http://dbd.game/killswitch
Gens Need Reworked
The more I'm playing this patch the more I realize how long Gens take to do. Gens Fly like paper if it's near a fan. I know players are cracking Gens because of Missions but how are Killers supposed to win against this type of playstyle.
Even if ur pressuring Gens they still get down for how long it takes to do them.
Killer is beginning to be unplayable and if the Anti Camp, Anti Tunneling and Anti Slugging is what I think it is this is gonna make Killer miserable to play.
I know I'm probably over reacting but I feel that Gens need a massive rework for the new changes coming up
Comments
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There's already this thread.
Facts:
→ Gens been nerfed in the last 2 years muliple times, arguaby buffed too when people liked to play one game for 40mins
→ New killers are less and less fun to go against therefore not much incentive to mess around (namely Ghoul, Knight, Skull Merchant, Chucky, Springtrap, new Sadako, buffed Nemesis with finally working AI, Hag, Twins,, Trickster…
→ Everyone wants to win (genrush, tunnel,…)
→ Every match is completely different and negates options of overall stable balance (map, map rng, killer perks, survivor perks, tiles spawn, gens spawn, lvl of killer player, lvl of survivor player, soloq vs swf…
→ Game mechanics that came into game or were in the game are gone or outdated
→ Maps become more balanced (smaller, worse loops, less chained between others etc.) so time to run out of resources is way faster
So maybe offer any opinions?
For example mine was to spawn chests with generator components to be attached to start repairing for price of pretty much deteting regression and blocking perks.
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I agree. Nerfing/buffing doesn't work for either side. They just need to be a different kind of mechanic altogether.
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Well if we removed Camping, Tunneling, Slugging completely to the point you can't slug anymore then how are Killers supposed to be able to win or at least get a Kill if games goes by in 2mins. Sabo Squads, Flashlight Squads, SWFs are already difficult to handle as they are so if Slugging is removed from the game then how we counter these play styles. How is the Killer supposed to Keep up with out tunneling. How is the killer supposed to Secure a Kill when there is nothing else they can do. Not all Killers should have the same difficulty on handling Against. If we nerfed every killer into the ground then Killer Mains will leave making Survivor Q times go up forcing Survivor mains to play Killer just to get a game going.
Reworking Objective for survivors would make playing Survivor more interactive and Killer more playable.
The game is not as it was when it first came out and mechanics are becoming outdated. Reworking Gens would make games Long meaning more blood points per Game. More interactions with the Killer and will remove the Just Sit on Gens doing Nothing
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I haven't noticed a difference in overall game length, the difference seemingly is just that survivors are doubling or tripling earlygame gens which is less progress than it was before, it just feels like more because the number in the bottom left is lower.
It's understandable to get mindgamed by that number being lower but I think it's best to recognize when a gen's been doubled and know it means you're still at an advantage because the other gens are low.
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Nah, man. My games are over in about 5-6 minutes either way. I either tunnel someone out and snowball into a win or gens get done.
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I've been aiming for first kill hook 7 for about a year now, and my games feel exactly the same before and after. Different regions or times of day, perhaps? Maybe the late night players are just easier to win against than whenever you're playing.
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Afternoon, mostly. After I get off work, and before my wife gets home.
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I normally play at night
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Losing gens early is pretty common and in favor of the killer. You simply can't defend 7 gens. With less gens remaining and resources used the game becomes slower and harder, map to patrol smaller. I play killer since 2018 and I think that currently killers have the best time from term of fun and balance. It happens a lot that i get first hook with three or two gens remaining and still 4k without tunneling and slugging. Healing, going for saves, doing the last gens is the longest slowdown of the match + there is EGC where killers can still turn loss into win and it's not as rare. And if you struggle towards end, getting someone out of game is pretty common too.
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I made a post about devs adding an AI that tracks pre-lobby players and can see the real time stats of recent winning history, mmr, perk builds and which maps they win most at.
The ai would then decrease the players perk values if the perks are what makes them win and be untouchable and cause killers to slug and get 1 kill only and gen rush.
Same goes for top end killers who run the certain builds to get their haste speed and stack perks on their blight or some other killer like nurse to be speedy gonzales and punish even slight failure to the max.
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That could work but it seems very tricky. Idk that I'd want to affect what perks they want to bring that strongly.
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I know its hard to imagine the wider picture but try to imagine dbd a game finally where the devs finally stop taking either a week or 2 or 3 weeks to constantly go back and forth with balancing the perks to prevent gen rush, killer winning really fast because they can just stack values to enhance their ability + speed.
They can always monitor the AI to not be so aggressive and it would do all this in real time and wont cost them much money to do so, i believe they have many bright smart devs that can figure out how to implement machine learning balancing feature in real time in pre-lobby" before match starts, it would realistically create peace between players in game and on forums constantly complaining about gen rush, killer slugging, bullying and so on.
It will take some time for the AI to catch speed to finally see and figure out what actually makes players win on daily basis at the top end of the food chain and in the lower food chain it wont do much only prevent top end squads or killers to use their builds to crush and stomp.
Easy as that, devs would secure world peace in game.
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I don't trust that can work either. Look at go next prevention which was expected to do some analysis of what survivor is doing through the match and instead it seemed to be some sort of time limitation that you need to spend in game otherwise you got banned (etc. if you die in 4mins, u get banned)
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I liked the blood pump mechanic that was in a recent event: Fill a bucket at a pump station and fill a gen with it, several tours needed to finish it. For non-events, it could just be a jerry can and the gen has to be filled AND repaired, make repair a bit faster to compensate for that.
The problem is that sitting on an generator is static and as long as the killer is not coming near you because the one he is chasing runs towards you, you just sit there and are never in danger. With the pumps you had to move.
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It'd at least be worth a PTB I think.
Yeah, that's why I'm more partial to scaling difficulty. Even that would take careful consideration because you could have a Killer AFK all trial, forcing gens to be done as slowly as possible, and then get an easy 4k before the last gen pops. You can't really escape the game making some assumptions in its current state, but hopefully we can limit how many it has to make.
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Hey everyone. I will not be making anymore of these kinda post because my last post on Killer basekit was actually Shut Down because of Guide line problems. I can't risk it. So please understand
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