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Solution to gen speed and tunneling in one idea.

DyingWish92
DyingWish92 Member Posts: 794
edited June 2022 in Feedback and Suggestions

All survivors are alive. A gen takes somewhere between 100-120 seconds to complete solo. Increased from the 80.

Now listen. For each survivor that dies to the entity survivors get a big speed increase on the gens. Somewhere between 35-50% perhaps.

What this does is allow the killer to go for multiple chases in the beginning of the game without losing 3 gens in the first chase. It punishes the killer hard for tunneling someone out of the game to as the 3 survivors left get a big speed increase on the gens. It also allows the survivors to still have a chance when it's a 3 v 1. It gets rid of lots of landslide/stomp potential on both sides.

Of course I'm not 100% sure on the numbers of the speed buff and debuff at the gens but something like this would be great I feel. Getting a 4 man escape would probably be very difficult but not impossibe.

Something like this would be implemented with the perk reworks. So gen slow down perks reworked so the killer can't make it like a literal eternity to finish a gen because they brought pop, pain res, Ruin and so forth. We assume those perks will be reworked.

Gen speed is a big problem, tunneling is a big problem. Do something that helps with both in one base game change. I understand lots of people don't like the idea of making gens take longer something has to be done about it. To many games end in 5-7 minutes because the killer has a first chase that lasts a little to long.

Post edited by Rizzo on

Comments

  • legacycolt
    legacycolt Member Posts: 1,684

    Nah I’d rather have survivors getting tunneled tbh. The biggest problem I have in solo q is survivors making stupid decisions. There’s no way to change peoples brains.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I have this one.

    Gates require an A number of Gen complete to powered

    A = number of Survivors still alive +2

    Which mean, 4 survivors alive requires 6 Gen complete to power Gates. If 1 survivor die at 5 Gen done, Gates powered instantly without the 6th Gen completed. This may solve both Gen rush & tunneling.

    2 survivors alive requires only 4 Gen. This may solve the problem where there are 2-3 Gen left and 2 survivors, make its impossible for survivors to make any comeback. Cause 2 survivors hide for 30min.

  • Swampoffering
    Swampoffering Member Posts: 384

    But.... I like tunneling and collect salt at the endgame chat 🥺

  • Metronix
    Metronix Member Posts: 226

    Like straight up "I'll hunt one single player right from the start and ignore every other survivor on purpose until he/she/it is dead, then onto the next one"?

  • Seraphor
    Seraphor Member Posts: 9,429

    And you'd still be free to do that, but it would mean the players who don't want to tunnel, wouldn't feel like they had to to stand a chance.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    This doesn't seem like a bad idea

  • Deathstroke
    Deathstroke Member Posts: 3,522

    No gen speed slow down they are already so slow so who want's to fix gen 120s? Survivors should have secondary objectives like finding part for gen and killer could also try to stop that preventing gen from being completed. Artist perks which block all gens should be buffed and be 2 time use.

  • jmoyano92
    jmoyano92 Member Posts: 82

    It's a good idea. I suggested the same thing not long ago.

    More survivors alive = gens take longer to complete.

    Less survivors alive = gens take less time to complete.

    This way the game would be more balanced and both hard tunneling & gen rush could be less impactful.

    Besides if you have 1dc at the start of the match this could help the remaining survivors a lot if they are somewhat decent.

  • Leatherface1990
    Leatherface1990 Member Posts: 718
    edited June 2022

    And make great skill checks bigger after survivor(s) dies? There's no motivation to win when the killer just downs 1st survivor and camps him out 20 seconds so they kill themselves or DC on a large or bad-designed map. All hooks need to be out in the open no more corner camping hooks that are as bad as the basement in terms of getting a save and just trading because game designers are dumb.

  • dugman
    dugman Member Posts: 9,713

    Gen speed isn’t actually as big a problem as some people think. The median kill rates are in the desired 1-3 range. The devs want the game balanced around 4 kills being the exception, not the rule, and that means the gates are supposed to be open most of the time when the survivors play well.

    The only issue right now is that the killer meta seems to “require” running some sort of slowdown perk to stay in that 1-3 range. Ideally you’d want the killer to be able to use or not use slowdown perks and still be in that same range assuming they play equally well. And odds are pretty good that on the perk update the devs are noticing the popularity and effectiveness of slowdown perks and might be looking at, for example, slowing gens down a bit across the board so all loadouts benefit but nerfing the actual slowdown perks so slowdown heavy builds don’t become more powerful than they already are. Something like that would hopefully keep kill rates where they are overall but allow for more flexibility in what killers feel comfortable using.

  • nanasi_K9
    nanasi_K9 Member Posts: 501

    Doesn't seem like a very good idea...


    I don't think it's a good idea to change the gen speed depending on the number of players, survivors are not balanced in terms of PS within the team, and killers don't seem to be balanced in terms of matching.

    Especially, it could create a trend where the survivor who is caught is obligated to be sacrificed, and if that happens, SBMM will no longer function. (I don't know if the secrecy system still works today...)


    The type of delay perk that would be reduced by a percentage would become evil.

    This is great as a killer main, but becomes a big problem when playing as a survivor. Especially solo Q.


    My ideas are as follows.

    ・Make collapsing the collapsing the default system.

    ∙ Reduce palette and window generation from what it is now.

