We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

What do you think about more structures that change if a gen gets done?

Halloulle
Halloulle Member Posts: 1,354

You know how doors open on the game or on pale rose? How about this gets incorporated more on maps? I imagine this could be a great way to maybe not solve but really alleviate the "too many resources/too strong loops" issue. Depending on gens getting done some structures may get stronger, others may get weaker, so that there is an overall balance throughout the match.

It's just a random thought that popped into my head but I wondered if structures changing based on game progress would help with the map balance issue. And also spice things up a little.

Comments

  • Turretcube
    Turretcube Member Posts: 488

    Sadly these have been getting worked out lately, Grim pantry's double floor shack and Gas heaven now has 1 door open always making the mechanic sort of redundant, lery's doesn't change anything sadly if the generaotr is finsihed or not, Temple of Purgation, Dead Dawg and The Game have sort of the best use's of the mechanic, with Temple providing 1 really strong pallet, weakning the windows but providing direct pathing into the building for all sides. The game's harder to pin down, you get dead end's/zone's that turn around as more generators are completed. Dead dawg being more unique and sort of giving a quick exit upon doing the generator.

    It's an interesting mechanic that's mainly been survivor's do the generator and gain some more safety on the map. Would be cool to see an opposite version where doing a certain generator make's the area less safe.

    The issue with these however is what your giving to what extent, it's really been limited to a single generator affecting 1 small area. Usually adding an exit to the nearby deadend area. (purgation being unique as it add's a single pallet). Odd's are adding more would hurt game balance and make it harder to achieve. It would be alot better if map balance was just nailed in the general design of the map's itself instead of adding additional mechanic's to band-aid fix it.