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Gen rushing is a huge problem.
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NGL I hopped onto DBD to play Killer for a few rounds and I swear it's the fastest I've ever seen someone(s) unhook someone after I've hooked them all 4 games in a row across two Killers (Pig/Executioner).
They learned quick after I circled back immediately, but c'mon, the hell.
I suppose part of may be a result of map size (Crotus/Ormond), and admittedly it's a very small sample size.
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But most killer games are chill (at least to me), while as survivor you will loose good chunk of your games even if you play picture-perfect (provided you don't have good 3 teammates at ready). Now considering you also loose some when it is your fault, survivor is just too hard and I prefer chill killer experience...
Most of the streamers who play DBD would not call the killer experience chill. Those who do play Nurse or Blight with very strong addons and yea those two killers do have chill games.
But you won't be seeing Doctor, Pig or Trapper ever get picked over Nurse or Blight in a Tournament. And that really is the problem in that It's a completely different game when you are playing one of the two killers that has a complete kit and when you play anything else.
Depending on how far down the list you are playing it can be completely miserable.
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I actually have had the reverse effect. I play mostly killer, split about 80-20 but I did get to iri 4 as Survivor and this is also my first month of playing the game. Winning as Survivor seems to happen a lot for me. Maybe it's because I just hug gens all game and never really do much else. Of course I'll heal someone if I can or unhook when the killer is chasing someone else, but for the most part I just do gens and totems because even though I play a ton of killer so I should know how to loop through being looped constantly I just suck ass at chase as Survivor. But I end up escaping a lot because you have 1-2 good players who can manage to get the killer onto them and you sort of just auto win as long as you do gens. This is also my experience as killer, and I've learned when there's a good Survivor to just ignore them and go for other people because if there's someone who's super good at chase you will just lose if you go for them.
Killer games on the other hand are constantly a struggle. Sometimes I'll get a game where I can actually just chill and have fun, but often I'm bitching and moaning about how it's been 1 minute and I just barely got my first hook and now 2 gens are done, or getting extremely annoyed at players just running in the same circles over and over and over again. Going to shack over and over, using the vault windows in Haddonfield and Garden of Joy over and over. Funnily one of the few maps I actually seem to win quite a bit as killer and where I do have the most fun is Ormond, even though people say that map is survivor sided. Then on a map like Silent Hill where people say is killer sided I struggle to even get a kill even if I'm sweating and going super try hard and it's always a struggle for me.
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I spoke the truth and your just mad that is all. It aint burger king cant always have it your way. Oh I know maybe we should let the killers get a free hook first before doing our OBJECTIVE lol.
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Just mad I spoke the truth? What you want us to do walk to the hook and give you a free one? sorry its not burger king cant always have it your way bud. Your comment is just as dismissive and ignorant, and yes like you says its not difficult to put yourself in other side shoes like if gen rushing needs to be addressed so should camping/tunneling.
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"Killer games on the other hand are constantly a struggle."
Most of the content creators who play both sides well say that all the time. They say you can chill and listen to music when you play survivor - but not killer.
"Funnily one of the few maps I actually seem to win quite a bit as killer and where I do have the most fun is Ormond, even though people say that map is survivor sided. Then on a map like Silent Hill where people say is killer sided I struggle to even get a kill even if I'm sweating and going super try hard and it's always a struggle for me."
Ormond has different loops so the newer survivors you are playing against dont know how to run those tiles compared to the "Standard" ones.
You are likely struggling on Mid because you don't have "game sense" yet. This takes a long time to develop the feeling that someone is still here but you are not sure where. But if you look for a moment : ah ha - there they are. This is a map also where Shift+W is very strong and you need to understand the map a little better to know from what side to attack to prevent survivors using the map well against you.
As an example : the upstairs loop over the courtyard has a drop that if the killer chases you anti-clockwise then it gives the survivor quite a bit of space. Try the same thing going clockwise and it's not worth vaulting.
