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Games are too fast in the current state of the game

Adaez
Adaez Member Posts: 1,243

You either stomp survivors as killer or survivors genrush you,most games dont last more than 5-8 minutes which is insane.

It feels stressfull being rushed like this and its so boring to play every game as killer with full gen regression perks.

Or as survivors sitting on the gens and do them as fast as possible because that's your win condition.

Ever since boons and ruin nerf,no one touches hexes anymore because barely anyone uses them,except plaything or noed.

Comments

  • JPLongstreet
    JPLongstreet Member Posts: 6,004
  • danielmaster87
    danielmaster87 Member Posts: 9,713

    Well the way I hear it, people are complaining about 20-minute games with Legion and 3-gens and stuff, so for them this is ideal.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114
    edited November 2022

    i think its just swf. dev released statistics where SWF escape 15% at the highest mmr compare to soloq. Long time ago, they also released statistic for the ratio between soloq players and SWF. The number were like 55% of player are soloq, 35% were duo q, ~10% were 3 man swf and 4 man was like 2-3%. if I look at the difficult of my games, I would say 60% my games are really easy and 40% of my games are challenging. It lines up with their player-ratio. most of the difficult with killer is gens speed as a result of slow chases(weaker killer).

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    Just the state of the game balance. Most games I see are a landslide one way or the other. As killer I've been getting a few good games against high skill survivors where both sides work hard and I'll usually end with a 2 or 3k.

    My survivor games are horribly unbalanced though. With my SWF we either own the killer or get rofl stomped. More usually the latter because we have a new player started with us and he's pretty much crippling our effectiveness atm because he keeps getting tunneled out since killers identify him as an easy chase pretty rapidly. So we end up one person down pretty rapidly.

  • edgarpoop
    edgarpoop Member Posts: 8,445

    It wasn't claimed to be a flat 15% escape rate difference. It was worded along the lines of "a difference of as much as 15% for some players". They went on to say that SWF escape rates are usually comparable to solo escape rates for most players.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114
    edited November 2022

    15% difference for some players is refering to high mmr SWF. Of course they're comparable to solo escape rates for most solo players. Bad players that play survivor ineffectively will lose to stronger killer players regardless if their SWF or not. Being a SWF does not automatically make you a good survivor. I mean this is the same for killers. A killer could be wildly powerful, but a bad killer player will not be able to take advantage of the killer's strengths. Part of being strong killer player is making a weak killer look like a good killer. Its same for survivor. Being a strong survivor can make bad teams look better then they are.

    Post edited by Devil_hit11 on
  • Rudjohns
    Rudjohns Member Posts: 2,216

    Good

    No game of DBD should be longer than 8 minutes average

  • Terion
    Terion Member Posts: 810

    Im in the same situation with my SWF, being the weak-link of the team. I mean i reach 1k hours soon been playing for over half a year now but my friends have 2+ years on it. Its not THAT big of a skill gap but im noticing i face slightly harder killers than im used to in SoloQ.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    After June update

    • Less 2nd chance perks & 50sec Gen
    • => Tunneling become more effective
    • ==> Survivors use Gen perks instead
    • Plus totem play mostly gone
    • Item/addon are cheaper, while BP is easier to gain, there is no reason not to bring at least a Brown Toolbox with addons in.
    • => The only thing survivors should do is Gen and ignore the rest.
  • Adaez
    Adaez Member Posts: 1,243

    The only reason survivors touch totems now is to boon them.

    Hexes are dead,90% of them.

  • Tsulan
    Tsulan Member Posts: 15,095

    Hexes need a full rework. Losing a perk in the first 30 seconds because survivors spawn next to a lit totem is a common thing.

  • AcelynnBen
    AcelynnBen Member Posts: 1,012

    its boring meta, and not lot of people want to admit it

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Even as survivor, I dont like how totem become Survivors' thing, it should be in Killers favor

  • Adaez
    Adaez Member Posts: 1,243

    BHVR needs to treat both playerbases equally if they dont want a side to not be played.

    I get its 4 survivors and 1 killer,4/1 ratio but they need to treat both sides equally.

    Killers have too many objectives,survivors not enough,all survivors care now is rush gens and heal,boon,which doesn't take long at all.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Only one I bother with is Plaything because it forces someone to go do something else or miss the massive overdramatic music that comes with Wesker's ginormous terror radius.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I would not say survivors dont have enough objective, they have alot, and you already mentioned it, the biggest point is their time is based on how good their teammate in chase. If the chase is anything below 45sec (count for go unhook / heal / back to Gen). They will be in hooked loops. And Gen may not be touched if 1 survivor dies.

    I have alot of idea to fix Gen rush, totem game, tunneling, camping (consider all are rewarded for not doing so, instead of punished). But it would never happens

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    I mean 40 solid days of play time makes you a pretty experienced player in my book lol

  • VoidOfMe
    VoidOfMe Member Posts: 416
    edited November 2022

    I have to agree

    I've played mostly survivor these days and I always end up gen rushing and when I don't it's because the killer already killed 2 people in the first few minutes of the game lol

    So I'm kind of stuck in that zone where "If I don't gen rush this, I have no chance in getting out"

    I kinda predicted this a few months back when they increased the time to finish a gen, but I didn't think it would go this fast... People used to play more "loosely" before, cause doing gens was kinda fast, so they would go do totems, chests, and "bully" the killer (loool), now it's all too stiff, if you don't sit the hell out of this generator, you'll never finish it.

