http://dbd.game/killswitch
A system to counter gen rushing
This might sound harsh, but how about this
If the survivors do 3 gens before either let's say 5 mins mark or the killer not having a single hook or down
all gens get locked for 3 mins until the killer gets at least 2 hooks or downs, just so they actually get a chance
of course if the killer already has a down this mechanic is rendered useless
But i wanna hear everyone opinion on this, since this is the main problem of dbd atm
Comments
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Wouldn't people just hide in lockers if the lockdown happens?
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I was thinking of making the skillchecks the same as Autodidact
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Just Corrupt Intervention basekit for Trapper and Myers xD
Cuz genrushing is just another way to say bad gen pressure.
But with those 2 killers the early game is just extremely bad cuz they need to build their power.
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Survivor spawns are the main problem. Most of the time they start the match split up for some reason, hence why gens get down quicker then intended. Also this lockdown solution is terrible because sometimes there will be killers who are hellbent to chasing this one survivor for 5 gens and the rest of the survivors are getting punished for that? It sucks losing gens fast, but you should not be given a passive ability just to have a chance to get hooks, 3 mins is a very long time in dbd, and it would just be miserable for the survivors, and it would not help baby killers learn from the game if they're offered free help with no way of earning it. If you want to block all the gens from being worked on, use Grimm Embrace.
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Sorry, but we’re not just shutting down the survivors’ primary objective because they’re doing it too well. A generator takes a 80 seconds for one survivor to do; why should it take at least five minutes for survivors to finish repairing three?
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You could facecamp someone to death in 3 min, with no possibility to advance survivors' objective. Rubberband balancing is never a good idea in pvp games, as it makes players' actions feel inconsequential.
This is an issue that should be solved at matchmaking level, or by balancing other aspects.
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You have a solution to counter gen rush. There are a myriad of slowdown perks take your pick. Google some good combos and builds.
That's not to say there isn't an early game issue with survivor objective. The average game is 2-3 gens done for 1 hook, a lot of killers can come back from that, but a lot can't, the latter feels more common.
Makes every game feel like a time pressure cooker on the killer end, which is wrong given the theme of the game survivors should feel pressured to escape rather than killers pressured to catch them before they do.
Its almost like the entity isn't there to torture the survivors but rather test the killers, which feels kinda off theme wise.
Blocking gens for 3 mins for no reason though is not a solution.
I'd like to see mechanics that force more survivor cooperation, requiring two people to start repairing a gen etc, there is to much 1 man army, super hero, solo player can do it all lately. Survivor is meant to be a team game.
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Remove the giant lights indicator on top of gens so they will be sightly harder to find and maybe add some non functional gens to the mix as a decoy.
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That sounds like a considerably bad idea.
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Would you apply this system if the killer is dominating a match. If the killer has x amount of downs before a single gen is done will killers be unable to put survivors into the dying state for 3 minutes?
What would stop killers from abusing this by putting survivors into the dying state for 5 minutes to get the 3 minute reward.
This system punishes players for playing the game well... so I suppose the optimal way is for survivors to play poorly.
If survivors cannot do generators for 3 minutes what are they doing during that time? Hiding I guess.
So at high rank DBD, gen speeds are super important. Have you ever played against a high MMR killer with an optimal build with proper skill. This would tip the very thin balance at high MMR severely in the advantage of killers.
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