http://dbd.game/killswitch
Future QOL Changes for Survivor
To sum it up the new changes are great but there are some more than could or should happen
- Pallets should respawn 60s after being broken, to prevent long drawn out unfun games
- Repair speed should be faster if a survivor is sacrificed before all 5 generators are completed, or if a survivor is sacrificed before a certain amount of gens are compled
- Heal speed should be progressively faster the less generators there are remaining in a game to punish unfun playstyles
Thoughts?
Comments
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Nah, Im not supportive of Shack pallet being back after 60sec.
2 -
Imo:
- I don't mean to sound dismissive when I say this but pallets respawning would break the game for m1 killers who already struggle with them. Plus creating deadzones by breaking pallets is a fundemental part of playing Killer. This would cripple that.
- I think the 'anti-tunnel' stuff is likely going to be something that helps keep survivors in the game a bit longer. Same sort of idea
- Heal speed should remain tied to perks/items. Heal speed can already be mega broken if survivors have the right build.
3 -
It would be an overall benefit if every pallet could respawn
-2 -
I think many fundamental aspects like tunneling are problematic in this same way. I think if fundamental gameplay is problematic it should be addressed, and performance can be reassessed later
-1 -
What you describe as unfun, is game balance. Killers have long, laggy cool downs. It feels bad, but it's part of the game's balance. It's the same with exhaustion perks. Powerful things need restrictions.
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If it makes the most amount of players happy (survivors) that's good for the game
-2 -
Well, we're not everyone. Without killers, we have no game to play.
5 -
I don't really agree. What's problematic about it?
Creating pallet deadzones and pushing survivors into them/picking your chases as Killer is a very important thing for the Killer role to have. It's a skill that needs to be learned.
Sometimes there's a survivor you can't catch, best thing to do is get a pallet or two out of them and go for someone else.
4 -
It's problematic for the same reasons tunneling 3 genning camping slugging etc were. It's a boring and unfun way of playing. The best part of the game is chase. More passive strategies similar to 3 genning create unwinnable stalemates
-1 -
There are enough people who play 50/50 both sides, or survivor mains who try out killer every now and then to replace the sweaty and toxic killer mains who would leave as a result. It's a net benefit and would be better overall for everyone. That's even the point of the upcoming qol changes addressing tunneling slugging and camping. Even the devs see this as problematic
-1 -
"It's a boring and unfun way of playing". "it's a passive strat"
How?
Both sides still get a chase, it's just the Killer decides to switch targets when they assess that this survivor is wasting too much of their time. The pallets that got broken during that chase at least make it so chases in that area later are easier.
Removing tools from Killers won't make the game more fun for anyone.
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as a 50/50 surv/killer player I don't agree that these should be implemented, faster gen/heal speeds and self-repairable pallets would be a gross imbalance in favor of the survivors
2 -
Pallets respawning after only 60 seconds could cause VERY severe problems on maps like RPD or The Game. Somehow, infinites returned…
3 -
That would make the game miserable......
2 -
The kill rates are well over 60% right now, per BHVR's latest stat release. A tone down is in order and especially for newer and casual survivor players
-2 -
The survivors are losing way more now, BHVR's latest kill rate post show killers are now reaching even 70% kill rates, which is well above their stated goal of 60%. I think 60% makes sense but 70 is out of control and it would go along nicely with the other changes
-1 -
Those were maps that needed to be changed anyway though. I don't think extreme unbalanced outliers like that should stand in the way of better changes overall. Furthermore, they're not infinites you just break the pallet
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With the way it is now a killer can just choose not to commit to any chases, hold 3 generators and force out every pallet nearby until it's a total deadzone, then they win. Solo queue and even casual swfs do not have the comms necessary to break this and it usually results in a stalemate unless the killer player is inexperienced or they are playing a low tier killer
-2 -
Based on the escape rates as of March 2025, the highest overall kill rates would be 60.6%, and the lowest 51.8% depending on group size. Maybe the 70% kill rate you're referring to is for a specific killer? if that's the case then maybe it's a case for an adjustment to that killer's abilities or add-ons specifically but it wouldn't warrant the changes being suggested in this thread which would affect all killers across-the-board, even those with much lower kill rates.
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Yes, BHVR's kill rate data they just posted showed at low and high mmr Freddy is at 69% kill rate, Sadako is at 69%, twins are at 69%, at high mmr blight and nurse are 69%. Mandy has stated they aim for 60% for each individual killer not just an average of 60 across all of them. So clearly many killers are well above that benchmark and some amount of change would be necessary to fix that
-1 -
It would cripple all but nurse and blight who need massive nerfs anyway. I don't think two outliers should stand in the way of positive changes
-1 -
Even with some killers being above the 60% killrate benchmark the overall escape rate is well within the 40% rate (and higher in some cases), meaning overall kill rates are within the 60% mark, and highlighting that there are WAY more killers below the 60% target kill rate than there are killers above it.
I do agree SOME changes are warranted, but not across-the-board changes that would effectively nerf the full killer roster as is being suggested. Some healthy changes might include nerfing the overtuned killers such as nurse and blight, however this would also mean buffing those killers currently below the 60% killrate target. Do you have any suggestions that would help balance the game for the rest of the killer roster that is under 60% kill rate, assuming your changes were to be implemented?
-1 -
60% kill rate is the goal
0 -
And it's over 60%
-1