  • Terion
    Terion Member Posts: 810

    if i would just care more about how you loop correctly XD but running in circles is kinda boring to me so i rather be that ninja kinda survivor who is never seen by the killer but jukes all those gens and unhooks/heals his mates and then disappears again XD

  • Rovend
    Rovend Member Posts: 1,064

    That's true. I used to run some unhook builds with Desperate Measures + No one left behind, or a chest build with Plunderer + appraisal where the old hatch was active. I would stack items on the shack floor for my teammates to use.

    These days, although i dont usually go with gen rush perks, i fully commit to gen repair whenever i am not being chased or need to unhook someone as you are always expecting the killer to run a variation of Brine/Overcharge/Eruption/pain res and you know you will never get out if you dont rush.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Its depend one which chase. The first chase is the most important. If you down a survivor 30sec in, its guarantee to have 2K just by camping. In the other hand, make a single mistake (mostly because of old Dead Hard) each sec of chasing means 3sec of Gen.

    The game is about the first chase.

  • VoidOfMe
    VoidOfMe Member Posts: 416

    Aaaw I used to do the same!

    I used to run this build:

    Take things from chests and give them to my teammates

    Even tho it was one less person doing gens, I felt like I helped them, even if I didn't escape, it didn't feel like I was dead weight

    Nowadays if I bring a build like this to the trial I ruin the match

  • Rovend
    Rovend Member Posts: 1,064

    That build was so much fun, i remember a game in old Haddonfield where i got 3 consecutive PURPLE MEDKITS + addons, and a purple key. I basically equipped my random teammates with ingame chest items and us four managed to escape by hatch with gates powered.

    Good ol' days.🥲

  • VoidOfMe
    VoidOfMe Member Posts: 416

    hahahhaa what a fun match

    let's hope someday we get to do it again

  • Akumakaji
    Akumakaji Member Posts: 5,487

    Interesting musings ... but really, who camps? I often get my first down that fast, because I am addicted to Lethal Pursuer, but I never camp anyone out unless its some very special circumstances, ie EGC or someone tilted me to no end ^^

  • Rudjohns
    Rudjohns Member Posts: 2,216

    I already suggested multiple times for Hexes to only spawn after they are activated once (there are exceptions)

    Ruin? Let a survivor stop repairing for the hex to spawn in a random dull totem

    Devour? Spawn after the first token

    Blood Favour? Third Seal? After the first hit

    Crowd Control? After the first vault

    At the current state, hexes locations are decided during game load. For this change, it would be during the actual game. So even if 4 dull totems are cleansed, the hex will still activate on the last totem

    For the Hex with different mechanics:

    Undying: Activates after a survivor is in range of a dull totem/Another hex is cleansed

    Haunting Ground: After 1 minute of gameplay (to avoid survivors already realizing that hex is Haunting Ground in the first few seconds of the match)

    NOED: It's fine how it is now

    Plaything and the Knight perk are also fine how it is.

  • edgarpoop
    edgarpoop Member Posts: 8,445

    Not at all. Ruin/Undying/Haunted/Pentimento. Run that on pretty much any killer who doesn't already have an insta-down.

  • remoirel
    remoirel Member Posts: 231

    thing is, unless i'm in a 4man, i feel like i can't run things like a looting build or cleanse a dull totem for some bp, because if i'm not sitting on a gen i'm basically throwing the match due to stacked slowdowns from killers, which are only stacked cos survivors wanna bring bnps, which are only bought because killers run 4 slowdowns, which are only done because games go too fast for them.

    welp.

  • Ayodam
    Ayodam Member Posts: 3,203

    Camping at 3, 4, and even 5 gens is still very common. Making the game 3v1 as soon as possible is still the most efficient strategy for killers. And with gens naturally longer (and Gen regression buffed), it’s pretty unlikely that survivors can ‘genrush’ while a killer camps. They’re guaranteed at least a 2K just camping from jump, as C3 said.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Survivors have adapted entirely to the +10s gen times. All it did was teach them to be efficient. It was bad change to begin with. Mini- corrupt was always the better choice.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    So, Ruin basically goes instantly anyway, in that scenario. Tap gen -> someone goes and destroys it.

  • Ayodam
    Ayodam Member Posts: 3,203

    Corrupt is probably only necessary for setup killers but if it were basekit it could create an early 3-Gen on quite a few maps. Additionally, killers would always know where to find survivors because they spawn near/on the side of the blocked gens which are highlighted for killers. It could snowball things too quickly.

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    No... not really... with map spawns it's a little different to say the least

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Almost nobody, but not because the effect still isn't useful (no-involvement regression? Sure, it'd still be perfectly viable as an all-purpose slowdown that doesn't require three-genning or taking time off to kick); it's just because it explodes instantly.

  • versacefeng
    versacefeng Member Posts: 1,227

    6K hour players aren’t regularly losing games because of a mistake in one chase.

  • JPLongstreet
    JPLongstreet Member Posts: 6,004

    I was chatting with a fellow Xbox player who was the Bubba in my last surv match, asking why hard camp at 5 gens. They said they always make the first two hooked survs go into second stage every trial, and tunnel them both immediately out. Much easier match to win they said.

    I asked if that wasn't boring af to play that way, and they said they get no more stressful matches. Still curious I asked if they enjoy that gameplay when playing as a surv, and the response was "I have never played as a survivor.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Although, if you think about it, you are basically saying "why don't you make your time more stressful and give your opponents a better chance in a competitive multiplayer game".

    It is not, and has never been, the role of the opposition in an opposed game to make it more fun for you. It's the developers that are responsible for trying to keep it fun for both sides despite the inherently antagonistic roles being played.

  • Fred_krueger
    Fred_krueger Member Posts: 163

    Back in 2018 - 2019 I would have a kill by 3 gens left.

    Now I am getting my first down, 2 gens are done