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An updated survivor system that wont change the meta
I've seen the comments and concerns on the last post I've done. I have honestly been thinking about the problem of having a 103% speed survivor that has Hope and Bloodpact. I have an easy solution for it.
The extra 3% wont add to the perk. So if you use hope and have a character with 103% speed then it'll go to 107% and not 110% instead. So any perk that increases your speed, gen repair, healing, etc. it won't go over that number. That would be the capped limit. And this will work with the worse characters too. If you have 97% speed and Hope is active then it will automatically set to 107% even though it should be lower. It won't nerf perks or buff them and just instead give very slight boosts here and there in gameplay.
I've seen the concern about a 103% character but it's all balanced. So if you have 103% speed you might have 98% acrobatics (vaulting) and 99% repair speed. It would change the game a small amount but nowhere significantly enough to make or break the meta. If you prefer doing gens then you can use Feng Min (a good gen repair) or Nea (a bad one). It's just SLIGHTLY slower or faster but nowhere near enough to make the game unplayable.
Here's what it could look like in-game (I havent done every character cause I want feedback so I know if I need to change it to the max to 102% and 98% instead)
Comments
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Giving stats to survivors especially speed would not be a good idea at all
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The issue is the stats you chose..speed, repairs, and I'm assuming acrobatics is vaulting , can be very overpowered very easily due to perks in game and how maps are designed , even stealth..how does that work?
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Even so, these stats will make certain survivors be used all the time while some never..and if its not big enough to change anything there's no point to it frankly..as it still won't matter..props for having a system in mind, however it'll either do nothing or it'll do harm to the games already tentative balance
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The problem is this is not a RPG, in which every stat has the same "weight" and usefulness, many of them have big impacts even when changed by a little, others are useless and others are situational.
Movement speed is the worst offender because 3% might not seem a lot, but it is 0.12m/s which compared to the relative speed of the Trapper (0.6) is 20%, which is huge. Vaulting speed is tricky too, because even a millisecond can be the difference between being hit or not. Repairing speed affects the main objective takes takes a lot of time, so even little increases of speed buy several seconds in the long run.
On the other hand you have luck which is an obsolete mechanic with almost no use, stealth which is hard to quantify (there's no dice roll, there are multiple factors like character's height, breath and groans, plus external factors like scratchmarks, footsteps, grass...), and healing speed and "determination" depend a lot on how the killer plays/map layout.
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