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What do you feel is BHVR's biggest failure in regards to DBD?
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Probably the report system. Any online multiplayer game, especially with PvP, needs a good report system due to the ######### that multiplayer games attract (you know the type, the ones who didn't get any attention as children, so now they troll because it's the only way anyone will give them the time of day). Without that, it falls apart rather quickly.
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Not addressing face-camping/proxy-camping & tunneling (When both of these are used together continuously from the beginning of the match till the end). They tried a fix and just threw up their hands and never addressed it again. They were on the right track to fix it with stopping the struggle timer, but only gave it one attempt and threw up their hands. It's about the laziest thing I've ever seen.
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Their failure to be an adequate dev team. It's always irked me at just how slow they are to respond to. . . well, anything. Bugs are unresolved for years, map issues are glossed over, killers are given janky abilities, SWF is ignored, solo q is left to stagnate, perks just sit in an ever growing heap.
They do the bare minimum every few months with a one page list of fixes, put their feet up, and act like they've done something. Then half the things they do do break down almost immediately.
I just don't get why they can't give weekly fixes. Doesn't need to be much, just perk tweaks, or a few bug fixes here and there, instead of having to wait for the patch every two months. Or why they can't stomp out bugs for good. Iron Will STILL has the no audio bug, and it's been in the game for over a year. Dead Heard can still activate, and do nothing. Heck, Nurse is a walking bug herself.
This game has no serious competition. I think that's why they aren't in any hurry to change their habits. I remember hoping Predator Hunting Grounds would be that competition. Man, I had high hopes for that game.
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They dropped it because it was clear any solution of that variety was unworkable, due to the survivor gameplay it would invariably create. They didn't just try it once and go "well, this didn't work, so let's not try anything of this sort ever again", they concluded, like everyone else, that it was simply not a good solution.
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They used to give out weekly fixes. People complained the game was updated too often and that they had to download a new patch before playing "every time".
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Did they try another solution, besides the "Struggle timer is paused when a killer is within so much distance."
For example "Struggle timer is paused when a killer is within so much distance, the killer isn't in a chase, survivors are not present and it's not EGC". Because honestly, these conditions have an extremely good possibility of stopping camping.
They tried one thing and gave up.
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-Billy rework
-The Shitster power, even after the re-rework
-The last reworked map : The Game, Coldwind
-The last map: RPD
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The test showed, conclusively, that any punishment based on proximity to the hook is unworkable. That's all there is to it. If you want killers to stop camping, propose rewards for not camping, instead of punishments for camping.
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The test showed conclusively that ONE solution did not work. That's all it did.
Then the Devs gave up on trying to fix it.
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Either you weren't there, or you ignored the actual results we experienced on the PTB. I supported that idea, just for the record, but the test showed I was wrong to do so. It doesn't work.
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Explain to me why my idea would not work?
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Just look into every other discussion on the subject. I'm honestly tired of having to say the same thing over and over again every time someone proposes that like it's something new.
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Optimization. Complain about balance all you want, none of it matters if the game doesn't function properly to begin with.
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there is also a window that cannot be mindgame if you do the gen inside the main building of gas haven .
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Might be slightly biased here but, loss of progress. It took way too long to resolve the bug(s?) or whatever was causing it and although it is more rare it can still happen today. They lied about refunding legacy to those that lost it after dedicated servers were set up. That gave a false sense of security. You are still simply dumped with a ton of BP based off of your hours. I am almost certain they do not counter in double BP offerings, events, bbqac/wglf, rift BP, whether you went for expensive nodes etc. The player lost their progress and should be rewarded handsomely.
There's no consideration to what players bought with shards from the shrine of secrets, you can never retrieve event stuff back like third year anniversary cake or... legacy. There's probably more issues but fortunately I have not lost my progress in a few years and so am not aware of all the issues.
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Not hearing the players and making changes only based in numbers and statistics.
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I'd probably go for how they handle bad apples.
