere
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"even good billies"
Well of course otherwise the game would be unbalanced.
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Which goes to my point about the lower margin of error for mistakes as killer, yes even as Captain Banjo.
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So what do you suggest then? I would say remove second chance perks like ds.
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Specifically on the "gen rush" issue, I don't think you can do something simple like, oh just add time to do gens, eg add 12 seconds each.
One interesting idea that I heard of was some kind of penalty/slow down to do gens at the start, until first hook/down/hit etc, this would be balanced with after the initial slow down phase the time to do gens later on would be less.
Also an idea about since survivors hate the whole camping thing, and killers hate the gen rush thing, an inbuilt game mechanic (not perk based) that buffs gen speed when killer is in a certain radius of hook and a gen repair penalty when outside of hook radius. Rewards non camping.
I'm not actually against d/s, bt, bodyblocks as in they should get removed (hey I play survivor too ya know), but the purpose of bringing those things up is to show how survivors get an easy time in a "normal" game vs a killer which goes to a balance issue. There is no simple fix here but we can start with the low hanging fruit that seems to bring more pain than joy, get rid of/rework moris, keys would be my start.
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