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Generator System Feedback

dance
dance Member Posts: 75
edited February 16 in Feedback and Suggestions

The 3-gen strategy (identifying the closest 3 Generators and defending only them) has become very strong, especially on certain Killers, which can lead to very long games and frustration. We've made changes to how Generators are damaged by Killers and how Survivors stop Gen regression.

Please let us know what you think of the updated Generator system below.

Post edited by Mandy on
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Comments

  • Astridleblan
    Astridleblan Unconfirmed, Member Posts: 1
    edited January 31

    My first game as a maniac ended with the generator being blocked. The reason for this was that the survivors constantly failed to repair this generator and the entire regression occurred precisely on 1 generator. Moreover, my game was based on chases and the survivors destroyed all the triangles on the map. I was punished for the fact that the survivors could not finish 1 generator the entire game.

    Post edited by Rizzo on
  • RpTheHotrod
    RpTheHotrod Member Posts: 1,926
    edited January 31

    It doesn't only affect 3 gen situations, is the problem. Numerous people have pointed this out. I myself have had matches where I hit 8+ regression events because survivors kept flooding the central gens and ignoring all other gens. Still plenty of other gens but they won't touch them.

  • ratcoffee
    ratcoffee Member Posts: 1,470

    No, I'm reminding them to be cognizant of the fact that at least some of the feedback is coming from a place of being upset that BHVR thinks their play style is a problem. that does not preclude that some people may have legitimate criticism of the system.

    Maybe the fact I was downing survivors fast enough that they couldn't restore progress on the gens I was focusing is why the gens didn't block, and if I struggled more it would have given more time to get through the 8 events. Maybe the fact they prioritized getting head traps off instead of gens contributed to that. I'm just saying my experience

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,926
    edited January 31

    Pop got a nerf, as people can't tap a gen meaning less gens are available to be popped when you have that timer ticking down to get a kick in before it expires.

    However, I will say, a generator being repaired is NOT regressing, so surveillance SHOULD immediately let you know someone is working on it. If they let go before 5%, then it'll hop back to regressing, but surveillance I would assume still glow yellow for 16 seconds. After the 16 seconds, if it's still regressing, it should show in white, again. If that's not working that way, you should put in a bug report.

  • Slowpeach
    Slowpeach Member Posts: 707
    edited January 31

    It doesn't. You can HEAR people repairing on the 'white' generator and then it'll turn yellow after they've passed the threshold. I almost never used this combo it but I gotta wonder whether Surveillance+Ruin is also gutted for the same reason/bug. Honestly, I am feeling a large amount of 'why bother' when it comes to feedback or bug reporting. Don't exactly have a good record for follow up with things I report. Then of course the PTB and the issues here are exactly what people predicted there'd be. Massively overpowered meta perks while niche perks get completely gutted when some really good ideas were in the PTB thread.

    I honestly hoped it would work the way that ruin+surveillance used to/does. If a generator gets worked on then the survivor gets chased off, you immediately know when someone else touches it because it turns yellow.

    I suspect though that the game considers the generator as 'regressing' and thus not a valid target for surveillance (or kicking) until the threshold is passed then it is being 'repaired'. This bandaid style fix without thinking of the consequences is typical and it's how a lot of their bugs happen.

  • NotJared
    NotJared Member Posts: 465
    edited January 31

    I’ve been playing all day, and in my opinion the new system has been working generally pretty great!

    I never had a generator block for me while playing killer and running regression perks.

    Playing as killer, I had found myself focusing on finishing out chases rather than defending gens.

    Playing as survivor, only ONE generator blocked for a killer out of all the matches, and this was only when the killer was running a FULL regression loadout - Eruption + Pop + Pain Res.

    On this match, the one gen that blocked was a gen that from the start of the match the killer kept going back to regress over and over and over again, until it was one of the last three generators remaining. At this point, I think there was very little the killer could do to stop the generator from being completed, and probably felt a lot of pressure to chase as hard as possible. I’m sure the endgame was stressful on their end, but the killer had a massive lead the entire game until they couldn’t regress the one gen anymore.

    It felt good as survivor, though - it felt like the game was continuing on and we weren’t just at the mercy of dragging the match out forever by regressing the gen to 0 over and over again. Additionally, if the killer had instead applied their regression perks to other generators rather than the same one repeatedly, I’m sure they wouldn’t have found themselves in such a tight corner.

