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To fix gen times...

Ohnoes
Ohnoes Member Posts: 608

Wouldn't it make more sense to lower the speed for doing it alone? That's the issue people complain about. People splitting up and doing their own gen. If the killer finds someone that's three gens done. Two gens done for sure and maybe one with high progress if it's not finished. Multiple people on a generator gets it done faster sure but that is still not as bad as a slower gen progress alone that is guaranteed to get done in not much longer time.

Comments

  • ggezbaby
    ggezbaby Member Posts: 404

    not a bad idea, but gens repair pretty slow as it is... if only one person is doing gens while the other 3 are dying (happens more often than u think), it’s basically impossible. so i don’t think devs will want to make it even slower for solo survivors who tend to carry their teams in terms of getting gens done.


    first few gens are going to get done, always. you can’t do anything to stop it. after that, it gets easier to pressure gens.

  • finitethrills
    finitethrills Member Posts: 617

    I'd prefer some sort of extra objective that needs to be done prior to repairs or at least prior to escape. What I'd really like to see is a huge penalty to repair speed and possibly other actions when injured. If players had an actual necessity to heal when injured, this would be a very different game. Killers could apply pressure without having to commit to a down. A lot of killers would find tunneling less attractive.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    I don't know if altering gen times is the best route. I think shortened chases are a better option. Lower pallet numbers, fix double window gym loops, and I think pallet stubs as well as recovery fro missed hit should be reduced by 30%. These thing will help lower chase times without upending lower levels by nerfing gen times.

    I'd also buff solo survivor play. Give them a form of dark sense, alert or some other way to gather and share info.

  • asparagus
    asparagus Member Posts: 133

    It wouldn’t make sense to fix gen speeds. They’re already slow enough when your a solo, and if I’m being honest I do not wanna be sitting on a gen any longer than I already am, and it’s the killers fault for gen rush, if there’s 1 mistake it will change the match, like if the killer tunnels 1 survivor all game, or doesn’t patrol gens properly that will end up in a gen rush, but in no way does a gens speed need to be nerfed, they already nerfed toolboxes and I’m not wanting that happening to a gen.

    I also believe that the devs said they wouldn’t nerf gen speeds ever!

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    I agree with @ggezbaby...a gen or two will always pop in the beginning of a match because you can't chase all the survivors at once. But once you start hooking people, gen progression gets slower, especially in a group of random survivors. Also, if you've brought perks that cause inefficiency and regression.

  • GeordieKiller
    GeordieKiller Member Posts: 413

    sorry how is it killer fault for gen rushing when chasing can be extended by the sheer number of pallets and loops plus huge map sizes and sure killers cant make a single mistakes but how many mistakes are survivors allowed?

    the issue is three fold 1st are Tool boxes and their "nerf" really isnt a nerf at all especially in high red ranks. the 2nd is gen speed perks that survivors have, solo they are weak but then you times it by 4 then you have a problem :/ and thirdly map sizes and amount of pallets and jungle gyms etc its to safe theres no real risk only hawkins and the saloon are fairly balanced maps.

    i do understand how boring it is just holding M1 but do you understand how boring it is to potentially lose 3 gens in 2 minutes for 1 chase

  • Kwikwitted
    Kwikwitted Member Posts: 641
    edited March 2020

    The issue isn't generator speed. The issue is map size. Hex: Ruin was a band-aid on the problem for a while but after it's rework the issue has become more prominent. Also when you remove Ruin, you remove really any incentive to directly hunt for totems, so survivors really have nothing to do now except get right on a generator. Add in on some maps it can take upwards of 50-60 seconds for a killer to walk from one corner of a map to another it's not shocking to imagine generators popping VERY quickly.

    As a killer, your best bet is to make sure your perk builds maximize your killer's strengths. If you are high mobility and can utilize direct generator regression better than most killers, so for example Freddy or Hillbilly it may be worth it to run things like Thrilling Tremors and Pop goes the Weasel, as you can hit the priority generator before it pops more often than other killers. Killers who need setup time should be running Corrupt Intervention to force survivors closer to them and also protecting three generators furthest away for 2 minutes.

    The best pressure a killer can exert right now is kill and hook pressure, you need to be downing and hooking as often as possible and maximizing your chase times to the best of your ability. It's very much a race in the current meta to get your hooks before they get all the generators and you should be approaching it as such, some targeted generator regression can help but don't let it distract you from your primary mission which is to get people on hooks, early, often, and always.

    Another thing is don't immediately go for a pickup after a down, take a second, look for another survivor nearby, getting two survivors on hooks simultaneously is GLORIOUSLY powerful against a survivor team as the team is basically forced to attempt rescues at that point. Anytime you can turn one down into multiple, even if it's only having an extra person on the ground for a while, you're still forcing someone to go pick them up or burn their unbreakable.

