http://dbd.game/killswitch
Supposedly, they add +1 generator to complete (8 total) but buff gentimes to 80 seconds
Imagine this was done with promised antisystems being added which are broadly on the same level as basekit UB they planned to test in chaos shuffle.
Survivors need to pop 6 gens now. There are 8 gens in total.
Gen spawn logic is changed slightly to make them more spaced out.
Generators require 80 charges to complete instead of 90.
Slowdown/toolboxes are supposedly not buffed/nerfed.
Killers who have powers related to gen spawns get +1 prop to spawn for the extra generator. These killers are buffed by however necessary if the increased amount of props results into an indirect nerf (sadako, xenomorph in particular)
Do you think this would be the change to the better or the worst?
Comments
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I suppose it will change… nothing? Or survivors in total need to waste even more time for doing boring m1 interaction. Boring.
To some extent, I liked the concept of blood gens from blood moon event. If the generator repair, for example, was divided into three parts, where in the first you need to use motor oil or gasoline to fill like in blood gens, in the second you insert a part into the generator you found in chest before, and in the third you actually do gen charges, then it would be interesting to deal with generators on a survivor side. At least for me…
Maps or new offerings with automatic tracking of chests or keys would become popular. This also kills the potential for genrush because you need to spend time on map scout.
As for killers, this is possibly the potential for new perks and less desire to concentrate on a full regression build. But I doubt that the game will ever allow to rework the mechanics of generators in principle, we are forever stuck with them in this state…
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It might work, but it's not enough of a change to make a real impact in my opinion. I think you'd either need even more gens that take less time to complete, or a system where progress on gens are locked from regressing at intervals of 25%.
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im just brainstorming the easier ways they could buff killers' basekit if they intent to railroad them like they do. adding more gentime like they did in 2022 probably not going to work out well
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Gens are hot topic. Swfs will rush them anyway and solo q will barely touch them. I was monitoring my teams productivity mid matches and average time before randoms start repairing gens (with no corrupt btw) is about 50s. Which is mostly one person on hook. While I feel that people have their objective on both sides and should do them each extrem - swfs rushing, solos doing nothing are hard to bridge and adjust. I feel they should probably do some base changes, I might see:
→ Increase gen time to 95s
→ increase damage per kick to 10 %
→ increase kick limit per gen to 10 kicks
→ adjust slowdown perks to reflect those changes (fe. DMS being 30s, pain res being 15 %, corrupt being 60s etc.)
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i feel like these changes will just push killers into 3 gen gameplay + it will require a lot more additional balancing to make the entire perk archetype in line
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The limits are still on, it will be just little bit more viable to hold gens but not to the point of 3 genning. As I said the perks would have to be adjusted, but it will make gap between gen perk and no gen perks less different. I mostly run max 1 slowdown perk and orientate more on chase/info builds as I prefer better chase potential over stacked slowdown. But people have different playstyle.
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the limits are on but that means the killer has 100% regression capacity on each generator making survivors have to apply up 190 second time sink baseline on the generators killer chooses to pressure.
even with nerfs to slowdowns which cant be too massive this would be tragic to deal with
i think better way is to make gens take less to do but have more to be done
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I agree. With enough slowdowns, the trial comes to a total halt already. More time just encourages steamrolls.
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My suggestion is to make base game gen patrol way more valuable to incentive more perk variety and just give slowdowns small impact. You idea is in theory the same just applied to different mechanic.
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they had this exact mindset like you did when they tried overbrine eruption meta
this does not work out
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The problem was that killers sit on 3 gen entire game, it's not possible anymore. It's more of basekit gen defence for less perk reliant.
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the problem is that with the amount of kicks & regression you suggest most killers could do it nonetheless
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They can patrol specific area longer than now, but overall slowdowns would be less meta pick and would offer more interesting and entertaining matches for both sides.
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