Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
The time to complete generators needs to be longer.
The survivors already have the advantage of being in four players, having several items and still being able to make calls, the time to complete the generator needs to be longer, even when done in a group
Comments
-
Nah.
8 -
Why though. the killers literally have the power of like anything that could insta down is like huntress with the shard and trapper using his traps to trap us with a add on that insta downs us.
1 -
I think they just need to regress a little faster.
10 -
There are 2 options:
- Reduce and increase gen speed acording to survivors alive (like many similar games) for example: 4 survivors alive = 50% normal speed, 3 survivors alive 75%, 2 survivors alive 150%.
- Or completely change the repair mechanic to something more fun like a treasure hunt, for example: in order to repair a gen you need to search for parts in the map and as you apply it on a gen its gets a % of completion. This is the most fun way because its boring to hold M1 and this change that BUT this requires to change plenty of perks so this is not going to happen.
6 -
No
4 -
I would make the game more dymanic and fun but the amount of work it requires by reworking all gen perk its big. But yeah i wish this was on the devs to do list and focus on this, making the game more fun instead of just releasing new chapters and skins.
Who knows maybe for DBD ver 7.0..
3 -
Survivors: NoED is OP! Camping needs punishments! Slugging is a BM! Make Killers 12 hook so we can have 'fun' before dying! 😫
Killers: Well, gen speeds-
Survivors: Lol, no. 🙃
6 -
Give the little gremlins a secondary objective before they can start repairing generators
2 -
I'm skeptical the gen speeds need to be changed much if at all, and I'm saying that as a killer main. Keep in mind that the dev's goal is that most matches have some survivors live and some die, so 1-3 kills should be the usual results. That means if things are working right then the gens get done most of the time if both sides play equally well. And my guess is that's about where the game is now, since if it was significantly off from that goal they'd probably have already slowed the gens down to compensate.
Of course there's no actual public match data to draw on so all these topics are basically just speculation, but if you're expecting the gens to only be done half the time you play then your expectations are a bit off from the actual design goal.
2 -
I never understood this.
1 -
Yes and no. I do agree that gens should take longer but they shouldn't increase the gen time itself but rather when multiple survivors are working on a gen together. It would also be nice if kicking a gen did something.
0 -
Kicking a gen DOES do something: It wastes the Killer's time!
Oh, you meant if kicking a gen did something for the Killer! Nah; never happen. Survivors would get mad.
5 -
honestly im in favor of treasure hunt to get your items to repair things as long as its a collective pool not on a person if killed
I would be willing to let NoED go if they make repair gen harder and harder as they repair each one ... like first gen done Add 15 more second to the next one and then 2nd add 30 for the next gen and then so on ... so that it progressively gets harder to repair gen and then like someone said ... having to find the Fuse to open the gate would be good to slow game down so its more of a good chase and map awareness.
1 -
Generators do get completed a little fast, but making them take longer to complete is the most boring, unfun way to go about addressing this. I think the game just needs to sort of new mandatory objective to go alongside completing generators so you can't jus immediately hop on them at the start of the match.
1 -
I would say:
Decrease overall map size. Right now, when the killer is chasing someone, the survivor can run REALLY far away from the objective being done.
With decreased map sizes, the killer would have more chances to detach to another survivor, survivors would hear the TR more, keeping them on their toes.
0 -
Loved reading the comments of all of you, there are many very good suggestions and I hope one day you will heed for this.
0 -
This is not helpful to players in low ranks.
0 -
The last thing you want to do is have to stare at a gen for longer.
Its not really an interesting solution.
I'd say make regressing/kicking gens more valuable in general and get rid of tapping to stop regression.
Then we need to put the focus of survivor game play back towards team inetraction rather than solo ability.
Yes this makes solo queue less viable but half the games issues stem from trying to make a solo survivor able to just do it all alone like some uber hero.
Maybe make the first couple of gens require 2x survivor to repair or at least get started. You need your buddies to get it off the ground and as we get closer to the finish and its likely someone is dead then the capabilities of a solo survivor increase.
Maybe a mechanic called desperation as survivors get eliminated your ability as a solo player to complete your objective increases. I don't mean a stop gap perk I mean an evolving game state kinda like the egc.
0 -
If you increase the time a generator needs to be completed by 4 seconds per generator in the match and change the base repair time to 76.
The 1st generator completed would need to have 16 additional seconds of work to be completed (20%)
After a generator is completed, the required repair for all other generators is lowered by 5% (4s)
Overall, this would make survivors have to repair a total of 50% more generator progress than usual.
This would be very oppressive for survivors - but by tweaking Toolboxes to become more powerful - it can easily find a balance.
0 -
This.
Generators are at a weird point where they complete too quick, but take too long to be "fun" for a survivor to do.
Regression is needed, not extended Gen times
0 -
The baseline gen time of 80 seconds is not the issue.
Basekit regression needs to be made a bit more worthwhile, and toolboxes/perks which speed up generators need to be toned down. Corrupt also feels like way more of a necessity than it should.
1 -
No longer gen times. Fix map design, give killers 5% base damage when kicking generators. But do not make base generator times longer. They’re already a snooze fest, and as long as Ruin can regress up to 79 seconds of progress, there is no reason gens should take longer.
0 -
Corrupt should be basekit on less mobile killers.
0 -
That would be nice, have 2-4 of those every 25 or 50% of the generator's progression, and you cannot progress past those points till you succeed (failing would have the usual regression penalty). Also having some large UI in front of the player would mean you're less able to notice when the killer's nearby.
Other thing is killers need to have a Merciless Storm-like minigame in order to stop the generator from regressing rather than just tapping it. That means if a killer kicks it, the survivors at least know they're getting some value out of it as it cannot be tapped anymore. That and doubling the base regression rate (tune down perks that regress currently to be like +50% instead of +100%).
0 -
Temporary Fix for Gen Breaking until more in depth one developed: Kicking a gen always regresses it by 5%. Standard regression speed after initial 5% regression.
Why: Discourages gen tapping, as each 2 second kick is 4 seconds of progress + however long its left to regress. Makes the 2 second interaction more appealing to killer, as the effect is instant. Works as a indirect buff to all gen breaking perks.
1