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Gen-Rush Fix
Wire Overload:
If 3 gens are completed within 5(10?) seconds then the wires will be overloaded for the next 30 seconds and (any gens that are completed will be delayed until the wires arent overloaded/ gens that are being worked on will take an extra 8 seconds to complete/ gens that have great skill checks will only grant half extra progress).
Comments
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This should work since:
1. If survivors arent Gen-Rushing they wont be affected by this.
2. If they are then this wont kill their gen progression it will delay it and allow the killer to catch up.
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you been snorting some walter white blue or something? hell no.
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I'd rather they just had some extra objectives that weren't just holding M1. Hell, I'd like it if they replaced the entire current generator system with something a lot more active. Doesn't necessarily have to take a ton of skill as it's still a casual game (despite only have ranked online play and perks that grant tiny percentages like 7% to movement speed... almost like the game is tightly tuned around very controlled metrics instead of like actual casual party games like Mario Party where you can land on a block and lose all your stars for no reason) but something where survivors are actually out there in the map trying to do... something, would be nice.
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This doesn't really make sense as a game mechanic (survivors can wait 10 seconds before popping the 3rd gen) but it doesn't even make sense thematically. Imagine new players having to learn this convoluted rule.
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It wouldn't affect new players. A gen-rush is not the same as simply doing the objective.
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Imagine this happens to a group of new players by happenstance. The potential to punish innocent players is there.
Also, gen rushing itself is a symptom of "We have one job". Survivors need more to do other than rush gens.
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That's on BHVR. As it stands, unless the Killer is running a Hex perk, or the survivors feel they have a reason to fear a NOED, outside of bloodpoints they have absolutely zero reason to do totems. And totems are what BHVR stated that they consider to be a secondary objective when the feature was requested ad nauseam.
That's BHVR's design flaw. Survivors feel no need to do totems except in very specific circumstances. If they consider totems to already be a secondary objective, then they should have put some mechanical design into that. Even if was something as stupid as slower gen progression per each totem not yet cleansed.
But they did nothing to reinforce totems as a secondary objective. Which was either poor design, lazy design, or now claiming them as a secondary objective that should be completed is a BS response instead of saying that they either don't have the manpower or desire to actually design, create, and add a secondary objective.
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Yup. The slower gen thing is a good idea, as it would slow the game down early on but allow the Survivors the ability to speed things up. I mentioned it in another thread, but it got drowned out because it's a NoED thread.
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I didn't even know you'd mentioned it. I just came up with it on the fly when typing (but I did do 14 years in the game industry, so my brain still tends to think that way sometimes, even though I retired from it in 2017).
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There really is no such thing as gen-rush, it is just survivors doing there objective. Imagine survivors up in the forums like, killers should not chase me around to often, I am getting kill-rushed. That being said, I assume you mean 3 gens popping within 10 seconds of each-other, which is pretty rare and speaks more to your gen-patrol abilities than these people going hog wild on gens. If no one came by to chase them off of course they will finish them.
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That's exactly what survivors complain about. They just don't call it kill-rush. That's basically what "tunneling" is. I kill people who run out in front of me in games and they claim I tunneled them.
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It wouldn't happen to a group of new players by happenstance. Every time I have played against survivors between Ranks 16 - 20, they have barely understood the concept of doing gens.
I would personally define a gen-rush as three gens popping within two - three seconds of each other. Rather than one gen popping, then another maybe 20 seconds later.
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Best way to prevent a gen rush is to down survivors.
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