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Hatch Fix and Totems Fix.
I have two idea for balancing these sides of the game. Both of these look like rather easy fixes, codedly. And shouldn't need much in the way of manhours to put in.
Hatch: I play some survivor. i can understand why this exists, sorta. Your three teamates end up not being reliable and you barely do 2 gens yourself so you can leave. Sure.
Except that the target isn't hard to hit, in fact in games of good survivors, 2 gens is about minimum per trial. Leaving the killer to feel like they cant double pip/ get an iridecent cause of this mechanic.
The Fix: Make the hatch not open automatically. Instead, require a key, and put a key ring in the basement. This will make keys a bit more useful in bringing for solo play, and if they don't bring a key, they have a chance to get one, if they can get past the killer. Is the survivor doing gens, or getting the keys? The killer needs to find out.
Totems: My idea for fixing totems is rather simple. They, mostly, spawn in okish spots. the big problem is that anyone can see them with any kind of line of sight, this includes through walls with holes in them that many maps have, It takes almost no time for a survivor, once they know they have a hex on them, to run through the sections of the map. Especially if they know how the map spawns.
The Fix: Make all totems dull, and require survivors to have a new perk to tell if it's a hex totem or not. Have this perk work in a semi- limited range, so they can't just run by something 15 meters away, and see the known glow of a hex totem.
Perk: Occultist You have an understanding of the occult. You can detect Hex totems in a 3/4/5 meter range.
Comments
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The Hatch idea isn't too bad as it gives Survivors an alternate task instead of gen rushing . I only have two questions about this, though: Does the key ring only appear when there's one Survivor left and if not, can other Survivors retrieve the key ring from another Survivor if they drop it or are sacrificed?
As for the Totem Idea, it's not too bad either. I can already imagine "Occultist" being a top-tier perk everybody would run like it was the new Self-Care. That said, I do also wanna voice another idea that came to mind from a YouTube creator (sounds stupid, I know.) For Totems, why not just let the Killer decide where to put the Totem? At the beginning of the game, the Hex perk in question would be inactive and in order to fully activate it, you need to interact with a totem of your choosing. Gives the Killer more of a choice in the matter instead of letting RNG decide.
Still, the ideas you have are pretty good. It'd be fun to be how useful they'd be in the game if they were ever brought in.
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@Patrick99 said:
The Hatch idea isn't too bad as it gives Survivors an alternate task instead of gen rushing . I only have two questions about this, though: Does the key ring only appear when there's one Survivor left and if not, can other Survivors retrieve the key ring from another Survivor if they drop it or are sacrificed?As for the Totem Idea, it's not too bad either. I can already imagine "Occultist" being a top-tier perk everybody would run like it was the new Self-Care. That said, I do also wanna voice another idea that came to mind from a YouTube creator (sounds stupid, I know.) For Totems, why not just let the Killer decide where to put the Totem? At the beginning of the game, the Hex perk in question would be inactive and in order to fully activate it, you need to interact with a totem of your choosing. Gives the Killer more of a choice in the matter instead of letting RNG decide.
Still, the ideas you have are pretty good. It'd be fun to be how useful they'd be in the game if they were ever brought in.
Hatch: I would have the key down in the basement the whole time. And if a survivor gets it and then dies, the last one left will need to go check where people died (arguably a better situation, but arguably not)
As for the totem fix:
The choose your totem location isn't feasable, as there is no "setup" time. The killer would be using about a generators worth of time to find a decent hiding spot. Maybe if the killer could spawn the totem, setting it down like the trapper does a trap. Then the time needed to set it up would be significantly less. But I think the making all totems dull, unless you have the perk to see them would be the better idea.
This is because if you have the perk, you still need to actually go look at the totem, not just run somewhat near. The glowing look to the totems draw the trained eye.
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I like the hatch idea. However for the totems adding a perk just for that is unneeded. Just make them all look dull and change their color to be black so they actually blend in a little and a survivor has to actually be paying attention. Even as a dull totem they stick out like a lighthouse.
