We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Because the animations of the survivors have change when working on a Generator

MrsPiggyIsSoSneaky
MrsPiggyIsSoSneaky Member Posts: 571
edited September 2020 in Feedback and Suggestions

This would be a great opportunity to change the way gens work as well. Like come on, different animations depending on which side the survivor works on gives a big opportunity to change something for the generators, to fit in and continue on with the updates with the graphical updates.

So lets start it off with this

instead of survivors being able to contribute to the progression pool as a whole, now each side will have its own progression pool instead, which when all sides have been fully repaired, will complete the generator. Now, of course this causes problems, which I know some of you will point out "What if a side of a generator is block?" and that problems is easy to solve.


If either two sides of a Generator is blocked, then the two remaining sides will instead be 50% each.

If only one side of the Generator is blocked, then the three remaining sides will have two sides being 25% and one side being 50%.

If three sides of the Generator is blocked then the only side left is 100% of the progression pool as normal. The fourth panel shows all sides will start off with zero progression (Obviously). Now lets talk about what happens when one side of the generator is done.


Now lets say Survivor 1 started working before Survivor 4 did, then Survivors 2 and 3 come by to work on it and after a little while Survivor 1 is done with the left side. Now Survivor 1 leaves and the left side cannot be work on as it has reach its max pool progression and now the other sides have to be done in order to finish the Generator. If a Survivor fails a skill check, all sides of the Generator suffer the regression. As a side of a Generator gets completed, the repair progression get noticeably slower. And now when it comes to the killer coming to kick the Generator, is there anything difference?


Yes. If two sides of the Generator have been worked on and the killer comes by, the killer will only be able to kick on the side that has been worked on, in this case, the right side and bottom side have been worked on. If the killer tries to the kick the Generator on top, it won't give the prompt to damage the Generator, it has to be on the side that has been worked on. Now of course this causes problems, how will the killer know which side to kick if the Survivors left before the killer could see which side they were working on? With a little bit of animation changes, that can be fixed (If left side of the Gen has been worked on, only the cylinders on the left will move and the right ones will not. If the top side of the Gen has been worked on, the wires will be left sparking and vise versa) Now lets talk about regression.


With the normal progression that the Generators have, when the killer kicks the Gen, it regress the progression pool as a whole. With this new system it works differently and there is more to it, but for now, lets stay on this.

If the killer damages the right side of the Generator (Now bear with me, the numbers are not gonna be accurate to how much it actually regress to that time) then that side of the Generator will have a faster regression rate than that of the sides that were not physically damage by the killers weapon or feet, they will have the normal regression rate. Now its time to talk about Collateral Damage.


(Again bear with me that the numbers are not gonna be accurate to how much progression actually regress in said amount of time) So, Collateral Damage, if you have knowledge about the human body, then you know if one system fails, then the rest will fall with it.

So like with the previous example, this takes it with the whole Generator. As said, if said side was physically damage by the killer, then that side has a faster regression rate.

Now lets take a look at this Generator, both left and top have been completed while bottom and right sides have not yet been completed. Moments later, a killer comes by and damages the right side of the Generator. Now as time goes by top, left and bottom will have the normal regression rates(-2 per X sec), while the right side will have a faster regression rate(-3 per X sec). Now after sometime, the right side has regress the progression all the way down to 0%, this is where the Collateral Damage begins. When this happens, now the other sides of the Generator will start to have a faster regression rate(up to -3 per X sec) and as other sides begin to regress to zero the remaining sides that still have progression will start to regress at an even faster rate.


With this, this will give survivors a bit of a newer and different feel for the Generators and have survivors plan out of how they will do the Generators as well as giving SWF a new challenge when doing multiple Generators. Same with killers, they will have to be quick with which side they need to kick to effectually do the most amount of damage to a Generator over time and with that, use perks like PGTW, TT a more powerful and strategic take on.

With this being said, let me know your feedback on this.

PS. Perks like Ruin and Surge will affect all sides of the Generator with equal/normal regression rates. (Having to repost this because I put it in the wrong place when I meant to put it in GD)

Post edited by Rizzo on

Comments