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Gen regression
Is anyone satisfied at how long it takes to kick a gen versus how incredibly slowly it regresses?
Comments
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No, but I don't see a change anytime soon.
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Keep the regression the same, but make damaging a gen do an instant 5% regression and nerf Pop to 20% to compensate.
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I think there should either be more regression with a kick, or, when a gen is kicked it takes a survivor 3-5 seconds to get progress going again (prevent tapping).
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not one bit...
-kicking a gen takes quite a lot
-gen regeression is way too slow
meanwhile gentapping and stop gen regression takes.. milliseconds...
there should be an animation that prevent insta-gen tapping....you need 3 seconds to kick a gen? you should also have 3 seconds before start repairing it again...
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Kicking gens was just a bandaid solution to 99ing gens at the time. Too bad they have never changed it to compensate for the new game
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agree, if killers have the same penalty when falling as survs have. Same time to tap a gen, same time to react for a falling
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To give you an idea, a gen needs 80 charges to be repaired (that is, 80 seconds if the survivor is alone, the equivalent of 1 charge per second).
Hitting a gen takes 2 seconds and the regression rate is 0.25 c / s, which means that a 99% gen takes 5 minutes and 20 seconds (320 seconds) to return to 0%.
If there are people who think that regression speed is fine, they are simply main survivors.
What they should do is buff the base speed of the regression and nerf Ruin.
I think giving us a base "Pop" as suggested by @GoshJosh isn't a good idea, because if a survivor touch the gen, we can already apply a -5% regression, I see it somewhat excessive.
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Ruin, in no way, needs to be nerfed. It is a hex totem that can be easily found. Boost base regression speeds for kicking and make it so that when survivors try and start to repair a regressing gen they have to do 3 rapid skill checks before any progress is made.
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It's not excessive if you nerf pop, so that the total percentage doesn't exceed the initial 25% value. In fact if you increase the regression speed and add the initial 5% regression on kick you could even lower pop's value a bit more say to 15% so that when it combines with the initial 5% kick, it rounds out to 20%. Remember pop's effect is still dependent on you finding and hooking survivors too, so it's really not that bad. Also giving an initial 5% kick discourages gen tappers as well, and again at base (with no gen regression perks) killers would find it to actually be worth kicking gens.
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Buffing the base regression speed and not nerfing Ruin will give scenarios in which literally leaving a generator for a very short period of time will cause it to drop to 0%, after all Ruin, even if it is a perk Hex, is very good. Not nerfing it just because "it's easy to find" I don't see as a valid argument.
And 3 quick skillchecks I see too much, just for new players. The best thing would be a simple skillcheck, after all the skillcheck is not to fail, but to avoid that with just one click they can stop the regression.
It's excessive. Go to an area with a generator, hit it, while you leave the generator you see that the survivor returns to the generator, you hit it again, in total in just a few seconds you have reduced the progress of the generator by 10%, basically with that mechanic you prevent that the survivors can touch the generators. I just see it too excessive.
Buffing the base regression speed and adding a skillcheck to stop the regression is a much healthier change. Having a base Pop has no strategy whatsoever, but increasing the regression speed does.
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Ok, but on the other hand I have had games where survivors in mid chase will stop to tap a gen and then move on with the chase without losing distance. Then I go to chase them, and notice another survivor sneaking in to work on the almost completed gen that has stopped regressing. I go to chase them off, kick gen, resume chase, other guy sneaks in and goes to the gen, we're stuck in a loop while the other survivor is working on one of the other two gens they need to escape. So even if I were to stop chasing these guys and go to the other dude across the map, I end up losing this gen. If I stay at this gen I end up losing the other gen. By giving that initial regression at kick it'll prevent scenarios like this from happening, or at least make it so that survivors will be more careful about sneaking in for the gen. Imagine if kicks had that initial regression to it. The first guy who I chased, after kicking the gen, instead of looping close to it to tap it would have to actually lure me farther away from that generator so that the other survivor can come in and do that gen without me being close enough to notice them.
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Ruin at max rank is only 200% of a slow regression speed and should absolutely reward killers for applying pressure on survs.
Also "its easy to find" is a perfectly logical and valid argument in the age of Detectives Hunch, Small Game and Counterforce as well as maps.
Skillchecks are easy to get good ones even for rank 15s. They literally just exist so that survs dont fall asleep holding M1.
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The point of regressing a generator is NOT to prevent it from being able to be completed or to get it to reset all the way to 0%. It's to give the killer another option to extend the game's length and give them more time to get the survivors. If you make regression too strong then you end up with killers that locate 3 gens that are close together and literally camp those gens all game long making matches take far too long for their worth. If a killer can't get the survivors in the time they have then maybe they should reassess how they play a match.
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We can only hope that they’ll be a change.
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