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[Devs] Increase Generator Time rather than nerfing chases [Wall of Text]

dont_ask_me_again
dont_ask_me_again Member Posts: 490
edited June 2018 in General Discussions

The current values for the time generators are completed per each survivor fixing them are:

1 Survivor = 1 charge per second = 80 seconds total time
2 Survivors = 0.9 charges per second = 44.44 seconds total time
3 Survivors = 0.8 charges per second = 33.33 seconds total time
4 Survivors = 0.7 charges per second =28.57 seconds total time

Test the values to instead be:

1 Survivor = 90 seconds
2 Survivors = 45 seconds (this is 1/2 of the time for 1 person working on a generator)
3 survivors = 33.75 seconds (this is 3/4ths of the time for 2 people working on a generator)
4 survivors = 28.125 seconds this is 5/6ths of the time for 3 people working on a generator) - you can see the pattern being made in bold.

Why these changes?

First notice how 2/3/4 people working on generators remains about the same as before... survivors are not complaining about working on a generator with another survivor (unless the other survivor blew up a generator next to them by accident maybe - but this isn't a big deal - the progress flow feels greater over-all when working with someone) - working on a generator with a survivor will now incentivise offerings such as shroud of union and shroud of binding. (currently these offerings actually hinder the survivors since if survivors all work on separate generators they take less overall time to complete them - now they're a strategic offering for completing individual generators fast so the killer can't kick them as easily - right now killers have too difficult of a time-frame to work with). With 1 survivor working on a generator, there is a clear increase of 10 seconds per generator (50 seconds of work between 4 survivors has been added), Shroud of Separation (A killer offering) is now a good offering for the killer to be able to kick generators nearer the beginning of the game when he finds survivors working on them.

Secondly, the killer could use this time in their former chases to break some random pallets around the map after finding some survivors - naturally killers are going to be more effective in the later game, survivors have to begin the match a bit more stealthily preparing for the later game.
Changes that should also happen:

Ruin regression nerfed from 5% to 4%, why? 5% of 80 seconds is 4 seconds... 4% of 90 seconds is 3.6 seconds... ruin skill-checks are a problem closer to lower ranks, at higher ranks (i.e. rank 1-5)… survivors aren't missing skill-checks as often. Ruin regression effects are nerfed by 0.4 seconds should alleviate issues at lower ranks (i.e. rank 16-20) who could be missing skill-checks more often - if 10 skill-checks are failed in a match, only the penalty for 9 is given instead compared to before.

Skill-checks shouldn't have an increased quantity with the additional generator time... overall this is another buff towards killers since skill-checks without ruin actually help the high rank survivors... survivors who hit great skill-checks are only benefiting from the great skill check bonus each time a skill-check appears...also ruin shouldn't get any follow-up buff from the increased generator time as this can hurt lower ranks... hence the need for skill-check quantity to stay the same. To clarify… within the current 80 seconds to complete a generator, the amount of skill-checks that show on average should be the same amount as this new change for skill-checks to appear within the 90 seconds to complete a generator.

Exit Gates should take 10 seconds longer (30 seconds instead of 20 seconds) - realistically, no basic killer except billy and nurse can get across the other side of the map fast enough to interrupt a door being opened, this would help every other killer during the end-game and would give adrenaline a slight nerf than a sometimes easy escape if the survivors open the exit gates fast enough (i.e. and more to the point of co-ordinated SWF). (overall Adrenaline is being nerfed - it is a balanced perk itself it's just that it's actually slightly easier to get it currently than say unbreakable - the whole change would fix this).
Other benefits from these changes: Thanatophobia is buffed (and this is a perk that gets considered not that great - It's effects become 1/8th stronger. Freddy's power is buffed from these changes - addition time from the whole changes can have it's effects doubled.

Summary:

There are 5 generators that needed to be completed and 1 exit gate for everyone to escape - currently, the minimum amount of time the survivors would have to spend to complete their objective is 80 seconds (generators) + 20 seconds (exit gate)… this brings a total of 420 seconds (7 minutes).. with the change this increases to 90 seconds (generators) + 30 seconds (exit gate) and this brings a total of 480 seconds (8 minutes). A minute’s worth of time between 4 survivors is 15 seconds each meaning this isn't a major hit of generator simulator on them (which is good). It's still effective for the killer, because if they are on the move between generators... they are buying themselves between 15 seconds to a minute (ignoring every other factor that relates - such as the survivor running away and not coming back for half a minute etc).

Why am I offering these changes?

