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Gens rebalance idea
Probably not the first person to suggest this, but here's my idea for gens rebalancing:
- Gens take 70 seconds to repair (down from the current 90)
- Survivors now have to find a core/fuse/whathaveyou for each gen before they can start repairing it. These spawn randomly around the map in chests and count as special items when held. Installing them on a gen instantly starts the repair option and consumes the item.
- Up the number of chests in trials by 7 as there needs to be one per generator.
That's really it lol
This should make it so trials last pretty much the same amount of this that they do now but shaving 20 seconds off of gen repair could make the survivor experience much less tedious and also facilitate finding survivors for killers as they will be moving around the map much more.
Comments
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I would probably give a more better version of it....
Generator by default would take 120 seconds or two minutes, and Survivor will be giving a aura reading of a generator part to go look for at designated locations like Killer Shack, Basement, etc. and find a Generator part to go fetch for and bring it back to the generator they are working on. Each Genators parts (it counts as a special item, and take on appearance of anything that is part of the generator), can allow you to shave off 10 seconds permanent to a maximum of 5or a full minute of a generator repair time. It would be time inducing to go out of your way to explore the map, and seek generator parts; but if you can work with your 4v1; you can easily collect and gather all the parts to a specific Genator and knock off a nearly full minute and make the generator take a permanent 70 seconds to fix up, without killer regression perks to be a problem, as the generator parts cannot be taken away. It would help in the early game and late game for 3 gen situation, except if the Survivors ignore generator parts and waste so much time repair one generator for 2 minutes each.
As for what killer could do, they can not only have plenty of time to seek different survivor but get rewarded for each survivor they hook that is different and for first time. To help combat tunneling, Killer will get a reward incentive to get a different unique survivor and get the ability to damage a generator with a generator part and take away one per unique hook survivor up to a maximum of 8 hooks. Tunneling the same Survivor, will not grant ability but instead; will Buff the Survivors with a temporary increase generator repair speed for a teammate that is going closer to death when the game detected the same survivor is hooked twice in a row. Of course, the rule is ignored when the killer has achieved hook all 4 survivors and he can hook another 4 survivor again.
Basically a basekit slowdown built into every killers, but it gives Survivors the opportunity to make generator be done faster without any perks involved. Involved alot of map exploring and gathering generator parts to specific Generators, to reduce the significance long generator down to a minute long.
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Yeah I agree with the general idea of Survivors being given more tasks. So it creates more moments for chase
BUT an implementation of survivors having to do more things. How are the devs supposed to communicate it to the survivor players. Maybe a tutorial or a HUD icon idk
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