You basically need to do your homework and understand the tiles better.
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I think camping and tunneling are scummy too bro. I'm not your enemy and rank 1 on both sides currently. I'm not being dismissive, I'm pointing out that we would get a lot more things that would make the game fun for both sides if we stuck together versus this us vs them attitude you seem to have.
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"Healing is too OP, nerf it now BHVR"
*they nerf it and nobody wastes time healing*
"Why are gens going faster now?!?!"
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Gen rushing isn't a problem. Do you know why? Because 90% of the time, gen rushing leads to three-genning. At that point, the killer wins.
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There is only 1 solution.
STEP 1: Remove outliers such as Serynges, Styptics, BNPs, M&D ring, Alch ring, Comp 33, Tombstone, anything that gives players a HUGE advantage. It doesn't matter how rare said item is, as long as it exists, it WILL be a problem.
STEP 2: Normalize the SWF - SoloQ information difference, I've heard countless ideas from Ping system to quick chat commands.
STEP 3: With the new game balance state in mind, normalize the killers to the same power level. Some might need complete reworks, so an official list, a roadmap should be given to the players.
STEP 1 is quite easy, 2 involves a possible new mechanic, a lot of dev time and 3, well you could start with the killers that aren't in need of huge changes so we get a balanced game asap. But all in all, is a lot of work, I'm not sure they see the monetary benefit.
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That is the most untrue statment about DBD I have ever read, period.
There is no way in hell a killer can recover at 1 gen at all unless they go for a Noed / No way out slug strat.
My dude, you ain't getting 12 hooks on even a 3 gen left unless they are braindead
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You've gotta be kidding us.
Get like 3 friends, some Ormond offering, BNP and prove thyself throw in adrenaline for good measure and you get Iri 1 in one sitting every month.
1 toolbox and 3 flaslights per run and you're set.
Me and my pals do that every now and then and it's a JOKE how brain dead easy it is.
it can take the whole month to get to iri 1 on killer because beating aforementioned strat is actually hard.
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Gen rushing doesn't exist. If you're losing gens that fast then you're doing something wrong. You need to build pressure which is a combination of game knowledge and macro. Way too in depth and nuanced for just a forum post, but if you want things to help then here's some.
Lethal Pursuer: This perk will help you learn survivor spawns until you don't need it. Even if you DO know survivor spawns it can give an advantage early game because you see exactly what the whole team is doing for the first 10 seconds of the match.
Sloppy Butcher: This is for hit and run. It's always good to spread pressure and take easy hits, and this just makes it even better. Healing is longer, if they stop for 5 seconds they have to start all over again. Good stuff.
Jolt: Nasty perk for any condensed maps or close gen spawns. 8% removed from a gen (around 5 seconds) and regression if nobody touches it. Also doubles as an information perk if you pay attention to the "GENERATOR DAMAGED" score. It doesn't sound like a lot but it has a lot of potential to interrupt gens and destroy them.
And overall, read the map layout and don't take bad chases. If they have a filler pallet that leads into a window, leading into yet another loop tile, just drop them. You'll lose more on that. Sometimes survivors get busted loop spawns and other times they only have a single filler pallet and L T wall. Try to keep everything in those places. Chase the guy that has nothing to work with instead of the one who has everything in their favor.
Finally, if you're playing Sadako and know she's bad can you really complain about losing? That's like jumping into a tiger exhibit and wondering why the tigers ate you.
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You don't need 12 hooks to win. Games where you get 12 hooks are games you styled on your opponents. If you go for 12 hooks all the time it's like playing a fighting game without blocking and you have only yourself to blame when it's too hard
The biggest part of the game is momentum and you can get that at pretty much any stage of the game except the very last moment.
I've had ton of games where the first 3 gens got done in 2 minutes, the 4th one in less then 4 and the last gen never being done cause i got my pressure ball rolling.
The snowball heavy nature of this game means you can very quickly go from a losing position to a winning one at any moment.