Because the current plan to nerf all exhaustion perks is the wrong way forward, if survivors cannot survive chases - the only thing to do is generators (generator simulator) - there is no fun playing vs'ing the killer in a chase because you can't use an exhaustion to escape at all (no hope). The pallet vacuum removal did it's job for chases. Lithe and Balanced Landing are fine (BL could use some hills on the maps though)... Dead Hard needs to be fixed (buffed to work properly)... Please do something specifically about "sprint burst" - and not the other 3 exhaustion perks. The game is more fun with exhaustion perks - instead of seeing them through a lens of comparing their effects with builds that don't involve exhaustion perks... what can be done instead is making those builds (non-exhaustion perk builds) more appealing - such as... for not running an exhaustion perk - your breathing is quieter by default (which makes sense because you're not sprinting or dodging) - The exhaustion perk can then be seen as having a cost for running them.

I think, I've covered everything the best I can on the topic.

Edit: Another change I think that should be added is changing generator and door opening points from 1250 points to 1500 points, and perhaps (maybe) making great skill checks 200 points from 150, good skill-checks 100 points from 50. This should win favour for the change to increase generator time with objective actually being somewhat tricky to get blood points from as it is.

Post edited by dont_ask_me_again on

Comments

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    They should just increase gen time by 5 seconds to start, and go from there.

    It would slightly help with Ruin.

    ALso increase Dull totem time by 2 seconds and hex totems by 4 seconds.

    All this helps gen rushing.

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @Orion Member - they can't at high ranks... you can't get a second exhaustion off unless it's against sprint burst... if you managed to get a second exhaustion off with the other exhaustion perks - the killer made a mistake. When I play at high ranks any survivor with dead hard or lithe are a breath of fresh air for me - these exhaustion perks are counterable and require skill - this is the same with balanced landing. I included a suggestion to just make running no exhaustion perks more appealing because it is weaker to play like this and less fun.

    @ZombieGenesis You only read the title and didn't see the explanation that shows the changes are minimal is basically every aspect and how nerfing chases actually creates a more "generator simulator" atmosphere for survivors. Please don't add input to a post you haven't taken the time to read because your theory of how the game should expand would actually make it more boring for survivors - speaking as a rank 1 killer and rank 1 survivor.

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @RemoveSWF said:
    No thanks, survivors have been invincible for too long.

    Time to fear the killer and get rid of your safety net perks.

    Dead Hard - bait it, lithe - get them before they reach a vault, balanced landing - hit them before they reach a hill - invincible? Exhaustion Perks make the game fun.

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  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @ZombieGenesis said:
    Oh, so as a "rank 1" killer and survivor your opinion is the end all, be all? We should let the devs know that all future patches should go through you then.

    If rank 1 killers have no problem countering dead hard, lithe, and balanced landing - then killers who are lower rank are simply doing something wrong. I make my suggestions in consideration of lower ranks aswell as high ranks (killers dominant survivors at low ranks - my post aims to make life abit easier for them too) - I've lost my content in the past a couple of times playing with no perks and both times this happened it gave me more insight in how the games play there.

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  • Mringasa
    Mringasa Member Posts: 980

    Generators don't need to be longer, you just need more objectives. I'd rather go on a scavenger hunt for an item to either repair, or continue repairing, a generator instead of holding M1 for longer. Maybe even flipping a switch of some sort to actually be able to repair a generator. Anything but holding that f'ing button in longer. Lol.

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    @Mringasa said:
    Generators don't need to be longer, you just need more objectives. I'd rather go on a scavenger hunt for an item to either repair, or continue repairing, a generator instead of holding M1 for longer. Maybe even flipping a switch of some sort to actually be able to repair a generator. Anything but holding that f'ing button in longer. Lol.

    Right. Simply make totems more of a thing. Create more spawning points and make them slightly longer.

    Either make dull totems longer to cleanse to help NOED possibliity/gen rushing. AND/OR bugg Thrill of the Hunt so stuff is 8 seconds longer.

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490
    edited June 2018

    @Mringasa said:
    Generators don't need to be longer, you just need more objectives. I'd rather go on a scavenger hunt for an item to either repair, or continue repairing, a generator instead of holding M1 for longer. Maybe even flipping a switch of some sort to actually be able to repair a generator. Anything but holding that f'ing button in longer. Lol.