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    Imo slowing down gen speeds will screw over solo survivor's. I would rather them give survivor's another objective. But honestly both poor map and poor killer design is the real problem. Some killer's can't keep up map pressure with how big some of these maps are and not only that, it;s a shame that majority of the killer's have to depend on survivor's making a mistake to win the chase

    While I agree with you but your technically saying make Thantaphobia basekit, which I sorta agree on

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    This. If map sizes, mega loops and stun times were tweaked, chases would be more reasonable allowing for more map pressure.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Here’s a fresh take on it - gen times are fine

  • GeordieKiller
    GeordieKiller Member Posts: 413

    Dude they really arent its stupid how quick they are. But that is due to the three keys things that i did mention in this thread but here it is again

    the issue is three fold 1st are Tool boxes and their "nerf" really isnt a nerf at all especially in high red ranks. the 2nd is gen speed perks that survivors have, solo they are weak but then you times it by 4 then you have a problem :/ and thirdly map sizes and amount of pallets and jungle gyms etc its to safe theres no real risk only hawkins and the saloon are fairly balanced maps.

    and here is Kwikwitted post that actually goes into more detail and actually even been helpful and give a few tips on what we can do in the meantime till the devs actually take a serious look at the gen speed situation.

    these one lines that you done are not helpful in these discussions and debates. This issue of gen speeds has been persistent over the past few years and only been made worse since the ruin "rework" where i have laways seen 5 plus posts talking about gen speeds or map sizes.

    So please put something useful or even go into more detail on why gen speeds are "fine" instead of this one line no room to debate or discuss

    thank you

  • Kwikwitted
    Kwikwitted Member Posts: 641
    edited March 2020

    This response is just you being bitter and refusing to do anything to help yourself, pure and simple. It's a hell of a lot easier to whine about generator speeds than do anything to help yourself right?

    And please, "Persistent over the past few years" THE GAME IS ONLY A FEW YEARS OLD HERP A DERP. But then again this from the genius who looks at a four paragraph comment on a thread and claims it needs "more detail" while he offers a whopping two sentences to the conversation.

    And just because you see posts of people whining about something doesn't mean they're immediately right. There's posts all the time about how every killer is a tunneling camper, does that make it true? The vocal minority doesn't mean automatic accuracy.

    So since the cordial response wasn't good enough for you, let's start laying out some harsh truths. The fact is, there is still plenty of killers who play at red ranks regularly, I happen to be one of them.

    Current screenshot showing Rank 1 taken at 8:02 PM 3/27/2020

    Steam Achievement for Legendary Killer: January 27th, 2019

    Most of us haven't ran Ruin for many months and that was BEFORE it was reworked, because simply put it wasn't worth it at red ranks for most killers because survivors at those ranks can hit a great skill check. It was much more valuable to either use a direct regression perk like Pop Goes the Weasel on a more mobile killer, or eschewing generator perks altogether and focusing strictly on chasing potential to reduce chase times and exert as much kill pressure as possible.

    So now riddle me this batman. How is it that I and many other players like myself as I am hardly unique in this, have managed to climb to red ranks and even rank 1 month after month, are we just getting lucky with nothing but potato survivors every single game? Yeah I WISH. I get optimal survivors in 75% of my game. You think it's frustrating to get red rank survivors as a yellow or green rank? That's my normal playtime. And I seek that particular challenge out, why? Because that's the only way you learn what works in this game and what doesn't.

    Hex: Ruin was a crutch that allowed a lot of not that great killers think they were better than they really were. Hex: Ruin covered for longer than optimal chase times because survivors were looking for totems or having trouble hitting great skill checks. Well guess what happens when you get to red ranks like I did? That doesn't work anymore, survivors either find the totem immediately, or just power through it like it's not even there.

    So what was the answer? Cry? Whine on the forums (not naming any names here?) or learn how to get better? I chose the latter, I played game after game trying to maximize my chase times on multiple killers, learning how to optimize loops and end chases as quickly as I possibly could. Would I still lose? At times of course, but a funny thing happens when you start getting better and better at ending chases quickly. Generators stop popping, because you are occupying multiple survivors through either hooking them directly or forcing their teammates to come unhook your people. Then I learned about juggling, slugging for slowdown effect, when to proxy camp and when not to. I got BETTER when I got rid of Hex: Ruin than before I used it, because I didn't have the crutch to rely on.

    If generator speeds were an issue across the board, why do killers have absurd kill rates on maps like Hawkins and Way Worse on maps like Ormond or Disturbed Ward? If generator issue was the only problem wouldn't that kill rate be constant? It's because the MAPS are the problem. Mercifully BHVR has started to realize this with their new maps if nothing else. Saloon is actually quite balanced, Hawkins is pretty killer sided but I wondered if that was them experimenting with a map of all unsafe pallets.

    Does that mean there AREN'T any balance problems? Of course not, there are issues, some killers need some help, particularly if they are setup reliant, the emblem system is a mess, and matchmaking is atrocious. But no, generator speeds, IN AND OF THEMSELVES, are not the problem.

    TL:DR: Hey scrub, I get to Rank 1 every month being deaf in one ear and with reaction and game skill levels for a guy in his mid-30's. If I can do it, you sure as hell can do it if you put in some practice.

