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List of Problematic DBD Issues
This exists mostly as a thought exercise and I guess a potential reference for the devs, feel free to add to it.
~System/Design Level~
No FOV or Gamma Slider
No visual impairment accessibility options besides colorblindness
No hearing impairment accessibility options for killers
Map design is horrendously imbalanced and far too random, maps are too large and cluttered, too dark and visually noisy or muddy. God windows and god pallets need to go away, maps should have a hard cap of no less than 10 and no more than 18 pallets, ideally it shouldn't be randomized at all.
3 Genning (both on killers for being able to hold very close generators with bad random spawns and on survivors for being unwilling to risk doing them if they are even remotely close together, both cases wildly extending game time)
Perks that exist to be absolute hard counters (lightborn is kind of a necessary evil at the moment but it and perks like it aren't good design)
The Hatch (encourages slugging by killers and ratting by survivors)
Netcode (would rollback work here?)
~Survivors~
SWF being able to pick multiple copies of the same perk (broken combos, horribly imbalanced games)
Gen rushing (TOOLBOXES IN GENERAL, Prove Thyself, Deja Vu, Built to Last, Hyperfocus, Scavenger, Stakeout, generators get done far too quickly, removes killer gameplay)
Flat Movement speed buffs of any kind (enormously elongates chases, often makes them unwinnable)
Adrenaline (may as well delete the endgame collapse)
No Mither/Iron Will (if Spirit didn't exist I would remove the audio perk stuff immediately, makes hiding really OP especially with how dark/cluttered certain maps are)
Aura reading in loops (makes looping too strong, unwinnable for killer)
Map Offerings (on a bad day 90% of all maps are survivor sided, on a good day maybe 70%)
Flashlight (shouldn't drop survivor, blind is too strong, effectively a stun, removes killer gameplay)
Flashbang (same, removes killer gameplay)
Blast Mine (lightborn doesn't remove the stun, blind is too strong and removes killer gameplay)
Head On (AoE is way too big, abusable in SWF, removes killer gameplay)
Hook Sabotage (creates dead zones, removes killer gameplay)
Boil Over (creates dead zones, removes killer gameplay)
Increased Hook Distance offerings (creates dead zones, removes killer gameplay)
Increased Mist Thickness offerings (decreases visual clarity unnecessarily)
Reassurance (once camping is dealt with this will just unfairly extend hook times)
~KIllers~
Camping (boring, removes survivor gameplay, forced to run dedicated perks to counter)
Tunneling (unfair to one survivor, forced to run dedicated perks to counter)
Slugging (often encouraged by the game's mechanics because of the hatch and hook deadzones/boil over)
Nurse (blinking is too strong, especially as often as nurse can do it)
Blight (too much freedom of movement in general, addons are busted)
Spirit (basically necessitates Iron Will/No Mither)
Hook Grabs (I think they should exist in some form but at the moment they basically just serve as a camping tool, I'd like it to be more of a last ditch effort to keep hold of the game while behind)
Instadown addons (really boring and usually OP)
Tombstone Myers (dear lord why does this exist)
Condemn Sadako (ditto, drags the game out)
Comments
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Can we finally stop the cap with the FOV slider?
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Imagine complaining about Blastmine, Head on and Flashbang.
Maybe remove pallet stuns as well? It removes killer gameplay after all.
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No FOV or Gamma Slider
Fov, sure ok. Highest setting should be default.
Gamma, no. Shadow clarity isn't something this game should have as a setting.
No visual impairment accessibility options besides colorblindness
What do you mean by that.
No hearing impairment accessibility options for killers
A larger ask (more parts than just TR), but I don't doubt it's under consideration.
Map design is horrendously imbalanced and far too random, maps are too large and cluttered, too dark and visually noisy or muddy. God windows and god pallets need to go away, maps should have a hard cap of no less than 10 and no more than 18 pallets, ideally it shouldn't be randomized at all.
Map balance aside, RNG keeps people on their toes and trials from being so samey. Good for average retention.