    I think games are more stressful for killers when there’s a generator that’s been repeatedly regressed in a high-traffic area from the beginning of the game. I think it’s right for the killer to defend this gen to a degree, but by the end of the game I think a killer can feel stuck between a rock and a hard place if the gen still hasn’t been completed and they’ve run out of regression events - survivors will keep pressuring the gen just out of range and I’m sure it can feel taunting and like a fleeting victory to not be able to stop them unless you down them.

    I still think that this generally is good, though - it feels like matches are coming to an eventual close by focusing on chases rather than aggressively defending a generator as hard as possible, no matter how early or late into the game this is happening!

    Generally, I think the games that are causing stress for players are the games where the killer is trying to prioritize defending generators rather than ending chases. i.e., the stressful games are coming from the playstyle that the new gen system is trying to squash out.

    i think some time is needed for both sides to adjust and find new metas and behaviors before any more drastic changes are made, but for me matches felt a lot better on both sides, knowing that they were progressing and we weren’t both sweating our heads off on an insane tug-of-war over generators.

    Making the 3-gen system come into play before 3 gens are left can enable 4-gens (which can still be strong), or Killers could still drag matches out by defending generators early. I think it’s good that the system is active for the entirety of the match.

  • Tsukihi
    Tsukihi Member Posts: 56
    edited January 31

    A glitch in the generator system makes it impossible for the killer to escape the effects of eavesdropping. If you don't turn on the eavesdropping kill switch or change the conditions, eavesdropping will become an unreasonable perk where you can be seen for 2 minutes. Please turn on the kill switch immediately.

    Post edited by Rizzo on
  • RpTheHotrod
    RpTheHotrod Member Posts: 1,926

    Make sure you report that. That absolutely shouldn't be happening.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 93

    If the goal is that the limit on regression events is supposed to affect only a tiny percentage of games, then why is regression getting such a significant overall buff, both in kicking and in removing gen tapping? Those changes affect essentially 100% of games. Are devs seeing regression right now as too weak? Seriously?

  • natyo_nachiyo
    natyo_nachiyo Member Posts: 7

    This system has an extremely significant impact on "normal play." It needs to be adjusted as soon as possible.


    Because this system is present from the start of the game, the culprit must play with the fear of kicking the generator.

    They must play with the fear of kicking.

    If you try to use a perk like Irruption, the generator will be blocked by the system by mid-match, even if you do not intend to harden the generator.


    There are many ways to adjust the system, for example, the number of times a generator is destroyed excluding the perk effect, or the number of times it is applied after the number of generators is reduced to about two.


    Also, this system was disabled by a bug on the first day of PTB, and I am in disbelief that it was forcefully implemented without sufficient feedback.

    Dead by Daylight" is a great game. Please pray that this game will be enjoyed for many years to come.


    Thank you.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,481

    I’ve been enjoying it thus far. Seems to be functioning well in my opinion 😊

  • joeyspeehole
    joeyspeehole Member Posts: 100

    I agree with Hex Ignored. My opinion is that this new update seems like a huge killer boost that will only really help survivors in matches with crazy three gen killers that are usually limited to one per night.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,314

    A minor quibble, but with the VFX would it be worth considering delaying those effects until the 6th stomp?

    Some have shown confusion with the effects and - although it is stated clearly in the descriptiom - I wonder whether having the VTX early on is a distraction.

    If it starts after the 6th regression then it could act as a "3 strikes and you're out indicator". The Killer role can be quite stressful, so maybe adding a stress indicator early on into any regression isn't overly helpful.

  • joeyspeehole
    joeyspeehole Member Posts: 100

    I never imagined that the devs care too much about appeasing the survivors. With low killer count, you have high wait times. It's just like when they got rid of Boon circle of healing and gutted self healing, every nerf or buff is a killer buff in disguise.

  • joeyspeehole
    joeyspeehole Member Posts: 100

    It also gets rid of greedy survivors, that's one way that I used rack up kills. They would try to get that extra tap in.