    There isn't any objective loss by the amount suggested that should be increased, you do just as much input when you work with another teammate, the suggestion balances all the shroud offerings, the values given I would not go higher than because then it would feel like a grind. The survivors can't look for anything because they're sometimes carrying an item. I'd rather be in chases with a killer than looking for new objectives to do. Me doing 15 seconds more input of objective isn't a huge deal... in-fact I'd welcome it especially if more blood points were awarded to the objective category.

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    The game isn't "that" out of balance.

    It is unbalanced and survivor slanted yes, but people act like it is insanely unbalanced. And it isn't.

    It's a 60/40 survivor based game at the moment. It isn't that far from being balanced.

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  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @ZombieGenesis said:
    The midchatper perk reworks will go a long way to making it 50/50 I think. It's really just a few OP survivor perks that throw things off. Get those in check, buff the garbage perks on both sides, tweak some weaker killer abilities, and fix hex totems.

    The idea given to nerf all exhaustion perks is going to topple just like how closing the hatch toppled. I'd rather the devs just fixed generators which is basically one of the last steps for the overall game - pallets have been nerfed for chases which have made chases playable for killer apart from Sprint Burst and DS (the current idea is also going to topple because DS will be pointless to bring and obsession perks are meant to be a nuance - tru3 has had the best idea and that's to make using DS'ing costs a stage on the hook - that's the direction that's going to work).

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  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @ZombieGenesis said:
    Oh, you're a Tru3talent disciple. That explains the self importance. Anyway...YOU HAVE SPOKEN! I retract all my ideas and bow to your obviously superior RANK 1 WISDOM!

    Ideas from rank 1 killers and survivors should just be ignored and everyone should listen to you - who doesn't know how to play the game to a higher potential and wants an ez pz 4k with no effort. No one goes to a new chess player for advise on how to play chess - they listen to the grandmasters. If you can't be bothered to inform yourself that's your problem. I listen to just about everyone - it's just that you haven't really added anything except that you're ignoring my post - you've declared that you're not willing to debate because you're the one who is self-important in your eyes.

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  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @ZombieGenesis said:
    OMG, so now you're a grandmaster. I get it, buddy, no one will ever love you as much as you love you. Are you sure you're not actually Tru3Talent? LOL

    Rank 1's the highest rank as is grandmaster so yeah - I am in the same context. Let me get this straight though - you have something against higher rank players yet want the game easier for you to achieve a higher rank - perhaps then it's better if the game wasn't swayed in your favour as you'd only be harming yourself buddy.

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  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @ZombieGenesis said:
    I haven't said any such thing but keep putting words in my mouth, OH MIGHTY GRANDMASTER! LOL What a joke. And I'm not your buddy, guy.

    I'm very open to discussion, you're the one who has LAID DOWN THE LAW! LOL Oh man, if only you knew how hard I was laughing right now.

    "don't put words in my mouth" - While attempting to put words in my mouth this whole time and now.

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  • Freudentrauma
    Freudentrauma Member Posts: 1,053

    I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.

    So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.
    Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.
    The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
    Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
    So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
    We will wait for a potential DbD2 for that (If there will be one).

  • ACoolName
    ACoolName Member Posts: 177

    @ZombieGenesis
    dude u started this war. Why did you go on the offensive so quick? actually, why the attacks straight from the get go?
    you could've built up arguments instead of useless mockery.
    if you have an opinion, then back it up. OP gave his share of arguments, you just attacked him because you did not agree, Most people would side With OP now because you lack arguments.
    Please, stay civilized. This is not an attack or a complaint. This is simply a request to get this community better.

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  • CrtKazz
    CrtKazz Member Posts: 214
    Ignore zombie he’s just a troll like so many people in this game and forum. Nice ideas but like the idea better of having another objective on top of gens/totems. Nice keeping lower ranks in mind as well 
  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    If you increase gen time in any capacity you just make camping that much more effective, so no.

    What the game needs is a way to prevent survivors from doing multiple gens at once. Something that would ensure the MINIMUM game time is 5 minutes or something, if survivors are completely optimal. That way killer has time to chase and catch people, and 1 chase does not result in 3 gens getting done at once.

    Basically when a gen is complete no other gens should be able to be completed within something like 30 seconds. Simple. No you can only do 1 gen at a time, and if a gen pops the killer can make a choice to go around and kick other gens to slow it down a bit more. "But people will just 99 gens" yea, so what. You can't escape by 99ing gens, let alone the fact that keep a gen running against a good killer is actually quite difficult.