    ・Restore the scratch to what it used to be fresh.

    ・Make loops harder.

    ・Better visibility (viewing angle, brightness, etc.) for the killer.

    ・Rethink the map generation system. What is the reason for the silent nerf to the number and spacing of hooks?

    ・Review the wriggle system (why doesn't the gauge of abandoned survivors decrease? Why is it possible to get out faster than before?)

  • Neamy
    Neamy Member Posts: 359

    I’d say the more survivors escape the better the blood point gain, since it seems survivors get less than killers on average.

  • RisingTron
    RisingTron Member Posts: 508

    I can't wait to sit on a gen for 2 minutes straight....and then the killer stacks every gen speed perk known to man.

  • Metronix
    Metronix Member Posts: 226

    Mhhhhh, nah that goes against my feeling of sportsmanship. Do you play both sides or only killer?

  • HauntedKnight
    HauntedKnight Member Posts: 388
    edited June 2022

    Survivors not spawning all separately with gens a few steps away would be a good start. Killers have to find their objective at the start of the match, survivors should have the same task.

    With how most games play out now people need to either accept that gens need to be slowed down OR that you have to buff killers (the weaker killers I mean, not nurse etc) in the chase. Whether that’s through actual buffs to the killers themselves or a reduction in loops/pallets etc. But the game can’t carry on as it is.

    I’m actually worried this initial perk rework that’s coming up will make the game horrible to play from a killer perspective if the slowdown perks are weakened without the base gameplay being altered enough to compensate. Hopefully though if slowdown perks are nerfed some good data will come of it for the future of the game.

  • FlameLickVA
    FlameLickVA Member Posts: 158

    Great idea, I like it, rewards the killer for spacing out chases, and makes the match not over in an instant if the spawns are bad.



    Some few yikes comments here tho

  • Sylhiri
    Sylhiri Member Posts: 178

    Regarding hooks, you can make it so hooks debuff non-hooked survivor gen speeds until the player is off the hook. Dying state does not effect gen speeds at all and hooked players function like PH cages to reduce camping.

  • Swampoffering
    Swampoffering Member Posts: 384

    Both sides, but I don´t like easy mode so I play like 20% survivor 80% killer. Is not the same tunnel gens than survis, gens can´t be salty at egc

  • foxsansbox
    foxsansbox Member Posts: 2,209

    The solution to making Gens take longer CANNOT be that gens simply require more time to complete. It will never fly. Punishing survivors like that would be a disaster and everyone knows it, so it needs to come out of these once-a-day threads.

  • Metronix
    Metronix Member Posts: 226

    Thanks for responding, that was everything I needed to know.

  • versacefeng
    versacefeng Member Posts: 1,227

    You think that 2 survivors are capable of doing 4 gens alone?

  • DyingWish92
    DyingWish92 Member Posts: 794
  • DyingWish92
    DyingWish92 Member Posts: 794

    Did you read my whole post??? When someone dies they get a big speed boost to the gens. How is this punishing survivors? It evens out and allows the killer to go for more chases with less tunneling and camping.

  • DyingWish92
    DyingWish92 Member Posts: 794

    It's a great idea and would immediately make the game a lot more fun. But no one wants gens to take longer because survivors want to hold m1 for 5 minutes and leave with no meaningful interaction with the killer.

  • foxsansbox
    foxsansbox Member Posts: 2,209

    I did read the whole post. It's not about punishing survivors. It's about taking TOO long. No one wants to sit and play gen simulator. Any game where the majority of the interaction is waiting is bad design.

    There are also several other design flaws with your suggestion, but none of them matter more than waiting = bad.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 942

    These kind of changes will punish solo Q as always, some players aren't doing gens at all they just play for fun, do challenges, search totems for 5+ minutes, taunt killers...you can't slowdown gens that much

    Something simple against tunneling : give us BT basekit and maybe kindred so we can play more fun builds with our perk slots.

    For gen speed I have no idea, maybe slow them at 2 gens left

  • Dream_Whisper
    Dream_Whisper Member Posts: 753

    If only they Rework Matchmaking system to reward Interaction with the killer, as well as Hooks; instead of the vague win conditions of Kills and Escapes; this would be much better.

    The game should factor in the amount of chases you engage in, the amount of hooks, and bonus for deaths for killer. For Survivor, it should do more then just factor in how they escape; it should analyze the Survivor's performance in the match; did they help fix the gens, did they keep the killer busy while the team does gens, did the Survivor even bother interacting with the killer instead of hiding in a bush or locker the whole time; and managed to escape while their hard working teammates dies as a result. It should measure and a factor all fo these, so that Survivors and killers whom play their hardest do not get stomped; while weakest will pair with players to their similar skill level

  • Swampoffering
    Swampoffering Member Posts: 384


    If you think because if play more killer than surv I dont know how hard is to get tunneled, you are wrong xD I have close to 5k hours played ( 193 days in hours played according to my Xbox Profile stats) and I suffered it but I do not rage about it, because is necessary and it is fun to do, cuz people get mad about their lack of skill and blame killers for it.

  • C3Tooth
    C3Tooth Member Posts: 8,266
  • Libervita
    Libervita Member Posts: 248

    I think this is a good idea.

    But testing may be required.

    These mechanics may also extend additional tactics.