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This event fixed so much of this game, people are on gens
After playing way too much SoloQ, I have noticed one problem ruins the experience most of all. People are not doing gens. This event gives incentive to do gens and I have noticed SoloQ to already be less painful. Perhaps an incentive for gens (other than the obvious one of escaping) could persist, in a way that offers no disadvantage to the Killer (other than the fact Survivors are doing gens and not hiding in lockers).
Comments
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Gens are the most absurd objective in dbd it's sad that it's true. I think it's time to a) add more points to it and instead nerf coop points. Bc 1250 für 90 secs is just... #########? And also add an optional objective for some bonus points which can be multiplied by BP offerings. Or make it so that you receive an random item like you get from chests. I also like the movementspeeds apects of the instable rifts right now. You can do stuff with gens.
But yea gens need a rework. A big rework.
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Nah there are still people out there not doing gens...
Always the issue with solo q, and BHVR cant fix players not playing
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Not only are survivors doing gens, but gens aren’t going fast either. As killer I love this event because there are gens getting done which does bring a challenge, but they are t flying because survivors are running around looking for rifts afterwards.
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The optimal way to do this event is to bank as soon as you reach 15 energy, which happens around 60% of a gen. So survivors aren't knocking out gens in one go, they're doing about 60%, then leaving, sometimes to the opposite side of the map to find a rift, leaving that 60% gen free for whatever regression you have available.
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Something like this should happened as core mechanic instead of +50sec.
Survivors need to run around more
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I've suggested before, that survivors should need to find some kind of tool in order to unlock the ability to repair gens, and these tools could be readily available, like 10 or even 20 spawn points on the map. Bringing a toolbox would suffice as well, cutting out that step, but this would be no different to the fact that bringing a medkit eliminates the requirement to find another survivor to heal you. It would also open up the avenue to a host of perks that could play with this mechanic, extending the amount of repair time you get with each 'tool' pick up, showing auras of these tools, etc.
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I've been playing survivor and I noticed the opposite, the people is so obsesed to do gens due the event that they ignore hook rescues, I never reached second stage in the hook as frenquently as these event days, I'm about to equip Kindred to avoid them thinking "I do gens, other team member will go to the rescue" (maybe).
In my opinion the energy should be drained more frequently or in bigger amounts from the gens, less seconds between each drain or 5 energy in each drain instead 3.
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It gets people on gens, but it also makes them leave the gen and run a quarter of the way across the map halfway through, so I wouldn't call it ideal.
Also, yeah, I'm seeing a lot of ignored hooks because people want to max the event more than they want to survive.
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As someone with kindred, I’m still left to go second or even die on hook with this event. Nearing double digits that this happened.
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I suggested Gas-Gen before, the idea is killer can benefit far more spreading damage than tunneling.
50sec Gen is just so lazy change.
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I've seen the same results. Survivors buckling down on gens now. My last few solo q games have been way better than I'm used to. All that's necessary is adding an incentive to do gens? Crazy.
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Certainly better that no one doing gens at all. The leaving and coming back is having gens go at a much more reasonable rate. It seems you either have potatoes not doing gens or a team focused on gens. First goes too slow and the other speeds the game up too fast. This appears to be a good middle ground.
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