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Good Way to Slow Gens Down.

This is something I thought of, instead of just adding more time on gens to slow games down, how about we do this? Have it where the toolbox repair speed buffs are nerfed a bit, along with base repair speed...but heres the additions to counteract this, secondary objectives during the match in the form of required parts that you need in order to start repairing the gens, so you have to track these parts down and put them in a gen to get to repairing, you also can inter change parts for different gens (not sure if these parts would give repair speed buffs or not,) but here's the kicker, the gens will be sped up a little, maybe have 5 seconds shaved off, and buff the killer break speed to where it will removed 5 percent if you kick a gen with a slightly faster regression rate. Also for people who don't know, it takes literally 320 seconds for an almost fully finished gen to regress fully when a killer breaks it.

Any thoughts?

Comments

  • Saint_Ukraine
    Saint_Ukraine Member Posts: 942
    edited November 2018

    I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:

    Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.

    There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.

  • TheMadDoctor
    TheMadDoctor Member Posts: 250

    @Saint_Ukraine said:
    I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:

    Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.

    There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.

    Yeah...also I was not talking about breaking the gens faster, I ment making the regression faster after you break it. Still, those items don't really add any complexity to the matches, the items and perks are just tools to use to use in situations that you choose to use, having the parts idea be part of the actual match by being objectives would realy be a better way to make gens a little more engaging then just, HOLDING A BUTTON DOWN FOR 80 SECONDS WITH QTES! Sorry meant for that to be a joke.

  • Saint_Ukraine
    Saint_Ukraine Member Posts: 942

    @TheMadDoctor said:

    @Saint_Ukraine said:
    I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:

    Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.

    There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.

    Yeah...also I was not talking about breaking the gens faster, I ment making the regression faster after you break it. Still, those items don't really add any complexity to the matches, the items and perks are just tools to use to use in situations that you choose to use, having the parts idea be part of the actual match by being objectives would realy be a better way to make gens a little more engaging then just, HOLDING A BUTTON DOWN FOR 80 SECONDS WITH QTES! Sorry meant for that to be a joke.

    I agree, they ought to at least make a new game mode. Generators are quite boring after a while. OG players must be bored out of their minds.

  • TheMadDoctor
    TheMadDoctor Member Posts: 250

    @TheMadDoctor said:

    @Saint_Ukraine said:
    I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:

    Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.

    There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.

    Yeah...also I was not talking about breaking the gens faster, I ment making the regression faster after you break it. Still, those items don't really add any complexity to the matches, the items and perks are just tools to use to use in situations that you choose to use, having the parts idea be part of the actual match by being objectives would realy be a better way to make gens a little more engaging then just, HOLDING A BUTTON DOWN FOR 80 SECONDS WITH QTES! Sorry meant for that to be a joke.

    I agree, they ought to at least make a new game mode. Generators are quite boring after a while. OG players must be bored out of their minds.

    Indeed a duo killer mode would be nice but honestly I'd rather them revamp base game objectives a bit..befooooooooooooore making a new mode.
  • Blueberry
    Blueberry Member Posts: 13,590

    It's pretty easy.

    Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.

    Boom.

  • FoggyDownpour
    FoggyDownpour Member Posts: 288
    Blueberry said:

    It's pretty easy.

    Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.

    Boom.

    How is a radiant fetch quest going to solve radiant quest? I don't think adding more steps to the gens is the way to go about making the game more interesting. Adding an alternative goal or generally something like that is a better option than adding walking back and forth
  • Blueberry
    Blueberry Member Posts: 13,590

    @FoggyDownpour said:
    Blueberry said:

    It's pretty easy.

    Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.

    Boom.

    How is a radiant fetch quest going to solve radiant quest? I don't think adding more steps to the gens is the way to go about making the game more interesting. Adding an alternative goal or generally something like that is a better option than adding walking back and forth

    The point is to add more steps to slow things down without just adding time to gens. An alternate goal doesn't add time, it simply gives a different option. Options are nice, but time is the issue.

  • Master
    Master Member Posts: 10,200

    @FoggyDownpour said:
    Blueberry said:

    It's pretty easy.

    Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.

    Boom.

    How is a radiant fetch quest going to solve radiant quest? I don't think adding more steps to the gens is the way to go about making the game more interesting. Adding an alternative goal or generally something like that is a better option than adding walking back and forth

    Its definitely more interesting than just increasing the gentime. I already hold M1 for more than half of the match currently, such amazing gameplay....

  • TheMadDoctor
    TheMadDoctor Member Posts: 250
    Blueberry said:

    @FoggyDownpour said:
    Blueberry said:

    It's pretty easy.

    Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.

    Boom.

    How is a radiant fetch quest going to solve radiant quest? I don't think adding more steps to the gens is the way to go about making the game more interesting. Adding an alternative goal or generally something like that is a better option than adding walking back and forth

    The point is to add more steps to slow things down without just adding time to gens. An alternate goal doesn't add time, it simply gives a different option. Options are nice, but time is the issue.

    The idea is to make the parts necessary but the benefits depend on the part, the idea I was going for was to make a nerf for gens that's more of a rework with parts being needed as a secondary objective, with some repair speed nerfs with maybe a couple buffs like slight maximum charges for gens reduced slightly. Still with the changes, like the healing changes, it would give a better amount of time for killers by making something a little less "awesome".