We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

So is Gen Speed okay to the devs?

I seriously want to know if the devs look at the Gen speed and think it's okay, cause it's not, 7 gens, 4 survivors, 1 killer who has to manage all 11 things at once while the survivors can just focus on one gen at a time, with good speed. Seriously, it's annoying being 45 seconds into the game and seeing two gens get finished at once (it actually happened). There are even survivor groups who swarm gens on at a time, chase one off, another takes there spot, while you deal with those two or three, another is working on other gens. I have suffered through so much, and i'm not even in red ranks yet.

Comments

  • emptyCups
    emptyCups Member Posts: 1,262

    80seconds, 5 gens, 20 seconds on gate.

    7minutes of objectives total 105seconds each survivor.

    So as long as a killer is good enough to find,hook,chase,down two health states and hook a survivor in 35 seconds for 12 hooks he should be fine.

    The real issue is killer mistakes cost time where survivors makes are time devided by survivors. A 30 second killer mistake is so punished because he can't get it back while a 30 second survivor mistake even leading to death the team can pick up 10 seconds each.

  • Angelicus23
    Angelicus23 Member Posts: 2,548

    It's not about being ok for devs, it's for players.

    As survivor, do you really think you have fun for pressing the same button holding it for 80 seconds, so you want more?

  • DrownedFish
    DrownedFish Member Posts: 107

    Well do you really have fun only holding m1 and leave with 3-4 chases in total?

  • Angelicus23
    Angelicus23 Member Posts: 2,548

    Could you explain better? If you mean that survivors get it easy to make objectives and scape from few chases, isn't the killer suposed to get and hook survivors in a total of maximun 3 chases, not more than 4? Obviously if you leave them they will just repair

  • NMCKE
    NMCKE Member Posts: 8,243

    Actually, I believe generator times are fine in my opinion, the main reason why a lot of players say they are terrible because generators can go extremely fast in the early game. However, what those players also don't see is how slow the game becomes once they get pressure on survivors.

    The only thing I would change about generators are skill checks, good and great success zones should be separated. Greats provide a huge boost, they should be extremely risky for that reason. 😁

  • baemee094
    baemee094 Member Posts: 21

    If they patch so that survivors cannot loop too long, and make weak killers able to pressure gen harder, I think its fine. The main problem is that weak killers are really useless. If you play doctor, spirit, or other strong killers, its pretty even if you are at similar rank. But if you play leather face, ghost face, or those useless killers, they can loop just as many as they want, if they know how to. Even if they don't loop, they can simply run straight one side to another side and hold more than a min easily.

  • PokemonGOPlayer
    PokemonGOPlayer Member Posts: 179

    They don't want to increase Gen times due to it being boring for Survivors, yet every alternative solution seems to have some kind of issue.

    They aren't the fastest team in the west so they won't be able to set up PTBs to test things out, expect no changes until they come up with something they think they can implement without causing bugs all over the place.

  • Fibijean
    Fibijean Member Posts: 8,342

    Yes and no. The devs have definitely acknowledged game speed as a potential issue, they just don't think that the base generator repair time is the sole, or even necessarily the main, contributer.

  • Raptorrotas
    Raptorrotas Member Posts: 3,253

    Ive come to the conclusion that its not "just" generator completion time that might be the problematic factor when it comes to generators.

    " Generators are too easy to work on for the time it takes to complete them. "

  • Raptorrotas
    Raptorrotas Member Posts: 3,253

    You're right on the skillcheck part. If they were tweaked to be slightly more challenging/less rewarding/more punishing/+-difficult, the devs wouldnt need to increase gen times (atleast not by muchlol)

    But the ruin change has two mutual exclusive theories behind it:

    1. Devs dont want any harder skillchecks, so ruin wqas removed for the potatoes
    2. Ruin was removed so it couldnt stack with possibly harder/rebalanced default skillchecks

    Sadly the first option seems to be more likely to be true as there wasnt any sign of the latter adressed anywhere.

    As long the maps or killer-survivor-power-ratio stays the same, the only easy solution seems to be gen speed, as it is a single variable to tweak.

