http://dbd.game/killswitch
Generator speed issue: Great skill check bonus progression.
One of the issues I have noticed is that when the numbers are crunched great skill checks bonus progression actually greatly impact generator speed at higher ranks where people can always get great skill checks.
Each great skill check grants 2% bonus progression which is 1.6 seconds seconds of added completion(80 x .02= 1.6) Which might not sound like much until you add in about ~5(RNG based) skill checks happen per generator per survivor.
So on average if players always hit great skill checks on solos generators it removes 8 seconds making the time to complete 72 seconds which is still manageable.
HOWEVER:
2 survivors working on one gen getting 5 great skill checks each will result in a gen time FASTER then if 4 survivors worked on it
44.44 base gen time for 2 survivor generators - 16 seconds from 10 total great skill checks
44.44 - 16 = 28.44
4 survivor generator completion time without a single great skill check is:
28.57 according to the wiki.
2 survivors getting 5 great skill checks each progress faster then if all 4 survivors were working on one generator.
This creates not only a very tight time window for killers but it also makes the difference between low and high rank survivor's game times MASSIVE.
My suggestion is simple because it was on old ruin:
Remove bonus generator completion from great skill checks entirely.
Depending on skill check RNG generators can go both faster and slower then what I have stated but what I said is the average which is far too fast to be healthy for the game.
I do think there does need to be an incentive to get nothing but great skill checks other then the triple BP but my only idea ATM is if a generator is completed with 3+ great skill checks and no normal ones you get 1 iri shard from it.
Comments
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Agreed, if they removed great skill check bonus progression entirely natively, it would honestly fix gen speeds going too fast. Because the above times do not take items or perks into account.
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I agree with this, leave the point bonus but remove the gen progression bonus.
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That was probably the best part about old ruin. Would be great to see it back.
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Isn't a great just giving 2% bonus? If you really hit like EVERY great skillcheck, it will be at most 10% (8s), on average per gen I would say more like 6% bonus. I'm not sure if this is really the source of the issue. Because that is not even the effect of a brown toolbox
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I've actually felt like Skill checks are a little lopsided anyways. They were created when the game was new, and balanced around players skill levels back then. A low rank player will feel like the GSC is fine the way it is. But once you get into the higher ranks, you realize its basically just a massive reward to the survivor with almost no risk. The Overcharge perk for killers is a huge joke because no high rank survivor will ever miss that skill check. They make it everyday with Decisive Strike.
I think the best way to fix it is to make skillchecks actually slightly harder based on your rank, (so that the risk-reward is still there), perhaps make the time between the warning sound and the check a little shorter, or just make the GSC size a little smaller.
If they think that skill checks are fine the way they are, then perhaps reduce their effects if multiple people work a generator.
Or:
Rework one of the toolbox addons so that they give you the progression bonus on GSCs, but you dont get that bonus by default.
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I'm more interested in Skill Checks with varying sizes of both good and great zones. Personally, it would make sense balance-wise to remove the great part of Skill Checks (so Skill Checks appear as they do on Demogorgon's portal) until at least one survivor has died.
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Making the great skillcheck zone move within the skillcheck zone would be good. Like, not always being right at the beginning. Sometimes in the middle, or at the end, or something. Or entirely out of the regular skillcheck zone.
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