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If you were balancing the game, how would you solve current game`s problems? [SERIOUS]
Just want to see what do you, guys, think.
Thanks for replies!
Comments
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Nerf bill, nurse
buff all the killers
take all the info swf have and give more to solo
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Exactly what BHVR is doing now..
Fix ranking system so killers are only compared to the same killer and survivors to other survivors.
Then wait and gather data to see where high ranked killers are having problems and where some have it too easy.
The problem with the way they have been balancing the game so far is that the statistics they have been looking at have been scewed because it has been too easy to rank up and they've been comparing apples to oranges.
Rank is supposed to separate good players from bad players, and when you fail to do that and then try to balance the game by looking at high ranks it gives an inaccurate picture.
As a survivor main I'm not a fan of the current ranking system.
Why do I have to do everything in the game to rank up?
Some survivors are better at distracting and kiting killers around, and they shouldn't have to do gens to fill that quota.
Other survivors are better at being stealthy and complete generators and shouldn't have to find the killer to be chased for a while just so they can fill that quota.
Scenario 1:
If 1 survivors kites the killer around the map while the rest of the team does 5 gens very quickly and everyone gets out, all survivors did great.
Scenario 2:
If a killer hooks and kills everyone very quickly with minimum chase, the killer did great.
Both Killers and Survivors goal should be to end the game as fast as possible, but in very different ways.
Maybe the thing they need to do is to stop evaluate ranking based solely on 1 game (at the end screen) and instead consider the performance of the player over multiple games.
Sometimes you are just having bad luck, like players disconnecting within the first minutes and having a hard time to bounce back from that.
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I think they need to focus on the maps, even more aggressively than they have pledged to. Almost every balance problem stems from bandaid fixes that were implemented due to infinites in the maps.
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@edgarpoop I wholeheartedly agree with you. I would make all maps the exact same size. It would obviously take a LOT of time to do this, but you can't have balance when this map favors killers more, except for a few, while this map favors survivors more, except for a few killers. All maps need to be the same size, the doors need to always be the same distance apart, etc. Things can be different on the inside, obviously, but they shouldn't be so drastically different that it should shift the balance. When all maps are the same size, and similar in the most important ways, THEN they can look at all their data and truly see what's overpowered, underpowered, balanced, etc, because all killers will be on an even playing field.
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Add a (forced) second objective.
(Might get hate for this) slightly nerf the top tier killers since a second objective might make them overkill.
Look at every killers power and decide ways to buff/rework/nerf them.
Rework the maps.
Let you pet Maurice (the horse at the clowns map).
This is how I’d balance it.
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@TreemanXD Give me a pet option for Maurice! He has seen some #########. He's earned a quick pet!
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@AStupidMonkeyy the balance change we need!
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@TreemanXD I'm telling you now. If they really do add a pet option, I would pet him every time I got into that match. He's the real hero. Horse is horrible burnt and falling apart and he's still there to whinny at you.
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@AStupidMonkeyy I’d pet him too XD he needs love!
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This ######### is easy. Here's my list of what I would do first.
Maps- The maps are poorly design and is the reason for most of the issues in this game. I would get rid of all of the poor design choices on the maps that makes loops annoying as the killer yet not hinder the loop to where the survivor can't loop at all if they need too. I would also make sure that long ass loops like the one in the groaning warehouse doesn't exist. That ######### is annoying and out rageous. There's too much clutter around the loops that make them annoying, so I would either move the clutter around neatly for survivors to hide behind or simply delete it if I cannot find a spot for it. I would also resize the killer shack. I feel like the shack is a bit too big and at the moment should be renamed " The Looping Shack" or " The Survivor's Shack". Some jungle gyms also need a rework.
More Objectives- We need more objectives in the game for both Survivors and Killers. For example, I don't think BNP should be an add on, I think you should add the item in matches to where the survivors must find BNPs for them to place in a generator and then begin to work on it.. Or fuel.. SOMETHING, JUST SOMETHING ELSE OBJECTIVE WISE.
Visuals & lighting- The maps are way too dark and some things like the barrel fires are way too bright. The notifications are way too dark/bright as well. We need better visuals & lighting.
Scratch Marks & Audio- Scratch marks are very misleading and audio cues are bugged and misleading at times as well. That ######### needs to be fixed asap for both sides.
New Object Interactions- I would add a way to have survivors be able to hide in objects outside the locker. For example, I think it's lame we can't hide in garbage cans, the back of cars that dont work on the maps, and other objects. I feel like most of the objects in the game are so useless and there's so much possbilities for us to be able to hide in, on top, inside, or under objects is wasted.
More Difficult SkillChecks- I would make skillchecks different and harder. They're way too easy to hit as we speak and kinda bland. I would like for the skillcheck arrow to stop going the same way everytime and maybe go a different way or suddenly stop and go a different way. Different kinds of skillcheck zones would be nice as well.
