Generator times should be BALANCED OR A NEW OBJETIVE?
We already know that the repair in Dead by Daylight is unbalanced and here we have the official numbers.
1 Survivor 1 c / s 80 seconds
2 Survivors 0.9 c / s 44.44 seconds
3 Survivors 0.8 c / s 33.33 seconds
4 Survivors 0.7 c / s 28.57 seconds
The numbers that are current is a joke. The skill checks are very easy to hit in the "Great Skill check"
Will this be revised in future patches so that the killers have more fun in the games?
Or will they add a new secondary objective?
PD: I think that this option is much better, because holding M1 for a longer time becomes heavy, it would be a good option for a secondary objective.
Comments
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I think in all likelihood to address the gen rush the best solution will be to create a mandatory secondary objective. I am sure that is what the devs are looking into to lengthen the game without it being a boring m1 slog for the survivors.
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@SadonicShadow said:
I think in all likelihood to address the gen rush the best solution will be to create a mandatory secondary objective. I am sure that is what the devs are looking into to lengthen the game without it being a boring m1 slog for the survivors.Yep, is better a secondary objetives, because more time of repair is a boring... is to hard holding M1 for repariing a gen XD
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Th3Nightmare said:
Yep, is better a secondary objetives, because more time of repair is a boring... is to hard holding M1 for repariing a gen XD
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Instead of a secondary objective why not just adjust the times?
Gens 1 takes 160 seconds to repair
Gen 2; 140 seconds to repair
Gen 3; 120 seconds to repair
Gen 4; 100 seconds to repair
Gen 5; 80 seconds to repairSo if i understand correctly, it takes 80 seconds to repair a gen. With no addons/boosts.
And if a second survivor helps on that gen it cuts the time in half, almost?How about If a 2nd survivor is helping with a gen it increase the repair speed by 20%. and if a 3rd is helping the 3rd increase the speed by 10%.. so if 3 survivors are working on the 1st gen. The time to complete repair goes from 160seconds to 112 seconds. (30% faster)
The justification being: Think of it like The 1st Survivor that starts working on the Gen is like the Head Engineer doing all the technical hard stuff, and the others are assisting with minor tasks. idk. spin it anyway you want.
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We are just trying to make it take longer for the survivors to finish repairing all the gens.
So if its by increasing the time it takes to repair, or making the survivors spend time doing a secondary objective, The end result is still the same.
I dont like the idea of a secondary objective.. That would require them adding a new mechanic and coding to the game. which leaves the window open for bugs and glitches. and them trying to iron out the kinks.I think my suggestion is the simplest approach. you are just adjusting the times, and decreasing the repair bonuses that additional survivors give when doing coop repairs. 80 seconds goes kinda quickly. thats about enough time to do a full patrol. But if 2 are doing the repair, 40ish seconds.. WAY TOO QUICK! In about a minute or so 2 gens can be done already.
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@seeker619 said:
Instead of a secondary objective why not just adjust the times?Gens 1 takes 160 seconds to repair
Gen 2; 140 seconds to repair
Gen 3; 120 seconds to repair
Gen 4; 100 seconds to repair
Gen 5; 80 seconds to repairSo if i understand correctly, it takes 80 seconds to repair a gen. With no addons/boosts.
And if a second survivor helps on that gen it cuts the time in half, almost?How about If a 2nd survivor is helping with a gen it increase the repair speed by 20%. and if a 3rd is helping the 3rd increase the speed by 10%.. so if 3 survivors are working on the 1st gen. The time to complete repair goes from 160seconds to 112 seconds. (30% faster)
The justification being: Think of it like The 1st Survivor that starts working on the Gen is like the Head Engineer doing all the technical hard stuff, and the others are assisting with minor tasks. idk. spin it anyway you want.
If we increase the times, it will be very boring to repair, if it was really a challenge the skill tests ... because hitting a skill test is EASY. Its a good idea, i like it +1 but.... i dont know
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repairing is mindless. and thats not going to change. When the killer kicks the gen it is too regress the progression on it.. I think a 2nd aspect should be added to that. Not only does it set back the progress x%, but the gen is put into a sabotaged state for the duration of the match. When repairing a sabotaged generator skill checks are x% more likely to occur. Those skill checks are slightly more difficult (smaller success zone). And the skill check doesnt pop up in the middle of the screen. it will be in different spots?