Ofcourse for clarification when i say the only gen that matters is the last i don't mean that you can win by being afk for the first 4. Just that losing gens early really isn't as big of a blow as some people think it is
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Gen rushing is a term as other lower priority things such as opening chests, cleansing totems and healing don't matter until end game.
Killers objective is survivors but there are terms such as camping, tunnelling etc
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That has literally nothing to do with 2 gens popping within the first minute of the game but okay.
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Idk in my experience Survivor is way easier than Killer. All you have to do is memorize the same few OP loops that exist on every map, or on maps like Midwich just hold W and throw a pallet down every once in a while. I win way more on Survivor than on Killer. I'm terrible at chase as Survivor but that doesn't matter, all I have to do is sit on a gen for 90 seconds then move on to the next one while the killer wastes 5 minutes trying to catch 1 person abusing OP loops.
Post edited by Rizzo on2 -
I am survivor main that plays way more killer now, because on survivor you are basically required to go 4man, or to have 20-30% escape rate. While on killer it's way above 60% (or 3 out of 5 counting actual kills). So it's that easy. I will continue to play killer so long as this is true - because survivor is only viable at 4-man.
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Early gens don't mean as much as people want to believe. The only gen that really matters is the last one. Once you realise that it's easier to keep your head cool.
This.
I feel that the panic that seems to set in for lots of killer players is the thing harms them the most. As survivors run out of items and pallets to use and have to narrow the portion of the map that is needed to be defended, games turn really quickly.
I'll also add even if this was done without items, just 3+ survivors jumping on one gen with prove thyself, that's not much different to the survivors spread out. 3 gens at 33% or 1 gen finished at the start of the game don't have that much distance between them, other that as killer one of those you know about and the other you don't.
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What do you consider a win on Killer though? In my eyes a win on Killer is 3+ kills.
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This is ridiculous.
With built in Endurance on the hook you don't recover from survivors opening the gates on you with more than 2 left, if you do it's play/misplay of the century that goes in a content creator's highlights or a straight up comp play.
The game just isn't designed the way you describe it at all.
A game of DBD is usually very predictable passed the 3min mark and it's based strictly on gen done and hooks stages(or lack of).
While I agree that you don't necessarily need 12 hooks, the last few going by as you might kill one from first hook (unlikely as they should get rescued by teamate/perk but, whatever)... the way you describe that the "game can turn around at any point" is wishful thinking at best.
there is a reason why we lose our minds when a content creator/competitive player does it:
It's because of how unlikely it is.
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Survivors want the Gens done as soon as possible... Gen Rushing
Killers want to Kill the Survivors as fast ass possible... Tunneling
Finding, chasing, downing and Hooking one Survivor (let's say) takes 1 minute (without Corrupt) means that either 3 Gens are close to being done or done apon Hooking that Survivor
So that means 1-3/5 of Survivors Objective done and 1/12 of Killer Objective done or 0/4 for those that only count Kills
And enough of that "if a chase lasts to long find another Survivor" crap... when the first chase stops that Survivor will hop on the closest Gen or heal up if you have injured them... and the Killer doesn't even know where the other Survivors are so that means they will search for another wasting even more time and allowing those that weren't chased to finish the Gens they were working on
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Same. But draws exists. Survivor getting hatch and killer getting 2K is draw - it's as if the game never happaned.
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But this is absolutely weird way to think about it. I had bad games where I had 1-2 hooks until last gen poped and it still ended in 4K. How is that possible if survivors did 100% of objectives?
But disregarding this. Maps effectively shrinks and get depleted the longer the game goes on. So if you really want to count the objective, you would need to include all the additional parameters - patrol path size, number of dropped and destroyed pallets, remaining perks (for both sides, count killer perks that deplete like corrupt, but also those that charge up like no way out), remaining charges in items and so on.
Saying that 1 hook is 1/12 of game while 1 gen is 1/5 is just so oversimplified, like saying killer always wins, because he has more speed so they don't need any ability. It just doesn't show enough, to say anything useful.