And how much they ruined DS. They could've made it where it was disabled when you do Gens or Totems, but instead, it became almost useless to me. I don't really use it anymore since most killers don't come back to the hook unless they're wanting to go for me after being saved.
And the Resident Evil chapter, a lot of them were cool. There were a few, though, that I thought were a bit... Meh... You'd think you could get a gun or breakable barricades or something. I guess that's too OP...? I'd still like to see that rocket launcher.
Also when are we gonna get a section in the in-game store for all the charms? I never got that Blood Moon one.
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Not implementing sbmm from the very beginning and then balancing from the top down including giving solo que emotes so they could coordinate with each other making it easier to blanket balance swf/solo together against the killer.
These are things they are going to have to do in the future once sbmm has settled but it would have been far easier to do from the beginning.
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Sine @Orion is tired. I´m taking over from here.
So back to your proposal of the paused struggle timer when no one but the killer is around. This wouldn´t work, simply because survivors could make the killer believe that they are nearby (by hiding from BBQ) or by using Diversion. The killer would waste time, searching for survivors neaby. Without the intention of camping, but the system would pause the timer. There will always be a way for survivors to abuse a paused timer.
Oh and the devs solved face camping a very long time ago by introducing swivel hooks (survivors being able to unhook from every direction).
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Feng still doesn't have an Egyptian Goddess skin and Nurse still doesn't have a scarlet dress with a large Kentucky Derby hat.
It's unforgivable.
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Biggest mistake is most developers implement changes based off of averages and the median player demographics. That is not the really great players, and not the really bad players, so red ranks and gray ranks should be ignored and data from green ranks should be the key to changes and attempts at balance. Maybe I am wrong, but it seems most changes are aimed at red rank players, it is a really hard game for newbies to come into and feel like they are doing well.
I would also change how you can build out a character. Lots of killers who should be playing high ranks just "shoot fish in the barrel" and play at low ranks with fully ranked up ultra perks and add-ons. I would implement a staggered character build system, so at low ranks it would not be possible to run moris and meta perk builds, but at red ranks those options would be opened up. It really is a highly unbalanced game which favors uncharitable game play styles. If you are toxic this game is for you, if you are just looking for some fun to play with a room of friends this is miserable. I would like to play and eat pizza, drink a beer, and laugh and have fun, but you can't do that. You need headphones, a room by yourself and immense concentration, for the average player who is not playing for hours at a time.
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It's not growing, population only rises for a week or two during a new release and then it drops drastically.
But as for the topic: My biggest concern is cross play. Get rid of PC players, sorry, cause there's just too much advantage and a lot of wall hacking and resolution stretching going on. It won't hurt the game any if PC only played PC, cause other games have done it just fine.
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Biggest problem is the community. DBD is full of the most awful, garbage human being i've ever seen. Consistently, every time I play. It's sweaty, toxic, and it feels like a chore. I have fun in maybe... MAYBE 1/15 games. Having fun seems to be too high of a bar. These days, I'm just lucky to find a match that doesn't make me want to shoot myself.
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Aside from lack of optimization, I'd say it's their communication to the community as a whole, both major and minor.
Minor issues are how codes are announced solely through social media it feels. Aside from the Spiral Mask, not once have I ever booted up the game and seen the Devs send out a message "use code freeblood for BP". I always have to hope someone posts on the forums cause O refuse to enter the cesspool that os Facebook and Twitter.
Major problems for me is the complete cluster suck that was Alto and the colorblind fiasco. As a colorblind player, it felt very frustrating that certain maps and Killers were completely unplayable for me simply because I couldn't see the auras of things cause the Devs love dark mode. Constantly hearing that devs weren't going to implement CB modes was equally as frustrating but I could at least understand. Than Alto says he's annoyed people were asking about it AND ALL OF A SUDDEN it is a feature ready to go? Seems oddly coincidental.
People go "oh they couldn't announce it cause they don't want to set expectations for a release". This wasn't se fix to PHs butt or a new chapter, but an actual part of game health that has helped TREMENDOUSLY at least for me, but right now I only feel I got it because BHVR got bad PR and NOT because they actually gave a crap
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Their communication is essentially nonexistent.
