Something has to be done about gen speed.
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Just revert brand new part the way it use to be then.
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I see what your saying. Gen speed in relation to map size. Interesting idea.
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Make it so they have to power up the gens first before being able to work on them. Something similar to the gate switch, and there's 2 of them on the map, one on each side that would power those gens closest to it. Wouldn't increase the time by much, but would give survs an extra objective, something to search for and work more as a team, and give the killer a lil more time before pop goes the gens starts.....
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It is a big deal though as a "close enough" mentality leads to massive flaws. Those details add up over time and you are only looking at the raw kill numbers while ignoring hook counts, gen progress, game length, and more.
That 2.92 equals to roughly 8 hooks out of 12 total. Landing 8 hooks in a game is asking a lot in higher ranks as that can be up to 8 full length chases in matches that can end in as little as 5-6 minutes. And if you happen to spread those hooks too much? You're boned and can have 0-1 kills while still having those 8 hooks out of 12.
Details add up. "Close enough" doesn't work and is called half assed for a reason of it not being worth #########.
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Perhaps it is not the gen speed's that need to be altered, but the actual chase-time itself?
By the time it takes for you to down a good survivor, 1-3 generators are completed. Maybe, they should remove more pallets from the map, or add a mechanic where Killers get more powerful as they chase someone for longer. Ideally, I'd add spirit fury as an innate power, where once the killer has been stunned twice, or broken two pallets, the entity becomes enraged and aids the killer by breaking that pallet.
A secondary objective + fixing chase times need to be done.
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Found it... it's at around 1:55 secs into the video
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when a player masters the killer role, gens could be 30 secs to complete and it still wouldn't matter. they'd just adjust bring noed and blood warden ruin and slug til everyones down.ez 4k
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I'm rank 3 and there's several games that because of perks and add ons it's not as easy as people think, especially when you can't find ruin. Getting proximity camped and tunneled. I'm sure the Devs have stats that they base things on and it goes both ways were the game can go well or you get destroyed. There are so many variables and working on a gen by yourself doesn't go very fast and there are perks like discordance and Franklin's if you see toolboxes. I definitely think it's killer sided at this point and every killer main wants easy 4k every game. I can't tell you how many times I've seen trash killers get NOED 4k after getting destroyed just because the survivors missed 1 totem. I'm not apposed to a second objective but the game is in a pretty good place except for people Disconnecting when they don't like the killers add ons or offerings. I tried a game with plague and used rancor and good add ons and burned streamers. Everyone disconnected one after the other after the obsession did, I'm guessing because of rancor. Guarantee it was an SWF team which is the real problem with the balance issue since I die quite often as I play solo survivor
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My assumption on why the Dev's don't do anything is because to be frank, there are so many potato Survivors. I was playing solo at high rank on PS4 today and had Trial that were being lost at 5 Gens.
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Yes but then you get forced into a playstyle that NOBODY enjoys letd but honest who actually enjoys standing infront of a hooked survivor? Or slugging the entire team or using noed?
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Hmmm interesting, i wonder if that would work? Sadly that would mean a rework of spirits perk and we all know how long it takes devs to do reworks.
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It’s still closer to 3k Bc 2k would b 50%. 70%means almost always 3k Highly less likely 2k. Anyways patch 4.6 all survivors crawl. Survivors op please nerf.
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They're already pretty boring to do, especially when you're all alone. Especially the fact you can already run Pop Goes The Weasel and Ruin together and counter genrushing.
A Second objective idea could be very interesting, but just finding a lever somewhere in the map.. I feel games would end pretty quickly.
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This is why they never made escape to pip a thing.
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Slow down gens when harsh penalties are enacted for camping and tunneling. Rushing is the only counter to a face camper and tunneler, you're asking that be changed without is yang being changed. No ty
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Build a base for survivors, if the killer is within 24 meters of the hook gens speed 20% if the killer is further away than that gens slow 20%, not in effect when no one is on the hook. Now you won't be rushed if you're not camping and if you are camping gens kick up faster to save the hooked person from the camper. Keep people on hooks to keep gens slow and stay away from them, problem solved.
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In bowling when one person is insanely good they give the opposing team a handicap to catch up
Maybe something could be implimented such as, you're red going against blue 2 gens gone, going against rank 20 3 gens are done or less wiggle time or something 🤷♂️
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Details do add up... it adds up to 3 kills 92/100 games. It's not close enough, it issimple math. How they got those kills is another argument.
