Gen speeds needs to be discussed
So lately I've noticed gens are getting done in less then 4 minutes.
I think that's rather ridiculous that gens can be finished so quickly. Now it forces killers to camp/tunnel.
Devs please do something about this. Because I want to play a game that's more then 4 minutes.
Sorry I needed to vent about this.
Comments
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as a surv I am on a gen in seconds of match start, it baffles me how often I do a complete gen before killer even makes it round the map to me.
3k hour killer btw
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So you agree it's ridiculous right?
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If you want to play a game that is more than 4 mins, which most of mine are, just play legion with thana, dying light, ruin and some other slowdown.
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I like playing with different killers with different builds. Playing the same killer and same build gets boring.
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It's not that bad atm, but it looks like they are going to nerf / rework meta perks -> gen regression perks including. Then it will be a problem.
Same can be same for survivors if they lose BT / UB etc.
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People shouldn´t be forced to play certain killers/full slowdown builds. Just to have a decent match.
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I will rather not. If there will be enough players doing version of forever freddy, then Legion might get same treatment as him. RIP Freddy
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With Lethal Pursuer I can routinely get a hook before the first generator is done. Depends on the map and the type of survivors if I can snowball into more before the first one is finished, but with LP's information you can start your first chase in the direction of the other survivors and if you're lucky the person you start chasing will run right into them forcing them off the generator they are on.
But on some of the larger maps if you can't heard that first survivor into the others with that opening chase, even if you hook them before one is complete, you're not going to have the time to even reach the next survivor before a generator is done.
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Yeah, I don't think gen speed is that big issue -> before meta rework. I think spawns rng is worse.
If you have survivors spawned on different gen each, you are screwed...
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That's one thing using LP will show you. More than where they are its shows you the complete BS of survivor spawn locations. Half the time its 2 and 2 with each pair right on top of a generator or 3 and 1 with same thing, and like you said, sometimes they are all spread out but still close to a generator each.
With CI the furthest three generators may be blocked, but that doesn't always work in your favor, you still have to find the survivors, and if they don't have a generator to work on they'll cleanse or boon totems or stealth around and hide.
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I realized this long ago in my Legion main dayss running Discordance, you realize how often within seconds two are on a gen. Its basically every match
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Yeah, CI is kinda random. I had many games as a survivor where I found out there was CI in endgame chat.
LP is good on killers with mobility. It's kinda wasted on normal / slow killers.
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Just leaving those 2 screenshots here. One contained gen rushers and the other one didn´t.
How people can enjoy a match, where they play just 4 minutes and escape with less points, then what they would have earned dying in a normal match. Is beyond me.
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So here's the real problem. A solo gen takes 80 seconds to complete and for one survivor, it's just holding m1 the entire time which is really boring and not interactive. Increasing the speeds on that will just be more miserable and more of a chore then something fun. Survivor spawns and Map sizes and map design are the real problem. 4 survivors spawning on separate gens is very broken and it just guarantees them a free win. Survivors should always spawn together at the start of a match and not too close to a gen. Decreasing Map sizes as well can also solve the killer mobility problem as well since majority of the killers have no map mobility and they can have a chance to pressure gens more.
Also I do think that Corrupt Intervention should be basekit but on a much shorter cooldown. Like 1 min before you can work on the 3 nearest gens then 2 mins. Maybe only if those two things don't get changed. Idk. That's my take on all of it.
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Yea it's an issue... but it's one that doesn't have a solid solution
They could lengthen Gen times and rework Regression... but Survivors will complain (and rightfully so)
They could rework Survivor Progression and rework Regression... Survivors might complain about that (but IDK)
They definitely need to change how Spawns work
They could make it to where the great skillcheck doesn't appear until Gens are at 25%-50%... or base it off of which Survivors are repairing Gens
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I have correct you gens take about 40 seconds to finish
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I don't think many people choose to play the "survivor" role wanting to die. Even if it's with more points. I feel way more gratified escaping than dying with more BP.
To OP, gen speeds are fine; but many map designs are not. You also can't really nerf gen speeds any further without taking any action against camping and tunneling.
