http://dbd.game/killswitch
Why is making a generator alone better than making a generator together?
having a progression penalty when you're making generators in pairs or trios doesn´t makes sense to me, because if the killer finds you, 2 people will stop making generators, and this also makes survivors more selfish (due to the fact that working together be a penalty), survivors needs to be encouraged to work together
In my opinion, if there are 2 people making different generators, they should have an efficiency penalty, and if there are 2 people making the same generator, there should be no penalty at all.
Comments
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To avoid instances of having a gen pop before the killer can even cross the map to reach where the survivors spawned.
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It's because generators would fly even faster than they already would. All 4 survivors could just chain generators together and finish within a few seconds. Everyone slaps on distortion, and you can have 3 gens done before the killer could even find anyone. With distortion, you can quite easily avoid killers. Granted, there's ultimate weapon, but that's inevitably getting nerfed at some point.
On top of that, if everyone got a bonus to speed when working on the same gen, it would discourage killers from ever chasing anyone. If they chase someone, that's 3 people hammering out a gen in seconds. That means every chase would result in a guaranteed loss of a gen. The game would essebtially turn into running back to a gen constantly to scare away survivors but never following up with any of them with a chase.
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makes sense
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I believe this case would be similar to what we currently have (3 partially completed generators after hooking your first survivor), but I still think that developers should benefit more survivors by helping each other (that's also one of the reasons I don´t like the concept of the hatch)
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The game designers did say that the game is designed around 1 killer vs 4 individual players each with their own win condition and specifically NOT a killer vs a survivor team. I think maybe because they know that a whole team of 4 working together always would be incredibly strong, so they add some elements of the game that tempts survivors to do their own thing. Sort of an every man for himself mentality but understanding that working together puts the odds more in your favor. It's like an element of chaos. The survivor challenges that discourages effective teamwork is an example.
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hmmm interesting
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A few reasons I can think of:
- Splitting up gens will split the pressure on the killer. Killer can only chase one survivor at a time and at best, interrupt a gen. If all 4 survivors are sitting on a generator, they're bound to pop 2-3 gens if the survivor they chase is decent at looping and mindgames. At worst, maybe 2 hooks.
- Breaking 3 gens early. Good survivors can identify 3 gen situations, even moreso with the perk Deja Vu. If survivors split up and leave the last 3 gens apart, killer can't defend across the map as efficiently unless they have fast movement powers/teleporting. And even then, if all 4 survivors are alive they can pressure two points and make it more difficult.
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The simple reason is, if you don't have a scaled effect the gens pop:
- 90 secs for 1 survivor (90s currently)
- 45 seconds for 2 survivors (53s currently)
- 22.5 seconds for 3 survivors (43s currently)
- 11.25 seconds for 4 survivors (41s currently)
Edit: I was completely wrong here, see below 🙃
- 30 seconds for 3 survivors (43s currently)
- 22.5 seconds for 4 survivors (41 currently)
As you can imagine, survivors would just wander around as a group and just mass repair gens, and scatter whenever the killer comes to the gen. Whoever the killer follows, the other 3 go back and only need 30 seconds to repair each generator. If he guards that gen, they just congregate elsewhere and can rush a gen in a few seconds.
If you assume each gen is a 20s walk apart, you can see how the killer can't really stop the survivors. Even just putting someone on hook can take about 15 seconds.
Post edited by UndeddJester on5 -
Your math is off. Check those numbers again.
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90/1 = 90
90/2 = 45
90/3 = 30
90/4 = 22.5
where are you getting 11.25 seconds? you would need 4 engineer toolboxes with 4 survivors to get 11.25 seconds because 90/8 = 11.25.
There is inherent advantage in dbd for looping when 2 people group-up on gens. that advantage is that you won't run into teammates that work on generators. it means person who get chased has bigger map to shift-w and runaway.
For example, if you have 3 people on 3 separate that spread out, you are occupying 60% of the map where the person that is getting chased cannot loop else killer interrupt gen progress.
with 2 people on 1 gen and 1 person on another gen, you occupy only 25% of the map yet your total gen efficiency is not a lot worse. Looping 40% of the map is a lot harder then looping 75% of the map. with 75% of the map, you have wider selection of pallets to choose from. With 40% of the map, your pallet selection is limited. You are often forced to choose weaker pallets.
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If this is the case they have a very funny way of showing it with how they treat soloq, and almost force you to swf.
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Currently, splitting up is both the most efficient, and the safest method of doing gens. It's pretty much a no-brainer. Which is annoying, but there's a problem if you try to invert it.
I have thought about it before, making gens take longer at base, but then inverting the co-op penalty to a co-op bonus to encourage grouping up on gens, making it easier for the killer to get pressure in. It would also reward the killer more for occupying a survivor's time, or incapacitating them, which sounds great on paper, as it's a way to give the killer more playtime without necessarily condemning survivors to more M1 holding.
But the problem is that camping and tunnelling are still things, and those would be buffed massively by such a change. Currently, a hooked survivor cannot cost the survivors more than 1 c/s, barring gen-speed perks. If you were to invert the co-op penalty to a co-op bonus, that hooked survivor can cost considerably more than 1 c/s.
So until that's fixed, you can't really do anything about this.
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Remember EruptOverBrine? A killer could camp two survivors from 1-Death hook and maybe two gens could get done. Maybe.
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Oops... I just halfed the time each time, I guess that's what solving problems at midnight after switching your brain off for 5 days, drinking alcohol while eating cake, chocolate, sweets instead of proper meals will get you xD
Regardless, 30 seconds still realises the point xD
Post edited by UndeddJester on0