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Today I had 1 game where I made a massive comeback from being pushed to one gen by BNP.
Out of 20 matches it happened exactly that, once.
It's quite exceptionnal and honestly, VERY STRESSFUL AND UNFUN.
Most games are just me patrolling gens and watching survivors take 3 step to an adjacent window/vaultable wall while the game taunts me with a silly breakable wall that used to not even be there... which is not even on the right wall to be relevant in any way even if broken.
Map design is an absolute farce in how it's biaised towards survivors these days...
And now maps are getting bigger because they cry nurse and blight hurt their feelings... meanwhile killers that are M1 based get the short end of the stick.
I just want to play Oni and do the good old chases, why do they have to balance the game around broken OP killers in map design instead of nerfing them is beyond me.
There is a vast majority of maps now that feel like absolute trash and with the newer iteration it just keeps getting worse!
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I think it's a devil's cycle.
Survivors learnt how to be effective and loop better -> killers use slow downs -> survivors adapt to that -> camping and tunneling -> BT basekit, no more tunnel mori -> even more tunneling -> even faster gens -> healing nerf -> faster gens ->...
I think that many killers start to camp & tunnel at 5 gens to be prepaired, because they know gens will fly anyways. The problem is that they don't stop doing it when the team is stuggling to begin with.
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For me it depends on the killer I play. Sadako is pretty chill since most people don't know what to do vs the Full Condemned strategy, but when I play my main Wesker, the matches are usually quite tough since I can't to the funny stuff consistently yet (and I did not succeed in doing the hug-tech yet as well). I am working on this though :D. Myers is usually a pain since I don't use insta stalk or TS (I love Rabbit & Mirror Shard), whereas Spirit is usually chill. Huntress, Nurse & PyH are about 50/50 because I am only ok with them.
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"The Game" should have less pallets anyway. As someone who uses WoO I can see how many god pallets are right next to each other or at stairs right on top of each other. And on that map it's insane. I know Midwich has more pallets, but they are usually mindgameable and I never feel so helpless on Midwich as on The Game unless I am Nurse or Spirit.
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Actually "the game" would be fine if most of the pallets were unsafe. But largely speaking the developers dont use unsafe pallets anymore.
One of the reasons that the Stranger Things map was good is because it had a lot of "weak" pallets.
Imagine if "the game" had 25 pallets but there were only 2 god pallets. What a thought right?
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They do medium pallets a lot now but the problem is that they often chain together with stronger tiles (Garden of Pain, Square). I think the design on The Game is problematic because of the general Layout. You have the stairs, all the high shelves and boxes. A start would be to remove one of the 2 pallets beside basement and in the control room as well as having only 1 pallet at the corner stairs. Weaken the pallet below the god window drop and shorten the shelf/box loops to be actual mindgamable. You can see every killer over the boxes beside Sadako I think. Add some Windows on the top floor (like that one on one of the Midwich exit) for Lithe users.
I remember the Hawkins Lab map, I liked it a lot, but many people hated it because there were many very save Gen spawns (upside-down room, isolation cell and if unlucky gens could spawn on the railings too). But otherwise it was OK and I miss it. I would like if they made a similar map without the ST reference. Maybe they can do it as an Umbrella Lab as second Resident Evil map.
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-"Maybe they can do it as an Umbrella Lab as second Resident Evil map."
That's a great idea that will likely never happen. Another great thing about the Hawkins map was that it was a fair size. No map larger than 9000m² is fair for the "regular" move speed killers.
-"They do medium pallets a lot now"
Lol are we playing a different game? No they don't. Most pallets are part of a jungle gym or rock structure where it's super safe to loop.
Since you mentioned it look at garden of joy. If you look at the front door of the house then at the back right facing you have a jungle gym. That's a safe pallet and so is the one attached to the house and so is the optional one inside the house.
