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Ruin should be standard....kinda...

DanielPaint
DanielPaint Member Posts: 110
edited June 2021 in Feedback and Suggestions

I think there should be a Standard ruin mechanic in the game.

If a survivor stops to repair a generator the gen loses 25% progress.

When you kick it the normal 100%

And with ruin the 200%

Post edited by Rizzo on

Comments

  • Edgars_Raven
    Edgars_Raven Member Posts: 1,236

    Id have it regress at the same speed they repair.


    The problem is though how do you then deal with the kicking a gen mechanic?

  • BlazePyron2
    BlazePyron2 Member Posts: 145

    I was just thinking this the other day. A passive regression (without sparks) to gens, and an additional passive regression to exit gates would be really helpful in slowing down gen times and opening up more perk options than just three gen slowdown perks

  • aroell
    aroell Member Posts: 477

    No, gen speeds are fine.

  • MrDardon
    MrDardon Member Posts: 4,039

    I'd keep the kicking, making it instantly regress at current regression speed would be:

    1. To slow

    2. Would render many gen kicking Perks useless and would need a Rework.

    Pop, Overcharge, Blast Mine, Erruption etc.

    I'd keep the kicking gen mechanic but increase the regression to 1/2 of Survivors progression rather than 1/4, making it as fast as Ruin regression but with the requirement of kicking a gen. Ruin wouldn't need a rework as well as it regresses them automatically.

  • Pulsar
    Pulsar Member Posts: 20,905

    Just give gen kicking a standard regression penalty.

    Say, for the sake of the argument, 2%. Enough to end gen tapping, not enough to be OP.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
    edited June 2021

    No, it would eliminate many gen perks. A better idea would be kicking a gen looses 5%. With the current regression

  • aroell
    aroell Member Posts: 477

    Giving faster regression will slow the gens down though

  • Edgars_Raven
    Edgars_Raven Member Posts: 1,236

    Nope. Gen speeds are the same.

    What you mean to say is "if the trash killer is able to effectively pressure gens it will take me longer to do them since i lose progress."

    The gen speeds havent changed, it just means a killer could have an actual impact on the gens outside if running regression perks

  • aroell
    aroell Member Posts: 477

    How do you think it will affect newer players? They will lose all their games

  • Edgars_Raven
    Edgars_Raven Member Posts: 1,236

    New killers arent great either. If they go through the tutorials seems fine. Its not like its going to do anything if the killer never comes to a gen, and even if he does and doesnt find you and leaves youre right back on it.

    Are we balancing around brand new players now?

  • lagosta
    lagosta Member Posts: 1,871

    Nope. Just have gen tapping changed.

  • Shroompy
    Shroompy Member Posts: 6,791

    Having it regress at the same speed they repair? Not even Ruin does that at the moment. That would be extremely unbalanced

  • SpookySZN
    SpookySZN Member Posts: 95

    Imo gen kicking feels pointless at times so either do something about gen tapping or make kicking one worth it. Maybe it loses 5-7%?

  • Edgars_Raven
    Edgars_Raven Member Posts: 1,236

    Yeah i forgot ruin was less. It should be less than ruin

  • xerav
    xerav Member Posts: 392

    No...

    Repair speed should be slower at the start of the match increasing over the match based on your interaction with the map and players (i.e you got chased by a killer and unhooked a survivor your repairspeed is new twice as fast while the unhooked survivor repairs with 50%).

    If a Player dies remaining survivor can get near the corpse and collect charges allowing em to repair faster.

  • aroell
    aroell Member Posts: 477
  • twitch_ravKenclaw
    twitch_ravKenclaw Member Posts: 54

    As an unbiased Rank 1 Killer & Survivor here are my two thoughts...

    1. Kicking without Pop has little to no noticeable effect. At the highest level, against 4 competent survivors, most of them will gen tap and continue running back and forth between the gens and any tiles to avoid the killer. If the killer goes to the gen, kicks it, then chases, the regression begins sooner, which is helpful, but regression is already to slow, as seen by the Ruin Meta. Not only that, but you waste time in the slow kick animation, EVERY SECOUND COUNTS. Don’t get me started on the fact that it cancels if you release the button early or get flash-mined.
    2. Even with Ruin, there will be matches where I have two survivors alive, one slugged, and the other in a chase with me. Naturally, over the course of pre-end game, I should notice which final gens have how much progression. After a significant amount of time of downing the survivor and putting them on hook, I’ll sometimes walk by gens and it’ll STILL sound like it has barely regressed, even with Ruin.

    Possible solutions?

    •Kick Animation should be sped up (this is already possible, but only with certain perks, which aren’t meta and only available to some killers through Addons)

    •Base Regression from a kick should have a more significant impact. You’re effectively choosing to let a survivor escape a possible down to protect a gen.

  • BenihimeWrath
    BenihimeWrath Member Posts: 968

    Considering the current baseline generator repair vs regression dynamic with regression speed being 1/4th the speed of repairing a generator I believe adding a 2.5% lost progression on damaging a generator baseline is appropriate. 2.5% being 1/4th the amount of progress lost when a survivor misses a skill check. As a generator takes 80 seconds to be repaired that means each second spent repairs 1.25% of a generator, thus it takes just 2 seconds to undo the lost progress which forces survivors to go even in the time commitment with killers. (Before modifiers. e.g. Brutal strength, multiple survivors repairing, toolbox) I believe this change will slow generators down passively, disrupt gen tapping in an interactive way by opening survivors up to punishment which also opens up pathways for skill expression by survivors in response to it. While also meant to make the baseline kick more situationally worth using depending on the flow of the match, but not necessarily so strong as to always be the right choice.

    Alternatively Ruin could be baseline:

    • Ruin with no hex totem baseline to provide a small cushion of gen defense and also reward the killer for generating pressure, thereby reducing the necessity of such perks, passively buffing other perks. Encouraging build diversity. Tune remaining gen defense perks down to be more reasonably in line, reducing their overall feeling of oppression.
    • Passively reduces the compulsion to tunnel/camp/slug gratuitously as each second of pressure on a survivor is now much more valuable than previously, reducing the need to actively suppress nearly the entire team for effective gen pressure at any given moment. Simultaneously increasing the weight of every decision a survivor makes while repairing generators, making the objective more engaging overall.
    • Remove kick as baseline ability, have it be unique to those perks that require breaking a generator.
  • BastardKing
    BastardKing Member Posts: 784

    Repairing something should be more difficult than destroying it. Kicked gens should regress at 100% single survivor repair speed, and require five seconds of work to stop regression after they get off. Ruin just makes it so the regression starts automatically and happens at 200% normal speed. That way, kicking a gen actually matters, and it isn't done at a much faster rate by survivors.

  • ChronoSeth
    ChronoSeth Member Posts: 55

    I can be fine with this one. The regression starts after a kick, which when the survivors repair it they need to spend 3 seconds sounds better than 5, where the progress is entirely paused, just like when a skillcheck is failed.