Hooks & Totem Spawns- I would remove the rng spawns of hooks and totems by simply allowing the killer to quickly summon where they want their hooks and totems to spawn before the game starts at Billy's chainsaw speed. The timer for Hooks & totems set up would be 30 seconds. Any summoned hook will remain at it's choosen location and cannot be moved again. The totems will remain at their choosen location until they're destoryed by a survivor. If The killer chooses, He/She can have his hooks, totems, or both spawn randomly. If The killer chooses to summon his/her own hooks & totems, a dense fog will creep onto the map to where the survivors cannot interact with any generators, chests, hooks, or totems yet still be able to move around the map while the killer summons their totems and hooks. The survivors and killer will not be able to see each other and will not be able to hurt each other( Flashlight blinds hurt bro). If the survivors/survivor and killer are too close to each other when the match starts, the survivors/survivor is respawned away from the killer and a normal spawn location is picked for that survivors/survivor to spawn at yet if the survivors/survivor is not close to the killer, they start where they stand.
Ability for both killers and survivors to opt rather they want to be matched with SWF or not- I believe SWF is cancer yet I believe if people want to play as a group, let them.. Yet in my opinion, I believe solo survivors should earn more pips, blood points, & devotion points if they survive on their own. This would increase with rank. If a killer chooses to play against an swf they should also earn more bloodpoints, devotion points, and pips. This would also increase with rank.
Rank rewards & LeaderBoards- We need rank rewards & leaderboards. It means nothing at the moment to hit rank 1 on both sides and it means nothing if you're skilled player. I believed skilled killers and survivors should be rewarded for getting to rank 1 and being let's say the best Nurse in NA should be known to the community. Who doens't like to flex that they're a top dog on the LeaderBoards or flex that exculsive rank 1 cosmetic for your killer/survivor. I would also change the system for example each killer and survivor would have their own rank 1 reward for each rotation of rank. For example, you got rank 1 on nurse, you get a special item for her yet you would have to achieve rank 1 on lets say the Billy to unlock his cosmetic. So rank would be seperate with each character in the game.
The Big Change- I would do complete overhaul of Killers & Survivors.No killer should be tedious or not fun to play as yet some killers are boring and too stressful to play as. I would rework those killers to be fun for both sides yet not game breaking & balanced. Survivors need a desperate overhaul. THEY ALL PLAY THE SAME.. I believe the survivors shouldnt be able to play the same thing as each other and that each survivor should be able to do different things. It would be difficult for me to figure out how to do this yet I would probably go with each survivor has their own core perks which they can only do yet can only pick one of their core perks for their main perk slot and their secondary perks are like how the system is now yet would maybe be restricted. For example, if Meg picks her sprint burst, she cannot pick one of her other main perks in her secondary perk slots.
Different game modes- We need different game modes in this game beside KYF and "rank". I believe if rank were to ever become serious and rewarding, we would need a normal matches & ranked matches. I'm also urked that Legion isn't just one killer yet 4 killers.. I do believe that The Legion should have their own special game mode for them called " Vandals", " Hooligans", or simply " The Legion" to where the match is all the survivors vs all 4 members of the legion yet it's not like the traditional DBD game where you do gens yet it's more you attempt to escape a area on certain maps and the killers and survivor POV are swapped or everyone is in first person. So pretty much, a terrifying version of hide and seek. No loops, no t-bagging, just downright terror to where you run, hide, or die.. Also, when is that pizza dwight deliver mode coming?
Emotes- Finger guns where? I would add more emotes for survivors and killers that you can earn with certain achievements, ranks, and also add emotes to the store where you can buy with auric cells or blood shards.
Lore- I would hire a lore team and go all out on the DBD lore with weekly updates like " Lore Mondays" where someone with a spooky voice delves us deeper in the realm of the entity. Also surprise cinematics here and there to drop on you bitches.
The Merch store- I feel like it's lack luster.. More plushies.. we need more plushies damnit.
Bunny Feng Min- Do I need to say more?
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@MrChills I actually like all of your changes O.o Well done. You get 1 like from me. I'd put my hexes in the most random ass place XD
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Delete noed and other crutch perks from both survivor and killer side.
Ruins all the fun.
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I put a lot of detail into the post and thought about it last night and didn't get no replies or downvotes and comments. So thank yo uvery much, sir ^_^
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Fix the totem system, it lasts 30-60 seconds in red rank.
Remove SWF or buff killers for 2,2x2,3,4 SWF
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MAKE MAPS SMALLER. sorry for all caps but behaviour has to stop making low interactive maps like yamokas mount ormound and temple of puragation. I swear i win half my survivour games just because the maps i get are massive stretches of land unless the killer is playing a mobile killer. Cough, cough billy, nurse and spirit.
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Absolutely!
These maps are unacceptably large.
I think killers should start being like survivors with the old legion : get an insane map, DC right away
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It was toward the bottom I think.
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It's hard to give reasonable answers without seriously considering all the facts.
But as of now:
- Gut building loops.
- Reduce safe pallets and add a few extra unsafe ones
- Overhaul stealth by making it a little more powerful (this includes introducing strong and meaningful stealth perks)
- Buff killers that need it
- Give solo survivors more ways to coordinate (perhaps built in kindred)
- Increase survivors' objective time by a modest amount. Nothing overwhelming. Just an increase to give killers more breathing room against efficient survivors.
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