Patch 3.7.0 The Gentimes are still a Problem & the devs are doing not enough about it
Hello,
don´t get me wrong but in my opinion the Gentimes are still a Problem. I can understand if devs saying we doesn´t want a m1 simulator and i also can understand devs going a careful way, but look at the fixes. We talking about 1% and that´s nothing.
Comments
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Better than what we had. Gen times are still too fast, but low mobility killers have more of a chance now. Its a step in the right direction, but its still not enough.
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Even as it stands, the last time they gathered data, survivors (yes even the sweaty sfws) had less than 50% chance of survival, which descended slowly as the less players collaborates together as survivors.
What I want to ask is, how impossible are we willing to make the game to be survived through by survivors for the sake of giving low mobility killers(that often have things that compensates for it) to have a guaranteed win?
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the 1% you're talking about is for hitting great skillchecks. did you miss the part where they set the speed penalty for multiple survivors working on the same gen to 15% from 10% ?
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Gen time is not a problem. Map rng is the issue for either side.
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Let's not forget how some SWF might be bringing Prove Thyself to boost up the gen speeds.
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I mean, at least they did try to fix gen times.
I kinda just want an update where they finally fix the bugs that have been in the game for a year now.
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When are gen times "fixed"? Just curious. Because from reading the forum it sounds like that Gen Times are fixed for an individual person if they are slow enough so that they cannot lose any games anymore.
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Gen times are totally fine, killer players are just bad.
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Sorry, can you please reword your question for me? I am a little confused at what your post is asking.
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You said that they tried to fix Gen Times. This implies that you think they did not get fixed.
How should Gen Times be so that you would consider them "fixed"?
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Well, i feel like they are taking steps in the right direction. The main issue is that, in all honesty, it doesn't make to much of an impact on the way that gets normally get done.
With the calculations that were done, it only adds an extra 2.5 seconds or so to a 2 man working on a gen. That isn't much different from original. It really only helps when 4 people are working on 1 gen. I've only experienced that once, but normally they are split on 2 gens.
If you want my honest answer: I don't know. My original answer was "increase the penalty", but balancing this game can be tricky. The devs did try to fix it, but I don't think it was enough, but I don't know what would be fair enough for both sides.
Do you have an idea of what would be fair?
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No i haven´t forget. 10 is still not enough
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I play survivor.
When my group rush then gens then the problem is that the killer only hunts one and the same person even if he do not get him. That costs much time
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That's about right, especially after the general looping nerfs that just came through.
Before the patch you could already watch some of the best killers in the game 3-4k like 20-30+ times, if not more, in a row.
I have NEVER seen a solo survivor survive 30+ games in a row. Survivors have always needed a SWF dedicated to getting them out to achieve those numbers.
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If you still cant do well as a killer now that maps have been reduced in size and deadzones are everywhere i have bad news for you...
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Devs are walking a fine line balance wise. To be honest, I'd rather killers that dont have map pressure so to speak get movement speed bonus similar to bloodlust for the first 30 seconds of a match or until a chase starts.
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Well who didn't see this coming. Killers complain about balance, devs put out one of the biggest one sided patches in a long time, killers go right back to complaining about balance.
Just give survivors 1 health state already. I'm tired of the complaining at this point.
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Sure.
I dont think that Gens are any problem at all. Gens going too fast means that the Killer does have a poor Map Pressure. This can have multiple reasons, e.g. the Killer player can be just bad. Or the Survivors are too good. But mostly: Maps.
And this got tackled in the recent Patch, at least some of them. Because if the Killer is going on a huge Chase because of the imbalanced Ironworks Window, surely the Survivors will do Gens and the Killer will have bad Map Pressure. Even if he leaves the Chase because the Survivor was running to that Window (which was the smart thing to do), he would have still lost time because he spent at least a few seconds on that chase without any pressure generated from it AND has to spend more time to find another Survivor.
Pressing M1 is the most boring thing a Survivor can do, it even became more boring in this Patch because Great Skill Checks award almost no progress anymore. Sure, more BPs, but nobody cares when they max out Objectives anyway.
So with this Patch, Killers will most likely get shorter Chases, which retults in overall more Pressure. Which is also more fun for both sides since there is more interaction between Killer and Survivor.
Sad thing is that many people seem to think that the games design or a Perk should prevent Gens from being done, but in fact, the "thing" what needs to prevent Gens being done is the Killer. Again, by applying pressure, which got easier with that Patch.
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which maths out to a whole extra 3 seconds added when 2 survivors are on the gen. Might as well make no difference.
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I [BAD WORD] love reading your comments. Keep eating my upvotes and using logic to explain your opinions, please.
About the topic, I still think that survivors' main objective not having any structure negatively affects the developers' efforts towards achieving proper game balance. This isn't an issue of gen times specifically, but adding a second objective or any form of structure to the survivor objective would have to modify them somehow. The game can be balanced around the current state of the survivor objective but doing so will make it harder to balance individual killers.
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Thank you for the answer. That actually does make a lot of sense when you put it the way you did.
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I'm pretty sure somebody on their team specifically said something about wanting to only do a small change of this nature, as to not go overboard. Of course they "didn't do enough" when they're just trying to test things out to see how it ends up.
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I think what is being missed here is the 1% is referring only to great skill checks. Now getting a great skill check barely increases the bar instead of ticks it up by a few seconds.
Gen times as a whole went up and the penalty for having multiple survivors on a generator went up by 5%. It's the difference of like almost 10 seconds if I recall. Or maybe it's 7-8. And that's on a four person generator. For solo or duos it's longer.
Furthermore maps were reduced in size and dead zones were added. This came after even a purple toolbox with prime add ons still doesn't even fill half of one generator and that's BEFORE they made generators take longer.
Generators take longer. Great skill checks do next to nothing. Toolboxes are borderline useless. Maps are smaller, god loops are closed, dead zones are frequent. Even the slowest Killer is still faster than a Survivor and will down them if there are no windows/palettes/clever plays. Hatches take forever to open. Exit gates take forever to open. Hook timers still go just as fast. The already low survival rate of high ranking Survivors has gone down even more. Killers were already winning over half of all matches played. Now they are winning even more.
What more do Killers want? I'm not being facetious, as a person who plays mains Survivor (so I feel the hurt) and also plays Killer (I'm higher ranking than I've ever been and have more 4ks than ever) I genuinely want to know what more the Killers want.
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I sense that many won't be happy until a 4K is guaranteed and there's nothing a Survivor can do to stop it.
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Gen speeds are fine.
Killers have forgotten how the "main problem" was big maps, with strong loops, and endless palettes making it impossible to pat gens fast enough before losing them. You get smaller maps, shorter loops, less palettes, slower gens and those things combined STILL aren't enough? Maybe the issue isn't dbd.
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