  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    Increase in gen time for higher ranked games for sure, but just make the gens a bit more tricky to fix. I've just had a great Gen idea but i'll post it somewhere else

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490
    edited June 2018

    @CrtKazz said:
    Ignore zombie he’s just a troll like so many people in this game and forum. Nice ideas but like the idea better of having another objective on top of gens/totems. Nice keeping lower ranks in mind as well 

    A concern I have with an extra objective is - wouldn't this favour SWF over solo survivors? Whenever I face SWF as killer - the SWFs clearly communicate the areas they've covered on the map between them when totem hunting - my ruin pops far faster because of this... Anything involving extra objective would have to be heavily thought out which could take possibly even a year for people to agree with the best solution... generator locations are pretty simple so something involving them won't widen the gap between solos and SWFs... a simple solution with the gens at the least would be best in the meantime until people have agreed on some new objective that works.

    @Freudentrauma said:
    I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.

    So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.
    Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.
    The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
    Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
    So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
    We will wait for a potential DbD2 for that (If there will be one).

    Personally I just think there are killer mains who want survivor's gameplay to be unfun as their way of enjoying the game - there attitude to ideas that present that they're aiming to keep survivor fun isn't bad to show for any dev reading (like come on - the community does have it's immature members like most communities)... there could just as well be survivor mains who want killer to be unfun (well, like the SWFs who try to de-pip the killer with gen-rushing and might want to defend some of the broken tools on the survivor side such as BNPs - but I don't really come across these hypothetical individuals on the forums oddly.)

    As for the inadvertent buff to camping - the devs probably could add some kind of feature that works like bloodlust - if a survivor on a hook isn't unhooked before a next stage - generator speed is increased by 5-6% for 30 seconds or something (as a kind of stress feature). It could increase if another staged is missed by the survivor type thing... I don't know but it'd have to be worked out so there isn't more generator finishing input for a survivor actually dying and keep it to about the same as before since it was kinda balanced that the killer got 2k and pretty much black-pipped (just as a morale victory of the strat being pretty pointless). The devs could also award the hooked survivor for all extra progression for holding the hook.

  • Runiver
    Runiver Member Posts: 2,095

    Increasing gen time will very likely force devs to increase the hook death timer, or camping could prove too strong.

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    @Runiver said:
    Increasing gen time will very likely force devs to increase the hook death timer, or camping could prove too strong.

    I just commented on this above.... I'm not sure what the perfect solution is but it's an idea.

  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    @Runiver said:
    Increasing gen time will very likely force devs to increase the hook death timer, or camping could prove too strong.

    that's very true - I think camping would increase a lot - as usual Runiver - smarty pants

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    I'll repost my comment here because it disappeared when trying to edit (C+Ped it)… last paragraph @Runiver

    @CrtKazz said:

    Ignore zombie he’s just a troll like so many people in this game and forum. Nice ideas but like the idea better of having another objective on top of gens/totems. Nice keeping lower ranks in mind as well
    A concern I have with an extra objective is - wouldn't this favour SWF over solo survivors? Whenever I face SWF as killer - the SWFs clearly communicate the areas they've covered on the map between them when totem hunting - my ruin pops far faster because of this... Anything involving extra objective would have to be heavily thought out which could take possibly even a year for people to agree with the best solution... generator locations are pretty simple so something involving them won't widen the gap between solos and SWFs... a simple solution with the gens at the least would be best in the meantime until people have agreed
    on some new objective that works.

    @Freudentrauma said:
    I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.
    So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.
    Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.

    The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
    Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
    So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
    We will wait for a potential DbD2 for that (If there will be one).

    Personally I just think there are killer mains who want survivor's gameplay to be unfun as their way of enjoying the game - there attitude to ideas that present that they're aiming to keep survivor fun isn't bad to show for any dev reading (like come on - the community does have it's immature members like most communities)... there could just as well be survivor mains who want killer to be unfun (well, like the SWFs who try to de-pip the killer with gen-rushing and might want to defend some of the broken tools on the survivor side such as BNPs - but I don't really come across these hypothetical individuals on the forums oddly.)

    As for the inadvertent buff to camping - the devs probably could add some kind of feature that works like bloodlust - if a survivor on a hook isn't unhooked before a next stage - generator speed is increased by 5-6% for 30 seconds or something (as a kind of stress feature). It could increase if another staged is missed by the survivor type thing... I don't know but it'd have to be worked out so there isn't more generator finishing input for a survivor actually dying and keep it to about the same as before since it was kinda balanced that the
    killer got 2k and pretty much black-pipped (just as a morale victory of the strat being pretty pointless). The devs could also award the hooked survivor for all extra progression for holding the hook.

