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a few problems in dbd
Please change the distance from the hooks :/ You need 12-16 seconds to wiggle successfully out. It feels like there's a hook at every corner and in 8 of 10 cases you don't have enough time to get free with wiggle...Some of the hook positions are right next to a generator, which doesn't make the situation better.
There is also the problem that since several updates the palettes are no longer triggered because the key input simply does not respond. Many of my friends also have this problem.
the new camp system also needs improvements. killers like the ghost can still stay in front of the hook due to their ability. and the progress doesnt count for the survivour. some killers just stay far enough away but still camping very close to the hook.
Comments
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That’s fully intended and 100% balanced. You’re not supposed to be wiggling, the wiggling mechanic ensures that the killer just can’t take you halfway across the map to the basement or hold you hostage on their shoulder.
The only time you’ll be wiggling is with perk setups and coordinated bodyblocks, but that’s what the perks and teamplay are for, not the wiggling mechanic. You should almost never be wiggling without help by design.
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Wiggling out is not supposed to be common occurance.
As for the camping measurements, I'm pretty sure even undetectable killers are supposed to make the unhook meter go up. If they aren't, that's a bug.
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Regarding the Hooks, the Killer should have a high chance of hooking a Survivor after downing them. The Killer already had to chase a Survivor to get them down in the first place, so trying to reduce the odds further of getting a Hook isn't good for balancing at all. There are Offerings and Perks which help Survivors increase the odds of avoiding the Hooks, such as increasing the distance or reducing the wiggle. I'd use those if this was a concern, but your main issue is to avoid being downed in the first place.
The Pallets I agree is a frustration, if that's a regular occurence. A skeptical response would be to check the prompts, but I do agree this is perhaps more likely a bug. Take a video clip of this and make a ticket to the devs. They will get on to it if they see evidence to back it.
The anti-camp was aimed purely to prevent face-camping. What's more, the devs removed hook grabs to prevent those frustrating stand-offs. A Killer is allowed in the rules to camp and sometimes they do this because there is no other option for them. I feel the anti-camp and removal of grabs is a fair way of balancing this to give Survivors a chance. Not to say I don't feel your frustration, but maybe practice with your friends to co-ordinate a save or put pressure on the Killer by nuking the gens.
Practice and time will help. Being handed things won't. There are ways around these things, but likewise they should never have a solution which always works. If it does, that's when there's a balance issue.
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1) You do understand that killers in most chases working really hard to down a survivor. Now imagine if hooking that survivor is becoming a challenge as well? (as @Haddix mentioned, there is a perks and teamplay for that)
When you got downed by the killer, you should not expect to wiggle out without any help. Thats just not how that works.
2) Problem with key "promps"? I can only think of connection issues or a simple "making a mistake".
3) It's ANTI - FACE CAMPING mechanic. Not just camping or proxy - camping. Also a question, how many times have you been legit face camped by the killer after this mechanic dropped? Probably 0, because you would escape from the hook if killer will try to do so.
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If they reduced hook chances I'd have to argue to replace hook states for every down instead of hooks because there wouldn't be a point to hooking anymore. Chases already take a long time with good teams/tile layouts and it's not uncommon to lose 2 gens on a good chase. Meanwhile killer side needs at least 6 hooks to feel like something is progressing for them, or at least one kill, which is just 3 hooks.
And imagine how bad slugging would be if they made hooking less of a possibility.
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I actively play killers myself and it doesn't even take me 5 minutes to kill them all, it's really become extremely easy. it's not really hard to capture all the survivors anymore.
I often have killers waiting around the corner and often from a distance that the anti-camp system can't trigger.
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Then you are either a one in a million talent, your MMR hasn't adjusted properly, or you make it up.
The MMR prevents this from happening. At some point you will plateau. You will not rise any higher until you improve further but you also won't fall off as long as you keep playing like that. If you keep playing, then MMR will pair you with more and more survivors that are just as good or even better than you at which point you will start losing more. That means, the game can't be easy anymore.
Something else that keeps your MMR lower than it should be, is letting survivors escape out of mercy. So, if you do that regularly, then your MMR doesn't adjust properly either.
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Thats done on purpose. Killers should be rewarded after winning a chase.
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Honestly I think wiggle time is fine and hook numbers could be increased a little (1-2 more hooks per map on average)
What I would like to see is buffs to survivor counterplay at hooks, for instance a minor buff to Break Out to compensate for more/closer hooks, faster sabotage [edit: not sabo as a base kit perk, I meant "decrease base sabo time"] to compensate for faster base kit killer attacks, and maybe a buff to Sabo where a successful sabotage within x meters of a carried survivor increases wiggle progress by a few percent (thus making a wiggle off more feasible upon a successful sabotage play)
Post edited by ratcoffee on0