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Base gen regression should get buffed.

Jplanas98
Jplanas98 Member Posts: 532
edited November 2021 in Feedback and Suggestions

I decided to play a few matches without using PGTW because I felt I had become too reliant on it. After the first match I immediately became aware of why I run PGTW so much, base gen regression just completely sucks. If you're not running gen regression perks, it's honestly not worth kicking gens. What takes you 30 seconds to regress take a single survivor about 8 seconds to repair. People constantly talk about how gens are going by too fast, and I feel if gen regression was buffed slightly, it wouldn't feel that way as much. I'm not saying to buff it to tier 3 ruin regression where it's at 200%, but it could definitely use some tweaking.

Comments

  • Gamna
    Gamna Member Posts: 39

    It's useless to kick a gen, you just need to keep chase and down sruvivors asap.

    Even if you try to do, you need around 160sec to reduce a gen at 99%.

  • Faulds
    Faulds Member Posts: 903

    I think what you really need as a killer is an early game slowdown: in many of my matches i can lose 1 or 2 gens (even 3 on a very efficient team; but that's rare) when i got my first down. Thats why i vould like corrupt to be buffed (4 gens corrupted until the survivors break your 3 gen; to prevent stealth and bad RNG), and made base kit.

  • Lordofweed
    Lordofweed Member Posts: 297

    We already got one: Hex:Ruin. We all know it doesn't last longer than a minute on average.


    We also have Corrupt.


    Those are not the greatest perks but definetly the greatest perks we have right now for that purpose.

  • Faulds
    Faulds Member Posts: 903

    What i'm trying to say is: rework corrupt so it isn't on a timer (and blocks four gens), and make it basekit. I think it would deal with gen speed problems; and make bt base kit for survivors to deal with camping-tunneling. With those changes, you'd have in-built mechanics to deal with those difficulties.

  • Lordofweed
    Lordofweed Member Posts: 297

    I think both Corrupt and BT are fine how they work.


    I agree with you that Gens pop too fast in high mmr Matches. In low mmr Matches they cant even get 2 gens done before they die.

    I know that because i switched to pc half a year ago and yesterday i played blight on console with crossplay enabled against pc survivors. I played worse on purpose, because I felt sorry for them.


    With that said u think Gen regression is op in low mmr-mid mmr and only on high mmr it is required to get even only a few hooks.


    On the other hand, survivors (if they play their role to its maximum) cant be stopped no matter what but if they arent good players, they have no chance. Ofc this is not true for everyone or for every match because there are 2 sides which dictate how the Match is gonna play...


    How do you want to balance that in low mmr when giving Killers Corrupt as a base kit perk?


    So the big Problem BHVR is facing with that is, that balancing is not balancing for different mmr regions. They simply cannot say like give the top mmr Killers more benefits than low mmr Killers. People would rage(quit).


    I cant see a viable option for that big problem.

  • Faulds
    Faulds Member Posts: 903

    If mmr works properly, killers and survivors should be paired up with an opponent of somewhat equal skills.

  • Faulds
    Faulds Member Posts: 903

    I don't know where my answer went so i'll say it again: if mmr works properly, you should be matched with an opponent of somewhat equal skill.

  • anarchy753
    anarchy753 Member Posts: 4,212

    Making perks basekit is never the solution.


    I do agree that as it stands regression should be higher, because it's almost never worth your time to kick a generator unless you have one or more regression perks based around it, like Pop, Eruption or Oppression.

    It's why I switched over to surge on many killers who have less map pressure, because you frankly cannot spend the time kicking a gen and expect to get value out of it.

    Unfortunately surge is still ridiculously limited by basic attacks, a range, AND a cooldown.

  • Faulds
    Faulds Member Posts: 903

    Dealing with major flaws of a gameplay with perks is what's fundamentally wrong. Not the other way around.

  • dugman
    dugman Member Posts: 9,713

    On a related note, I do think it should take survivors a 1-2 second charge time to actually start repairing a generator and stop it regressing, similar to how it takes a killer a charge time to put a generator into regression. It just feels silly that a survivor can, mid chase or while a killer is standing swinging at them, literally just instantly tap the generator to stabilize it. I think adding that 1-2 second charge up timer wouldn’t significantly alter the game balance, it would just get rid of that dumb looking scenario of a survivor running past a generator and doing The Fonz bonk on it to fix it.

  • anarchy753
    anarchy753 Member Posts: 4,212

    They should fix issues, yes. That is not achieved by just tacking top meta perks onto the base mechanics and calling it a day. That's just exorbitant power-creep and just leads to the game getting more and more ridiculous. It doesn't fix the issues, it just means survivors would have 5 second chances and the killer would have 1 more stall than they were already using.

  • Faulds
    Faulds Member Posts: 903


    They designed those perks to deal with those issues: so making them base kit wouldn't be game breaking, and wouldn't alter the nature of the game (instead of inventing new mechanics out of nowhere that would do it).

  • HagathaSimmons
    HagathaSimmons Member Posts: 236

    Agree. I think the way it is now is a ratio of 1:0.5 for survivor repair:base regression. It should be a 1:1 ratio base to alleviate the required meta of bringing Ruin/PoP.

    doing so technically means that ruin would or should get a small buff. Tier 1 ruin is already 100% or a 1:1. So they would need to change it to at least 125% tier 1 to maybe 225% tier 3? Or idk probably keep it at 200%.

  • IWFreak
    IWFreak Member Posts: 252

    The ratio is 4:1 now, base. Ruin makes it 2:1.

    I would suggest make base 2:1, and Ruin just adds the automatic regression. Maybe even allow regression while a gen is blocked?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,026
    edited November 2021

    I agree with this, but only if the gen is regressing because the killer actually kicked it (eg. this wouldn’t apply with Ruin).

    I’d do something like this:

    1. Increase base regression rate to 0.375 charges per second (halfway between the current normal rate and ruin)
    2. Change Ruin to 50% of 1 survivor’s repair rate (this makes it remain the same as it is now)
    3. Nerf PGTW to 20% (instead of 25%, to account for #4)
    4. If a generator is directly damaged by a killer, survivors must first “fix” the generator (there could be a better word for this). This action takes 2 seconds, can only be done by one survivor (cannot have multiple survivors to make this faster), does not have skill checks, and progress resets if interrupted. During this time, regression pauses but will resume if the survivor stops or is interrupted. Upon completion, regression stops and survivors can then resume repairs. If a survivor is “fixing” a generator, they are considered to be “repairing the generator” for purposes in regards to other perks (eg, DS is disabled, eruption can trigger on them, etc.).
    5. If a generator is regressing due to a passive effect (eg. Ruin or Surge), regression may be stopped by simply tapping the gen.
  • dugman
    dugman Member Posts: 9,713

    I don’t think the game distinguishes between possible reasons a gen is regressing. It doesn’t matter if the gen is regressing because it was kicked or a perk like Ruin, etc, it’s just a condition the gen is in.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,026

    Yeah that's just something that would have to be added for that idea to work.