  • Runiver
    Runiver Member Posts: 2,095

    The main issue at the moment is the lack of consistence of rounds duration.
    A round can last between 4minutes to 15minutes, even if the killers/survivors, in both rounds, are roughly at the same skill level. It can be due to the map setup, or some bad luck from both sides and such.

    The main way to fix things would be to do map specific secondary objectives.

    Let me explain :

    • Let the current numbers to remain the same, about death on hook timer, and generator repair speed
    • Make it so in every maps, you need to do some secondary objectives to unlock some generators/areas (opening the abbatoir, activating a crane to push over some map elements, etc)
    • These generators would be safer to repair due to their positioning, while the initial generators would be in the open and way more vulnerable.

    What would it change ?
    It would still make camping not viable, because if you don't pressure survivors, they could repair generator without needing to do the secondary objectives due to your lack of pressure.
    If you actually put pressure and roam, however, you'd force them to have to unlock juking spots/generators in order to survive further.

    That could be a solution, but it would ask for a good chunk of work.

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490

    3rd attempt to save this comment... I mention a possibly (early) idea to address camping @Runiver

    @CrtKazz said:

    Ignore zombie he’s just a troll like so many people in this game and forum. Nice ideas but like the idea better of having another objective on top of gens/totems. Nice keeping lower ranks in mind as well


    (Me) A concern I have with an extra objective is - wouldn't this favour SWF over solo survivors? Whenever I face
    SWF as killer - the SWFs clearly communicate the areas they've covered on the map between them when totem hunting - my ruin pops far faster because of this... Anything involving extra objective would have to be heavily thought out which could take possibly even a year for people to agree with the best solution... generator locations are pretty simple so something involving them won't widen the gap between solos and SWFs... a simple solution with the gens at the least would be best in the meantime until people have agreed on some new objective that works.


    @Freudentrauma said:

    I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.
    So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.

    Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.

    The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
    Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
    So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
    We will wait for a potential DbD2 for that (If there will be one).


    (Me) Personally I just think there are killer mains who want survivor's gameplay to be unfun as their way of enjoying the game - there attitude to ideas that present that they're aiming to keep survivor fun isn't bad to show for any dev reading (like come on - the community does have it's immature members like most communities)... there could just as well be survivor mains who want killer to be unfun (well, like the SWFs who try to de-pip the killer with gen-rushing and might want to defend some of the broken tools on the survivor side such as BNPs - but I don't really come across these hypothetical individuals on the forums oddly.)

    As for the inadvertent buff to camping - the devs probably could add some kind of feature that works like bloodlust - if a survivor on a hook isn't unhooked before a next stage - generator speed is increased by 5-6% for 30 seconds or something (as a kind of stress feature). It could increase if another staged is missed by the survivor type thing... I don't know but it'd have to be worked out so there isn't more generator finishing input for a survivor actually dying and keep it to about the same as before since it was kinda balanced that the killer got 2k and pretty much black-pipped (just as a morale victory of the strat being pretty pointless). The devs could also award the survivor for all extra progression for holding the hook.

  • dont_ask_me_again
    dont_ask_me_again Member Posts: 490
    edited June 2018

    For the change to prevent camping being easier with larger generator time... It wouldn't be so that generators are increased by 5-6% for 30 seconds if a hooked person isn't unhooked before a stage hits... more so that generators are increased by 10% for 30 seconds (someone hooked has hit stage 2 or someone hooked for the second time isn't unhooked before stage 3)… this would make gens take 81 seconds to complete... then a further 15% if that person dies for 45 seconds (stage 3 following not unhooked at stage 2 too) which means generators will take 76.5 seconds to complete and this seems fair since the killer will be able to seek a new survivor after and generator(s) could have been completed within the first 30 second penalty or are about to be completed (so survivors aren't actually utilizing that bonus soon enough and need a bonus time to move to another gen - so 15 seconds + greater bonus is added). This is where my estimates stand to be about right.

  • ShrimpTwiggs
    ShrimpTwiggs Member Posts: 1,181

    I don't know if more gen time is the way to go about it. It's already one of the most boring parts of the game and increasing it will just sap some of the fun for the survivor. I really like the idea of adding extra objectives and consequently adding more gameplay to the survivor role. There is the whole favoring SWF issue though but it would still add much-needed time to games without watering down the fun for the survivor. A possible solution for the SWF issue might be that for every person in a group, there are less items on the map for survivors to find, but that's just a thought. As for how it would be balanced, a lot of that would have to be worked out through discussion and sharing ideas, but I believe there's a way to make it work.