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40 seconds? solo gens do not take 40 seconds. Here's a quote from the dbd wiki
"Fully repairing a Generator without the help of a Toolbox, Perks and other Survivors takes 80 seconds, assuming that no Great Skill Checks are succeeded and no Skill Checks are failed. , who receives an auditory and visual cue of the completed Generator's location."
And a link to that https://deadbydaylight.fandom.com/wiki/Generators
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You can thank Nurse and Blight for gen speeds being fast.
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There would be the choices you have. You can escape (win) with less points or you can die (lose) with slightly more points.
The game snowballs quickly to one side depending on how many gens are done by the first kill, so far that I have seen.
Longer matches is fun for everyone as long as interactions are spread across the entire time.
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what does Nurse and Blight have anything to do with gen speeds where do you come up with this logic???
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"One contained people doing their objective, the other one didn't" ftfy.
I don't understand how the huntress match indicates gen rushers, none of them had perks or items (besides a toolbox set up for sabo) to aid in gen speed, so the only thing that makes them gen rushers is literally them doing their objective...
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What he means is, that usually the first 2-3 gens get done solo. Which takes 80 seconds and is roughly the time for the killer to cross the map, get 2 hits and carry the survivor to a hook. Now the killer has 1 hook and the survivors have 2-3 gens left. Which will get completed in coop. Thats takes 42 seconds.
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What i mean is, those survivors won´t pip at all. I mean, i play solo and i´m having a tough time to reach red grades. Simply because either my lightbringer or my benevolent doesn´t reach the required level for a pip. So i doubt that its any different for them.
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But thats the whole issue, isn´t it? Killers stack gen slowdown perks to have longer matches and more interactions.
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It's not Nurse and Blight as much camping and tunnelling.
Camping in particular forbids any kind of innate gen speed reduction, otherwise deathcamping on first hook guarantees 2K+.
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My definition of gen rushers are survivors that won´t heal up and push a gen out, even while injured. See the Adrenaline on 2 of them? Why waste time with healing, if the completed gens will do this for us? I spreaded the damage, injured everyone and instead of healing, they just sticked to gens. Let their teammate reach struggle phase, while i chased someone else. Just to finish the gens.
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A few things:
- First off, keep in mind that the game is designed around 1-3 survivors escaping being the most common results between evenly matches opponents. That implies that at the end of most games the gens will be finished and the gates opened. Stopping all the gens is meant to be the exception, not the rule, and expecting the gens to not be finished in 50% of matches isn't realistic given that the devs want some people escaping out the gates most of the time.
- In addition to the above, the first two to three gens are the easiest ones for survivors to finish. It's the last one or two gens they need to complete that typically take the longest time because by then the killer has presumably gotten into a cycle of having someone slugged or hooked most of the time and chasing a second survivor which pressures the other two to split between doing the last gens and rescuing their allies. The bulk of most matches between even opponents happens in that last 1-2 gen period so it shouldn't be surprising that the first 1-2 gens are completed quickly. In fact survivors finishing 1-2 gens in 2-3 minutes means very little in terms of whether or not the killer can finish the game with 3-4 kills since a lot of that early game is spent getting the initial downs and removing pallets to build momentum in the middle and late game.
- Now all that said, the devs in their upcoming big perk and meta change revamp are almost certainly looking at why certain slowdown perks for killer are so popular. My guess is they'll look at it through the lens of killer players all feel like slowdown perks are a "necessity" so what they might do is implement an across the board gen slowdown of some sort as part of the base game and then tone down the slowdown perks so the overall average gen speed isn't impacted. That way killer would get a slow baseline gen speed and feel a little more comfortable running more perk loadouts that don't involve slowdown as well. I don't think they'll want to make gens much slower than they already are against killers running slowdown heavy builds, but they may decide to slow them down against killers who run no such perks at all.
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But "gen rushing" is still the best tactic to escape since gens are getting slowed. More so if the killer has tunnel vision for one survivor off hook.
Too many games I've been in where the killer will ignore the rest of the survivors just to go after one like they kicked his dog or something. What can I do? Gens.
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Because the Nurse and Blight are able to pretty much be anywhere on small maps. Survivors have to be able to complete gens against killers as oppressive as Nurse and Blight, which means gen speeds have to be taken into account for killers as broken as Nurse and as stupidly powerful as Blight.
