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Killer Generator Regression Overhaul

Now I don’t mind the killer regression we have now a TON, but I’d love to see it get reworked, since the way it works now with any gen regression counting together globally (Kicks AND perks) the whole trial is really bad for killers like Trapper and others who require setup at the start of the game.

So, to fix it! Here’s my idea I thought about just now (Had Google help me put this into better words) :

  • Phase 1 (5 to 3 Generators Remaining) - Complete Freedom - Manual kicks and automated perk explosions trigger infinitely. There are no hidden global penalty clocks running early on. This allows setup killers to establish their map presence completely safely.

  • 2 GENS LEFT: Perks Free / 10 Kicks - Individual generators receive an independent pool of 10 manual kicks. Passive perk explosions (like Surge or Eruption) run 100% free. Input-Only Tracking applies, meaning secondary shockwaves from perks like Oppression do not add tokens to distant generators.

  • 1 GEN LEFT (The 3-Gen): The Dual-Counter Split - The Perk Counter is hard-capped at 8 automated explosions max. The Kick Counter is hard-capped at 10 manual kicks max, minus any kicks used on that generator during the 2-gen stage. Input-Only Tracking remains active so secondary explosions never bleed over to separate counters.

To summarize this : At 5 to 3 gens left, you get infinite kick and perk regression. No limits here since you’d be good at keeping pressure this early.

At 2 gens left, you start to get a physical gen kick counter, starting at 10 on each gen, perks that don’t need you to physically KICK a generator do NOT add to this counter and are not included.

At 1 gen left, perk regressions now have their own 8 limit counter. Any kicks you’ve done at 2 gens left on any gens left at 1, are subtracted to the counter.

(Basically any regression perk that requires you to physically kick the gen counts as a normal gen kick to the 10 limit [Overcharge, Undone, Pop, Call of Brine, Eruption, Oppression, Etc.] and any regression from something like Eruption or Oppression on OTHER gens don’t count towards either counter, only on the gen you initiated the damage action onto.)

I’d love to hear your thoughts on this, my first post here as well!

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Comments

  • P38Springy
    P38Springy Member Posts: 14
    edited May 13

    I mainly thought about this because the Skull Merchant update is the reason we lost our previous regression. I feel like this new progressive limit works AMAZINGLY for killers.

    Also Skull Merchant got nerfed HEAVILY so she isn’t as much an issue when it comes to buffing regression again.

    I don’t want infinite kicks the whole match; but I feel like this new system would reward people who keep pressure up, but still nerf enough so games don’t last 30+ minutes. For good killers who keep gen pressure up via perks are rewarded for not simply kicking gens, via giving them 10 gen kicks if they don’t physical kick at all until 1 gen, but also allowing them 8 times to regress gens via perks like pain res. Leaving them with 10 physical kick regressions and 8 perk regressions at a 3 gen scenario if they manage to avoid kicking gens themselves.

    (I’d appreciate any criticism to my system, as I’m sure it’s not perfect.)

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,296

    The Regression Limit is completely fine, especially because Killers also got overall Buffs when the Limit was introduced (more Regression when kicking a Gen and the removal of Gentapping).

    Let alone that your idea goes completely against the core why the Limit was introduced in the first place. Killers defending their 3-Gen from the start and not participating in actual gameplay aside from guarding their 3-Gens. Your idea would make this completely possible again.

  • Lexilogo
    Lexilogo Member Posts: 848

    First off, gratz on posting for the first time, don't let any negative responses get you down too much.

    Anyway, IMO this system is a bit too overcomplicated, I don't see the need for a 2 gens left gradient, or splitting remote kicks vs manual kicks (esp. with Turn Back The Clock providing manual remote kicks).

    And besides, I like the gen kick limit, and don't agree with so severely reducing its presence. In general, I vastly prefer having slightly limited, but powerful baseline kicks than the sometimes very heated gen defense situations that arose before that rework.

    It did disproportionately affect Hag, but it also disproportionately affects Singularity as well, a very dangerous 3-genner esp. after his buffs since release, and would be a nightmare with such a lenient gen kick limit as this. Reminder that Singularity makes solid use of Surge, a Perk mostly held back by its tendency to hit the kick limit, and under your suggestion, Surge presumably wouldn't even track its procs on gens until the final generator.

    The issue of setup killers not having enough time to setup is true, but it's always been true and I don't really blame the gen kick limit for it. The ability for setup killers to give up 4/5 generators and just focus on maintaining a 3 gen was more a bandaid for that problem rather than a solution.

  • Artimenius1307
    Artimenius1307 Member Posts: 74

    I really like the part of 5-3 gens remaining having infinite kicks, rewards killers who manage to protect those early gens well, and fixes one issue of perks like Surge which can screw you over later in the end game. Might bring gen kick perks back to life though I believe it won't be as potent as it was back in call of brine/eruption days.

    Part with 2-1 gens left I think is way too complicated, and I feel like the 8 kick limit would be just fine at such stage already. Plus the survivors themselves would still be capable of still breaking the 3 gen properly

  • Artimenius1307
    Artimenius1307 Member Posts: 74

    No, it won't make 3 genning possible as before

    "At 2 gens left, you start to get a physical gen kick counter, starting at 10 on each gen, perks that don’t need you to physically KICK a generator do NOT add to this counter and are not included."

    "At 1 gen left, perk regressions now have their own 8 limit counter. Any kicks you’ve done at 2 gens left on any gens left at 1, are subtracted to the counter"

  • P38Springy
    P38Springy Member Posts: 14
    edited May 14

    Thank you! I did try to not get discouraged by the 4 downvotes. And I do get that, this system is probably WAY too much coding for BHVR to do and I wouldn’t blame them if it never happened. I do see how it could get confusing too. I just don’t like the whole regression setup being limited to 8 overall from the start.

    I wouldn’t mind if they simply did something like 5-4 gens is free game and then after that you just get the normal 8 regressions. I just feel like only 8 can be too limiting if people pressure a ton on generators without you being able to stop it near endgame with how fast gens fly nowadays via perks.

  • P38Springy
    P38Springy Member Posts: 14

    I can see this too and totally agree! I’d just love for people who actually manage to gen defend well at the start not get screwed late game and I’m glad to see a few people agreeing with my 5-3 gen system in that regard.

  • Elan
    Elan Member Posts: 1,835

    Killers like Ghoul or Singularity would not be balanced with higher amount of kicks.

  • P38Springy
    P38Springy Member Posts: 14
    edited June 8

    I can see Singularity not being as balanced via Cameras, but why’d you say Ghoul?

  • Yoshirama
    Yoshirama Member Posts: 540

    No, the 8 kick is completly fine.

    Remember the 3-gen nerf was purely killer's fault

  • pidgeon
    pidgeon Member Posts: 173

    3 gen nerf was simply because the killers released at the time were ENTIRELY based on protecting areas then they gutted SM for no reason even though the gen kick nerf was the only change needed for her I personally love this change as it would help setup killers and low tiers vastly it also rewards killers for not holding a 3 gen from the start of the match and if they do you can actually play into it

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,296

    Not entirely true. The 3-Gen Nerf mainly happened because they released two Killers back to back which could hold 3-Gens very effectively (Knight and Skull Merchant, during this time they also reduced the maximum duration of a match to 1 hour, it was 2 hours before).

    But while those two Killers were exceptionally good at 3-genning, Killer players realised that basically every Killer can hold a 3-Gen from the start, so more and more people were doing it, even on other Killers than Knight and Skull Merchant.