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Can we get a buff to basekit gen kicking please?

Kicking a gen starts progress regression, which is 0.25 completion per second, and takes two seconds to finish. That is all that two seconds gets me, starting regression. No damage to the current progress already there, just a very slow ticking downwards.

A Survivor working alone repairs a generator at 1.0 completion per second. So it takes four seconds of that gen not being touched after kicking to remove one second of progress from the Survivor side. And it has to go fully untouched, since any Survivor can just "tap" it for a fraction of a second of time to undo the almost literally nothing my two seconds spent kicking did.

I think any of the following changes when it comes to basekit damaging a generator would make it actually matter:

1) The two seconds you spend kicking the gen does 1% maximum Repair progress, that's half of what a single Survivor would add to the gen if they were working on it for those two seconds. Also note that if a Survivor fails a Skill Check on a gen it loses a full 10% maximum Repair progress and makes it so that for three seconds no progress will register.

2) Something akin to Overcharge is just basekit, making the Survivor perform a Skill Check to stop the regression. This would make it so they can't stop to "tap" the gen in the middle of a chase. Maybe make it an Easy check with the only penalty for failing it that the gen keeps regressing until a Skill Check is actually passed. This would mean Overcharge still matters and would give an additional Skill Check before the basekit one that if failed does the extra damage. This change would weaken Overcharge a bit because Survivors would be anticipating a Skill check unlike now but getting a "tremendously difficult" one first might throw them for a loop.

3) Base regression time is upped from 0.25 c/s to 0.5 c/s, what Rank Three Ruin currently does. This is still only half of what a Survivor repairs at but now it'd only take two seconds to get back what they spend one second doing instead of a full four seconds. If the base regression time is upped then Ruin could be changed to be 50%/75%/100% to keep the times the same, or even 75%/100%/150% for a slight buff. Keeping it the same for an even progress vs regression might be a bit too much as Ruin is already something of a sore spot for people.

It is just that right now there is no reason to even kick a gen with no Perks that care about doing so. Unless you know that a Survivor won't be back in the area for at least eight full seconds then the time spent kicking the gen is better spent in chase.

Comments

  • Zozzy
    Zozzy Member Posts: 4,759

    They are nerfing everything to do with gen speed perks so why would they add this?

    Devs don't want gens to take longer than 80 seconds because rank 20's can't even handle that.

  • VikingWilson
    VikingWilson Member Posts: 789

    The devs will touch keys before they touch gens and they won't ever touch keys.

  • RoboMojo
    RoboMojo Member Posts: 1,326
    edited March 2021

    Honestly they could just add your first idea accompanied with a slightly different version of idea 2. Instead of it being a skill check (which good survivors actually could potentially hit mid chase) maybe instead there’s a brief 3-4 second animation that they must do to cancel the regression. If they cancel it before it’s done then they have to start the animation again. Essentially removes all possibility of gen tapping, unless of course there’s multiple survivors.

  • Silver9
    Silver9 Member Posts: 31

    Yeah this is a problem. I remember when everyone was complaining about the sweat squads and their toolbox use. We wanted increased gen times but we got toolboxes nerfed instead which was a fair middle ground I suppose as increasing gen times isn't engaging. Heck generators as they stand aren't engaging. Its holding a mouse and pressing space for at most a minute and a half per gen. That's really boring for a game about a killer hunting people. Honestly the gens were an okay start but I could go for a new engaging objective.

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    Take the 5% off of pop, put it on base kick regression and buff pop back to 60 second. Basically your first idea.

  • vladspellbinder
    vladspellbinder Member Posts: 336
    edited March 2021

    I'm not saying change the repair speed, I'm saying change the value of kicking. Right now kicking a gen makes it take more than eighty seconds anyways. Your presence alone as a Killer makes it so Survivors aren't working on that gen so that is time lost on fixing that or nearby gens.

    However right now there is no real reason to kick a gen with nothing but Killer basekit. The fact you don't have any immediate benefit for spending two seconds of your time and that you've got a four to one ratio on progress and regression means those two seconds are better spent looking for Survivors and why even have a game mechanic if it's not going to be used? Perks modify it sure, but one of the main problems this game has is that Perks are used as bandages to cover over the actual problems of the core mechanics instead of actually fixing the core mechanics.

    As a Killer Main I don't think Keys are what need a change but instead the Hatch is what should be altered. Instead of this silly "number of living survivors plus one" math done it checks two things: 1) Are five gens repaired or 2) Is there only one Survivor left in the trial. If not condition one and not condition two don't spawn the Hatch. If not condition one but condition two spawn and open the Hatch. If condition one spawn the Hatch but don't open it.

    The main problem most people who want Keys nerfed is that a Key allows multiple Survivors to get out alive while they straight up ignore their primary win condition; finishing generators. By making it so five gens have to be finished before the Hatch spawns with more than one Survivor alive the "threat" Keys have is majorly mitigated. This will make two and three people Hatch escapes harder to do but that's the whole point. Survivors need to be more aware of the locations of gens they complete to prevent themselves from having a bad three-gen at the end. Even with just two people if you make the three-gen really far apart you can get all five gens done.


    My initial thought had been 5% maximum Repair progress to be half of what a failed Skill Check does but I thought that might be "too much" for some people so suggested something that is still noticeable without being too large. After all, 1% is what a Great Skill Check adds so just having that as basekit undoes one Great.


    I don't know if Survivors should take longer to fix what the Killer breaks than the time it took the Killer to break it. My main problem with current gen "kicking" is the time discrepancy. It takes four seconds of regression to equate to one second of progression. The Survivors already have a four to one advantage on the Killer when it comes to gen repair. If each Survivor is on their own gen for lets just say five seconds each then, not counting travel time to get to each one, it would take eighty-six seconds basekit to undo all of that progress, that's two seconds to kick and twenty-five seconds of regression per gen. That is more time than it takes for a single Survivor to repair a gen from zero to a hundred. Sure some of those gens would be regressing together in an ideal situation of none of them being repaired after being kicked but four-to-one when there is already another four-to-one is just insane.

    I agree that it shouldn't be a Skill Check, just some animation they need to do to start normal repair. I'd rather it not be "all or nothing", any progress made on fixing the kick damage stays even if you leave, unless Ruin is in play. I'm also in the camp that Totems should keep cleansing progress and not reset back to zero if interrupted but that's mostly because I want consistency across things. Gens keep progress, chests keep progress, why don't totems? Do the bones mend themselves?


    In my games without toolboxes and more than one Prove Thyself I find that gen speeds are just about right when you have no gen perks like Ruin or Pop. If I keep decent pressure on four to five gens and don't worry about the others then I can get my hooks in just fine. It's when there is more than one toolbox or two people running Prove Thyself and splitting up to pair with the other two that don't that I find not having any gen perks is very painful. Even just two brown toolboxes with no add-ons can be a pain when the Survivors know when to use them. (Hint, you use a toolbox to finish gen repair and not start it.)

    I do agree that "M1 Simulator" with "Occasional Guest Appearance of Mister Spacebar" is not all together a fun experience and that something needs to be changed to make it a bit more engaging.


    I think even if we left Pop the same as it is now and gave basekit a 5% in addition Pop wouldn't be too oppressive, but it'd have to be tested.

    But for that to happen basekit would need to be changed.