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We need Caps for Healing/Repairs!
I don't understand why this is not a thing already but we really need some kind of Speed Caps for mechanics like Healing and Repairs.
It is not fun on both sides how hard these things can get influenced. A gen can take 30 seconds or multiple minutes depending on what perks and what items are in a round.
A normal Speed Cap would fix both scenarios where ether the Match is over in 5 minutes because the gens get rushed like hell or it takes 40-60 minutes when the killer brings only slow down perks and guards gens
Just make it that no matter how many items, perks, addon's or whatever you use in a match that for example a gen can't get complicated faster then 45 seconds (50%) and not take longer then 135 seconds (150%)
With healing that it can't get faster then 8 seconds and not take longer then 32 seconds (perks like self care not included)
Comments
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When the new patch goes live, killers will have little to no gen defense while a survivor soloing a gen in 40 seconds will still be a thing
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Allow me to introduce you to: deadlock, a perk that has been in the game for 1.5 years
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99 far gen and killer will play without the perk.
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True, we do it all the times with my swf
However, how many times do you go against swfs (and I really say swfs because solos and duos are too uncoordinated to pull out that) that actually do so? I use deadlock on many killers, and I've probably ran against like 2 teams that actually did that, and it's still manageable
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They'll nerf Deadlock once everyone starts using it
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I do it all the time in solo and it works until some Mikaela finishes the generator out of ignorance. What I want to say this is a rather boring and easy to counter perk. For some reason, everyone overestimates his value when he is easily countered if there is one experienced survivor in the team. New HUD helps a lot to understand if the killer has Deadlock so we can say that they nerfed even Deadlock, because now it is easy to get information about it. To get maximum value from Deadlock, the killer must tunne so it's not the healthiest perk, it’s bad the devs are force killers to bring it and the game needs more perks and buffs to encourage skill and fairplay.
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Capping gen speeds would require fixing the other issues that come with it. What is the counter to tunneling for the survivor? Do gens fast enough to avoid a snowball. What is the counter to camping? Become disadvantaged in health/hook states or do gens to punish it. Why do you have a lot of balancing around gen speeds? Because people want both tunneling and camping to be a legitimate way to play the game.
You want caps? Then the snowball needs to go.
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what on earth do you mean by this
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99 far gen so next time the gen pops Deadlock will block 99 gen and do not interrupt your teammates.
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that's what comes to mind for me as well. - I wish spaghetti gens would go --- and while the minhtes long gens will probably be nearly gone soon enough the issue of gens in seconds remains. And it can't really go away with the answer to two big issues (camping&Tunneling) is "just so gens". --- But maybe that needs to be a phase to show that the base mechanics that make tunneling and camping work need addressing at the base game level.
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As much as people hate to see this.... The game is 4V1 but chases are 1V1
And eliminating a Survivor early on in the match only benefits the Killer
Losing a Survivor early on in the match means that the team loses out on:
1) The 4 Perks that the Survivor brought (If any of them are team related or chase related)
2) 1.0 charges per second on Gens (Or whatever it is as multiple Survivors on a Gen)
3) Heals (I don't know the "charges" that healing is)
4) Another Survivor that the Killer has to worry about (that one is apparent)
And then on the other hand...
1) 4 Survivors means up to 16 perks
2) Items brought into the match skew the numbers even more
3) Map layout matter just as much as
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Deadlock isn't that strong of a counter. If you have 3 survivors spread out on gens as you chase the 4 survivors. 1 Gen is blocked that is almost finished and 1 Gen is blocked that has no progress now despite having 2 gens done, you've only gotten 30 seconds of stall instead of 1 minute.
Deadlock doesn't do a lot if survivors split and only becomes effective when survivors are working on 2 gens at a time.
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I'd argue that only being able to run 4 perks and an item/power with 2 add-ons already is a cap. Not a numerical one, sure, but a numerical one would get pretty messy pretty quickly anyway.
But I actually lied, because even though there isn't an arbitrary number that an action's speed can't exceed, with the way speed increases are calculated, the higher the rate of an action is, the more of a rate increase it takes to get the same amount of speed, a.k.a. diminishing returns.
Take We'll Make It and new CoH. Base healing speed (100%) is 16s. Healing someone with We'll Make It (100% + 100% = 200%) is 16/2 or 8s, where the first +100% saved 8s. Healing someone with We'll Make It in CoH (100% + 100% + 100% = 300%) is 16/3 or ~5.3s; the "first" extra 100% saved 8s, but the "second" only saved ~2.7s more.
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Base gen speed is not a problem for tunneling anyway, it might be a thing for camping but not tunneling.
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but you have to 99 a gen in order to do that
like who cares if the deadlock doesn't force anyone off a gen if the reason it doesn't is because the survivors did nearly an entire extra gen of progress to avoid it. that's massive perk value; in fact, if the survivors do that strategy, the killer gets, at a bare minimum, the same amount of slowdown as they would if survivors were just naturally doing gens and deadlocking generators, to within a couple seconds
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I don’t say it’s useless, I'm saying the value of this perk is overrated.
who cares if the deadlock doesn't force anyone off a gen
Because this is what this perk do if it wasn’t countered with 99 gen and this is how it give a lot of value and theoretically win you 2 minutes?
survivors did nearly an entire extra gen progress
Why you call this gen progress an extra? I just repaired my gen and left it 99. I will pop it last.
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I never said you said it was useless, just that the counter doesn't work the way you think it does.
if a gen someone's working on gets blocked, they can find a new one to work on; they're not forced to wait around for their gen to unblock. there's no practical difference between "99 a gen, then work on only other gens" and "just do gens, if yours gets blocked work on other gens" especially since the killer can go to the blocked gen, kick it, and then if you wanna pop that gen last you have to redo the progress that got undone
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To be fair, survivors currently have little to no defence atm with only dead hard being their only lifeline, and look how the game turned out.. Gen rushing should always be a thing and putting limitations on something means a killer can just knock, hook and get back to the gen all while counting and 100% knowing that the gen still won't get popped, unfair if you ask me.
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No practical difference between “I have to leave my gen with progress for 30 seconds” and “I don’t need to leave my gen with progress”. I see.
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no practical difference between "the gen with the most progress got blocked so i'm working on a different one" and "the gen with the most progress is going to get blocked so i'll work on a different one"
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The overabundance of pallets is the survivor's defense.
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If it was a case, Deadlock wouldn’t be banned on tourneys even against M1s. But you miss the fact that if there’s no 99 gen, your mates will be interrupted and dispositioned. This is why people put Corrupt as well.
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please rephrase, unclear what you mean here
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I don't like caps because it makes the game boring if you can't come up with any wild combinations.
What's better is to balance things out so that in order to get those combinations, you have to give up a lot. Like if you want a crazy medkit you don't get to have many charges on it.
Caps don't really fix slowdown either, stuff like stacking penti+gift of pain is really niche. The best slowdown is just flat regression or blockage.
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