There's several "filler" rock pallets that are completely safe. The truck loop in front of the house is safe. The car park pallet loop is safe. The Jungle gym near car park is safe. And we all know shack pallet is always safe.
There's usually one weak pallet somewhere on the map but you almost miss it because of all the other 100% get out of jail free pallets.
Are you sure you know what safe/unsafe is? Both of the pallets around cars near the outside of Badham main building are unsafe. they are "fair" pallets where the killer can earn a hit via mindgame.
What we don't have anymore are "unsafe" pallets. Remember those incredibly weak pallets kinda in the middle of nowhere on the old Haddonfield? It was like 3 steps around a tree+ a pallet.
Those are fair to have in the game when we have lots of god pallets. One of the things people forget about "old" maps is that they had a lot of "trash" pallets.
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OK these loops on GoJ are safe. I looked at the map again and yeah, they are extremely safe.
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If you think map design is now biased towards survivors, then don't look at old videos and how maps used to look like. Shack having 2 windows, literal infinites, many many many more pallets, vaults that now require you to break doors were the same - with exception that breakable doors didn't exist, so they were solid walls instead. Like you have now RNG where one thing or the other has window (e.g. wretched shop's main can have window on the basement side, or directly on the opposite side) - these things got created by blocking 1 existing window from old design (and RNG will just say which one is blocked this time) and many reworks shrunk maps (see old pale rose or old eyrie of crows or old old blood lodge or ...).
Map generations is super-duper killer sided these days compared to how it was. Check old videos on youtube if you don't believe me. But the funny thing is - killers were able to play the game at that time. It's only now that "the game is unplayable with how they make new maps now" totally disregarding how things actually used to be. It doesn't even matter that official stats say 60% kill rate on average - it still feels like high MMR killers barely get 1k/month by the complaints (how did they get to high MMR then? Perhaps facecamping iron+agi+deadlock+NOED bubba that never chases and is then pikachu faced, that he "can't get anyone because of horrible map design"? Yes this is extreme example, but if you only camp and tunnel w best addons, then after some time expect some of the survivors being well equipped to deal with it).
While on the other hand - soloQ is dead (meaning hardest one by huge margin) and only killer and 4-man has tolerable success rate.
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I disagree with this problem.
I explain why :
As a survivor you have only one thing to do to win this game : do Gen. There is no rules on time just you have to do generators.
Only a killer could complain about that because if you try to find solutions about this "problem" you are touching the only goal of the surv.
There are so many perks that help the killer to bump gens and to hold the progression.
It happens to me to be a killer and to get "Gen rush" but I cannot complain about that. They were just better than me.
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-"There are so many perks that help the killer to bump gens and to hold the progression."
You should go to work for Russia with that level of spin. Two of the perks got nerfed by 70 and 75% so those are out. Eruption got changed to show auras so that's out. Pop is still dead because it's current progress. Ruin is dead because it only does 100% instead of 200% regression.
Meanwhile none of the survivor gen rush perks got touched. Toolboxes are still in a broken state (looking back at Otz's review from last year).
-"Map generations is super-duper killer sided these days compared to how it was."
Hold the hype train a moment; what you're saying is mostly true. In 2016 the shack did have two windows and one was covered forever very quickly.
What you said nothing about was that Pallets had a smaller hitbox when you drop them (which has been increased twice since then) and it had a delay on drop before the stun (instead of now where it is insant). Why does that matter? Well most of the old pallets were unsafe. It was very easy to trade a stun for a hit. And so yes some maps very rarely had 22 pallets on a map like Blood Lodge you might need to use 2 pallets within 10 seconds. You cannot loop them like you can now. Pallet looping was not available as an option until we had the larger hitbox and instant stun on drop change.
Some of the maps were just different. Did you know for example that you could trap a survivor in the top room of Ironworks of Misery? It was very easy to "keep" them there. There were no drops and the only way down was from a staircase - running all the way down. Now that map is a perfect example because there was an infinite at the top of the stairs in the chest/totem room. There was also the old nearly infinite window on that map in the main room - which is now a complete joke to use.