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We have no idea how many hook actions it took to reach that average. It could be 3 with noed ate egc... but it is still 3ks 92/100 games
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Aren't there a whole bunch of perks you can run to help with gen speed?
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Isn't that the nature of video games? Some people are just better than you. It be like that sometimes. A lot of times, in my case.
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No, the simple math is that 2 = 2. The .92 means nothing as you can't kill .92 of a person making it 2 kills average per game till you break into it being a full 3. If you are charged $3 for something at a store, you aren't going to get away with paying only $2.92. 2.92 is close to 3, but it isn't 3. "Close enough" doesn't belong in math at all be it simple or not as math is math.
This goes far beyond the kill counts in any case. Raw kill counts only show the bulk averages. Often enough snowballing goes one way or the other in DbD. If the Killer snowballs, it is very much going to be a 3-4 kill game based on the hatch. If Survivors snowball, then it is likely a 0-1 kill game. All of those 0 kill, 1 kill, 2 kill, 3 kill, and 4 kill games make up the raw averages and Id like to see their % numbers instead of just the average. It tells a much clearer story in my opinion as a Killer can have a higher kill average, but is extremely bipolar in having nothing but 0 kill and 4 kill games with nothing in between thanks to how DbD snowballing works.
Id also like to know average game length. Average chase length. Average gen time/s for each of the 5 gens of a game. % of skill checks of failed/good/great. How often does using a Killer power end with ending a chase. The survival/kill rates per map and/or for each Killer. And oh so much more.
Taking about raw kill averages is like arguing over kill/death ratios on COD. Pointless without the details of how you got those kills in the first place.
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Yes but perks like discordance, Ruin, and pop all have down sides, pgtw only works if you down a survivor which can be difficult against good teams, ruin often gets yote after 30 seconds, and discordance works when 2 people are working on 1 person alone can get a gen done in less than 80 seconds. There are other perks i have not mentioned
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There would have to be another objective or goal, because most if not all survivors do not want to hold M2 for even longer than they already have to.
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2.92 means in 100 games 92 are 3ks and 8 are 2ks. That is simple math. not 2=2. If you are talking wholes then yes it would average two and 92/100 which is indeed 2 wholes. But that .92 can not be just forgotten. It is still 3ks 92/100 games.
Now we have no idea how it correlates to strategy, hook ratios, moris or any other thing because we don't have the data on that.
But we do know that on average in 100 games, Freddy at red ranks is getting 3ks 92 times.
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You aren't accounting anything but 2 or 3. You have 0, 1, and 4 kill games as well happening in that total 100 all equaling to averaging 2 kills per game. And like I said, HOW/WHEN/WHERE you get those Killers is what matters. Not the kills themselves.
For all we know Survivors are doing what they tend to do in high ranks. Play like they don't give a damn and get themselves killed more often than they should. They already earned high rank and likely got their pip plus BP, why bother escaping over having some risky fun? Some high rank Survivors I know stop caring about if they live or not and will 100% sacrifice themselves in order to do gimmicks or goof off.
In the raw kill data it just reads that they died. Nothing more, nothing less. But in truth if you don't know how, when, and where they died you wont know jack about balancing the game. Being killed by the Killer using his power means more than by a M1. Getting killed with 5 gens to go means more than death in the EGC. Running to to tiles with pallets/loops means more than getting downed in the middle of nothing.
Pull your head out of the kill average's backside and look at the big picture. The reason most game devs don't bother giving players stats is that they very few understand anything about them and just jump on a single detail out of thousands.
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Dude your being rude there. I know this, this is what I have been saying for a day now. That is how averages work. it could be 50 4ks and 48 1ks and 2 0k games. Or any permutation that results in the average of 2.92 kills per game. That is all I said. I don't see why the big deal in admitting this.
Sure we have no knowledge of how these kills came to be or how they correlate to game play. Just that raw data number indicating kill rate.
That's all I have said.
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It's not quite a simple as it seems.
Gens can go fast but so a game can also snowball I to a 4k with a few survivor mistakes and end under 4m.
Increasing gen times or the better option of another objective may seem good on paper but then you have to think about how people play.
