Make gens take 120 seconds solo
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Fair, but things being faster with more people co-operating should be part of the risk/reward balance.
Then each early killed Survivor always counts as an additional teammate on the gen. Easy solution, and it helps punish early kills.
The current gen efficiencies are 1/.85/.7/.55, this could be swapped to .85/1/1.1/1.25 and keep duo-ing gens just as effective. That would make solo gens take ~105s with our current 90s gens, and duo gens at 45s.
The gen getting done is more often slower except in those 3 gen final gen instances. The basekit time is 90s/~53s/~43s/~41s. The reason so many Killers feel so pressured is when 3 gens pop after their first chase. This would help gradually end the match rather than progress in bursts. Also nothing would stop the Killer from running Discordance. Finally if people are grouping on gens you get far more pressure when you disrupt them. You get massive value disrupting minimum 2 people for the price of moving to one area.
Slowdown already is meta so that part would change nothing. Also the Killer would have to still commit Discordance to their build limiting slowdows to 3 instead of the 4 all too common now.
Can't tell if joking or serious. That was the logic for the 80->90s gen change and anecdotally I have more Killers camping, tunneling, and stacking slowdown perks now (albeit different slowdowns than before). It would however punish camping since the more people the faster the gens get done, and Deadlock wouldn't block people from doing the most efficient play.
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I get where you are coming from but who'd want to play that kind of game... maybe some Killers but Survivors don't want to sit on Gens any longer then what we have now...
Also you did just explain the base game but what about all of the Gen perks???
Why not just remove the great skillcheck zones for like 3-5 skillchecks and see how that goes (doing that would reward those that do work on Gens... and get everyone to do something on Gens in order to get the great skillchecks
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Survivor's new optimal play would be grouping up, as it is more effective now with the added risk of 2 people being disrupted. I feel like that would be a net positive change.
I did a workup of this idea (different, but in concept the same), and I adjusted a good number of Gen Perks accordingly. If you want to see the details you can check out "DBD Problems and Potential Fixes 1/10 Splitting Up". It was a series of changes to effectively remove camping, tunneling, early kills, solo-ing 3 different gens, and basically punishing all unenjoyable gameplay and rewarding fun gameplay, with even additional sources of greedy BP gains. Killers also gain a basekit Mori if all Survivors are on Death Hook (with bonus BP for Sacrifice), and Survivors can get bonus BP for "100% ing" the map, and not only doing gens.
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Fair enough...
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Oh Every Killer plays like that because you have played against every person who has ever played killer.Or maybe like I said before survivors definition of tunneling and camping are so broad that everything is considered camping and tunneling.
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See you just proved my point!Every post gets turned into a camping and tunneling post.
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Ah, you're a troll. Never mind then.
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No I’m not a troll,I am to the point where reading the forum is a waste of time because that’s all that’s talked about.And you resorting to name calling and leaving conversation me as ms you have no counter to what I’m saying.
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'Troll' is the nice word.
Unless you want to argue you're dumb enough to not understand that killer tactics should be discussed when talking about changes that relate to those tactics.
So I'm just going to assume you're trolling, and not an idiot.
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I understand the post just fine.There are a myriad of thing that should have been addressed besides camping and tunneling.How about map sizes,gens that spawn too close together (why three gemming is so common)?Survivor add ons that make gens go in under 50 seconds by a solo survivor?Kuller hit boxes so big we get hung up on everything or hit by pallets we aren’t even close too?All those are valid topics for this post,camping and tunneling isn’t even in the top ten of things that could be discussed here.That’s all survivors can bring up though and the broad interpretation of the two makes it meaningless.
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What's the topic title, dear?
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Gens at 120 seconds and I’m not you dear!All the things I mentioned have direct impact on gen speed.
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When all the survivors start right on top of a gen,unless your a highly mobile killer you can pretty much hang it up.Gen speed.When the map is so big it takes the killer 20 seconds to get across and start a chase.Gen speed.When killers get stuck in the smallest of objects and the chase is extended.Gen speed.Gens popping under fifty seconds.Gen speed.Toolboxes that are op.Gen speed.Niw what’s the topic again?
