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Will dev's EVER fix the gen speed?

ShErMaDeRmA
ShErMaDeRmA Member Posts: 338
edited May 2020 in General Discussions

FFS this has been a huge and apparent problem that has been given bandaid fixes that fixed NOTHING. Will they ever actually fix it? I mean, unless losing a gen for every chase is still fine and 'We need to snowball'. Spoiler, it isnt and it's about the same level of fun as getting facecamped by bubba

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Comments

  • MamaEagle
    MamaEagle Member Posts: 115

    Yeah honestly as you climb the ranks as a killer it's more about which gens your willing to let go and which your willing to protect. Is a survivor hooked near one or planted firmly on one in the middle of a four stack? You have to count your losses before you start counting your gains so you make sure not to lose too much too quickly.

    Focus the survivors that race back to gens and if none do then you chase down one who is weakest and closest to you. The more people you hurt the more healing they need to do, Killer isn't just (Tunnel someone and murder them and move onto the next target) you have to really focus your priorities and pick your battles.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    That.

    The problem is match speed not gen speed. Idk if the beginning game expansion is the answer or not but i dont blame anyone that doesnt want to increase the base speeds of gens themselves.

    I still think the game needs secondary objectives that arent optional

  • cipherbay_
    cipherbay_ Member Posts: 379

    Honestly. I think they kinda fixed it with Pyramid Head, but only with him since you don't have to waste time picking survivors up and taking them to a hook

  • AvisDeene
    AvisDeene Member Posts: 2,396

    No, killers need machine guns and bazookas. Maybe a flamethrower for good measure.

  • NMCKE
    NMCKE Member Posts: 8,243

    Since we're on topic, do you have any speculations on what it could be? 🙂

  • Swiftblade131
    Swiftblade131 Member Posts: 2,051
    edited May 2020

    Nah, it's fine rn clearly.


    Just put down more pressure!

  • Blueberry
    Blueberry Member Posts: 13,671

    I have a feeling it's something similar to the idea Scott Jund had presented in one of his videos where the gens go significantly slower until the first chase is started. He seems to have some connections with some people in bhvr from things he's said in the past so that's my hunch.

  • Shocktober
    Shocktober Member Posts: 678

    It would be nice to not have to run corrupt on every non S tier killer to buy myself another ~30 seconds at the start of the match. Against a good red rank team losing the first gen for my first hook is almost like clockwork, even if the first chase is borderline perfect.

    On a low mobility killer it's common to not even be able to walk over to a gen to pop it in time.

    SWF teams can already get the gens done super fast, but i've seen the sweaty ones also come in rocking a survivor sided map offering along with multiple socket swivel commodious toolboxes + BNPs. I had an Oni game recently where the first gen popped in under 30 seconds (looking at corrupt as a timer).

    I had a deathslinger game today against a SWF where at least half the chases were actually perfect, landed shot into landed shot. The other half were probably under 30-40 seconds and that was still barely enough to get me a 4k with an ebony mori.

    All that said, when you are playing solo Q and your team is pepega, even getting 3 gens done so you can key out can seem like a huge accomplishment.

  • NMCKE
    NMCKE Member Posts: 8,243

    Although I support his idea, I believe it would more interactive if it was something more than, "Everyone receives a 50% repair speed penalty until either a survivor takes damage or enters a chase"


    Personally, I would like to see a second objective such as finding all Fuse Boxes once the Exit Gates are activated. Overall, they would add, hmm, let's say, 4 minutes if the killer can apply decent pressure. Generators could have their repair time reduced by 10 to 20 seconds since we don't want to extend the game too much. Of course, my suggestion is just what comes from the top of my head, it can definitely be improved on! 🙂

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    More end game stuff doesn't really make sense. Most players complain about generators going away without a chance to save them, the devs want to address these complaints is what I'm guessing. Scott Jund's idea would work, but replacing gen times with more end game stuff probably wouldn't.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    I like the idea of only being able to work on the number of generators equal to the number of totems that have been broken.

    Theyd have to rework noed tho

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    100% agree this is an issue. It should be between where it is now and what ruin does. And it should take 2 seconds of holding m1 before regression is stopped and progression is started.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited May 2020

    Oh I agree. I think a mandatory second objective like what you mentioned would be much better. Survivors complain about how boring just holding M1 is so this would fix 2 birds with one stone. I'm just expecting them to take this other route because it would be much easier and faster to implement.

    Overall I don't think something as small as Scotts idea would be enough to fix the problem but it's better than nothing and at this point i'll take whatever we can get.

  • IMhereRUN
    IMhereRUN Member Posts: 606

    I have had “gen rushes” against me before, but nothing ever worth complaining about. However, today I was handed a massive loss.