3 Genning (both on killers for being able to hold very close generators with bad random spawns and on survivors for being unwilling to risk doing them if they are even remotely close together, both cases wildly extending game time)
Seems they are looking into that.
Perks that exist to be absolute hard counters (lightborn is kind of a necessary evil at the moment but it and perks like it aren't good design)
Agreed.
The Hatch (encourages slugging by killers and ratting by survivors)
Wonder if making Killed Survivors responsible for enabling The Hatch to open would act as a vice for players to work together, as well as being a lesson on how people can be presumptuous or spiteful.
Netcode (would rollback work here?)
As always backend programming work is no doubt in development. At the same time though there is a hard roadblock of physics and 3rd party hardware.
SWF being able to pick multiple copies of the same perk (broken combos, horribly imbalanced games)
I see that as more of an issue with the Perk design itself.
Gen rushing (TOOLBOXES IN GENERAL, Prove Thyself, Deja Vu, Built to Last, Hyperfocus, Scavenger, Stakeout, generators get done far too quickly, removes killer gameplay)
Yep. Mori's got consistently axed in effectiveness because it removed Survivors from gameplay too quickly. Not sure why that isn't understood here.
Flat Movement speed buffs of any kind (enormously elongates chases, often makes them unwinnable)
I'm not against short duration-based haste effects, but I am against passive haste effects with no duration.
Adrenaline (may as well delete the endgame collapse)Adrenaline (may as well delete the endgame collapse)
I look at it like NOED. No use prior EGC, and acts as opportunity cost. Though it probably should lose the 150% haste if it triggers while Exhausted.
No Mither/Iron Will (if Spirit didn't exist I would remove the audio perk stuff immediately, makes hiding really OP especially with how dark/cluttered certain maps are)
Depending on how the audio accessibility is implemented, might be more important.
Aura reading in loops (makes looping too strong, unwinnable for killer)
That's an excuse for more Undetectable/Blindness effects from addons/Perks being introduced. Information warfare is a thing.
Map Offerings (on a bad day 90% of all maps are survivor sided, on a good day maybe 70%)
Given the map repeat prevention being introduced, I'm inclined to agree.
Flashlight (shouldn't drop survivor, blind is too strong, effectively a stun, removes killer gameplay)
Flashbang (same, removes killer gameplay)
Blast Mine (lightborn doesn't remove the stun, blind is too strong and removes killer gameplay)
Agree to some extent, would be better if it acted as a Hinder/Boil Over effect. Photosensitivity is also a thing, and you could do a lot more than just a white screen.
Head On (AoE is way too big, abusable in SWF, removes killer gameplay)
Disagree on removing Killer gameplay. It's a neutral. Uncertain on AoE. Working together should be a benefit.
Hook Sabotage (creates dead zones, removes killer gameplay)
Disagree, Killer can drop a Survivor and chase the Sabo-Survivor who also wasn't on a Gen.
Boil Over (creates dead zones, removes killer gameplay)
Agree with dead-zones.
Increased Hook Distance offerings (creates dead zones, removes killer gameplay)
Agree.
Increased Mist Thickness offerings (decreases visual clarity unnecessarily)
It would be nice if Mist levels impacted Scratch Marks and The Stain in an equal manner.
Reassurance (once camping is dealt with this will just unfairly extend hook times)
Disagree. Then it means more opportunity to get more than one survivor on Hook as well, which is even worse for Survivors.
Camping (boring, removes survivor gameplay, forced to run dedicated perks to counter)
Agree outside of EGC.
Tunneling (unfair to one survivor, forced to run dedicated perks to counter)
Agree if it's not coincidental.
Slugging (often encouraged by the game's mechanics because of the hatch and hook deadzones/boil over)
Agreed when excessive, either through malice or necessity.
Nurse (blinking is too strong, especially as often as nurse can do it)
Agreed. I Think that she should only have one blink before a recharge.
Blight (too much freedom of movement in general, addons are busted)
Impartial. Could address mobility spam through longer serum cooldown?
