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!

Dynamic Gen Speeds

So every killer who's made it out the yellow ranks knows that 80 seconds per gen is not very long at all. if you get unlucky or make a single mistake, you can be down to 2 gens with only 1 hook, and depending on the gen spread, this is pretty much gg for low mobility killers.

Every survivor also knows how frustrating and challenging it is if a single survivor is just tunnelled straight out of the game, and a bad start can give you no hope of recovery, no matter how well you play. One bad team mate can bring the whole thing down; pretty frustrating for solo queue.

How about a mechanic that adapts the speed of gen repairs based on the state of play. For example, speeds would start slower than they are currently, but if the killer starts smashing through hooks when players get off to a shaky start, repair speeds increase, levelling off again when they begin to catch up. Somebody gets tunnelled out of the game? A large boost to repair speeds can compensate for this and still give the remaining survivors a fighting chance. Similarly, if survivors start smashing through generators and 3 pop during the first chase, the remaining 2 generators take much much longer to repair. The killer manages to pick up the pace, and gathers a few more hooks, it begins to speed up again and eventually level out.

Granted, this may be seen as rewarding failure, so it would require a lot of thought and planning to work well, and work around potential exploits (such as 99% 5 gens and popping them all at once) but executed well it would shift the more unpopular parts of the meta away to make it, hopefully, just more fun.

Comments

  • valvarez4
    valvarez4 Member Posts: 868

    So if the killer is not going to 4k we should help him more, so the killer rate could be at least 90-95%. Sounds fair

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    If the killer is on course for a stomping 4k, you would have a huge gen speed increase to help you out in order to allow you to claw back?

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    True, but does little to help teams with a player who have been tunnelled out the game etc. I'm all for increasing base gen speeds, but there are terrible experiences for the other side that could be looked at.

  • lagosta
    lagosta Member Posts: 1,871

    I believe the topic of discussion was not related to tunneling, but I posted this answer to a discussion in the feedback sections. In summary, to destimulate tunnel/camp the best approach is to link killer rewards to alternate survivors.

    "If you really want to reduce tunneling/camping, it's better to give killers an incentive to leave the hook/unhooked survivor. Some measures could be:

    1-The game always starts with an obsession, so the threat of DS is always looming around the corner.

    2-Change the devout emblem system:

    -Each hook state counts as 0,5 point.

    -Hooking a different survivor from the previous one awards a bonus of 0,25 point. First hook also gets this bonus.

    -Kill, and DC counts as applying the remaining hooks consecutively. Ex: a killer with H:DH mori a survivor that was never hooked. They will get 0,75 (first stage) + 0,5 (second stage) + 0,5 (third stage) as if they hooked them in succession.

    -The last remaining point is awarded after reaching 9 hooks.

    3-Introduce a score event the counts the streak that starts on the first non-consecutive survivor hooks with increasing BP rewards for the killer and resets if the killer hooks the same survivor twice. Note the killer can still slug without penalty. If we learned something is that players would do anything for extra BP."

  • Seraphor
    Seraphor Member Posts: 9,429
    edited March 2021

    Great idea for a Hex perk. "Repair duration is increased by 4s for each totem. When this totem is cleansed it moves to another dull totem." As a bonus the killer gets a notification every time the Hex totem is cleansed.

    Another idea is to create a survivor version of 'bloodlust'.

    Reduce default gen speeds by a little, so lets say at default speed gens would take 100s. But have it so that if you're on the same gen for 30s speed increases, and then against after 60s, so that a whole gen done in one sitting would take about 80s. But if you disconnect from the gen and come back, you lose the 'bloodlust' and the total time it will take will be more, up to 100s. This would reward killers more for pressuring gens, and kind of act like a minor basekit Ruin or Thanatophobia.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,355

    Not really a good idea. This would basically reward the Killer for playing poorly and the Survivors for playing poorly as well (as you said). I dont think that a Killer who fails to apply pressure should get his hand hold. And Survivors who go down like flies should not get to speed up their Objective (aka the easy part of Survivor).

  • Seraphor
    Seraphor Member Posts: 9,429

    Hex: Arc Eye

    Generators require 4 additional seconds to repair for each unbroken totem on the map. When this active Hex is cleansed, it moves to a random dull totem. The survivor that cleanses this Hex suffers from Blindness for 20/25/30s.

    This makes default gen duration 100s for one survivor, up from 80s. That’s a +25% increase to gen repair times across the board until totems are cleansed. Basically a PGTW applied automatically to all gens, and is removed 1/5th at a time for each cleansed totem. Gets survivors cleansing totems early, but is not a wasted Hex when a single lit totem is cleansed unlike Ruin. In addition, a survivor who is using a map or Small Game, etc. can’t just systematically go around to every single totem on their own, due to the Blindness debuff. The task of cleansing has to be a group effort. It doesn't clash with things like PGTW like Ruin does either.

    Would suit some kind of mechanic killer, or welder, with a blowtorch perhaps...

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    True, but I meant this as a starting point to work on, it obviously would need further thought and refining. For example, as you say you don't want to reward failure. So perhaps a gen speed bonus for remaining survivors when team mates are sacrificed. There is no reward for failure here; the dead person is very much dead, but rather it would compensate the remaining members for a ######### team mate. It could even potentially make it more viable for a killer to perhaps slug a person on death hook rather than tunnel them straight out, etc (this is all conjecture of course).

    Killer side is of course harder to determine what is just unavoidable gen rushing due to large map, bad gen spread and low mobility, and as you say, a failure to apply pressure. Perhaps if a killer is doing well in chases and hooks, but gens are flying, they gain a boost to gen regression.

    This is just floating of ideas, of course. It may very well make things even worse. But its interesting to discuss ideas and get other peoples takes on things.

  • malloymk
    malloymk Member Posts: 1,555

    I've been saying this for years. Big map, slow down the gens a bit. No survivors on a hook. Slow down the gens a bit. 2 survivors dead. Speed up the remaining gens quite a bit. Of course the issue is that it would be pretty hard to balance, but you could always make adjustments if it gets to be too one-sided.

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    The problem with adding perks is that you're essentially creating a situation where you need this perk to win. There are certain situations, for both sides, where regardless of how well you play, a win is impossible. If you create a perk to counter that, everybody will either run this perk, or have to lose x amount of matches just because. Then we get an old ruin situation where said perk is nerfed because literally everybody runs it.

  • Seraphor
    Seraphor Member Posts: 9,429
    edited March 2021

    I don't agree with that mindset at all. Perks are a healthy way to encourage certain play styles.

    BBQ and Devour Hope, gets killers away from hooks.

    Borrowed Time encourages altruism without screwing over other survivors while discouraging tunnelling.

    Etc.

    This would encourage survivors to do totems, just like Ruin/NOED do, doing totems means they're not doing gens, decreases early game gen rush. But it would be less all-or-nothing like Ruin is for killers, getting you more mileage out of it, without it leading to potentially making gens impossible to complete like Ruin can potentially do if the Hex is too well hidden and the survivors 3 gen themselves.