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Remove gen kicking limit
Cause this mechanic really unfair nerf to killers. People say that 8 times is a lot and thats simply not true. Before this nerfs i can regress one generator 10-12 times. My most kicking gen was in Dead Dawg Saloon in main building that i regressed 14 times (that was a week before 3 gen patch and i count how many times i regress a generator and also in this game survivors try to repair this by 3 people and run around main building). As many killer threat to another change for killers they slug and tunnel more and mostly times is also not true. But after 3 gen nerf killer starts tunnel significantly harder (and even start a lot of video with strategies "just remove 1st survivor as fast as possible). I dont say that before this change tunnel do not exist, it was, but after this changes it increased significantly (the only time when tunneling not exist at all is call of brine + eruption meta). So mostly killers was gutted after this update and killrates was decreased significantly almost on all killers. But what compensation buff killer get? Make 5% gen regression from kicking (in simple words just make knight guards kicking to all killers, also very small unsignificant buff). And also remove gen tap (thats not buff at all cause this was never a problem on killer side). This 3 gen situation make all killers was, there is many times when survivors repairing last gen when i cannot regress it cause bypass this small limit. Anyway i suggest that gen kicking limit should remove entierly or increase limit to 18-20, by compensation return gen tap (cause again it was not a problem on killer side and 8 limit is very small number that effect almost every match).
Comments
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The devs said their stats show that on average killers kick a singular gen much less than 8 times, which is why they chose that number of regression events. They didn't anticipate many killers will reach that amount, and in my experience thats been the case. If you were kicking gens 10+ times pre-update, then it sounds like you were the one of those players this change was targeted toward.
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Thats a main problem they choose average and highest amount of kick to balance around that. And this change was only buff for bad survivors who forced 3 gen by themself. That a true reason why this game is heavily survivor sided. Survivors left 3 gen situation that is only their mistake but punished for this was only a killer. Its not a big problem like when they give endurance after unhooking (also reward bad survivor gameplay). Play survivor is already ez mode and devs only do this much easier with every patch (no wonder that killrates except SM on a bottom of a marianna trench)
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If survivor is as easy as you say then solo queue down to iri 1 and I'll believe you
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When it came to the 3gen long game, Portal Energy and Toolbox were supposed to be a way for survivors to break the stalemate in some way, but the logic that perks are ineffective if not worn (the community manager actually said this) base kit punished the killers.Now they are being punished.
Killers are punished if they don't finish the match as quickly as possible, but that doesn't mean that tunnels and camping are also punished. This is why I enjoy playing Survivor these days, which is not punitive and allows me to play freely.
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Perks like Surge and eruption made doing generators nearly impossible to do. Plus surge gets you to that 8 regression limit pretty quickly
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"Survivor is ez mode" many people will disagree with you on that.
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Official killrate/escape rate actually proved my position. Killrate is lower than ever. And escape rate is huge especially in SWF.
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Its not easy but it much easier than iri 1 killer
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Official escape rates are about 43% globally, last stats we got from BHVR. Saying kill rates are lower than ever is just demonstrably false.
That 43% includes SWF, and even if you include "high MMR" a 4-man SWF player is escaping less than half the time.
Unless you have a source for these claims, you're completely off base with these statements.
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The only thing here that would deserve a change is Eruption's proc not counting towards the 8 limit. I think that would be fine, even on super mobility Killers.
Combining both of these we get ~55% Solo, ~30% Duo, ~10% Trio, ~5% full SWF.
Plugging that in to the overall numbers, we get .55*40.34 + .3*40.1 + .1*40.56 + .05*43.09 for 40.4275% Overall escape rate.
Even if you wanted to use exclusively High MMR, that yields .55*39.42 + .3*40.1 + .1*42.46 + .05*48.3 for 40.372% High MMR escape rate.
Even if you want to take the best case scenario for Survivor, High MMR with full SWF only, they still are sub 50% escape rate.
The funniest thing to me is, High MMR actually has lower escape rates than all/lower MMRs, so the top end of normal DBD matchmaking is actually more Killer sided than the lower end.
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i'm loving the limit. just like how survivors run out of pallets, you run out of times you can regress a gen so you can't keep the 3 gen in the area that's doomed to be a dead zone as the match goes on. so choose how you are gonna spend those regression events wisely.
edit: the only issue with the limit is eruption i think, it uses so many events by itself. you still aren't likely to reach a limit on a gen unless survivors attack that gen and that gen only, but still makes the perk unfavorable.
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