Other solution for killers then increasing gen time - Recent Stream Q&A
In the recent Q&A the devs told us that they will not increase generator time nore increase generator amaount to slow down the game because they think that it will be not fun for survivor just to click M1. And in my opinion they are correct that it is simply not fun pressing M1. They also told us that they dont want the matches to drag to much.
My solution: I am going to jump right on their idea and say: dont increase generator time but reduce hook time! I am not 100% sure how long it takes but I guess every Stage takes 1 min (lets say its 1 min for explanation purpose) so how about to cut the time in half. I know from my own survivor experience, I am not that dumb to rush instant to the hook instead I am sitting on the gen and waiting so long that I have enough time to resque the person about 3-5sec before struggle stage. And if the killer stays the 1 min near hook he will start being nervous that gens pop and noone is showing up. With 30 sec people would need to move their ass quicker to the hook and leave the gens in this case even the new ruin will have its use.
Now I have even a compromise for all survivors on this idea! I am sure survivor mains will HATE wait I just said BUT what if we make the stage time stay 1min but if the killer leaves the hook the progression is nearly trippled so if the killer hooks a person and leaves the hook immediately the person on the hook ends up with around 30sec hooktime but if the killer camps the hook the progress will stay and it will be the old 1min.
With this solution we would achive what the devs want fast games with a lot of action.
Sorry if anyone had this idea already, I am sure that such simple solution was in mind of many people but I still hope for some feedback and support if you liked it so that the Devs might consider this.
Comments
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I like this idea very much!
Lets say it this way: for killers its better then nothing at this point! even the compromise version.
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Thank you! Atleast someone :D
I mean it is by no means the ultimate solution but its something that goes in the right direction?
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Unfortunately, this solution would also increase facecamping effectiveness 2 times...
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Please read again what I wrote, dont skip after the half
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Thing is, this would highly benefit high mobility Killers like Nurse, Spirit, Billy, Freddy... Those who are already pretty strong.
You would get the benefit of the reduced Hook Time, while also able to travel back to the Hook really fast.
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Dude there is no ultimate solution in this game hahaha! You have a nice idea and thats fine but if you think you will please everyone with it no chance!!! People will not listen and will not take any compromises! SO don't count on support from the comminity instead just hope that the devs might look into your post.
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Oh, Im sorry.
So, yeah, facecamping will not work, but this means that either proxy camping would still get buffed, or (if you make the trigger distance big) it woud benefit high mobility killers the most, creating even bigger gap between meta and ######### killers. So basically even though it may be good to discourage camping or force surviviors to go for saves, but it would be only the high pressure killers that would benefit from it. Just like the ruin rework basically
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I don't hate the idea, but I will throw a scenario out there:
What if I hook someone, move away, then wait for a rescue with the Hag, Huntress, Demogorgon, Freddy, etc.? I can get right back there or interrupt their unhook from a distance, meaning I could take advantage of that faster progression while not giving them any opening to actually unhook.
That would be my main concern, although to a lesser extent, I would also be worried that it would encourage survivors to rush the hook as fast as possible, which in turn forces the killer to camp, at which point you'd lose any benefit. I can see this backfiring a bit on both sides. The killer wouldn't want to have the person they just downed freed the second they step away, and survivors wouldn't want to be farmed off the hook before the killer really has a chance to leave.
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that is the same thing that has been done with the ruin changes, it has made 4 man swf's that much more powerful. even with ruin in it. they get on 4 gens (seperately) and power the gens done because of their tool boxes) now that's 3 gens maybe 2 at minimum while the killer tries to find them done quickly. then they do the same again so 2 more gens. and then finally only one left. and that's done. sure it leaves them open to noed but that is how i've actually seen it in some streams. so you did this to try and help people learn the game but it's only helped one side and made the other side worse. i'd say with this it's a compromise. but i'm not saying it's perfect but ruin change was great for survivors and bad in general for killers. you listen to the high end players but how much do you all listen to the moderate players? (it has been said in the past that behavior takes suggestions from the high profile and best players but nothing about the players that play a lot but are not the best at this game. sure it isn't the only thing you should listen to but you should listen to every player as they give you feed back and look for a solution that works for all.
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Hey Peanits! I am very happy to hear from you and I am happy that you have feedback and concerns.
May I answer it from my perspective:
1) About the "camping from afar"-scenario. It IS true that those killer would benefit from this mechanic BUT they already benefit from it today! I dont know when you played against Hag the last time but its the only thing hag does "camp from distance" espacially with Make Your Choice. What I am trying to say people who abuse it now will still abuse it. People who dont abuse it will continue to play fair. Thats the spirit of DBD you give us the opportunity to play like an ahole or like a fair player and thats what we do.
2) People should be encourached to go to the hook! When killer learn that they benefit more to hunt someone instead of camping the hook they will play accordingly! Especially if you make DS go away faster when the killer hunted someone in between hunting the player who was hooked and healed 1 min ago!
In my opinion the game is with most killer heavily survivor sided. Only a few killer that ignore loop mechanics and are mastered to the limit can be stronger then a ALTURISTIC team, but a team that just wants individualy to survive will win in 99% of the time!
SECOND IDEA: Dear Peanits, if you are by any chance still here what about this idea:
Let the match start with a cooldown of 15min (or 10min, or 12min) until the gates are powered finishing a generator will reduce the cooldown by one minute there are 7 generators on the map so the survivor even if they rush in 4 minutes 7 generators means that 15-4-7=4min to survive the killer until the gates are powered and they can escape. Meanwhile the survivor can also hide for 15min and do nothing and then escape because after 15 min the gates are powered. With such set timer you could freely add secondary objectives e.g. a special switch that has to be channeled (with skill checks) that would make the timer go 1,2x speed e.g. but also would notive the killer that someone is there (maybe this objective is only avaible if 3 gens are done).
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I don't want ridiculous reductions to gen speeds. I don't think it's the underlying issue for most people actually. I don't think ruin nerf is a problem either. I think fast games are a problem. Whether I win or lose, if a match only last 5-8 minutes it's just not fun. Match times being shorter than Q times isn't fun. I want to actually be in the game having fun. Not 10-15 minutes in Q with 5 minutes of action. Anything to increase match length would be welcome lol
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read my comment above yours and tell me what you think about THAT. (it starts at the bottom with the words "SECOND IDEA:")
Post edited by Pirate on0 -
Omg yes please. If they're upping the stress for Killers, they should do the same for Survivors. Holding M1 is boring? Let's up the ante then!
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Plese make what you devs said the last QandA live, reduce the size of big maps. That only will make the experience more fun, expecially for slow pressure killers, preventing a bit gen rush. In big maps games are boring both sides. Too fast, as surv rush gen and hide from killer until rushed, as killer walking simulator from a gen in a corner of the map to another, and if you chase someone in a structure after they use some pallets the game is already done. Make more interactive as you say also in big maps. Games goes to fast.
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I like the idea especially to counter "the gen before friends" meta.
What I personally suggest:
- Reduce the number of generators repairable by 3 or 4 survivors per map.
- Reduce map size.
- Buff/Rework anti-gen perk (Other than ruin and pop).
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Make maps smaller and if that's too much dev time remove the biggest maps
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