    I was the Nurse (on console). Very strong killer indeed, but not the potential threat she is on PC (I’ve played that also). Here’s the game breakdown:

    Game Start: survivor located and downed in the first 20 seconds, hooked....no gens complete. I go on gen patrol, start chase #2, first gen pops as soon as Im chasing. More unpredictable mindgaming survivor than the previous, takes about 1 minute to down. Before I hook survivor #2, gens 2, 3, and 4 pop...almost simultaneously. I begin chase #3, lose the survivor and re-down the recently unhook who hits DS (I have no problem with this), I begin chasing survivor back down...last gen pops. I let her go, opened the exits myself and stood idle til they left. Sure, I could’ve got some more hooks during the EGC, while decent, none of the 3 survivors I went after were worthy of a threat, but I felt better ending the game there with no more points for either side.

    Total game time was 4:28.

    This is the first time I’ve ever had a fast match like this, and thus have no complaints, it is what it is. But this is pretty concrete evidence to me that the gen speeds are not ok.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Yup, i get those games all the time. My solution is to camp. And im not sorry. If im getting my third hook as that last gen pops were all getting cozy or dude on hook is a sacrifice

  • IMhereRUN
    IMhereRUN Member Posts: 606

    I feel you, not my style...I’m too impatient as it is a boring task. The survivors were not complete potatoes, but neither were they great. However, I could’ve won that game if I just resorted to slugging them all. Guess that’ll teach me to play “fairly” lol. Nah, I still will.

    As mentioned, this is my first game (documented game anyway, but I can’t recall from memory a game so quick) that I’ve ever had out if thousands. So I’m not complaining about the match, I can accept the loss and move on, was just supporting OP’s topic of gen speeds being too quick with a specific example.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Yeah its interesting thats your first. Theyre pretty frequent on xbox.

  • pseudechis
    pseudechis Member Posts: 3,904

    Gen tapping shouldn't be a thing you can stop the regression in a second without any animation. If they are going to leave gen regression speed where it is then a survivor should have to start repairing it to stop it. I don't think that will tilt the game. When was the last time you ran past something and tapped it with your finger and it magically repaired itself.

    Just a thought.

  • NMCKE
    NMCKE Member Posts: 8,243

    Who cares if you lose a few generators when they, the survivors, still have miles to go? My solution reduces the weight of completing a generator significantly. To put into perspective, currently you can say a generator is weighted roughly 20% because there are 5 generators and they are the main source of time. The Exit Gates don't really buy you time nor are they easy to pressure, it just depends on a lot of variables (so let's just keep it simple and say they aren't weighted as much).

    If we add more time consuming objectives such as Fuse Boxes, generators become less weighted. Ideally the second objectives should make generators weigh 10%, which means survivors will have to complete 2 generators to make the same progress in our current objective system. 🙂

  • ShErMaDeRmA
    ShErMaDeRmA Member Posts: 338

    There is a heavy difference between wanting 4ks everygame and wanting a FAIR GAME everygame, but then again, what do I know? I've only played both sides for 3 years now, yup, just a crying baby killer main, right?

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    That dude just wants attention, you can tell by his name.

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    My take is that they don't need to add another objective like you're describing. The core gameplay and objectives are perfect the way they are, they don't need adding to. The start of a match is the issue because of maps and survivors spawning on gens etc leading to a bad early game for any killer that isn't Billy. Once the killer finds someone, down them etc this leads into a snowball effect like Scott said in his video. Adding lategame objectives would make killers way too good because they become stronger as the match progresses and survivors become weaker.

  • SpiritLover1133
    SpiritLover1133 Member Posts: 214

    I think blocking the exit gates for 10 minutes is what they need to do. Then it doesn’t matter if they did all 3 gens in 100 seconds. you still got a gueanteed 10 minutes game instead of the usual 5-6 minutes.

  • NMCKE
    NMCKE Member Posts: 8,243

    I'm all hands down on Scott's idea, but I want more spice to this mechanic is what I'm trying to say. To help you understand what I'm trying to say, the EGC could've just been a 2:00 timer that sends you to the scoreboard once it expires. However, the developers went beyond that, they added cool effects and sounds to make the EGC very tense.

    That's what I mainly care about, I want this new system to be very fun and interactive. 😅

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,341
  • a_good_player
    a_good_player Member Posts: 194

    oh no, after winning 5 matches in a row i find a competent team that destrys me. im a hopeless killer

  • meatisadelicacy
    meatisadelicacy Member Posts: 1,920

    I quit playing this game months ago, and I came back recently to see if anything had changed with the tome. It hasn't. Game after game after game, literally all three of my teammates aren't even touching gens, they're all working on challenges. Totems, chests, unhooks, throwing x amount of pallets in a chase, leaving people on the ground to get flashlight saves instead of getting them up, purposely blocking a person from running so they can try to get the flashlight save, ETC ETC ETC. I have had maybe 4-5 games in like 10 hours where all of my teammates are playing as usual.

    So stop complaining about gen times - the tome has been a huge favor to killers because survivors in large part aren't even trying to win games anymore.