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Hell, let the killer sabotage a gen that has not even been touched yet
So round starts, killer patrols the gens, sabotaging them as he goes along.
Any survivor that starts to do repairs on a gen that has been sabod, will not know its been tampered with. When that first skill check pops up it will be obvious. Smaller zone, in a different spot on the screen. etc.Maybe have sabo'd gens take x% longer then normal to repair?
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@seeker619 said:
repairing is mindless. and thats not going to change. When the killer kicks the gen it is too regress the progression on it.. I think a 2nd aspect should be added to that. Not only does it set back the progress x%, but the gen is put into a sabotaged state for the duration of the match. When repairing a sabotaged generator skill checks are x% more likely to occur. Those skill checks are slightly more difficult (smaller success zone). And the skill check doesnt pop up in the middle of the screen. it will be in different spots?Look at this... https://forum.deadbydaylight.com/en/discussion/6067/i-urge-the-developers-to-watch-this-entire-video-reduce-the-max-number-of-pallets#latest
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I talk about the gen problem once every two weeks, I see some pretty solid ideas here, which I already cover but maybe afew new ones I would like to add in. Just so you know, check this post out. https://forum.deadbydaylight.com/en/discussion/5763/total-rework-of-gens-needed-rebrand#latest
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Step 1 ) Make skillchecks significantly harder.
Not just for repairing generators either.
Skillchecks as they are now are basically impossible to fail unless you have your eyes closed, even with things like UnnervingPresence and Doctor's Madness going on.Step 2 ) Make generators require finding parts before they can be repaired.
Lets say the 4 pairs of pistons(or whatever they are) that show you how much the generator is progressed.
Make it so the generators dont start with those pistons, and they need to be found scattered around the level, carried in the survivor's hands back to the generator and installed.For each pair of pistons installed, increase the cap of how much the generator can be repaired up to.
If no pistons are installed at all, the generator outright cannot be repaired.
If there is only 1 pair of pistons, it can only be repaired up to a cap of 25%, 2 pairs of pistons it can go up to 50%, 3 pairs up to 75%, and only with all 4 pairs of pistons installed can it be repaired to 100%.0 -
Unfortunately just upping the time is going to screw with the lower tiers of the game terribly - which are already FUBAR for the survivors.
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Generators are fine. Maybe you could slightly reduce the rate at which group repair/toolbox repair works, but other than that they are fine. The issue is how long chases take at high ranks due to skilled survivors having the ability to 1vs1 the killer due to the killer being mostly reactionary and only able to capitalize on survivor mistakes. Level design needs a complete overhaul.
Making generators take longer is a crappy band-aid that will just make the game more boring.
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Survivor Objective Rework:
- Generators cannot be repaired without parts.
- X amount of parts spawn on the map, and at the start of the match, the survivors have to look for them.
- When they find a part, the survivor can go to any generator and begin repairs up to a certain % until they need to scour the map for another one.
- This keeps the survivors on the move constantly, giving the killer more chances to intercept them but also making their role more active in case they're not being chased (better than holding M1 at a generator all game from the start and never seeing the killer).
- Generators have icons that tell survivors which parts are missing (red icon w/picture) and which it has (white icon w/picture).
- When all generators have been completed, the survivors must now look for the two levers that are missing from the gates. Once found, the survivor can install it after three quick skill checks and begin to open the gate as normal.
- Survivors will hold parts in their hands and drop them if they are downed
How's that?.
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@Nickenzie said:
Th3Nightmare said:Yep, is better a secondary objetives, because more time of repair is a boring... is to hard holding M1 for repariing a gen XD
@Th3Nightmare I seen a recent post about someone suggesting a breaker room and how you need to find a part to repair the broken breaker in the room. Additionally if the killer camps the breaker room, survivors can rig jury the exit gates which will take longer than fixing the breaker. After the a survivor rig jury the exit gates, (s)he can now open the exit gate normally.
