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Any stuff you would add to make gens not pop early game or make the start slow?
Kinda feel like gens pop way too fast at the start of the match and I been playing survivor only for 3 months.
So was wondering if the community has an idea to make it slightly difficult for survivors to pop gens quickly at the start of the game or make the game last longer at the start.
And no I do not mean perk wise I mean base killer kit since would be kinda boring to either have 1 killer slow gens at the start or having Corrupt which takes a perk slot which guarantees a slow early game but leaves you with only 3 perks once it runs out.
1 example is Trapper because he can only carry 1 trap without addons and relies on Corrupt so he can gather traps and place them where he wants but also not to worry about gens popping so fast. He needs to plan ahead thus requiring more time at the start to see what trap can catch a survivor.
2nd example is Blight because sure he can patrol gens real fast and can make crazy hits but most of the time relies on Gen perks like Ruin or sometimes Survalience to make sure gens won't pop so much when chasing somebody with his power because if ya miss your in cool down and if ya hit then cool down again so you won't be able to go back to the gen that was being worked on unless ruin.
3rd is Death Slinger because he is slow due to his long range attack [Which may or may not even hit]. I have seen shots go through me but yet catch me and has no Gen pressure so you can pop a gen before he comes along even if you don't hear his short terror radius.
Not saying this game is Survivor sided but needs some way to slow the game for killers besides running Ruin or Corrupt.
So if ya got any ideas put them in the comments since hopefully other survivors feel this way since kinda boring when the game starts but its almost over in 4 min.
Comments
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If the killer can tell where all 4 survivors will spawn then his early game would be strong.
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Some ideas:
- Everyone spawns in the middle of the map (including killer) for 10 seconds, the killer can't move, and survivors don't get to see/hear the killer and can't perform any actions. Adjust maps to not have any objectives near the center of the map, or maybe even make them spawn when the killer does. This gives the killer a chance to see what part of the map each survivor is running to.
- Trial warmup, similar to Scott Jund's idea. Block gens, or greatly reduce repair speeds until the first chase starts.
- Require that each generator has to have a part that you go and find before you can start working on it.
- Make Dull totems (and hex totems) apply a debuff to gen repair speeds per totem still up.
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Use Corrupt. That's my advice.
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I have a bit of an idea in the vein of (not coming any soon) early-game collapse. A more pronounced opening phase of the game, which, to be fair, should affect killers to different degrees; e.g. trapper and myers could really use some spare time at the beginning of a trial for prep/stalking, while more dynamic killers like billy or nurse would become unreasonably hard. The solution to this, I think, is to make the early game heavily survivor-sided in regards for survivability, but give the killer some control over how long it lasts. So those who can capitalize on extra time by doing non-chase things, like trapper, can utilize it efficiently, while oni and billy would be able to move game forward sooner.
Basically, my idea would work like this. Every trial starts in First Phase. During First Phase these rules are in effect:
- All generators are blocked and cannot be repaired / interacted with in any way.
- All totems are blocked and cannot be cleansed. Hexes are not yet applied to them and are inactive.
- Survivors leave no scratch marks, ever.
- All aura-reading is blocked for both parties.
- Killer still has TR, but red stain is turned off.
- Three switched are spawned in the map, fairly spaced apart and visibly placed (no hidden in small crevice behind bush, breakable wall and three post codes bullshit). To advance the game survivors must simultaneously interact with two of them. When a survivor interacts with one switch and holds the channeling interaction, all parties get a map-wide sound cue, and survivors only get auras of switches shown in 24m radius.
- Killer may advance the game himself by interacting with each of three switches once.
The Second Phase is as it is today, no changes are necessary.
I would also like to see a more pronounced Endgame, that would be more dangerous and emphasize clutch matches, but I don't have any concrete ideas.)
As a bonus, rework corrupt intervention to block 4 gens for a bit longer, but only if survivors (and not the killer) pop the second phase in two minutes or less.
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Literally just make all survivors spawn together. It really isn't that hard.
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Yep,100% agree on that.
Survivors spawning on 2 or 3 different gens is pretty hard to go against.
That change would be easy to implement and not too much in the killers favour.
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Give survivors more objectives is my solution!
My idea would be that survivors with on a gen to 25% and at the 25% the gen becomes too hot for them and the killer to interact with so they have to go to the killer shack or something to get oil and pour it the gen to progress it to the next 25% want repeat to till the gen is complete.
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I want the "trial start-up" idea to be in this game, it works like this.
For the first 2 minutes of the game all gen repair speed is reduced by 50% until the timer runs out or the killer downs someone.
If they added this it would give killers a better chance at the start of the game so 2-3 gens wont get done before you can stop them or at least not as fast.
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I literally just said any ideas to slow early game without perks......I swear
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I would just say, give each killer a speacial effect they can do on gens to make It that much harder for surviors to do them.
Like when plague pukes on them It gums up the gen making It harder to repair.
Deathslinger could fire his gun into the gen and the surviors would be forced to remove It.
Traper could sack one of his traps to for a few seconds make surviors who try to fix It get cut or wounded.
Hag could curse a gen for the cost of some many traps given any surviors who worked on It..exposed or seeable aruas for a few (either or)
You know stuff like that.
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Ya that would help alot with killers that don't have pressure
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