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Killers Walking Speed
So I've been playing a lot of killer but I am a survivor main. After playing both I personally think that killers need a buff in their walking speed. I always watch a friend of mine play a lot and by the time they get one person a lot of times 3 gens will pop off. I think that making them faster could be a good way to cut down on looping time. Also I know what a lot of people are going to say with the gen rushing and hes not spending a crap ton of time chasing someone. It is just crazy how long a good survivor can run the killer before even getting their first hook. I think survivors have way too many options with dead hard, decisive, windows, palletes, etc. And I think that if you were to make killers walking speed faster (and I mean during a chase mainly) that they could even buff up desicive and stuff like that because killers would be able to keep up speed wise to survivors. To me it just seems like a simple thing that could help balance things for the killers.
Comments
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It would make looping pretty much impossible. I’d say making maps smaller is an easier option
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Smaller maps could be a good idea as well. I don't think it would make looping impossible. Like I said I mean during the chase. Like adding another level to the blood lust. I don't think a survivor should be able to loop a killer all game. It's very frustrating for killers.
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Another good idea is making gens take longer and or a secondary objective for survivors. It would also be nice if the devs introduced some type of mechanic that gave all killers some type of map traversal.
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I've said that all killers need to be 115% (4.6 m/s). We keep getting into these debates about what killers should be 115% and what should be 110%, but it would really solve all those questions if killers were all just standard 115%, and then their powers were balanced accordingly. I feel like it would especially help with killers who need (or at least it's a good idea) to use their abilities point-blank like Nurse, Huntress, Trickster, Hag. You don't realize how many issues these killers have, simply because they're 110%, until you start digging deeper. Hag stops her forward momentum when you tp, which means unless you can tp instantly and hit them, you whiff, or you wait to hit them but then they get to a loop.
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Yeah, in the old days survivors would sometimes do this thing called "evasion" where they'd try to get away from the killer using skills other than hitting E or holding W.
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You can also use a shroud of separation or whatever its called where it forces all survivors to start on the map separately its not always useful but it can help in those first few minutes
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Looping is just a fancy word for running in circles.
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I wouldn't say it would be an easier option from a technical standpoint, but a better solution for sure.
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What we're really talking about here is a faster bloodlust proc.
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Lol that offerings terrible you don't want them all split up then they can pop 2 gens during the first chase
Theirs Theirs reason you never see good killers use it
Cause it actually negatively effects your game
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Movement speed is a very dangerous thing to tinker with in a game that's all about chases and how fast those involved can close/increase distances.
Look at how big a difference 110 and 115 killers are.
With survivors running at 4 meters per second, 110 walk at 4.4 m/s and 115 at 4.6 m/s
That means 110 catches up at a rate of 0.4 m/s and 115 at 0.6 m/s. That's 50% faster. If you would up the movement speed to 120 then they would catch up at 0.8 m/s which is 33% faster then what 115 killers do now.
Those are pretty drastic changes
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Double Gen time, equal to all Gen related perk buffed double (except Ruin).
Its far better to increase 80sec objective to 100sec, but split into 2 objectives (like 34sec Gas & 66sec Gen). Then have the Gen related perks affect 20% Gen time, while Gas related perks affect 40% Gas time. Depends on play style, killers have to pick between soft counter a long objective, or hard counter a short objective.
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Either you make maps smaller or you make it so that you can initiate a chase mechanic when you're directly looking at a survivor. The amount of distance you can drag a killer around if there's a lot of line of sight blockers is stupid. Just play around the chase mechanic and you can probably take the killer around the whole map just trying to catch up.
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Making the maps smaller is much needed, and the devs kinda seemed to understand that when they reduced the size of a few maps like Rotten Fields last year...
But now it seems like they forgot it, unfortunately. The first map they released in a long time, RPD, is massive (the biggest of all in walking distance), and I'm not sure if any map rework included any size decrease (I really don't think so).
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Oh, this reminds me the devs also said in the past they intended to give survivors other things to do instead of just doing gens. They said that in 2018 when they started buffing the killers (because the balance was in an awful spot that time). But the thing is, their plan for "other things to do" was to make sabotage worth it and encourage survivors to do it more (sabotaging only became viable a long time later when the mechanic was changed) and to increase healing time. That was when Sloppy Butcher became such a good perk.
But now they gave survivors a Boon perk that allows them to heal 100% faster, stacking with other healing perks like Bottany Knowledge and We'll Make it, and even self-heal at normal healing speed at any time without a medkit.
Yeah, that's one of the reasons why I don't like Circle of Healing. Healing Time makes a big difference in the game, and before this perk you had to combine many healing perks to get insane boosts to healing speed (We're Gonna Live Forever only affects dying survivors and We'll Make it only after hook rescues). They also affected only yourself.