What I think would be interesting to see is instead of a part you need to fix a gen, you have to flip the switch on a circuit breaker box to activate a corresponding gen so that you can then work on it instead of just spawning in and hooking yourself to the first gen in front of your face. But have multiple breaker rooms so the killer can't just sit in the one and make sure no gens get done know what I mean?
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@FrenziedRoach said:
Unfortunately just upping the time is going to screw with the lower tiers of the game terribly - which are already FUBAR for the survivors.Its always funny when I read that.
With "low ranks" you are talking about beginners but survivors will stay beginners only for very little time (a few hours) before they google and find stuff like "ez juke loop tutorial"Fact is that when I play in low rank, I am in insane trouble as killer against SWF (I am a 600 hour player) and when I play survivor the games end so fast its not even funny anymore, even if you go afk because of a call, np^^
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@Master said:
@FrenziedRoach said:
Unfortunately just upping the time is going to screw with the lower tiers of the game terribly - which are already FUBAR for the survivors.Its always funny when I read that.
With "low ranks" you are talking about beginners but survivors will stay beginners only for very little time (a few hours) before they google and find stuff like "ez juke loop tutorial"Fact is that when I play in low rank, I am in insane trouble as killer against SWF (I am a 600 hour player) and when I play survivor the games end so fast its not even funny anymore, even if you go afk because of a call, np^^
I have 1500 hours of play and when I play killer, I find a survivor and if he knows how to handle the pallets of the map, he makes me lose all the time and they repair all the engines. Very fun and balanced!
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@The_Manlet said:
Generators are fine. Maybe you could slightly reduce the rate at which group repair/toolbox repair works, but other than that they are fine. The issue is how long chases take at high ranks due to skilled survivors having the ability to 1vs1 the killer due to the killer being mostly reactionary and only able to capitalize on survivor mistakes. Level design needs a complete overhaul.Making generators take longer is a crappy band-aid that will just make the game more boring.
I know that the gens are not problems or maybe if ... the problem is in the pursuit of killer vs survivor, here decides the game, if you have enough pallets on the map (which ranges 1-8) can handle, the 3 survivors are repairing and when you hang your first survivor you have 2-3 engines, 1 HOOK ...
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@Gibberish said:
Step 1 ) Make skillchecks significantly harder.
Not just for repairing generators either.
Skillchecks as they are now are basically impossible to fail unless you have your eyes closed, even with things like UnnervingPresence and Doctor's Madness going on.Step 2 ) Make generators require finding parts before they can be repaired.
Lets say the 4 pairs of pistons(or whatever they are) that show you how much the generator is progressed.
Make it so the generators dont start with those pistons, and they need to be found scattered around the level, carried in the survivor's hands back to the generator and installed.For each pair of pistons installed, increase the cap of how much the generator can be repaired up to.
If no pistons are installed at all, the generator outright cannot be repaired.
If there is only 1 pair of pistons, it can only be repaired up to a cap of 25%, 2 pairs of pistons it can go up to 50%, 3 pairs up to 75%, and only with all 4 pairs of pistons installed can it be repaired to 100%.yeah, maybe a hard skill checks (not 100% harder but yeah...)
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@seeker619 said:
repairing is mindless. and thats not going to change. When the killer kicks the gen it is too regress the progression on it.. I think a 2nd aspect should be added to that. Not only does it set back the progress x%, but the gen is put into a sabotaged state for the duration of the match. When repairing a sabotaged generator skill checks are x% more likely to occur. Those skill checks are slightly more difficult (smaller success zone). And the skill check doesnt pop up in the middle of the screen. it will be in different spots?yeah repair is trash, stupid... and sooo easy. That idea is amazing!
kicking gens would be a great idea to complicate the repair on that gen!0 -
The hatch could be made into a separate objective that needs to be completed for it to open when these is only 1 person instead of the hatch being a part of completing the main objective of the game.
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One thing that would help is not showing survs the door locations at all when gens get completed. This would give time for the killer to catch survivors who don't know door locations and help to score 1 more hook/kill. Finding the doors would be an extra "objective" that the survivors actually need to do. Would create an additional skill aspect to the endgame too.
Additionally perks like Bitter Murmur or Wake Up! and Map items would be more useful without needing direct reworks/adjustments.
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Just make survivors fix the gens by finding gas cans they have to bring to the gen after its fixed.0