Take someone who cares not for pips and just wants kills. They camp and or tunnel so the game then has to have some way to punish this. This means increasing hook times for one and if someone is tinnelled off the hook over and over a way to stop this from happening without taking a perk such as DS.
Balance isn't easy to achieve this game. If you look at some of the top killers they can 3 or 4k most games with anyone they play much like the strongest swf team can jave 3 or more escape most games.
Now if you take the average player then they won't do as well in a match versus better players but what I see a lot is that many feel they should. This goes for both sides of the player base. Perks make this even worse as players who use certain ones will eventually get to a stage where they rely on them instead of learning without them. Perks can give one a sense of being better than you are and make you get to a stage where even they won't help.
Maybe it's not the gameplay itself but instead more about what you used to get to a stage where you really don't have the skill or knowledge to play well at.
The rank system and matchmaking imo are more at fault as its so easy to pip on both sides if you plau enough and you will be matched with players who have 20 or even 50x your hours. Skill is subjective but in a game where a 50h players can be matched with 4k hour players sometimes the game will be unbalanced not due to mechanics but due to game knowledge and skill difference and have no chance.
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I play both sides and have an idea.
You could increase the number of Gens that need to be completed depending on if the match is SWF or not, it seems quite balanced with 5 Gens when it is 4 solo survivors however a 4 person SWF can be too strong. If its a 3-4 SWF they could need to do all 7 Gens, 2 Person SWF could need to do 6 Gens then if its all solo survivors leave it at 5 gens.
This could be rank based too so only purple and red ranks have this applied to them so the lower ranks stay the same as today.
Maybe add some Ultra Rare offerings to the blood web that could alter the number of gens.
Let me know your thoughts.
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Then that's where the problem is. If you need to decimate in order to not depip then maybe that needs to be looked at. Conversely red ranks are supposed to mean you're pretty darn good and so are they so maybe you just eat the depip and figure out how to do it better other than running ruin or bbq
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I agree completely
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I think
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Ranking system is broke. I don't get why so many people care about it. Then again, if they didn't there would be a lot more camping/farming.
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Killers want game balanced around 4k because that's what red ranks need. What this game needs is a reward for ranking up and a pipping system around killing 2 or more survivors to get iridescent. Would fix a lot of problems but what do I know
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Gen times are stretched as far as they can while staying tolerable. Of course killers wouldn't mind if playing survivor was m1 simulator. Most people can agree another objective is needed in this game. If that means making noed basekit, I wouldn't be against it.
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Fake news.
Have you just invented new math? 70% is:
4 / 100% * 70% = 2.8k.
That's almost 3k on average. Stop spreading these lies.
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Add in Infectious. Put it on Nurse.
That's basically the equivalent of a good 4 man SWF.
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Okay, I have an insane idea: What if lit totems re spawned after a lengthy amount of time has passed? Ruin dies within the first few seconds of the game? Have it reassemble itself after 1 minute and half, or something like that. Also, it would only apply to lit totems, so cleansing all the dull totems would still prevent NOED from activating in the first place. I believe this could go a long way into making hex totems besides Ruin more viable, while also giving ruin the ability to slow the games down longer.
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Ruin is already the most used perk in the game. No thanks
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👍👍👍👍👍
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A perk's popularity shouldn't prevent it from being improved, especially if it improves other's of the same type
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Iam not dodging. You will never have fun, just complain about everything, even if it favors you.
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That was me until I realized that with Spirit, I rarely even get to the endgame because everyone’s already dead or at least 3 are, and one is going for hatch. I also didn’t like the fact that survivors can do bones and get rid of ruin and noed on me. So now I use Pop to slow things down and play around with obsession perks because that’s more fun for everyone.
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If you got "kill rushed" that is entirely 100 % the fault of the survivors. Even more so if it happened in swf lol
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The killer should have the power to at least stop one gen from getting done before you can get to it...
Sure, some killers I'm bad at compared to others, but even with killers I'm good with it's a real slog even if you play optimally.
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Back at ya sugar pie. Killer mains need to stop griping.
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Yes I get it at beginning of killer. I used to tunnel hard. But then I learned to play better and I agree it is rare for them to complete 5 gennys. If I lose 1, its was usually to the hatch.
Now I play killer much less sweaty.
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Yummy double standards
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I thought popularity was an important factor in determining whether or not a perk is too powerful?
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