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Yes, gens going for 120 seconds solo.
So we're not talking about map sizes, gens spawning too close together, survivor add-ons or killer hitboxes.
We're talking about 120 seconds gens.
And the impact that would have on the game.
Including on camping and tunneling.
YOU are the one derailing the conversation, bud.
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It all has to do with gen speeds more than camping and tunneling.If you can’t see that it’s hopeless.I f half a gen is fine before a killer can get into a chase,is that not a gen speed issue?!if a killer gets hung up and the chase is extended and the other survivors have les pressure,is that not a gen speed issue?!When the gens are so close that the survivors can bounce from one to another in just a couple of seconds do they are getting two done extremely fast,is that not a gen speed issue?!Gens going in under z50 seconds,is that not a gen speed issue?!Your just being obtuse!
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Camping is when killer stops patroling gens after unhook and never goes further away then 20m for gen - so trying to get chase by staying at survivor instead of finding one.
Tunneling is when killer goes for unhook and ignores everyone else. If I block his path, he smacks me once so that I loose collision and acts as if I don't exist any more.
There is no camp or tunnel at endgame, because killer has no other objective then securing a kill.
Under these conditions - on monday 100% of games were camp or tunnel or both. On tuesday two thirds of games. Today all of them. Altogether about 17/20 (most of them soloQ) games were tunnel or camp. 61% killrate, patch 6.1 buffing all the killers, but they need to camp/tunnel even more then before this patch...
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What if the survivor is just waiting to pounce the hook save right in front of the killer as soon as he hooks?Should killer have to run away?If survivor just of the hook wants to body block with bt and killer hits them twice is that tunneling?If survivors are just lurking around hook Ian’s killer chases them is that camping?I really want to play by survivors rule book for killers do explain those to me please.
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No. I never do that. My teammates most of the time don't do that. My SWF if I play with then definitely don't do that. Pre-patch that would be called farming. Post patch people don't do that if not totally necessary, because it allows easier tunneling.
If your survivors do that, you are in low elo.
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That doesn’t answer my questions though,are those camping and tunneling situations?Sincerely though ty for not being rude in reply.I might be opinionated but I try to be civil and not name calling or be rude.
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You are referring to my statement "every killer plays like that". It was obviously embellishment. I did not presume you would take it literally. As I provided my stats for last 3
gamesdays, there were 3 killers that did not camp or tunnel. I don't camp or tunnel when playing killer (but everything goes at endgame). But other 17 did at least one of those 2. (and again - my numbers might not be precise - I didn't really count them and wrote them down. Camping/tunneling is so prevalent, that I see no reason to keep exact statistics about it - I just note that I had 0 games without camping or tunneling on monday and today.It came so far, the reinsurance - perk that does absolutely nothing (apart taking an extra perk slot+giving you possibility to play 3v1 instead of 4v1 for limited time) against killers that don't camp or tunnel - and is kind-of hard to execute especially in soloQ has stronger place in my build then any exhaustion perk. Because there is higher possibility of me using that perk, then using exhaustion (because e.g. fearmonger and because balanced landing can't be used in shelter woods - not counting basement steps).
Post edited by Gandor on0 -
120 seconds it is an enourmous amount of time. Just to increase 10 seconds they had a huge amount of complain... 30 seconds the people will quit the game in mass.
I agree that generally cohoperation is the best way to complete a task like repairing a machine, but this idea will make the group 100% DEAD if they lose one surv making tunneling even more strong.
RN if you are 3 against the killer you can manage to complete the last gen, if the last gen is 120 seconds this will be impossible.
Also 3-gen scenario will became even more difficult to solve. I mean, if you want to do something like this you need to make another different game i think, it is a modification too deep.
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No, you are stubbornly trying to change the subject.
The only way to deal with a killer camping or tunneling is to do gens as fast as possible. Increasing gen time is therefor a direct buff to these tactics.
Stop whinging about people talking about camping and tunneling. It's a lynchpin problem in almost all balance issues, and YOU will have to live with that fact.
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