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I think the generator system needs to be fairer.

JoaoVanBlizzard
JoaoVanBlizzard Member Posts: 556
edited September 2022 in Feedback and Suggestions

Currently, I notice that while there are four survivors in the game, the generators have a chance to run out quickly, however, when a survivor dies, the generators seem to get tiresome to complete, not to mention that the killer has perks that pretty much deplete the gens quickly.

One idea I thought of is that when I had 4 survivors alive the generators would take longer to complete and get faster as the survivors died,

another idea then, as the survs died ,the gens would not regress to zero, but rather have a partial regression, example:

-if there are "4 "survivors alive: the generator regresses to zero (as it currently is)

-if there are "3" survivors alive: the generator stops regressing if the regress reaches 25%

-if there are "2" survivors alive: the generator stops regressing if the regress reaches 50%

-if there are "1" survivors alive: the generator stops regressing if the regress reaches 75%


This is just an idea people, I hope you understood, I don't know if I knew how to explain it,

My idea is to make repairs to generators less tiring and give survivors a chance to complete them even with fewer survivors in the game, there are many survs that are tunneled or that disconnect at the beginning of the game and the game ends up being unfair for the game. rest of the team

I'm also aware that some adjustments should be made to favor killers at the beginning of the game, so they don't suffer gen rush at the beginning of the game,

I wanted to hear from you if you have any ideas that could help with this?

Post edited by Rizzo on

Comments

  • dugman
    dugman Member Posts: 9,713

    Interesting idea, although like you said it would have to be paired with something to make the early gens harder to finish, otherwise it could become too difficult to get 3-4 kills.

  • fake
    fake Member Posts: 3,250

    I am actually a little bit attracted to the idea of this generator.

    This is because I have not yet unlocked the Left For Dead achievements.

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    yes, I am aware that it is a system that requires a certain study to work, I even have the idea in my head, but it is too extensive to explain, on the issue of looking like a reward for those who are losing, I would say that this it's not a reward, but a balance, increasing the challenge of those who are winning and giving some chances to those who are losing to be able to turn the game around

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    Maybe you didn't read everything I wrote, but I made that very clear when I said: "-I'm also aware that some adjustments should be made to favor killers at the beginning of the game, so they don't suffer gen rush at the beginning of the game!"

    I'm considering that the killer may have something that favors him in the beginning, like the generators are 15% slower in the first 2 (or until a surv is killed) minutes as a base kit to maintain a balance

    On the SWF issue, your concern is understandable, but most of the matches I see against SWF, if the team is good, they complete generators with 3 or 4 alive, for them this proposal is indifferent, but it would be more motivating for people who play solo

  • Kaitsja
    Kaitsja Member Posts: 1,833

    One idea I thought of is that when I had 4 survivors alive the generators would take longer to complete and get faster as the survivors died.

    I'd like to focus on this part. This sounds great in theory, but the reason the gens become harder to complete the less survivors there are is because of task priority.

    If there are four survivors, it means one can be in chase, one can be on hook, one can be getting the unhook, and that leaves one on a generator. Remove one, that means one in chase, one on hook, one on rescuing, none on gens.

    Your other idea is good, though.

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556
    edited September 2022

    Maybe, but there's a lot of killer tunneling right at the beginning of the game, survs that quit, and there's no way for the other survs to control it, What I realize is that the main difficulty for killers is to control four survs in the game, when the number drops for 3 killers can control the game better, unless there is a surv that plays very well, but then it's up to the player and not the game mechanics

  • PaintedDeath
    PaintedDeath Member Posts: 492

    I've seen a suggestion for a rework of tool boxes, that tool boxes don't increase repair speed, but rather apply unregressionable progress to the gens. Not a half bad idea, though how it would be implemented and it's effects on gameplay are still up in the air for being a good idea or not.

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    I've thought of ideas like that, one day I want to make a post about it, I personally think that all survs items are too strong (remember what the key was like before the hatch nerf?) the medical kits, the flashlights can also be a problem, but here we are mentioning the balancing of generators, but it is a subject that can be commented on in a future post that I make.

