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DC after finding lobby (but before game starts) should count as half a DC
This includes lobby shopping (dodging a lobby if you see high prestige opponents / low prestige allies) and offering dodging (using task manager to close the game before it loads in). Dodging once gives you the current level of DC penalty, dodging twice bumps up your penalty level.
Example: A killer player loads into a game with 4 p100 flashlight players. They leave the lobby. Since the system doesn't detect they've done a "full DC", only a "Half DC", they don't have a queue penalty. After playing a few rounds of killer, they accidentally queue up too close to dinner time, and have to DC to go eat. They get a 1 minute penalty, because they've done one "full DC". After they get back from dinner, they queue up for a round of survivor. They get a team full of baby megs, so they lobby dodge again. That dodge, plus the dodge from earlier, add up to a second "full DC" and so their penalty is 5 minutes.
I think this would decrease the incidence of backfilling, as people would have the stronger expectation of playing the lobbies they were matched into. When I play chess online, I am expected to play chess matches I queue into, and can be punished for aborting too many times. You can be punished for leaving before a match even starts in League of Legends. Since we know there's an issue with backfilling causing unbalanced matches, certainly we can acknowledge the issue and adjust the system to compensate.
Comments
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First, they should inverse map offerings so that the offering prevents you from going to a specific realm rather than guaranteeing it.
Then they can add a mini-penalty for disconnecting during the load screen.
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IMO they should fix the maps so they're balanced for both sides (and are mainly up to personal preference for where you wanna play) but that's a big ask lol
so yeah making maps be a realm-denial tool instead of a "make the other side miserable" button would also be great in conjunction with an update like this
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Remove map offerings. They simply favor survivors due to the 4/1 ratio of them and killers. Killers cant always bring SacWards, yet survivors can always bring a map offering. Why?
Killers play multiple killers. They need multiple bloodwebs, and each killer has their own few items. If i play an equal amount to a survivor, but play 4 killers equally, I will have the same amount of offerings in general, but will only have 25% of what that one survivor has on a specific character. That, will run out. The survivor however will probably have 1 main character that they always use.
Not only that, but there are FOUR survivors.
Aside from that, i disagree with the pre-game lobby dodging. I dont dodge for prestige, but i dodge if i see red ping. That, i think is fair for everyone's enjoyment.
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