    In short.

    GIT GUD.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432
    edited March 2020

    In order to argue gen times you have to include skill level of the player. Because everyone who is red ranks knows how bad some killers who bring the most obnoxious slow down builds really are.

    Like, I get it if you have trouble patrolling the gens once in a while, but I cannot see gen times being slower to appease a number of killers who already use builds like forever Freddy and still do really bad. Because that tells me it’s not gen times that are bad but they just choose to not get better at making conscious choices, like patrolling gens.

    Simply put, adding time to gens will come at a heavy nerf to many slow down perks.

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    🤣🤣🤣 @ this. Why don't we just make the entire ground on every map a conveyor belt that funnels the survivors right into your weapon.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    How much killer do you play and at what rank? If you play any amount of killer above rank 6 then you know gens get done insanely fast and one mistake is too many by a killer. The reason so many feel they have to tunnel the first survivor down asap is due to the issues above.

    As I have said in other posts, solo survivor would need to buffed before any of the changes to killer happen. They would need to be able to gather and disseminate information similar to SWF without comms. Built in Dark Sense, Alert, maybe totem counters.

    The game should be balanced around SWF which requires buffing solo survivor and killer.

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    I like your sense making, Warlock. I play purple killer, so not as sweaty as red, I'm sure. As a survivor main and someone who often plays solo or with only 1 other person, I can tell you that the changes made from the time I started to now are exhausting and killer behavior currently makes the game extremely unenjoyable for the random teams I've experienced. I wouldn't mind the game being tuned to SWF if concessions were made to boost solos, but so far that hasn't happened. As is, accommodations are being made to assist with SWF and solos just take every change in the ass because survivors are addressed as a singular group, rather than taking into consideration their dbd version of intersectionality. :|

  • GeordieKiller
    GeordieKiller Member Posts: 413

    think theres been a bit of confusing i was actually supportive of what you are saying it was the one line from clickyclicky which i should of have seen as a troll post my bad there, wasnt in the best frame of mind had a run of very bad games so my bad for being in the forum with that mind set.

    HOWEVER the fact you went on a personal attack on me without fully reading what i was saying (however short it was) cause if you did read it you would realise that i was saying the same thing as you that certain MAPS are the key issue but i saw other issues aswell never did i once complain about the gen times in that post. Honestly i think gens time are alright and would not support a increase on gen times as it is boring to hold M1 all the time. the ISSUES i have were three things:

    1. Toolboxes
    2. Gen repair speed perks
    3. Map sizes and distrubution of pallets and windows

    1 The toolboxes i disagree with the current set up less charge but faster speed as what i have seen being a rank 5 to 4 killer is survivors being able to use the TB to get the final 10% work done in seconds and you have to times that by potentially 4 if they all brought TB. I would be more in favour of high amount of charges but slightly to Moderately speed increase as when ever i use a toolboxes in real life i dont repair things in 44 seconds by myself. But on TB i will have to endure and adapt which i have been doing as they arent get changed anytime soon.

    2 Gen Repair speed perks solo fine no issues there but stacked theres the issue combine with the Toolboxes can potentially mean you can get a gen done in less than 35 seconds. But i will admit this is only a issue due to SWF so im not going to hard on this one as if they do something about SWF then this issue would be lessen however the third one is what im advocating for

    3 This is primanily focused on the old maps up to stranger things as i think from then on the maps they put out since stranger things have been balanced really well each giving advantages and disadvantges to both sides. The problem is how the old maps still have areas (god loops, infintes) where no matter what you do your not going to catch them at all and it is easily abused where the killer will have to leave you and you get off scott free to do whatever you need to do. Also the sheer amount of unmindable pallets and how easliy they are to go to one pallet to another wasting killers time and causing the gens to be done in quick succession. Now partly that is due to killer own skills but also why are there so many pallets or locations where there is nothing you can do but to either leave or break the pallet. I would be in favour of either sheer reducing of unmindable pallets either removed or replace with mind gameable pallets where a killer has a chance to get the survivor thereby ending chases sooner and then applying more pressure on gens. Also sizes of them most likely need reducing to give those killers who dont have high mobility a chance to apply pressure on gens.

    I will admit that the last post i made was not the best post i have made cause i wasnt in the right frame of mind which i can own up to as my fault. But i will not take that kind of response that you made that you assumed i was a lazy person who just wants everything handed to him no i do put time and effort in getting better at looping, outminding the survivors, learning when to chase or to break off etc to the point i have started to enter red ranks and this is without ruin aswell btw. I have never once in this post or last post insulted the person i was talking to regarding the last post the issue i was having was he just put one line with no room to debate or discuss like it was trying to shutdown the converstation never did i insult him by calling him bitter or lazy or even a scrub. I actually ASKED the person to put more detail in why he thought gen times were fine to have a discussion/debate instead of trying to shutdown this discussion.

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    Older maps have already had loops closed, windows closed, doorways put in, number of palettes reduced, and more unsafe palettes put in.