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    In fact, I considered this, in addition to the fact that the killer may have perks that regress generators faster, and because killers can see the aura of the generators, a Nurse or a Blight for example by going to whatever generator she wants in shortly

  • Izo_Quartz
    Izo_Quartz Member Posts: 250

    I like the idea but the numbers a pretty low. it would still be extremely difficult to repair even 50% of a gen at two survs.

    imo it would make more sense to have at at 33% with 3 survivors, 66% at 2 survivors, and at one survivor left, generators don't regress because the last survivor is expected to look for the exit instead of wasting time repairing.

  • neb
    neb Member Posts: 790

    I'd just remove the 75% on one survivor entirely, since hatch exists, and it would be redundant.

  • Raptorrotas
    Raptorrotas Member Posts: 3,248
    edited September 2022

    Great idea! We totally should also have survivors regress to being injured once 3 gens are done, making them permanently broken. Edit: sarcasm.

    We totally shouldnt do this idea. You already havee a no regress point for your objectives, when a gen is done. Regression is bad enough as is.

    Post edited by Raptorrotas on
  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    What do you consider to win or lose in DBD? Do you have that mentality that the survivors win when the killer can't kill them all?

    This raises an interesting question, DBD doesn't treat survs as a team, if a surv dies, it's over for him, he doesn't gain anything from it, it doesn't matter if the other 3 escaped, if one of them dies the game is over him, the killer stays alive until the end of the game, regardless of how many they kill

    There are games like Identity V (which follows a theme similar to DBD, and the devs are currently making the new DBD mobile) that do have a team system, like, the killer wins if he kills more survs than they do escape, in this game I don't mind being camped or tunneled, because if the other survs manage to escape, all survs are bonuses in the same way, the same goes for the hunter (killer)

    and rarely in that game do i feel unable to fight back a match when i'm playing surv, in DBD , sometimes when a surv dies with like 3 gens to complete, the match seems lost, because they can regress the gens infinitely, which makes things even worse

    I know you have the swf problem, but that's another matter

  • whampyri
    whampyri Member Posts: 68

    Ig one escapes by door thats a loss and all they have to do is touch a gen to stop regression only for a moment

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556
    edited September 2022

    I'd think it's fair, like if a killer put a surv in dying state, it should be broken (until it was hooked) when it stands up by itself or is saved in the flashlight because when a survivor gets up and heals, the killer needs to do all the work to take it down again would be a valid idea, but that is another matter to be studied and considered.

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    I agree, but this only works with swf that has information for it, there are several things to consider and adjust in DbD, but there's no way I can cover everything in a single topic, I need to make other topics about it,

    Example: just as survs have problems when a surv dies, the killer also his complicated situations, for example: when all the generators are completed and the 4 survs are still alive, it is difficult to control the exit gates, there are perks that help in it, like Noed, blood warden, no way out, but they are relatively situational,

    however, the ideas I put are to give players a more fun experience, and not necessarily to win matches, the generators need to be completed for 90 seconds even if survs have died, the difference is that they wouldn't need to redo the generators countless times from scratch

  • jajay119
    jajay119 Member Posts: 1,059

    Rather than increase gen repair speed per survivor lost, I would suggest a change to the tool kits so they don't increase repair speed but make it so the gen cannot regress past the point at which the tool kit ran out.

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556
    edited September 2022


    This would be an interesting topic to comment on in another topic, it would give the toolboxes a new use,But I wanted the game to start having features that don't rely on items or perks to solve game problems, like the slow gen and gen rush perks, I also don't like things like, having to have a flashlight to remove the Hag traps for example, but as I said before, it's a separate subject, one of these times I can make a topic with ideas about the itens of survivors

  • pocajohnny
    pocajohnny Member Posts: 219

    I support this idea. Anything they could "add" to the start of game experience for Killer and an alternate objective for Survivors will always sound good in my book. Why are generators STILL the only thing Survivors have to do to escape....?

  • crogers271
    crogers271 Member Posts: 1,809

    But killers do get an advantage as gens are done, the map they have to defend shrinks. Even if the survivors play great early, the killer can come back late. Survivors just have to struggle down a player.

