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Automatic Gen Repair - An idea to end slugging

So I just had another wonderful slugfest match where the killer was hell bent on getting 4 tombstone kills. After 2 survivors were tombstoned, the killer proceeded to do everything in their power to try and get me and the other survivor. They did not succeed but it came at the cost of having to wait out not only the extremely long bleed out timer, but also being carried around by the killer with 1% left for as long as possible.

Anyone who has ever been in this situation knows how mind-numbingly boring this situation is. Something needs to be there to deter the killer from doing this. My idea is to have generators begin to auto repair after certain conditions are met. The main condition will be excessive slugging of a survivor. The bleed out timer is too long. I understand it serves a purpose mainly in the early to mid game but in situations like this you just want it to be over and perhaps it doesn't always need to end in the killer's favor. I think if the killer leaves a survivor on the ground for more than 30 seconds a random generator will begin to repair. For every minute after any survivor is left in the dying state will add 25% repair progress to a generator. The killer would also not be able to interact with this generator. In this situation, since the killer was doing it to both of us the last 2 generators would have repaired before the killer could bleed us both out. This would greatly deter excessive slugging because it would add a punishment that would be counter productive to the killer's effort to drag out the match for a desired outcome. It would encourage killers to prioritize hooks when other methods of elimination are not convenient.

What do you think?

Comments

  • KateMain86
    KateMain86 Member Posts: 2,374

    This is beside the point, but if any killer is going to be this toxic in trying to do something then I will deny them.

  • KateMain86
    KateMain86 Member Posts: 2,374

    @TragicSolitude

    It sounds like you're saying going through the time and effort of denying him the Tombstone was worth it.

    To deny the tombstone for how they went about trying to do it? Absolutely. Was it worth the frustration of the match? Absolutely not. I would prefer people not play this way and the matches be more fun.

    That reads like a joint effort where you and Mikey worked together to waste each other's time. How many gens did your teammate get done while you were slugged and carried around? Looking at your images it looks like they didn't do any, but I have to be reading that wrong somehow.

    If you look at the pictures you'll see he tried to get us both. The last picture is me hiding in a locker to deny him the tombstone. He was charging up evil within and activating it in chase when he got close to survivors. Lockers prevent him from doing that. I wanted him to hook me after pulling me out of the locker but he refused. This is why I suggested the auto gen repair to deter this behavior and encourage the killer to use the hooks.

    These kind of matches are in fact mind-numbingly boring.

  • dbd900bach
    dbd900bach Member Posts: 735

    Unfortunately this kind of system could easily be abused by survivors purposely getting slugged or using perks like Plot Twist to force it. They can even just use the base borrowed time off hook to force a down while hiding a corner.

    Characters like Legion and Deathslinger would suffer the most since survivors can just let the deep wounds timer out.

    Slugging is an issue, but messing with gen progress is not the way to fix it.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    I've managed to avoid being extremely bored in Tombstone Mikey matches; I've actually had a lot of fun denying them the Tombstone for as long as possible. Most Mikeys have had to give up and hook me, especially if they don't have infinite tier 3. I've never resorted to using lockers, though, since there are no points to be earned sitting in a locker. If it's a choice between doing literally nothing and being Tombstoned, I'd rather be Tombstoned and move on to the next match. I'm going to die either way, being hooked vs being Tombstoned means nothing to me if I'm not having fun in the match.

    This is why I suggested the auto gen repair to deter this behavior and encourage the killer to use the hooks.

    It would be a lot of work to code that, and it would require a couple things. The first would be getting rid of hook-denial perks. The second would be figuring out what to do when the killer has walked away from or lost the slug but the survivors are leaving the slug on the ground. Leaving a teammate on the ground so that a gen does itself and the killer can't even kick it could be a big get. The killer can't always hook someone but survivors are never required to pick up a teammate on the ground, so a blanket punishment for there being a slug could be a big problem. I've left horrible griefing teammates to bleed out on the ground, and my god a gen doing itself for me on top of them dying would have been awesome.

  • SoGo
    SoGo Member Posts: 1,535
    edited January 30

    I would just add an option to give up and die when reaching half of the bleed out progress.

    Survivors can leave and the game is shorter. Also, the DC penalty shouldnt apply to this.

  • Selfpreservated
    Selfpreservated Unconfirmed, Member Posts: 62

    How would've this interacted with ruin? until at least one player its dead ruin would just eliminate any progress ever made with this feature

  • LazyClown
    LazyClown Member Posts: 173

    I think personally these are the types of basekit changes that are killing/hurting DBD, I would advise against anything like this. Personally, ever since that Nic Cage chapter the game has forced specific killers into the most die-hard of playstyles.

  • Raptorrotas
    Raptorrotas Member Posts: 3,253
    edited January 30

    I might be reading into it wrong, but this would actively reward survivors with ignoring the perils of their teammates. Instead of exposing yourself to the risks of going for a save, you can just keep focus on your gen (gen tunneling rushing) and that other sucker on the floor does still contribute to repair progress, probably more than if he was up and getting found and chased again.

    If you think this scenario sounds more than 50% realistic then it's a bad idea.

    Also: Reward for messing up is bad.

  • Nos37
    Nos37 Member Posts: 4,142
    edited January 30

    I liked the idea I heard from another user a while ago.

    Survivors could pick themselves up off the ground as often as they'd like, BUT they could only fully recover if they were right next to a functional hook. This meant that survivors couldn't just run to a corner of the map with no hooks around to force a slug, recover, and then hop back onto gens.

    There may be issues with edge cases like going down in the corner anyway and then using Tenacity to get to a hook when the killer leaves. I don't remember everything about their idea. I'll try to search it up.

    Edit: Found it


    Post edited by Nos37 on
  • KateMain86
    KateMain86 Member Posts: 2,374

    The last thing survivors need is the situation I was thrown into in the pictures of my OP. Survivors absolutely need this to deter toxic killer behavior and focus on objectives.