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90 second gens, but not in a way that rewards camping

Nos37
Nos37 Member Posts: 4,142
edited July 2022 in Feedback and Suggestions

90 seconds to repair a gen was warranted, but it also made camping and tunneling stronger (this has been said 100x over already).

A better approach might be to make gens 12.5% slower while the killer is in chase, and 12.5% faster if the killer is camping the hook. (Same rules as the "Hook Proximity" emblem penalty: t seconds after hooking, if the killer is within x meters of the hook and no other survivors are.)

  • This means 90 second gens for the killer IF they are in long chases.
    • If they're getting quick downs then they won't be getting the bonus constantly; only in drawn out chases.
    • If they're losing survivors, this motivates them to quickly find and resume the chase or move on and patrol other gens.
  • This means 70 second gens if the killer is camping.
  • This also means that neither side gets penalized if survivor(s) try to loop the killer at the camping threshold to force the camp to exploit the speed boost (the boosts cancel each other out).
    • The killer can commit to the chase and slow gens down.
    • The survivor can leave or trade hooks and speed gens up.

Am I missing something??

Post edited by Nos37 on

Comments

  • Viskod
    Viskod Member Posts: 854

    What is Gen Rushing? Survivors are supposed to do Generators.

    If you as the killer, don't force a survivor to leave a Generator, and they finish that Generator, and you don't make yourself a threat to them by the time they find the next Generator, then why should they not start repairing that next Generator?

    What arbitrary actions are survivors supposed to go out of their way to do, in between generators, so you don't think they are "Gen Rushing" ?

  • Nos37
    Nos37 Member Posts: 4,142
    edited July 2022

    They bumped the gen time from 80 seconds to 90 seconds for a reason. Call it whatever you want.

  • Viskod
    Viskod Member Posts: 854

    So you don't have an actual answer then.

    Like if a survivor finishes a generator and sees another generator, why should they not immediately start working on that second generator?

    What should a survivor do between generators so you don't consider it "rushing".

  • Nos37
    Nos37 Member Posts: 4,142

    Fine. The issue isn't "gen rushing." It's long chases and bad map design not giving the killer enough time.

    Changed the title.

    No need to nit-pick when the issue is bigger than bad word choice on my part.

  • Libervita
    Libervita Member Posts: 248

    I agree.

    And have to make camping a killer thing to avoid.

    It becomes a situation where the killer will lose any advantage if camping happens.

    And make camping less of a way to sacrifice survivors.

    Such as survivors who died while camping.

    Can continue to help teammates on the field.

    For example, increasing the speed of generator repairs, or directly drastically reducing the number of generators that need to be repaired.

    If the killer wants to really knock out that survivor, don't camping and tunnel.

  • rororoxor
    rororoxor Member Posts: 182

    This hurts stealth killers who generally spend less time chasing

  • BubbleBuster
    BubbleBuster Member Posts: 387
  • Nos37
    Nos37 Member Posts: 4,142
    • The time that Myers and Ghostface are spending outside of chase is to set up a 1-shot. They don't need the oppressive gen times if they're getting the 1-shots. If the survivor tries to outlast the exposed effect by looping, then these killers get value from the chase slowdown.
    • Wraith, and Onryo to a degree, are fast enough to navigate around the map and quickly get into a chase. Once in chase, the slowdown kicks in.
    • Pig has built-in slowdown with the Reverse Bear Traps; it doesn't need to stack and be oppressive.
  • DAMNFASTDEAD
    DAMNFASTDEAD Member Posts: 254

    I never will solo do a gen again.

    90 seconds is boring and way too risky.