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Gen Update Idea?

Okoru
Okoru Member Posts: 144

As most people would agree that gen speeds prob need to be looked at or possibly smaller maps? Something to nerf gen rushing needs to come to the game. What about an idea where there are generators that can only be operated by 1-2 players at most? No more 3-4 people on a gen. I think this added in with increased gen times could possibly work? Honestly im just spitballing ideas right now. Any other ideas?

Comments

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    I wouldn't mind more 2-sided gens. This is one of the only suggestions I've seen that doesn't cuck solo survivors and would split up SWF. I can only think of one killer where this would present an issue for survivors. And I don't often end up doing gens with more than one other person. But maps don't need to be smaller. Most of the newer maps are smaller than classic maps and are still the ones being complained about.

  • Kwikwitted
    Kwikwitted Member Posts: 641
    edited March 2020


    So the thing is, 3 on a generator is actually inefficient for survivors due to the slowdown penalty unless they are running prove thyself. I would rather have three survivors on one gen with 6 gens at 0 then survivors spreading out and progressing 3-4 generator simultaneously.

    The issue as you even mentioned is map size, particularly the worst offenders like Ormond, Rotten Fields, Disturbed Ward, and the fact that places like Groaning Storehouse or Ironworks can get have basically very safe infinite depending on window spawns.

    The new maps are being complained about by survivors, which is customary until survivors learn the tiles and realize they're not quite as "killer sided" as they thought. Saloon is not nearly as bad as survivor are claiming, it's that many of them don't know the major strengths of the map for survivors.

    I will concede Hawkins is just a death sentence, every time I get that map as a killer I can't help but feel a little guilty. And your point still doesn't account for the fact that absolutely horrid maps like Rotten Fields, Disturbed Ward, and Ormond still exist in their current ridiculous forms.

    If ALL maps were redone to be more balanced, I don't think generators need any fixing at all quite frankly. But as of right now there is only 2-3 killers who are viable on every map, and that's a problem.

  • Okoru
    Okoru Member Posts: 144

    Oh wow I honestly didn't know that there was a slowdown penalty there so you make a good point. Just trying out some different suggestions to help balance the game and it's honestly pretty tough. Every time I think of a good change for one side, then the other side needs a change too :/

  • Kwikwitted
    Kwikwitted Member Posts: 641
    edited March 2020

    It's all good, a lot of killers are struggling right now so I get that people want a solution. The problem I believe is the loss of Hex: Ruin before the more egregious maps were re-worked was a very poor decision, as it has made the struggle a lot worse.

    While I wasn't using Hex: Ruin myself as I had stopped using it when I got to red ranks consistently and realized survivor could hit great skill checks way more often, I know it was a major blow to a lot of killers in yellow, green, and even purple ranks. It also hurt a lot of people who play certain killers at all ranks, specifically ones who need setup time like Trapper, Hag, and Myers.

    The best advice I can proffer as I have lived without Ruin for a long time is you have to ABC, Always Be Chasing. The best pressure you can exert as a killer is downing and hooking a survivor, and then (in his best DJ Khaled Voice) another one. What losing Ruin has done is shown a lot of killer (and this was true for me too when I first stopped using it) is they really aren't as good at chases as they thought, it's just that Ruin could make up for those longer chases. You really have to go back and look at yourself critically and figure out where you can start maximizing your chases at all times, this is the only way to really start exerting pressure that will actually get a desired outcome.

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    I have only gotten the new map a handful of times. I agree with you, it's just a learning curve. I don't expect to do as well there because I don't have as much experience. My only gripe with smaller maps, especially as an often solo survivor, is that it makes EGC a death sentence in most cases, regardless of how well you play(ed).

    You keep mentioning Ormond...it is SMALLER than most classic maps. It's just awkwardly laid out. All of these maps have killers who do better/worse on them. Not EVERY killer will be optimal on EVERY map...that is why killers who launch with a map tend to have an advantage on it. The same as not EVERY map is optimal for survivors. And devs have already removed windows and reduced the number of palettes on maps.

  • Kwikwitted
    Kwikwitted Member Posts: 641

    Just in case this is helpful, the best tiles for saloon are the central building obviously, as well as the balconies on the little buildings near the generators at the one end of the street. The killer has to go up the stairs to make a play at the vault and once they do you can jump down and pretty much lose them guaranteed. Hangman's scaffold can also present some mind games as well since there is lockers underneath it.

    So the big issue with Ormond is as you said, a really bad layout, but more importantly, it's like a reverse of Saloon, EVERY pallet is absurdly safe, with many offering no counter-play whatsoever. Ormond may also not be as huge as Disturbed Ward or Rotten Fields but it's awkward layout makes it worse in some ways, specifically because if the central generator gets completed setting up a 3-gen is impossible.

    No one is saying they want killers to be optimal on every map, but it would be nice if all killers were at least viable. Putting Clown on Disturbed Ward or Bubba on Ormond is pretty much cruelty at this point.

    And yeah killers who use a map offering are going to likely have a setup that takes advantage of it. It's the same idea as when survivors use a Haddonfield offering, you know at least that person has balanced landing.

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    TBH, I wouldn't mind if Ormond got a rework. I keep seeing people say its the map size, but I think you are right, its the layout. I just dont agree with the sentiment that all maps need to be smaller. If Ormond stayed the same and the size was reduced, it would just be even more awkward. LOL Maybe they should have done a smaller "office" for check-in and a couple cabins instead of a giant lodge building. If this map left the game, I would not shed a tear. LOL

  • Kwikwitted
    Kwikwitted Member Posts: 641

    Honestly I think there's enough people that wouldn't mind if they refunded for that entire DLC, given the amount of people that hate Legion, hate Ormond, and well Jeff is ok, but really does anyone main Jeff?

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    LOL Big facts. And no, nobody plays Jeff for some reason. Idk why...maybe I should play some Jeff. Give him some love.

  • Kwikwitted
    Kwikwitted Member Posts: 641

    Don't play survivor but if I had to venture a guess, survivors have no powers, unlike killers, so really once you get the perks you want on someone, there really isn't a giant incentive to level another, unless a new survivor comes out with a perk that everyone just has to have.

    Jeff's perks don't look particularly good, or at least I never see them on survivors I play against.

    So really unless you're REALLY into bearded Jesus, it just kind of seems like a lot of work for not a lot of reward would be my best guess.