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Survivors need more bloodpoint adjustments.
People are wondering why survivors are giving on hook or disconnecting every other game of DbD and it's because it's empty and unrewarding most of the time. To play out a game only to sigh at the pittance of bloodpoints they get on the tally screen. Especially with the grind being worse. I don't think matchmaking incentives will help much.
It happens far too often that a survivor can try as hard as the can to do generators, take chase and play out as full of a game as you possibly can only to die and walk away with 16k or less in many games. 16k is literally nothing in the grind that is DbD, it is 3 to 5 bloodweb nodes. It's even more frustrating in games where multiple flans/cakes/BPSes are use, where the potential is there to earn 6 figures of bloodpoints and walk away with so little. It's easy to feel robbed. (Technically we're not robbed, but it's easy to feel as if we were robbed.)
This doesn't even include awful scenarios like a killer slugging the entire team at 5 gens or Insidious Bubba.
There are times when I decide to DC from a game because the reward for staying is not worth staying for.
Trying to survive needs to be given more weight than actually surviving.
The 7k survival bonus needs to be reduced and spread around. There should be a "time survived" score so that survivors are encouraged to stay in the game as long as possible. There should be more scores for helping the team survive. There should be a score for when you give your life to give someone else a chance to live. Instead it's "I'd rather abandon my teammates rather than risk my 7k."
Struggling on the hook needs to be more rewarding. Struggling on the hook should be 300 points per skill check or start at 200 and award more points as the success bar shrinks. 15 BP/s is not even worth struggling for.
The emphasis on cooperative actions for survivors making bloodpoints needs to be reduced. Getting a generator done by yourself is so unrewarding; you get 1250 points plus skill checks and spend over 80 seconds doing it meanwhile cleansing a dull totem, which cannot be cooperated on, yields 1,000 bloodpoints.
Make all great skill checks 300 points. Not just generator skill checks.
Make all good skill checks 100 points.
SoloQs should get a bonus. Give them an incentive to stay in the game. This could be a post-game multiplier like +25% or it could possibly be an award given at the start of the game, like a 2k "You're on your own" starting score so you don't start with nothing.
Every time I try to play survivor (as a SoloQ) I burn out in under 5 games. It feels hopeless and unrewarding. To have to killer smash my face into the flan I used and lick it off the face of my dying corpse. Even the worst killer games where I get dunked on at least I'm walking away with over 16k points if I play it out to the end.
With changes like these I know I would stay in games longer without giving up and DC less often. I can't be the only one so these changes would lead to a reduction in quits and DCs and that would be good, possibly even great, for the game.
Comments
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After some thought I think we could far more heavily buff bloodpoints earned for being on the hook.
In first stage survivors should get 30 bloodpoints per second in the survival category just to hang there. Hanging in there and not trying to kobe is the best thing a survivor can do for their team most of the time. If they hang the full minute, that'd be an easy 1,200 points.
Struggling on the hook should be 400 points per skill check. (2,400 for 6 skill checks) Or start at 250 and increase by 50 for each successive skill check. (2,250 for 6 skill checks)
Reduce the Survived score event back to 5,000 or even lower to offset these adjustments.
These changes would take hanging there for the full 2 minutes from a miniscule <900 points to 4,200 bloodpoints. A sum worth hanging around for.
This could even help with those slugging for the 4K scenarios because the 2nd last survivor might want the struggle points and hang on until the bitter end rather than dying to give the last survivor hatch, so the killer could more confidently just hook the 2nd last survivor.
I know I'd hang around more if I could earn 4,000 just hanging there.
Please upvote and comment if you think these are good ideas!
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I don't necessarily agree, but I do think that survivors should be earning more points.
Here are some of my suggestions
- 500 points for completing the first generator or last generator (This can be earned by anyone that is on that generator when it completes)
- 100 points for recovering from dying state
- 2000 points in survival for being the last survivor to escape if all other survivors escaped.
- Great skill check when healing another survivor can be doubled to 300
- Protection can also be increased by 100 to become 300
- Escaped can be increased by 100 to become 500
- Cleansing Totems should have their bonus increased by 500 points. (1500 for non-hexed, 2000 for hexed)
With these changes, I feel that survivors would escape with a lot more points.
Killer bp is basically perfect, but I do think there's one change that I'd make
- 2000 bp in the sacrifice category hooking each survivor twice. Right now, getting to 10k is impossible if you don't get to end game collapse. This would allow for 10k even if you kill all survivors before end game collapse happens and it would encourage spreading hooks. You cannot get the bonus if you one hook any survivor.
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Totally agree - survivors are frustrating to play exactly due to reasons specified above. This role is not rewarding. Amounts of BPs gained on survivor are hilarious.
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Decent ideas, but I wanted to specifically address SoloQs killing themselves on the hook. I wanted to make the game healthier.
One of your ideas is flawed:
2000 points in survival for being the last survivor to escape if all other survivors escaped.
Survivors far too often hang around until the last possible second of Endgame Collapse if killers don't push them out and this would make it even worse.
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Fair enough, that one doesn't need to be included.
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