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HOW TO FIX THE FUNDAMENTAL PROBLEM WITH DBD

Let's face it, DBD is better than it has ever been. The devs have been doing a fantastic job. The new killer and map are superb (that map is beautiful) and the many balance changes have been excellent.

But the underlying problem with DBD is the speed of the matches. The gens can be finished and exits opened so fast that there isn't much time to employ many tactics that would otherwise be relevant, as well as the perks attached to those tactics.

This has been a longstanding problem but nobody is enthused about seeing more time added to generator repair. As I was discussing this elsewhere I came up with what might be a great solution:

The exit gates need to have fuses installed before they can be started. Every match has three fuses on the map. Perhaps three fuses boxes in random places. Only two of these are needed. Each gate requires one fuse, which must be taken to the gate and a simple interaction performed. There shouldn't be much time necessary to install it, the time spent finding and bringing the fuses to the exits is the thing. When a fuse has been installed there is a notification to all players that the exit is ready. That exit can now go through the usual process when the gens are complete. If all gens have been completed but an exit has not been prepared with a fuse, a fuse must be found for that exit and installed first. Installing the fuse creates the notification that will alert the killer at that exit.

This may be a great solution because even though the fuses can be easy to find and install, it will take a little time to complete. It is also two notifications for the killer to act on during the match that will occasionally result in a survivor being found and downed. Also, if the generators go really fast both exits may not be prepared yet. That is another advantage to the killer, who will now receive a notification before any exit can be opened. If only one exit has been prepared the killer can focus on that exit, knowing he will receive a notification on the other exit once that exit receives a fuse. So the incentive is there for the survivors to address the fuse issue before they finish gens.

So what do you all think of this? Add fuse boxes to each match?

Comments

  • Kilmeran
    Kilmeran Member Posts: 3,142
    edited October 2018

    Really depends on how long it would make a match. While I don't enjoy a 5-minute match, I also don't want a 20+ minute match. It's just a personal preference. It's why I loved the 10 minute or so matches in Overwatch, but hated the upwards of 20-25 minute matches of Heroes of the Storm. And I refused to touch the sometimes 40 minute matches of games like League.

    If we can find a sweet spot of 10-15 minutes, then I'm all for it. Longer than that, especially since BP categories can be maxed out within that time and then it's just a waste of time vs reward, and I'd pass.

    Don't get me wrong. I like to just "play." And when a game simply offers XP that leads to a free lootbox per level gained like in Overwatch, that's fine. But when I need to grind these BPs as a new player just to level a ######### load of characters for these asinine teachable meta-parks, then having a match too long, and the BP reward stopping because I've maxed what I can earn that match, then I'm done with the match.

  • Visionmaker
    Visionmaker Member Posts: 2,051
    edited October 2018

    @Kilmeran said:
    Really depends on how long it would make a match. While I don't enjoy a 5-minute match, I also don't want a 20+ minute match. It's just a personal preference. It's why I loved the 10 minute or so matches in Overwatch, but hated the upwards of 20-25 minute matches of Heroes of the Storm. And I refused to touch the sometimes 40 minute matches of games like League.

    If we can find a sweet spot of 10-15 matches, then I'm all for it. Longer than that, especially since BP categories can be maxed out within that time and then it's just a waste of time vs reward, and I'd pass.

    Don't get me wrong. I like to just "play." And when a game simply offers XP that leads to a free lootbox per level gained like in Overwatch, that's fine. But when I need to grind these BPs as a new player just to level a ######### load of character for these asinine teachable meta-parks, then having a match too long, and the BP reward stopping because I've maxed what I can earn that match, then I'm done with the match.

    Back when Control Point had up to 5 rounds on OW competitive mode, it was absolutely cancerous to play.

  • Kilmeran
    Kilmeran Member Posts: 3,142

    @Visionmaker said: Back when Control Point had up to 5 rounds on OW competitive mode, it was absolutely cancerous to play.

    That was actually one of the reasons I stopped competitive back then. The matches were just too goddamn long for me. And for what? Points toward a golden gun that anyone could earn simply by spending enough time in Competitive?

    You know, kind of like achieving Rank 1 here. Just play enough.