Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

Suggestion to fix game health.

Idk why my old post was closed, and after I made a comment on it, with the comment being deleted, so I'll just make a new post.

As many of us are aware, the game is in a bad state right now. Survivors gen rushing killers, killers tunneling and camping, so I think there is an easy fix to this.

At the start of the game, gens take 150 seconds (I know, big scary number), and as the killer gets hooks, it reduces it by 5 seconds each, resulting in 8 hooks for a final time of 110, meaning it will be INCENTIVIZED to not kill, and to get max hooks. But that's not all. As killers get KILLS, it increases gen speed significantly. 1 kill decreases repair time by 60 seconds, 2 will decrease it by 30, and 3 by 10. This will result in gen speeds being favored for survivor as the killer kills, which will disincentivize tunneling by punishing the killer for it. with one player tunneled out right away, gens now take 75 seconds, as 5 per hook state, plus the kill reduction of 60. at 2 kills, it's reduced to 30 seconds, as 30 for the kill, and 15 for the hook states. with 1 player alive, they will pop a gen from 0-100 in literally 5 seconds. Huzzah all those survivors that are stuck with a dead team and a gen completion tome.

If anyone sees a problem, of has a suggestion, feel free to comment.

Comments

  • Milo
    Milo Member Posts: 7,384

    Holding M1 for 120+ seconds on a single gen would feel sooooo bad. I feel with a change like that, gen repairs should be somewhat reworked.

    But good effort at trying to not incentivize tunneling.

  • Seraphor
    Seraphor Member Posts: 9,436
    edited March 2023

    While I'm all for gen time scaling based on survivors still in the trial, these numbers seem a bit whack.

    For starters, if you want to encourage killers to focus on hooks over kills and avoid tunnelling, then hooks shouldn't decrease gen times.

    150 seconds is pretty insane, nearly double the current gen times, and this would make a 4-man escape pretty much impossible.

    I think a more reasonable alternative would be 100 seconds at base, and the maximum charges for a gen should decrease by 25 or 20 for each eliminated survivor.

    This is only 10s more per gen than what we currently have (which itself is only 10s more than last year and we all know what little effect that had), so it will make it marginally harder for four survivors to open the exit gates. But it would mean three survivors only have to spend 75/80 seconds per remaining gen, and two, only 50/60 seconds.

    This would greatly reduce the chances of snowballing after eliminating survivors, encouraging killers to prolong eliminating a survivor as long as possible. It would make 4-escapes and 4K's both more difficult to secure, and make 1, 2 and 3K results more common.

  • JimmyCasket
    JimmyCasket Member Posts: 138

    Don't forget Prove Thyself halves gen time, it would simply make Prove even More meta.

    Killing reduces gen time significantly, so again, they would be incentivized to spread pressure. Buti you think it's bad, I can redo my numbers like this (making it in separate reply, will be below, quoting my original post)

  • JimmyCasket
    JimmyCasket Member Posts: 138


    "At the start of the game, gens take 100 seconds, and as the killer gets kills, it increases gen speed significantly. Each kill decreases repair time by 30 seconds. This will result in gen speeds being favored for survivor as the killer kills, which will disincentivize tunneling by punishing the killer for it. With 1 player alive, they will pop a gen from 0-100 in literally 10 seconds. Huzzah all those survivors that are stuck with a dead team and a gen completion tome."

    I hope this is better for everyone.

  • OrangeBear
    OrangeBear Member Posts: 3,812

    Wouldn't this just make slugging a more viable strategy than hooking? Use knock out, maybe even play sadako with ring drawing add-on too.

  • JimmyCasket
    JimmyCasket Member Posts: 138

    They are coming with anti-slug on their own, no need to address it.

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327

    The problem is that the gameplay is boring for the survivors, so I often play for the killers, since each of them has its own unique gameplay. I like the idea, but you didn’t take into account the fact that if 1 of the survivors dies, then the others have no chance to fix it, for this reason, the killers camp tunnels, because if one of the survivors dies on 2-3 generators, then the game is already lost for them.

  • JimmyCasket
    JimmyCasket Member Posts: 138

    I did actually address this, you just didn't look through the post.

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327

    How do you like this idea - All survivors repair the generator 2 times slower BUT after death, the survivor turns into a ghost that repairs the generator 2-3 times faster, the killer can hit the survivor and he will appear in another place. Such a system +will force the killers not to tunnel and kill the survivors ahead of time. + appear at least some kind of gameplay after death, as it is very boring just to watch! I'm playing the game, not the movie.

    I want some kind of interaction after death

  • Archael
    Archael Member Posts: 939

    This way new meta would be to rush suicide by 1-2 survs depending on killer performance