You need to realize that I ended most chases in that era in 30 seconds from full health to first down if there were no windows available. That's a reflection that without windows the pallets just sucked.
Also Billy could use the saw to sprint from literally any point A to any point B (with no cooldown). They reworked the maps so that's not a thing anymore but in the past a good Billy would stop his sprint a few feet from you and then resume chase.
I'm guessing you also forgot about old Shelter Woods that had a 76% kill rate (go check out one of the first few streams). It didn't have any infinite windows once the shack window got closed.
Also just as a general reflection of the time : many people on hook would try to escape a few times and they would instantly go to tier 2 because you're not supposed to do that. And don't forget hook timers were shorter. They were made longer some time around 2018 I think (maybe a little sooner).
NOED lasted forever and wasn't a totem so it could not be removed.
So while there was a lot of bad there was a lot of fun to be had for the killer too.
Most people forget but Wraith actually got a nerf when he was reworked. He didn't used to uncloak as slowly as he does now.
Bear traps used to have about twice as much surface area to "suck in" players. You could put them on a 4 lane and there was no "stepping around them" go down the lane and you hit that trap. On the flipside you could also break them forever with Sabotage.
Which brings us to the point that AGI+IG was pretty much always a basement except on Azarov's - but in that period when you dropped someone the stun was less than a second so often they took 6 steps and you hit them again. The tech of the day was dropping them against a wall so they had no tiles to work with.
Let's just call it what it is - DBD does NOT have better more fair maps now than it did before . The maps favored survivors in the past and largely speaking they still do. What changed? They look prettier and most of the pallets now are god pallets.
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I love how you say that I have to look at the past as an excuse to not make the game more balance today.
Let me guess, you think that the OG BNP was fine and that the current one don't need nerf?
don't make me laugh...
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I am reflecting to your statement of how maps are "now" biased towards survivors - and showing you they went towards killers - directly contrasting it to your statement.
Most of the things @DBDVulture said even don't matter, because even though they are true, they are mostly irrelevant towards map design (and there were other things that helped survivors insanely - the whole game was very much survivor-sided).
The point is, that maps are "these days" much more killer sided then they were and saying "they are absolute farce these days" is just... Weird to say the least.
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3 weeks ago I faced a group of survivors, that got to end game in 4 minutes. I played Sadako and in these 4 minutes I got 3 hooks and constantly chased multiple survivors off of gens. They did not bring any BNP's and only 1 toolbox.
I was so shocked that I asked, if there was a cheater because it seemed completely impossible that they could do the gens so fast with me constantly on their heels. Found out it wasn't a cheater but a well coordinated group.
Obviously, this was not a normal game, but it shows that survivors can reach a level of efficiency that killers simply can't compete with (except S-tier killers). Solo survivors can bring toolboxes to speed up gens and partially compensate the lack of efficiency in that way.
By the way, most of my killer matches end in about 5-6 minutes.
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"I am reflecting to your statement of how maps are "now" biased towards survivors - and showing you they went towards killers - directly contrasting it to your statement."
Look at the last three maps:
Garden of Joy, Knight Map, Skull Merchant Map - those are all heavily survivor biased.
Most of the maps in the game favor a SWF that blasts a gen on one side and then a gen on the other side to destroy any possible 3 gen setup. Only a Nurse and Blight can deal with that on every tileset.
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Some people claim to play bothside but I doubt they do when I see their bias.
On survivor I play Meg with sprint burst with a half and half games between BNP toolbox and Injector medkit and me and my pals on discord calls rarely die at all except to the sweaty nurses / blight / wesker ? (He so bugged rn tho, half of his special attacks that should hit us straight up miss)
The reason I main killer is because there is a challenge to it.
The tiles on most maps survivor side are sooo brain dead unless you go for a classic shack loop.
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