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That item is more trouble than it's worth.
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I wouldnt say impossible. It's more promoting pre dropping and holding w because you would get less loops overall from a killer being faster
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I mean the devs say there going to do a lot of things but then they get sidetracked and then it been a year or two before they do what they said they were going to do.
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That's a soild idea. Although even with a secondary objective I think having some type of map traversal for all killers on all maps like how the the basement is on all maps would also be nice to see.
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I would like to see Out-of-Combat movement speed added. After a certain amount of time out of chase, you gain X% MS. Nothing crazy, just like 5-10% or so. Only for certain Killers of course.
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That's actually exactly what you don't want as a killer - to have all 4 survivors separated at the start, and all be working on separate gens. That's pretty much 3 gens lost instantly after the first chase.
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That begs the question why this offering even exists..
i really hope we will eventually get a rework on what offerings exists and what they do, most of them feel pretty much useless except for BP and Map offerings (and Moris to some extend)
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Speaking if which, is there any plans on changing these Shroud offerings? Basically just switching their effects as killer and survivor offerings
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I don't know if there's any plans to change things as yet. Definitely I believe survivor spawn points in general need to be looked at...I play a lot with Lethal Persuer now, and seeing the spawns at the start can make me go yikes more often than not.
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Good to see that you are on this actually
(I think the shroud offerings are bugged either way, I definitely remember a match where I spawned with other survs together even though end game screen revealed Shroud of Separation and not a Mori… also that survivor shroud to spawn furthest away from killer definitely didn’t work for me several times… haven’t made a bug report since… I didn’t think about it and no clips etc)
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Ha i finally recieved the honor of mandy award well even if my suggestion was rubbish it does beg the question as to why its in the game to begin with at least
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Fixing survivor spawns would be awesome. I really hope they do it!
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Give it 1+ years and they just might!
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Survivor spawns and map size are the only viable and relatively fair things to change. (Take really good SWF out the equation) and changing gen speeds isnt the answer. Ive had games (i play as decent swf) and we can have 1 to 2 gens done and 4k and ive had times when we do all gens with only 1 kill or 0 kill. On average we do probably manage 2 escapes overall as SBMM intends to be fair.
My point being, gen speed isnt the main variable that should be looked at. theres a lot of games where 20 seconds more per gen would have made it even more impossible to get anything done against a decent killer.
I think the spawns are great; even putting 1 or 2 survivors nearer to a killer creates the potential for the killer to snowball. The problem is if all the survivors are split and all working separate gens, the killer can have a real challenge trying to gain momentum if 2 pop in the first chase.
Smaller maps answers in the same way, its basically about getting that chase interaction initiated asap.
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Can you please start working with balancing team in BHVR?
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Then why is it the killers offering? (I just personally hope a offering pass is planned and its one of the ones that changes)
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I don't have an answer to that I'm afraid...as I said, these are my personal feelings on the matter (although I also think I'm right lol).
It's also been in the game since release, probably something that does need to get looked into.
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I think the Game Designers would be shocked at my total lack of creativity lol...that's definitely not a strong point of mine, I think I'm much better suited to being part of the Community Team.
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I don't care about new stuff. I can about balancing old stuff.
You don't really need to be that creative for it. You just need to understand both sides and have some decent theory crafting. So far I don't remember I disagreed with you, which is rare for me :D
And you would always have community to back you up. We can give a lot of creative ideas.
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I was gonna say shroud of binding and seperation both work against their own users because of how split pressure works in this game. 4 survivors on 4 different gens vs 4 survivors on 1 gen. For lethal I like but dislike it because it makes me hate some of the spawns when i see 4 survivors all start on different gens lol.
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Same! I love Lethal Persuer but when I spawn in and I see 4 survivors in 4 different locations in the map I want to cry lol. It's not that I might lose that match because I don't focus on winning or losing, I just like a fun match. There's that demoralising feeling when you chase that first survivor and you know because of the location of the other survivors that 3 gens will pop, it's that feeling that I don't like. Even if I end up "winning" that match, that demoralising feeling that I started with affects my perception of the match.
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Imo, the answer is kinda simple. The devs never expected looping to be a thing, never expected separation to actually work in the survivor's favor and even more. When the offering was made, it was thought being split is a curse and would make matters worse for survs.
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Maps need to be shrunk and gens need to be reworked
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Survive. Evade. Resist. Escape.
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I've always wondered... why don't we swap the shrouds for survivor and killer? Killer gets the shroud to start them all together, survivors get the shroud to start separated.
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Would be really nice to have a rep of the balance team actively on her forum
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