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@Blueberry said:
I like the hatch idea. However for the totems adding a perk just for that is unneeded. Just make them all look dull and change their color to be black so they actually blend in a little and a survivor has to actually be paying attention. Even as a dull totem they stick out like a lighthouse.I don't mind that they stick out a little as dull totems, if they were all dull. But the fact you can be 30-40 meters away, and not only tell that a totem is there, but if it's a hex or not, seems a bit weak.
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SmokePotion said:
@Blueberry said:
I like the hatch idea. However for the totems adding a perk just for that is unneeded. Just make them all look dull and change their color to be black so they actually blend in a little and a survivor has to actually be paying attention. Even as a dull totem they stick out like a lighthouse.I don't mind that they stick out a little as dull totems, if they were all dull. But the fact you can be 30-40 meters away, and not only tell that a totem is there, but if it's a hex or not, seems a bit weak.
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@TheMadDoctor said:
SmokePotion said:@Blueberry said:
I like the hatch idea. However for the totems adding a perk just for that is unneeded. Just make them all look dull and change their color to be black so they actually blend in a little and a survivor has to actually be paying attention. Even as a dull totem they stick out like a lighthouse.
I don't mind that they stick out a little as dull totems, if they were all dull. But the fact you can be 30-40 meters away, and not only tell that a totem is there, but if it's a hex or not, seems a bit weak.
I also would prefer that if the hex totem is cleansed, allow killers to find a dull totem and go through an action to reply the hex back into the game. Not instantly just allow to put the time into getting the hex back on track cause the map is surrounded in dull totems, you're telling me the killer couldn't just reapply it to a new totem?
That's actually not a bad idea too. You'de force them to go and cleanse all the totems once they know you have ruin, which will buy you a few minutes of hunting time. I'de take that idea too
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it's easy get 4k leave the other one on the ground. after that find the last one hook him and bbq do the rest. Try to solve a problem that doesn't exist
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@SmokePotion said:
I have two idea for balancing these sides of the game. Both of these look like rather easy fixes, codedly. And shouldn't need much in the way of manhours to put in.Hatch: I play some survivor. i can understand why this exists, sorta. Your three teamates end up not being reliable and you barely do 2 gens yourself so you can leave. Sure.
Except that the target isn't hard to hit, in fact in games of good survivors, 2 gens is about minimum per trial. Leaving the killer to feel like they cant double pip/ get an iridecent cause of this mechanic.
The Fix: Make the hatch not open automatically. Instead, require a key, and put a key ring in the basement. This will make keys a bit more useful in bringing for solo play, and if they don't bring a key, they have a chance to get one, if they can get past the killer. Is the survivor doing gens, or getting the keys? The killer needs to find out.
Totems: My idea for fixing totems is rather simple. They, mostly, spawn in okish spots. the big problem is that anyone can see them with any kind of line of sight, this includes through walls with holes in them that many maps have, It takes almost no time for a survivor, once they know they have a hex on them, to run through the sections of the map. Especially if they know how the map spawns.
The Fix: Make all totems dull, and require survivors to have a new perk to tell if it's a hex totem or not. Have this perk work in a semi- limited range, so they can't just run by something 15 meters away, and see the known glow of a hex totem.
Perk: Occultist You have an understanding of the occult. You can detect Hex totems in a 3/4/5 meter range.
Perks totem are intended to be as it is. They're so powerful but you have the risk to lose your perk.
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@tizzi717 said:
@SmokePotion said:
I have two idea for balancing these sides of the game. Both of these look like rather easy fixes, codedly. And shouldn't need much in the way of manhours to put in.Hatch: I play some survivor. i can understand why this exists, sorta. Your three teamates end up not being reliable and you barely do 2 gens yourself so you can leave. Sure.
Except that the target isn't hard to hit, in fact in games of good survivors, 2 gens is about minimum per trial. Leaving the killer to feel like they cant double pip/ get an iridecent cause of this mechanic.
The Fix: Make the hatch not open automatically. Instead, require a key, and put a key ring in the basement. This will make keys a bit more useful in bringing for solo play, and if they don't bring a key, they have a chance to get one, if they can get past the killer. Is the survivor doing gens, or getting the keys? The killer needs to find out.
Totems: My idea for fixing totems is rather simple. They, mostly, spawn in okish spots. the big problem is that anyone can see them with any kind of line of sight, this includes through walls with holes in them that many maps have, It takes almost no time for a survivor, once they know they have a hex on them, to run through the sections of the map. Especially if they know how the map spawns.
