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Gens are going by way too fast

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

It feels pretty much impossible to apply decent pressure on gens now. Every game I play is against sweaty SWF running meta perks. Within the first 2 minutes, 3 gens are already done. Then when I try my hardest to force a 3 gen I pretty much can't because they all just ride each other the entire game to rush gens. If I try to snowball by hitting them and forcing them to leave, they just come back 10 seconds later because they're fully healed from CoH. But if I commit to a chase, then that gen is done before I can even down the survivor. Then they rush the next gen. I wouldn't have a problem with this if the gens regression speed were faster. It's ######### baffling that the killer has to spend a few seconds to break the gen to cause it to regress and it only goes 1/4 the speed of a survivor's repair speed. Those roles should be reversed or at least equal. Gen regression needs to be buffed to near ruin levels of regression because unless you have PGTW trying to kick a gen is nothing but a waste of time.

Just to clarify while yes, I complained about SWF in this post that isn't the main focus. So I don't want people trying to argue thinking that I'm talking about trying to nerf SWF or anything.

Post edited by Mandy on

Comments

  • PleassBuiltInNoed
    PleassBuiltInNoed Member Posts: 618
    edited December 2021

    It's been an issue for a long time, and huge maps don't help it either.

    Try running Lethal Pursuer and see how at least 2/4 survivors spawn next to a gen and jump right on it every single game. When you don't have this perk and you don't know where they are, it's very likely that at least 1 gen will pop even before you find your first survivor, especially if 2 survivors spawn next to eachother.

  • Jplanas98
    Jplanas98 Member Posts: 532

    I've been running Discordance while playing the Artist. It tends to come in handy at the beginning because survivors who spawn together always rush the gen together, so I've gotten plenty of injures from that early on. Issue is, I can only chase one person. So while I chase one, the other one hops back on the gen immediately.

  • AnneBonny
    AnneBonny Member, Alpha Surveyor Posts: 2,252

    mandatory secondary survivor objectives is the solution imo. survivor gameplay outside of chase is boring as hell and always has been.

  • PleassBuiltInNoed
    PleassBuiltInNoed Member Posts: 618
    edited December 2021

    With Artist you can harras the survivor on gen with crows, the double crow setup to deal damage.

    But if they are in SWF, chased survivor might warn survivor on the gen that you are doing this.

    However over all need to just apply as much pressure as possible. One of the best ways to do that is basement or hooking someone near a gen that is progressed alot.

    However there are plenty of ways for survivors to negate pressure now thanks to boons. The game just isn't balanced at all.

  • ATOMIC_ACE_PUGG
    ATOMIC_ACE_PUGG Member Posts: 359

    Run surveillance so you at least know when the generators are being worked on also tinkerer is a must

  • IronKnight55
    IronKnight55 Member Posts: 2,979
    edited December 2021

    I don’t really have too much problems with gen speed, but I do think a few changes could be made:

    1. Survivor spawns need to change. Sometimes survivors can all spawn on different gens. This obviously shouldn’t happen
    2. Make large maps smaller. These are all the changes that are needed in my opinion.
  • Myla
    Myla Member Posts: 1,551
    edited December 2021

    I mean you don't really need to have Meta perks to do generators. Generator is indeed broken though. There's a stark difference when Survivor just Hold M1 as soon as the game starts and when survivors are messing around looking for chests,dulls, following the killer around doing flash light saves,etc.

    You're basically screwed if Survivors are gen happy.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Making the maps smaller will only work if that necessarily forces more Survivors to budge their butts when a chase forcibly comes near them.

    Smaller maps are a component of it, but they're not necessarily the entirety of the fix for "actually be able to pressure Survivors off gens and interrupt their objective".

  • IronKnight55
    IronKnight55 Member Posts: 2,979
    edited December 2021

    I also said they need to address survivor spawns. That’s another big problem.

  • RainehDaze
    RainehDaze Member Posts: 2,573
    edited December 2021

    Problem is, shrinking the maps will make it easier for survivors to split even if they spawn together. So, can't rule out some more fundamental mechanics shifts.

    Gen kicking needs something by default, it's just dumb now (or the obvious "can't just one-tap it to revert regression" nonsense).