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What if i told you, that the killer wants to tunnel someone out, BECAUSE the gens go to fast?
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Theres a reason corrupt is so meta the higher mmr (people actually do gens)
Iv never understood balancing around people who dont play the game properly and dont do their only objective but when the devs do is it any surprise gen defense is meta?
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Then we would be going around in circles. Making gen speed slow is not an option because it's basically a nerf to survivors while still giving killers to option of camping and tunneling. It might be even more viable because you can get more effectiveness out of it due to the longer gen speeds.
For the health of the game you need to solve both issues at the same time.
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By the looks of the points, you didn't get any hooks and nobody saved, it's highly unlikely they needed to heal anyway. You win some, you lose some, they also ran medkits so why would they not heal?
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Uhm, as i said. They didn´t heal. Got 1 hook who counted as 2 due to reaching struggle. The second down was right at the second the last gen was completed. After that i had little incentive to keep playing and just opened the gate.
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We need an additional objective for survivors.
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"Gen Rushing" is not a thing that exists.
Completing the Generators is their objective. They don't need to do totems, they don't need to arbitrarily get into a chase with the killer. They don't need to immediately hook save.
And if you're not being much of a threat, they don't need to heal, and with some killers its beneficial not to heal immediately.
If you're not going to force them off of a generator, then why should they leave it?
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Then camping and tunneling also don´t exist. Since killing is the killers objective.
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those toolboxes are OP, and Franklin's Demise only works with basic attacks. Franklin's Demise should work also on special attacks, the timer should be 60 seconds instead of 90 and the killer should have the option to move around/hide those items 😀 because the survivors know where they are at and they come back when the killer goes away.
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Oh dear, you have opened the gates of hell with that topic 😂
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Personally I would add new objectives to larger maps that would require you to do them sequentially but keep smaller maps as gens only.
For example maybe you need three gens to open electronic locks to cabinets that give you keys that open panels to power the exit gates or something.
There are a bunch of different things you could do but it would need a lot of testing.
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Wasn´t my topic.
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So far, everything the devs tried to add in regard of additional survivor objectives. Either severly damaged killers (hexes) or turned into a secondary objective for killers (boons).
It just doesn´t make sense. That all 5 gens can be completed in less than 4 minutes. Even without coordination or preparation. A good match should take somewhere around 12-15 minutes. Why spend 5 minutes in a queue, only to have a match that lasts less than that?
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You have more perks to slow gens down than ever before. There shouldn’t really be an excuse. You are merely there to patrol gens not guard them.
Also, you provide no context of what killer you played, what map, how many hours. All of which make a difference in the match. Because RNG and skill is a huge denominator of the outcome of a match in this game.
Are we to just assume that you played your match in circumstances where you should have downed and hooked someone in a reasonable timeframe?
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Kek at all the survivors trying to pass the blame to the killer.
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Survivors also shouldnt be forced to use BT and DS to not get tunneled and camped but here we are
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Sorry, can't hear you over the sound of more and more gen regression perks being created to shake up the gen regression meta because, rather than tackling the problem it's just easier to accept it as part of the game and try to manage it
The obvious solution is to nerf all gen regression perks and figure out some way to create an artificial, non-optional gen regression thing in the game to make up for it. Overall, that would in turn increase killer strength due to not requiring them, and freeing up perk slots. This is also ignoring that it will probably have an affect on a lot of survivor perks and their meta, and requiring the removal or fundamental changes to perks that speed up gen progress, like toolboxes, Prove Thyself, etc.
What one sounds easier? The game probably is in a "statistically" fine state. but it's pretty obvious that gen speeds are a problem and they are completely aware of it due to giving many new killer map pressure/travelling options or something that helps with gens/loops, and continue to introduce more gen regression perks.
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"Oppressive" aka anything which stands a chance against a SWF.
Survivor virtue calling code words.
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Going to add anything constructive to the OP's thread? Or just ranting?
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No, it's understanding balance in a game. SWF have little advantage when compared to how much of the game Nurse ignores.
It doesn't take a genius to know this.
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