The Fix: Make all totems dull, and require survivors to have a new perk to tell if it's a hex totem or not. Have this perk work in a semi- limited range, so they can't just run by something 15 meters away, and see the known glow of a hex totem.
Perk: Occultist You have an understanding of the occult. You can detect Hex totems in a 3/4/5 meter range.
Perks totem are intended to be as it is. They're so powerful but you have the risk to lose your perk.
Yes, I completely get that. But it's to easy to remove said perk. Making all the totems dull, unless the person has a perk fixes it, and makes sense. It's a Survivor perk that lets you cancel out a killer perk, with some effort.
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I agree: the hatch should be reworked, otherwise the endgame with one survivor left behind can be problematic. This is what happens: survivor reaches the hatch, they don't jump, the killer doesn't hit them, they indicate the killer to go away with their arm, the killer answers NO by moving their body left and right, teabag, false attack and the dancing event goes on until somebody needs going to the bathroom and let the opponent win! It lacks of decency, destroys the atmosphere of the game: a real stalemate!
I wrote a lot of proposals to guarantee an adventurous endgame:
1) if the killer is allowed to close the hatch and does so, then:
1A) another one spawns elsewhere;
1B) the gates are powered;
1C) a chest with a Mist Key inside spawns somewhere;
2) there can be two hatches:
2A) the hatches open alternatively according to casual timers;
2B) if the killer closes the first, the second opens;
2C) if the killer closes the second, the first reopens;
3) when the killer and the last survivor stay near the hatch more than X seconds, then:
3A) the Entity comes from the sky to refresh the map, putting the killer, the survivor and the hatch in new positions, far at least 48 meters from each other;
3B) the killer can mori the survivor and the survivor can escape without being grabbed: the quickest or smartest player wins;
3C) the game ends with the victory of the player with the worse rank (because they have been able to draw against a better opponent).About totems, it's not bad to let the killer activate a new totem, when the first has been cleansed.
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@Entità said:
I agree: the hatch should be reworked, otherwise the endgame with one survivor left behind can be problematic. This is what happens: survivor reaches the hatch, they don't jump, the killer doesn't hit them, they indicate the killer to go away with their arm, the killer answers NO by moving their body left and right, teabag, false attack and the dancing event goes on until somebody needs going to the bathroom and let the opponent win! It lacks of decency, destroys the atmosphere of the game: a real stalemate!I wrote a lot of proposals to guarantee an adventurous endgame:
1) if the killer is allowed to close the hatch and does so, then:
1A) another one spawns elsewhere;
1B) the gates are powered;
1C) a chest with a Mist Key inside spawns somewhere;
2) there can be two hatches:
2A) the hatches open alternatively according to casual timers;
2B) if the killer closes the first, the second opens;
2C) if the killer closes the second, the first reopens;
3) when the killer and the last survivor stay near the hatch more than X seconds, then:
3A) the Entity comes from the sky to refresh the map, putting the killer, the survivor and the hatch in new positions, far at least 48 meters from each other;
3B) the killer can mori the survivor and the survivor can escape without being grabbed: the quickest or smartest player wins;
3C) the game ends with the victory of the player with the worse rank (because they have been able to draw against a better opponent).About totems, it's not bad to let the killer activate a new totem, when the first has been cleansed.
Honestly, the hatch is kinda silly, in it's current state. it's a last ditch effort to let a survivor get out if there team fell apart and couldn't do anything. But the parameters to get it is stupidly rudementary for any survivor group thats putting in any kind of effort. The first 2 generators a pretty much given in high ranked games.
However I'm still 100% confused why a team thats done 4 gens can open the hatch if one person dies. The killer most likely is just starting to get to his endgame, and bam, entity displeased.
The mechanic is very badly implemented. You can see this with the fact that there are perks like "Left Behind" who were meant for a game where the hatch would be made unavailable.And "Dull Keys" which were made for completely different kinds of hatches that, if my memory is correct, never even got implemented into the game but they never changed the wording on the key.
The problem with the hatch is fairly simple, but not. The problem with the hatch is that the Dev's don't know what they want the hatch to be.
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