  • Aura_babyy
    Aura_babyy Member Posts: 583

    I believe they said the base gen speed was fine.


    Dont remember if they addressed anything that increased it tho other than toolboxes

  • FSB75
    FSB75 Member Posts: 474
    edited February 2020

    Gen times were fine when the maps weren't the size of Australia and gens weren't as spread as my ex-wife.

    Be Bubba, Clown, or Trapper and wishing YOU had Sprint Burst for some of these gens. It's not wonder the 3 gen strat is gaining in popularity.

    Get going fat boy...you have a lot of running to do...


  • NMCKE
    NMCKE Member Posts: 8,243

    This is probably going to sound like I'm a survivor main, but this is genuinely my opinion about Ruin getting nerfed by the rework. Also, my opinion would be exactly what I'm about to say if I wasn't Trusted — nothing is forcing me to say this, all of this is from me and me only. 😁


    The perk wasn't healthy, killers could mess up severely and not get punished because the survivors just couldn't hit great skill checks. Survivors would suffer 4 seconds worth of progress on generators plus a repair cool-down of one second — multiply that everytime they don't hit a great.

    1 Skill Check: 85 Second Generator

    3 Skill Checks: 95 Second Generator

    5 Skill Checks: 105 Second Generator

    10 Skill Checks: 130 Second Generator

    Everytime you miss a great, you're spending more time repairing and getting skill checks. Things start to add up once you been repairing a generator for a while, it gets ridiculous the amount time you spend on a single generator.

    This is without the killer applying pressure, imagine if the killer was hooking survivors and forcing survivors off generators. Good killers with Ruin made generators extremely hard to complete, you would be considered lucky if you escaped those games. 😁


    Overall, the perk was like pre-reworked DS, but a lot worse: it's strong regardless of the player and their experience level.

  • Broccoli_Jaeger
    Broccoli_Jaeger Member Posts: 252

    3 Gens = 80 seconds. Don't forget that the other 3 survivors are working on gens while 1 survivor gets chased.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    The gens are in close proximity in Hawkins if I'm not mistaken...

  • Freudentrauma
    Freudentrauma Member Posts: 1,053

    Like many said. Survivors early game is the problem. Three survivors working on Gens while one gets chased is quite too strong. What adds to the problem is that even survivor defenses are maximum in the early game.

    That's why I think focusing on map design and how to address early game might be the best way to do it. I personally still think, that it would be more interesting, if some survivor defenses(vaults and pallets) start locked in the early game and need to be unlocked by others to be useable. That might shift some of the strength to the midgame and add an additional objective which survivors have to consider for their strategy while it still can be ignored when camping. But that's my opinion.

  • KuromiStarwind
    KuromiStarwind Member Posts: 325
    edited February 2020

    They've said it's fine and make posts telling you how to

    JuSt ApPLy PrEsSuRe


    I believe the closest we've gotten was them saying they need to nerf Ruin to determine if there is a problem. Evidently the entire playerbase knows what they don't, and knew it even before the nerf.

  • emptyCups
    emptyCups Member Posts: 1,262

    Something as simple as starting the killer in the center of the map

    Could wildly affect gen speed. That first walk while they spawned next to a gen while killer is other side of map is brutal.

    Depending on survivors that one walk alone could cost you 2-3 gens

  • DrownedFish
    DrownedFish Member Posts: 107

    Mate i escape 9/10 matches as survivor. You most likely to get 2 gens before a single hook almost every game. Dont come to me with playing survivor is hard bs.

  • Aztreonam78
    Aztreonam78 Member Posts: 1,131

    Since the majority of devs are at Brown ranks - yeah, they consider the gen speed as a normal thing.

  • kimukipi
    kimukipi Member Posts: 137

    Gen "speed" is fine. Its the maps that needs some serious rework. Not just the size, but also the awful procedural generation of tiles like spawning of god windows on a already strong tile, jungle gym right next to killer shack, just beside a really safe pallet etc shouldn't exist. If maps are reworked, game would be a lot less stressful for slow mobility killers and enjoyable for all in general.