  • LetsPlayTogether
    LetsPlayTogether Member Posts: 2,117

    Gen speeds are fine. No issue at all.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    ^This

    Just because the survivors are really good and work 4 different gens from the get-go doesn't mean every survivor group does. You can't balance the game against the SWF-Seal Team 6. Killers already get more than 2 kills on average, according to the last time stats were release by Devs in November, so if anything, gen speeds need to be increased not decreased.

  • Predated
    Predated Member Posts: 2,976

    Well, yeah, the earlier the game, the easier it is to do gens. Having 1 hook for the first gen is actually perfect.

    Killers think like once they are able to have 0 gens done that they did it perfectly. No, having 5 gens is not part of your objective. You can get iridescent gatekeeper with 2 gens left. Having 1 gen done for 1 hook is fine, because by the time you have 5 hooks, they'd only have done 3 gens. Especially if you pick which gen you dont want to patrol early game, because its a "free gen" for survivors in exchange of giving you more map pressure.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    I understand the intention, but I'm not sure others would. I can already imagine complaints of gens being too fast arising because people don't understand the impact of the changes. Would be to much of a hassle for the devs imo, but I still like the idea personally.

  • sulaiman
    sulaiman Member Posts: 3,219
    edited May 2020

    Thats true. But the survivors started to cry, because the downing only took 2 hits, so the devs gave them perks like dead hard, to extend it to a third hit. And because survivors were afraid of the hooking, especially the second time, the devs gave them other perks to extend the downing and hooking, like ds and bt.

    And it still worked, because there was a slowdown perk, called "HEX:Ruin". But the new survivors were completly different beasts, and they cried because they couldn´t hit great skill checks. So the devs changed it. And now, for the majority of killers, there is not enough time for the downing and hooking of all survivors. Thats why a lot of them tunnel and camp, causing more crying from the survivors, because it is soo unfair that a killer can kill someone.

    /s


    Edit: I edited that post, because after reading it again, the last paragraph could be taken as a personal attack, which i didn´t intend it to be. (but i am not a native speaker, so i may have made a mistake here)

    @Waffleyumboy if you read it, and you were insulted by it, then i apologize, because i didnt mean to do that.

    Post edited by sulaiman on
  • Mak0
    Mak0 Member Posts: 251

    Why even try. It's endless killer mains on this fourm. Won't stop complaining until they can 4K in 5 minutes with clown but it's fine though at the end of the day when less people play survivor their going to start crying about queue times

  • Carpemortum
    Carpemortum Member Posts: 4,506

    If you're losing a gen every chase, you're chasing wrong, or got your priorities backwards.

  • Jukenobi
    Jukenobi Member Posts: 301

    Sounds like a case of "GET GUD"

  • Predated
    Predated Member Posts: 2,976

    You got Ruin for that. And before you complain that its not fair to use a perk to do something that should be in the base game, remember, survivors have to use unbreakable to pick themselves up. Survivors have to use DS to not have to worry about the wiggle timer because Flip-Flop is meant to help wiggling but its not even good enough at doing that.


    So yeah, I would be okay with gen regression speeds being faster, if wiggling is reworked with a base flipflop, if we can pick ourselves up without being forced to run specific perks(although, the new one is at least worth using). Its easy to complain about gen regression, but its literally needed, because there are so many other things around it that suck more than gen regression speeds.

  • ShErMaDeRmA
    ShErMaDeRmA Member Posts: 338

    I literally said in a reply to that exact quote that I've played both sides since 2017. I have rank 1 killer and rank 2 survivor, I'm complaining about general problems in the game that shouldn't be there like constant moris, camps and tunnels, keys, all that nice stuff.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    I think i can speak for most killers in that if they made gens get done faster i would uninstall this game and never look back.

    And yes, you do balance around top level play. If you dont your game is unbalanced

  • SurviveByDaylight
    SurviveByDaylight Member Posts: 720
    edited May 2020

    Gen speed isn’t a problem. It’s already been nerfed please stop complaining. Killers have access to quick easy downs and kills via abilities, Mori’s, tunneling, camping, slugging, exposed, traps, high mobility. Why would anyone want to stare at a progress bar longer? How is that fun for them? Think of these things. Work on improving your skills as killer. In red ranks against good killers even without Mori’s (sometimes even perks) have done exceptionally well keeping survivors off gens. Why can’t you?

  • deadbyhitbox
    deadbyhitbox Member Posts: 1,117
    edited May 2020

    Gen speed is fair. If you struggle pressuring the gens, that's not the games problem.

  • deadbyhitbox
    deadbyhitbox Member Posts: 1,117
    edited May 2020

    You don't balance a game around the top 5% and screw over the 95%. That literally is the worst way you could possibly balance a game like this. Accommodate the large majority, not the minority.

  • ShErMaDeRmA
    ShErMaDeRmA Member Posts: 338

    This Is a good point but that means anyone who manages to play well enough to reach that 5% are punished for playing very well, and that seems quite odd if you ask me. Something needs to be implemented around higher ranks because any competent survivor prioritizes gens asap. Something like preventing gens from completion for a bit after one pops, or slowing them at higher ranks, or like many have said, at least the early game starter.