  • Ricardo170373
    Ricardo170373 Member Posts: 707
    edited January 31

    Nice but, Skull Merchant still defending trigen super well and matches still boring and miserable against this strategy from her. SKULL MERCHANT IS THE REAL PROBLEM, NOT THE TRI GEN. Stop changing the game instead the real problem. Everyone knows about the real motives about these generator changes. Chess Merchant. Change her definetly and the tri gen has beem solved

    Post edited by Ricardo170373 on
  • ratcoffee
    ratcoffee Member Posts: 1,470

    One thing I will say after seeing other people's feedback, maybe they should add a little glowing number that tracks how many times you damage that specific gen; a fee people seem to be confused by the VFX and thought the spikes that pop up after 3 damage events were the gen being full blocked

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,926
    edited January 31

    No dude, we aren't getting "confused" as we can still clearly kick those gens when that pops up. We are having standard non 3 gen games locking up gens just like we said it was happening in the ptb but had our feedback completely ignored. This is freaking ridiculous. Getting tired of being penalized because of a small handful of bad players who'd just camp. This was supposed to only affect those people, not be yet another stress point to add to an already long list of things to stress and worry about across all killers. It's especially brutal on already weak m1 killers who are forced to stay centralized in a map who likely use surge, and many survivor groups love to only focus on certain gens.

    This just flat out sucks.

  • UndeddJester
    UndeddJester Member Posts: 3,332
    edited January 31

    That's sneaky.

    Changes I would suggest off of reading things in this thread:

    • The first survivor who touches a regressing generator sets a marker at the point they started repair (the lower bound) and the point at 5% progression from that point (the upper bound). These points are not removed until either the generator regresses below the lower bound or is repaired above the upper bound. In the event of a bran new part installed during this interval, the points are recalculated based on the relative low bound point.
    • A generator must lose a minimum of 5% repair progress to count as a regression event.

    As an aside I know it isn't needed, but I was messing around with a Huntress who went friendly after my team all gave up and left fir whatever reason, and we checked this regression thing.

    I was a little disappointed to see that there were no spikes on the gen to say it was protected by the entity... I don't need it ofc, and it'd probably confuse people rather than help... but it would have been cool to see the shiny new thing on survivor side 😔

  • Skitten56
    Skitten56 Member Posts: 383

    After going against a couple of 3gen Knights and Skull Merchants all I can say is these changes have absolutely made 3gen killers stronger and more miserable to play against than ever from my experiences. Sure they can only kick a gen 8 times, but that doesn't matter when they can defend a tight knit 3gen and stop you from ever stopping regression, Knights guards are particularly bad for this. The removal of gen tapping and the extra kick damage just makes it pure suffering to play against these killers in 3 gen situations. BHVR please reconsider the impact these changes have on 3gen gameplay with such killers.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,926
    edited January 31

    Like I said before, this was never a 3 gen issue - this was a killer specific issue. They threw out the baby with the most of the bathwater, but kept a bit of that bathwater in a jar for safekeeping. SM/Knight and arguably blight/nurse needed their 3 gen power tuned down....not all killers across the board - especially weak m1 killers.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,910

    that's like saying removing infinites was as survivor nerf. Removing unhealthy playstyles and mechanics should not be seen as a nerf that deserves a compensation buff

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,926
    edited January 31

    As long as it only affects the actual problem, then a nerf can be justified without needing compensation. The problem here is that the solution is way out of scope and is affecting killers who aren't even in a 3 gen situation. That's not justified.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,910

    Yes, it was. I worded that poorly. The point I was trying to make is that unlike the 3 gen solution survivors (rightfully) didn't receive a compensation buff in return

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    From the way they worded their post, it seemed they always planned for this change but didn't do it because it would make 3 gens worse. It was more so a change they could finally do rather than a compensation buff.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    As a killer main, I'm happy with these changes. Kicking gens actually feels worthwhile now.

  • EvilSerje
    EvilSerje Member Posts: 1,070

    At first I was quite surprised devs decided to deal with "3-gens", when it was absolutely acceptable tactic, and which I used a lot, especially when doing adepts (old ones). But I don't remember when I kicked gens more than 8 times...

    Now, every damaged generator by any means, will be destroyed to 0 almost guaranteed, unless killer go to other side of the map. So in almost every match every killer-player just effortlessly tunnel and camp. That much tunneling I've seen only when Dead Hard and DS were nerfed the first time.

    Very nice indeed. Very fun. Now it's even more genrush and more tunneling.