Spirit (basically necessitates Iron Will/No Mither)
Still don't think she should have audio while Phase-walking. Makes her a hardware dependent Killer. Use Killer instinct if you want the Player to be able to tell where a Survivor is while Phasing.
Hook Grabs (I think they should exist in some form but at the moment they basically just serve as a camping tool, I'd like it to be more of a last ditch effort to keep hold of the game while behind)
Agree. Though less of a last-ditch effort once whatever anti-camp measures are introduced, but more of a "well, you had the tools to prevent this grab, I got lucky".
Instadown addons (really boring and usually OP)
Depends on the implementation. But haven't seen a good one yet.
Tombstone Myers (dear lord why does this exist)
At this point the meme and surprise factor for new players is what keeps it around. Perhaps the license holders as well. Still don't think you should be able to Mori a Survivor that hasn't been drained of Evil.
Condemn Sadako (ditto, drags the game out)
Agree if it's just slugs for days.
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The problem with chasing the Sabo survivor is it just doesn't make sense right now, so I got into a 45 second Chase just so I can get into another 45 second Chase and probably lose two or even three generators because of it?
Also gamma sliders are not suggestions, every game has one in this one should be no different regardless of the theming.
And no the FOV sliders highest setting should be 110, period.
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of all the points listed here only two or three are worth considering.
like complaining about saves, blast mine and head on is absurd and I can't take someone who complains about those seriously.
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Might as well remove insta downs from perks and killer add/ons if we remove flashlight saves. It's not fair to eat two health states with one attack.
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Honestly, I think blastmine at least should be changed from a stun and blind halfway through to successfully damaging the generator then causing a full duration blind, no stun
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FOMO is getting out of control
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Genuinely can't tell if this a meme post or not 💀 If you're gonna remove everything survivors can do that slightly inconvenience the killer because it "removes killer gameplay" they're just gonna do gens and leave (and never come back bc the game would be very boring).
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It's almost like that was actually in the list that I wrote...
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He probably means that certain areas of the map become unhookable due to Boil Over.
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In my experience they're already just doing generators and leaving. How the only time I actually get three to four kills is when they screw around and do nothing but use those perks, and then I have light born and they do nothing and I kill them.
I feel like neither side of this is winning with this particular dichotomy, Killers don't like being stun locked for half the game and survivors apparently don't want to Chase and just want to win the game, so at the moment neither of them are particularly interested in interacting.
Really the only way to change that is to make the interactions less binary and less absolute.
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I think hook sabo is an interesting gameplay concept and should be kept. That being said I can understand arguments if it’s too prevalent given how Toolbox charges work with sabo and the total amount of times an efficient survivor could sabo hooks in a map with a lot of LoS blockers preventing you from effectively scouting the Hooks in front of you when picking up a Survivor.
Until they can figure out a way to keep shadows obscuring the same amount of information in designated “dark zones”, I’m not concerned about a gamma slider.
if 110 is the max FoV you think should be selectable on the FoV slider, ok. But that is the default option for new players. You do not start them at an informational disadvantage with a lower FoV.
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Sometimes i have a feeling that some people wants to destry dbd as a game it is... i mean accesibility options. This game is not for everyone it was design as brutal, unfriendly, dark and confusing, and this made this game so popular. Now all of those things are going away. Visual terror radius, surv icons of what others do, colorblind options, generally brighter maps. Fov and gamma, and maybe killer visual audio clues sugestions will further remove dbd identity making it chase game rather than horror/slasher... where is old vibe and dark, brutal tone? I will adjust... but for people who claim DBD is boring... its exactly because of accesibility and overall tone changes, dbd start become boring because it stopped being thrilling. There is not as much uncertanty as it used to be, there is not as much hiding and thrill if killer will find me. Now its only chase or boring gens (btw. gens was much funnier when overall visibility was lower).
But one thing i can agree is that Nurse blinks are powerfull i would make them being lost and have to being recharge once Nurse is stunned by any means, and stun should neither override nor being overrided by fatigue.
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