http://dbd.game/killswitch
BHVR, please, revisit gen times
Not to increase them, but ever since the changes, 90 seconds simply is too much for a solo gen(read, done fully alone, no other gens being worked on), and it doesnt solve issues with SWF. So I urge you to reduce it back to 80 seconds and instead implement this rule:
For each additional generator(more than 1) being worked on, decrease charges per second by 0.1 for all survivors on gens. This should additively stack with the charges per second decrease that survivors get for working on the same generator.
Just as a mathematical proof:
back with 80 second gens, you could finish up to 4 gens in only 80 seconds, 2 people on 1 gen would take 47 seconds, 3 people on 1 gen would take 38 seconds and 4 people on 1 gen would take 36 seconds
Right now with 90 second gens, you can finish up to 4 generators in only 90 seconds, 2 people on 1 gen takes 53 seconds, 3 people on 1 gen takes 43 seconds and 4 people on 1 gen takes 41 seconds.
So, why turn it back to 80 seconds and increase a 10% penalty per extra gen? Well:
1 generator would take 80 seconds, 2 generators being worked on at the same time takes 89 seconds(oh, look at that, pretty much the same amount of time as right now), 3 generators being worked on at the same time takes 100 seconds. And 4 generators being worked on the same time takes a whopping 114 seconds.
1 person working on a solo generator, while 2 people work on another gen, leads to 89 seconds for the solo gen to be popped, and the duo gen to 53 seconds(oh look, the same amount as right now).
As you can see, this incentivises survivors, and especially SWF with comms, to only work on 2 generators at the same time, since working on 3 gens at the same time would simply take too long to finish the gens. A killer would have time to finish a chase, stop 1 gen from being popped and if they are solo, you can just dedicate to the chase, knowing that only 1 generator is being worked on if they are going for the unhook.
Survivors now have access to see that more than 1 generator is being worked on, so they can join them, or aid their other teammate instead, or decide to sit on the 3rd gen if they truly believe another generator would pop with the added decrease in time before the killer gets there to chase them off.
Now, as a result, this would fit with another idea, where gen regression perks work similar to exhaustion perks(aka, a shared cooldown), which makes the current boring meta a lot more fun to deal with, makes generator slowdown a bit more viable, but not viable enough to make the game boring and it makes generator blocking hugely viable over all other strategies. It also leaves room to punish killers for tunneling while leaving plenty of other options to still get kills roughly midway through the game. It makes 3-gens easier to defeat, sure, but since a kill midway without needing to tunnel would also be more common, it means that the remaining 3 survivors have more hooks on average and thus it being easier for the killer to trade off that final gen for a 2nd kill, and then getting the 3rd kill in the endgame.
It would create a minor issue with Gift of Pain being 16%, but change that number to 12%, and mathematically you'd have similar results, except when 1 gen is being done solo.
Comments
-
Interesting idea. Well thought through but I'm not sure how it would hold up in a 3-4 gen situation. Often enough in order to break these the survivors need to split up on gens and go at all of them at once. The reduced gen speeds might make that even harder than it is now.
I could be wrong though. Would definitely be interesting to see how it feels.
0 -
It's too complicated
0 -
tl;dr. Gens times are perfectly fine the way they currently are.
1 -
The first Gen doesn't matter... as soon as players understand that the better off we'll be
0