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Gen rush counter idea

Lt_R1ZE
Lt_R1ZE Member Posts: 44

I'm a survivor main (rank 1) and I feel that when I play in swf we tend to get gens done fast like every game we would get 1 gen per 1 hook which is really unfair for killers. To stop killers complaing about gen rushing just make every gen be 90s. I think it's 60s right now that extra 30s means so much and would probably make the game more balanced gen-wise

Have a good day!

Comments

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    The base is actually 80 seconds. Do you and your friends split up and work gens seperately at tge beginning or are you bunching up?

  • Lt_R1ZE
    Lt_R1ZE Member Posts: 44

    Split up so it's more efficient but if it's 80s buff to 120s more balanced

  • Lt_R1ZE
    Lt_R1ZE Member Posts: 44

    Split up so it's more efficient buff to 120s then gen rushing is a problem as its not hard

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Yeah its the splitting up. When survivors do that the only effective way Ive found to counter it reliably is to drag someone in the basement and hope theyre altruistic.

    Im with the people that say extending the gen time directly is a bad call. I think holding m1 for 80 seconds is already boring enough. The game is in dire need of secondary objectives. Ive heard a few good ideas but the 2 I like the most are:

    The number generators that can be actively worked on is equal to tge number of totems that have been broken until only 3 gens remain, tgen all of them can be worked on. 2 totems should be easy to find, 2 should be medium difficulty to find, 1 should be hard to find.

    The other is the map is split into 4 quarters. For each quarter there is a lever, pulling the lever activates the generators in that quarter. No one quarter should have 3 gens (to prevent the killer from camping the best lever) and pulling a lever should take 20 to 30 seconds. Once a section has been activated survivors should be notified that gens in that area are ready, but the killer should not be.

  • Wylesong
    Wylesong Member Posts: 642

    Not trying to poke the bear but what I am getting from this post is to make it harder for SWF players. I mean it already feels hard for Solo que players if you want a challenge maybe lose the mics and play like all solo que players play without the use of mics and the ability to plan 3 steps ahead. Sorry and I am not trying to be mean but if the game is to easy because you are using a system that was typically not planned for this game maybe try playing without it sometimes. I have watched videos of SWF players and it does seem sooooo easy even if gens had a 5 minute gen time because you can communicate in a game that was never meant to be that way.

    I know personally solo que survivor is already tough enough with being the only person most the time that does gens without needing to make them longer. I am lucky if I get help in most my games and most the time I have at least one person hiding the entire match and the other person who you are not sure what they are doing. I normally get one good player who tries to help.

    In SWF play it seems easy because you have advantages that normal game play does not have. If you try to make it harder for players who play this style it just ruins the solo que players game then.

    I am not trying to bash your way of playing and sorry if it seems like that just trying to point out the possible reason it is easy is because you can plan things like hey come over here and help with this gen, while another player keeps tabs on the killer. As to solo que where half the time I have no idea where my teammates are and I am doing a gen solo while trying to also keep tabs solo on the killer.

  • Vox_Nocturne
    Vox_Nocturne Member Posts: 545

    Out of those 2 ideas, the 2nd one really does strike me as a fun idea! It gives an extra objective for survivors to do.

    The reason I prefer that over 1 is that the game really needs some more diversity in game play options, and just working on totems is pretty much what survivors do already.

    I like the idea of adding something new and challenging into the mix!

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772
  • LordRegal
    LordRegal Member Posts: 1,549
    edited June 2020

    I personally am of the opinion that shrinking maps will be more beneficial and interesting than increasing gen times. Look at a map like Coal Tower or Rancid Abattoir. Smaller maps with a strong core structure for survivors, but cramped as far as where gens spawn. Those maps tend to be among the tensest for both sides. On the other end, consider Red Forest, Ormond, Sanctum of Wrath, etc...where a killer spawning in the diagonal opposite corner of the survivors can literally not make it to the gen they spawn on in time to stop it if they work on it together. These maps are a lot more boring and generally are weighted too far against the killer to make it particularly interesting. If the map is too large, it makes it incredibly hard to pressure gens and slow things down to the point it's not really a match anymore. If the map is a more decent size, the game is more interesting and dynamic, letting the more skillful side come out on top.

  • GodNap
    GodNap Member Posts: 206

    devs said that they are adding something new like endgame collapse but at the start that will help killers at the beginning.