  • crogers271
    crogers271 Member Posts: 1,809

    The elimination format is a crazy design element that DBD seems committed to. Whether it be faster gens, gen regression, speed boost, something should happen to give the remaining survivors a chance.


    It would make lore/theme sense as well. As survivors are lost the remaining becoming more panicked/concerned leading them to push themselves harder.

  • Tsela
    Tsela Member Posts: 524

    sooooo basically nerf every single Killer regression perks? Because that's what you progressively do.

    okay, I'm game, so let's add the same thing for survivor side:

    4 alive, repair speed is only 50%

    3 alive, repair speed is 75%

    2 alive, normal repair speed

    1 alive, no changes, since there is the possibility to escape through the hatch, or if the killer closes it, the gates get powered up anyway.

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    In fact I've already thought of ideas like this, but I need to have people who support them for the devs to put into practice, an idea I thought was:

    And if the survs started the game without knowing how to make generators and each one needed to find a kind of "wisdom glyph" to learn to repair gens after communing with them, it would make the game more fun and not have a gen rush as soon as the game begins

    Of course this idea needs some tweaks, maybe reduce the time of the generators, show the aura of the glyph when it's close to it, I think this could be part of the game's story, since not all survivors are actually mechanics

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    if you're referring to repair speed with perks and toolbox, I think it's fair, the killer also needs to have advantages, even because I need a killer to be able to play the game =D

  • Fnatic47
    Fnatic47 Member Posts: 396
    edited September 2022

    I just literally have no more Fade on @BHVR to be honest... Dbd is not fun anymore and they still don t give a s*** about if the game is really balanced or not... They still doing s*** after s*** in the game... Gens still faster to do... When i play survivor i feel myself op has f***, Killers constantly tunneling me and camping and i don t blame them at all... Playing Killer right now is like going to school getting bullying by 4 people constantly ... Now they add the s*** endurance to survivor and i mean "constantly"... Devs nerfed the good slow down perks.. So the new Killers meta is tunnel and camping what make alot of fun to the survivor side right 😏. And i love how devs are so ironic when they say "we are listening" when they are ruining everybodys good experience... Well done BHVR....

    Post edited by Fnatic47 on
  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556
    edited September 2022

    I understand what you mean, I also have this problem, it seems that I play both surv and killer badly, but I try not to get discouraged so much, so I try to give ideas to see what people think I can improve on game.

    The problem is that the devs try to fix the game, however, they consider the SWF when making adjustments, the problem is that this adjustment does not consider swf that play in call (on discord for example) as there is no native chat in the game, they adjust the game as if each one plays without communicating with the others, maybe they should consider that in the adjustments

  • Fnatic47
    Fnatic47 Member Posts: 396
    edited September 2022

    Hold on.. "Also"?... Who said that i play bad ?! XD i am rank 1 both sides and yes i know ranks means nothing right now... I played the game since beta so theres alot story between how devs "buff" Survivors and Killers and after 6 years they still have alot Issues about the meaning of "balance"... We have people and even streamers who play this game 24h a day probably way more time than devs... So those people knows what the meta is and what will be, they will give info to devs and in the end, devs do pretty much nothing or what they will do is screw the game One more time buffing things that doesn t need a buff and Nerf things that is pretty much already nerfed or is already useless... I am not even talk about how many cheaters is right now inside the game and how much people is been attacked by DDoS in the game right now...

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555

    Meh, give aura and what not for free to single player, make them more equal to swf then buff killer to compensate.

  • HarlockTaliesin
    HarlockTaliesin Member Posts: 763

    The generator ideas could work, while keeping SWF from getting more overpowered.


    4-Player SWF= No minimum regression. In fact, for mid level and high level MMR add 10% to all gen repair times to compensate for the communication, coordination, and trolling.

    3-Player SWF/1 Solo= Minimum regression is 10% (gen damaged in 0-9% regresses to 0%) after one death, 20% after two deaths

    2-Player SWF/2 Solo= Minimum regression is 15% (gen damaged in 0-14% regresses to 0%) after one death, 30% after two deaths.

    Full Solo= Minimum regression is 20% (gen damaged in 0-19% regresses to 0%) after one death, 40% after two deaths.