  • IronKnight55
    IronKnight55 Member Posts: 2,979


    It could definitely be tested and more changes could be made if necessary.

  • StarLost
    StarLost Member Posts: 8,077

    It's not map size.

    It's density. Structures, complexity and nearness of loops, safeness of gens, hiding spots, fields of vision, hook spawns etc.

    Grim Pantry and Badham are pretty small, but horrible for killers. Autohaven and Red Forest are enormous, but have some maps that are decent for killer.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369

    Don't be silly.

    Survive by daylight is fine.

  • danielmaster87
    danielmaster87 Member Posts: 9,677

    New players must have had it rough then, when old Ruin was still in the game? Oh wait! They didn't, because they were going against bad killers because they themselves were bad players. But then the devs had the wonderful idea of doing buffs and nerfs based off of the casuals, and here we are.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Next chapter

    Boon: prove thyself to Entity. Any Gen within 28m radius from Boon gets repaired 50% faster.

  • Blueberry
    Blueberry Member Posts: 13,671

    I'd say on average by the time we only have 1 gen left in solo queue the killer usually only has 2, maybe 3 hooks tops. That's crazy fast.

  • Jplanas98
    Jplanas98 Member Posts: 532

    That's what's been happening to me. If I can get at least 3 hooks by the time they have 1 gen done, then that's fine, I feel like it's still a fair match. But lately it's pretty much 1 gen is done by the time I hit my first survivor, and then a second one is done by the time I down them. Then when I get close to the gen that's almost done, they finish repairing it directly in my face.

  • StarLost
    StarLost Member Posts: 8,077

    Hah!

    That's...pretty normal for me at my (I'm guessing) intermediate-high MMR.

    I'll usually lose 1-2 gens before my first hook. It's gen 3 where I have to apply some pressure and the game generally turns on gens 3 and 4.

    If I have someone dead or have escalating pressure before 3 gens are done, I'll usually win. If everyone is alive and not on their final hooks before the final gens, it's a 3-4 out.

    I'm finding that Pop and Ruin aren't really sufficient. I need to go ham with Surge or Pain Resonance and get a lot of hooks in quick succession.

  • IronKnight55
    IronKnight55 Member Posts: 2,979

    Map size definitely hurts some killers and is a part of the problem. You're right, though. Map sizes aren't the only problem. Some loops are pretty crazy.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited December 2021

    Well here's the thing though, they think it's balanced because we're close to a 2k average. However that hook ratio by 1 gen left tells us that in order to be reaching that they've got to be tunneling/camping someone out and that basically half their hooks are coming from doing just that. IE the 2 kill data isn't accurately representing "balance" per say.

    Keep in mind this is also solo queue. When I actually SWF with friends (generally 2 good players, 1 average, and a pretty new player. IE not a swat group by any means) we go literally hours without losing a single match and they aren't even close, we're curb stomping for the most part.

    Also we see people talk about how "rare" SWF is but at top MMR they are not rare whatsoever. I'd say less than 10% of matches have no SWF in them with 50-60%+ at least, are 3 or 4 mans. This obviously makes sense as of course all the SWF groups would naturally be piled up at the top from such higher win rates.

    Anyway, my point with all this is that if matches are going that fast in solo queue, imagine how fast that are when it's actually SWF groups. The killer on average is probably getting 2-3 hooks for all 5 gens and the gates being open for our SWF matches (and we're not even a sweat group)...and that's with almost all of them running NOED..IE at least 1+ of those few hooks they got isn't a hook from "skill".

    The killers just don't stand a chance with how imbalanced the objective times are for each side and they're forced into camping/tunneling if they want a chance.

  • SeannyD115
    SeannyD115 Member Posts: 583

    Boon: reverse ruin. The gens repair themselves at 200% within 28m radius

  • RoaderFrost
    RoaderFrost Member Posts: 170

    Boon: Surprise Party

    Bless 4 totems with this boon to open the gates without fixings the generators, aura of the last totem is highlighted for 5/10/15 seconds, so you can easy remove NOED.

  • dictep
    dictep Member Posts: 1,333

    Kill rate is above 50%. If you can’t kill survs you’re bad, that’s all