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There is no incentive for doing killer objective, its actually otherwise.
In the base mechanics hooking gives you nothing, and killing someone on hook punish you possibly creating dead zones that aware survivors can abuse. Going to perks, metta killer perks revert that (pain ress + pop), actually rewarding the killer after a long chase and time spent on gens by doing his objective, regressing the making possible more chases.
Otherwise, survivor perks rewards them for playing well? I guess you figure too thats the otherwise, survivor metta perks actually rewards them for playing BADLY, oh all four tanked, wandered around and ended up all on ground, well there is unb and boon. The kiler done a quick chase by his skill, well.. buckle up + ftp
For DS, base bt, these two mostly are used agressivly to tank loosing theyr main purpose.
Well there it is the way devs think, and this way lead to a monotony leading to always same killer builds, remove regression? lol get ready for the TBag at exit gate my boy.
Comments
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Well technically you're right. Hooking Survivors itself doesn't provide any value, until you 3-hook a Survivor to kill him.
This is also why tunnelling is best strategy, as there's no incentive to go for 8 hooks while keeping everyone alive.
Personally I would balance the game like this. Survivor gets their repair speed slowed down globally for every hook killer gets, but it speeds up the moment someone dies. This would make it more balanced.
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Thats a good idea, the thing is that the game turned itself boring by the base mechanics not evolving with him and a creation of an metta.
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Not sure if you care about pips or grades but can't get to Iri 1 if you're not spreading hooks.
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I always thought the approach would be to slow the gens down a tad more and then increase gen speeds per kill but this also works.
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