http://dbd.game/killswitch
Increase number of gens to repair while keeping total repair time roughly the same
This is something I've suggested before and, while the suggestion has faced some resistance from the community, I truly believe this change could buff and nerf several things that need it.
One of the problems about this game is the massive gap between solo queue and optimized 4-man parties:
When a killer faces an optimized 4-man party, oftentimes generators pop a little bit too quick, the worst case scenario being all gens popped two waves, totaling about 3 minutes of time where the killer has to make decisions to ensure the first survivor goes down and massively slow down the game.
Unavoidably, this means the more unsavory tactics of the game, like slugging, tunneling and camping, end up being difficult to nerf because essentially it means removing one of the few tools killers have to slow down matches and pressure organized survivors.
On the other side of the coin, killers applying this gained knowledge against solo queue survivor means… well, the most common way of escaping being pity hatches.
Solo queue doesn't have neither the tools nor, quite frankly, the will to play as a team most of the time, resulting in plenty of situations where generators are entirely regressed from 90% to 0, adding to the disparity between them and premades. Considering the lack of organization, and not accounting for regression or repair perks, solo queue has to put up with roughly 7.5 minutes of match time, and that's being optimistic and assuming at least one player has their hands on gens at all times, entirely disregarding people being scared, unsure of how to proceed, or doing tomes.
So, what I propose is changing gen times to 65 seconds, but increase gens to repair from 5 to 7.
What this does:
1 - Lightly nerf premades. Gens will be done in 3 waves, which means slightly more time for killers to end chases and slow down progress.
2 - Nerfs gen speed and opens the door for further nerfs to gen speed perks and gen regression. The more time survivors have to spend moving around the map, the less efficent gen speed perks become, and with shorter gen times we have the perfect excuse to massively nerf or "pretend buff" both gen speed and gen regression perks.
3 - Solo queue feels better to play. As long as one player has their hands on gens, progress will be made, and generators will pop. Getting 4k'd doesn't feel as bad when it happens at 2 gens left compared to seeing one gen regress from 80% to 0 and then getting 4k'd at 5 gens.
And 4 - Opens the door to nerfs to slug, tunnel and campy playstyles by fomenting a more natural and interactive way of playing.
Comments
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do you know how long it takes to regress a gen from 90% to 0? 324 seconds. soloq can optimize gens. the big issue for soloq in term of gens is that looping away from teammates. there is no information for where to loop as survivor. bring killer to gens = poor gen efficiency.
adding more gens ends up nerfing killer gen regression because pain res hitting a 65 charge gen is less total progress being regressed then 90 charge gen. Kick gen regression perk become even more worthless because you can't kick anything the gen is completed. the fastest an action is, the less time and odds the killer has to interrupt it.
Surge is only AoE regression perk that might be slightly better but again, 8% of 65 is worse then 90.
Frankly if your letting gens regress from 90%→0, It is not soloq problem. it is skill issue.
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Yeah, this is kinda the same~ish reaction I got last time, although a bit more passionate than the last one, so to speak.
I feel you guys are taking this one change in a vacuum. As I said, the idea is to simultaneously nerf regression and progression perks, incentivize movement (more time looking for gens, more chances to cross the killer and less efficent gen builds), and prevent gens popping in two quick waves.
With less time needed to secure gens, gen rush builds can safely be nerfed, considering they're less needed to secure generator completions. And gen rush builds are not as frequently found in solo queue, so this would hit SWF more than solo play.
It'd take longer for premades to finish all gens, while solo would have roughly the same completion time, considering what you find more frequently is only one player doing gens at any given time, rather than perfectly spread out teams tackling gens in waves.
Plus, there's a bunch of perk combos that are more used for their utility than for their regression amount. Anything that reveals survivors, makes them scream, exposes them or locks generators, for example, would still essentially work the same, so the meta could shift more towards those instead of "Which regression perk has the biggest regression % of all of them".
Essentially, I think this change would soften edge cases a bit: On the side of solos, it reduces the feeling of having made no progress. And on the side of killers vs squads, the feeling of losing a game in barely a couple of minutes for one bad chase or one bad decision.
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I think for health reasons Surge needs a very light buff. Maybe 10%, with the 5% kick it's 15%, that's fine probably. No issue.
Gen optimization is allowed, but currently it is a slight problem especially with many gen perks having been reduced in efficacy. I see no reason we couldn't balance everything progression across the board to make it more equal. Give easy to proc perks like Resilience or Prove Thyself a 3% buff and no more, while perks with more risk such as Potential Energy or even Weaving Spiders (which I think should be 80-90 seconds, same as a gen, NOT 60 for the effect it gives) have a stronger effect BECAUSE they are risky.
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