People will say "oh, they just can't do that because the community is is so toxic!" When there are games like R6 siege with a way worse community that receives so much dev communication.
Point is, bad apples shouldn't be a reason to stop communicating with your community. If anything, NOT communicating is making this community more of a breeding ground for toxicity.
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the bugs. made it unplayable when resident evil dropped for 2 weeks. such wasted potential.
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This. All platforms would greatly benefit from a complete and thorough optimization
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Politics.
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The problem I have is that, in a few cases, they created extremely strong loops (or in the case of Groaning Storehouse, added it back after it was removed the first time) with the idea that the breakable wall would need to be kicked to get around it. At that point its just a predropped god pallet, and is incredibly un-dynamic. You either take the time to kick it and neuter the loop, or you don't and the loop is oppressive. There's no reason not to kick it.
Funny enough, I think Badham is one of the few places in which breakable walls are done correctly. Kicking one as killer can be beneficial at times, but has drawbacks that make kicking it not the clear best choice. There's pros and cons to doing it, unlike 90% of BWs that are just "kick this or the loop is an infinite".
Speaking of which, when is there gonna be a survivor perk to let us break the walls? I'd honestly run it considering how much BWs on Badham and The Game can screw survivors as much as killers.
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PC players aint the problem and I wont argue this, and yes overall the game is still growing, the game hit its record peak players in July. Sure it pitters off until the next chapter but that's why they do chapter releases every 3 months, and not just the games peak players but the average players in a month has also been trending upward.
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Ain't saying he's right, but you can't deny PC players have advantages over console.
At the very least I would like to have the option to only be able to crossplay with other pople who have the same disadvantages as me.
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trapper
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They don't really listen to ptb feed back and test for bugs before release.
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They do as killers but it's fairly minor with how much the game holds your hand, like certain killers are scarier and they are slightly easier to spin that's about it and I didn't say there weren't advantages just that they aren't the problem or even really a problem, and in all my time playing killer since crossplay launched I have noticed almost no discernable difference between survivors on console or pc
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Have you seen how fast PC survivors can 360? After running into a squad that could effectively rob me of all the hits because they could 360 effectively, I turned crossplay off.
Not screwing with that crap again to preserve my fragile sanity.
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Putting survivors in the power role when its an asymmetrical game.
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I guess it makes sense, myers can never ######### kill his real target ever in every ######### movie.
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You wanna know how to counter 360's you wait for half a sec then they stop spinning because of how momentum works in this game, you cant just infinitely keep 360ing without any momentum because then your model is just spinning in a very small circle and you can just swing in there general direction and auto aim plus your swings hitbox will just do the rest. That's why I barely consider 360's as an advantage when they are so easy to counter no matter what platform you are playing on.
Honestly PC's overall better performance is a better argument against crossplay but that's again not an issue with PC but an issue with BHVR's horrible optimization.
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Ignoring the top 1% of players opinions on balance changes and instead letting someone who is rank 20 on killer and survivor do it.
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Yeah, they've ignored so many suggestions it's actually unbelievable. At this point the fog whisperers are more for marketing, rather than having the devs ear as they were advertised as.
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One of the big things for me is when they reduced the map sizes. Hook placements are sometimes on top of one another and some areas of the map are just straight up dead zones with no pallets OR hooks. Feels to me they never actually bothered to adjust the spawn location of these things.
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I would love to see more killer interactions with specific survivors or if each survivors had some type of pro and con.
For example Claud, lets say for the fun of it she goes down in 1 hit because she is smaller than lets say Jeff, but shes more nimble and can vault pallets and windows faster. Or we could have that certain survivors are affected by certain killers like making dwight more prone to the doctors shock wave, harder to snap out of the madness for Dwight.
These are just examples (not super good ones but you get the idea) but they could really make the game more engaging for survivor instead of M1 on gens or just go around in a circle.
But I doubt a thing will ever come to be.
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