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swf genrush nerf idea

i got this new idea today that every gen expect the normal that repair it without anything. you need fuel

fuel can be found randomly in the map and every gen need 1 bukket/can of fuel to be completed

this new game mechanic might get rid of genrushing and more fair game play

Comments

  • Breque
    Breque Member Posts: 427

    Normally i will just say no for any SWF nerf

    But this i actully an good idea

    Will probably solve gen rushing and it will be actully more intresting to play instead of just looping and do gens and loop again

  • bubbabrotha
    bubbabrotha Member Posts: 1,138

    Get out of my mind

  • Avarice10
    Avarice10 Member Posts: 482

    No, this idea was mentioned back in 2017 and the Devs decided against it, but they did introduce totems and hex perks as a secondary objective, survivors don't need a third one.

  • Avarice10
    Avarice10 Member Posts: 482

    Whenever a Hex like DH or NOED is in play, there's nothing optional about it.

  • arcnkd
    arcnkd Member Posts: 446

    Survivors don't want a secondary (or "tertiary") objective that they are FORCED to do in every single match. Hell, they ######### and moan now about having to do totems just in case something like NOED might be up.

    No, unfortunately the only way to 'stop' genrushing is to nerf the ridiculous levels of repair time decreases that generators get when you start stacking survivors on them. I think we're at something like 60 second for 1 survivor; that drops stupidly to like 40 with just 2 survivors or something like that; last I saw repair times anyway.

    You stop gen-rushing by stopping the power behind stacking up on one gen. I'd even go so far as to say gen times in general are a little fast regardless - but there's a fine line between gen speeds being reasonable and matches dragging on forever

  • shervinmsm
    shervinmsm Member Posts: 7

    imagine 1 hook and 3 gen pop is this fair?

  • Syntai
    Syntai Member Posts: 38

    I know that survivors dont like to do anything else than gens because it just ends up slowing them down, which increased the chances of them dying.

    But honestly in the last few weeks I had a couple of discussions with people who were interested in playing DbD (as friends - on the survivor side) but they ended up not giving the game a try because: Just doing gens every game - seems boring to them.

    I hated Friday the 13th, but atleast there you could do a bit more then gens -> door -> escape.

  • ZCerebrate
    ZCerebrate Member Posts: 641
    edited September 2020

    Base Generator Speeds, Great Skill Checks give 1% progression (Nerfed from 2%) meaning a fraction of a second off per check.

    Combine this with Prove Thyself that adds a stackable 15% Repair Speed buff for each nearby survivor to each survivor up to a max of 45% (This has been confirmed by devs to be to applied to the already reduced speed), this does not stack with other PT but should still be run on 2 people per team for max uptime)

    80 seconds solo (69.56s with PT maybe during the time someone is just nearby doing a totem within 4m or self-caring).

    47.06 Seconds with two (41s with PT)

    38.10 Seconds with three (29.3s with PT) 

    36.36 Seconds with four (25.07s with PT)

    ----

    This is post gen times nerf, post toolboxes nerf which was together buffed with Prove Thyself from 10% to 15%

  • arcnkd
    arcnkd Member Posts: 446

    80 seconds solo - jumping to 47 with two --- that right there is the reason gens are so ridiculous. It should not lose 30 entire seconds for a second survivor popping on. Should be something like 80, 70, 60, 50 - that alone would help things immensely. There is far too much benefit for adding a second Survivor and too little benefit adding beyond 2 so it encourages splitting two on two gens and rushing them down.

    Changing those times to those above would force Survivors to not be able to rush down multiple gens at the same time very easily.

  • NekoGamerX
    NekoGamerX Member Posts: 5,299

    survivor don't like to do totems but love to bad word about noed.

  • SkeletalElite
    SkeletalElite Member Posts: 2,715
    edited September 2020

    If that were the case you would just see survivors not coop repairing then instead of 1 gen popping in 47 seconds. You would get 2 gens pop another 30 seconds later even if you interrupt one of them.

    The fastest games are actually ones where all survivors do separate gens. It's very very hard for the killer to pressure survivors who are all working separate gens and if the survivors are all good at looping you'll have 3 gens pop by first hook.

  • Tactless_Ninja
    Tactless_Ninja Member Posts: 1,791

    I've always thought that injuring people should give a gen speed debuff to that person. That's my gen speed solution.

    But if they did add a requirement for extra parts, I could see this effecting the order of operations if expanded upon. Like people gas'ing up all the gens on the far end of the map and accidentally 3 gen'ing themselves that way. Although that usually spells a loss even without an additional mechanic.

    And despite the ability to do gens very quickly, it typically slows down around the last two gens when the killer starts to gain momentum. So while it sounds like a good idea on paper, it can lead to unwinnable situations.

    If they tied the idea in with a new killer, it could work. Killers are supposed to change up gameplay. You see boxes spawn with Pig, so a killer that has extra objectives would fit right in. Call them The Mechanic.

  • Avarice10
    Avarice10 Member Posts: 482
    edited September 2020

    We're talking about totems being secondary objectives, which they are, Ruin will slow the game down just a little bit, and survivors can spend or even waste a lot of time looking for totems, Ruin can be powered through but leaving lit totems up can also be extremely detrimental to the survivors. NOED is a hex perk so it fits the bill.