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Can dbd go back to when killers kicking gens multiple times instead of 8.

theonryo123
theonryo123 Member Posts: 187
edited February 24 in General Discussions

You mean to tell me of all the gen defense perks I use to kick gens to prevent gen rushing like Call of Brine Pop Overcharge etc. But survivors can go back to the gen you kick 8 times and they have the opportunity to get to finish it and you can’t even kick it anymore after 8 times it’s kinda stupid in my opinion because that’s not balanced at all.

Comments

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957
    edited February 25

    I agree with the change simply because it forces the pace of the game to be faster no matter what. Some matches of DBD still take WAY too long. The faster the games go, the sooner you can get to the next one.

  • theonryo123
    theonryo123 Member Posts: 187

    Gens are part of the killers objectives. The killer has multiple objectives hooks. Stopping Gens

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,964

    If you're hitting the regression limit and asking for it to be removed, you are focusing way to hard on gens. Go chase the players.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    To be fair with the coms of swf, the whole team knows when the killer is heading for them on a gen long before TR kicks in. This gives survivors ample time to move from the gen to avoid being seen and chased. They move to another gen instead or remain close if they know killer has no aura reading perks.

    Many times swf teams have been able to avoid being seen due to coms telling them killer is coming before the game tells them via TR so it's not always a case of "go chase the players" because swf with coms is like the team having full aura reading on the killer location constantly so they hide very effectively. Can't chase what you can't find.

  • TWS001
    TWS001 Member Posts: 393

    I can see both sides of it. I would say no solo queue player wants a return to the days of two years ago when first The Knight and then Skull Merchant would be dragging games out for an hour.

    On the other hand I've been there when using a weaker M1 killer with an undetectable build with perks such as Tinkerer, Unforseen, Trails of Torment and the like, and you come up against a SWF on comms that totally destroys any stealth even on a map with plenty of cover. Those games if you have a build like that, you are basically playing perkless and the gen kicks go in no time at all and you know you have zero chance of doing anything.

    Has turned into a feature that rarely comes into play in solo queue because 3 gen perks like Cob, Overcharge and old Eruption have been long since changed anyway, but gives SWF even more advantage against a killer they probably destroy even without the limit.

  • SoGo
    SoGo Member Posts: 4,258

    Unless you are constantly getting value from Eruption or Surge, two perks most affected by this, you have to HEAVILY 3-gen for quite some time to even get the mechanic.

  • XDgamer018
    XDgamer018 Member Posts: 705

    yeah matches got allot faster sadly over half the killer roster cant keep up with this fast paced gameplay (notibly killers without either basekit map control or map traversal

  • MrMori
    MrMori Member Posts: 1,917

    The eruption/cob/overcharge meta was abysmal, I don't think anyone wants to go back to that.

    I do think the 8 gen kick limit could be tweaked a bit though. It doesn't feel right to be punished simply for defending an important gen throughout the match and having it be blocked off by the time there's 2-1 gens left, even though you never went for a 3 gen. Some think that the gen kick limit should only apply once there's 3 gens left instead, which I can get behind if they reduced the limit to 5 or something instead.

  • thefarklingking
    thefarklingking Member Posts: 6

    I think killers should be able to kick gens infinitely, however after eight times it only regresses gens, removing the -5% instant regression

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,964

    A) you aren't facing a full 4 man with comms every match.

    B) if the survivors are pre running at the slightest sound of terror radius, then they are certainly not gen rushing, and spending their time running away they're actively giving up gen progress. Just because a gen is making noise doesn't mean you have to kick it.

    C) if you're asking for the regression limit to be removed, you certainly have room in your build for information perks. Finding survivors is literally a killer fundamental skill, so if the scratch marks aren't enough you can use one of the approximately 20 or so aura perks or even add-ons. They even nerfed distortion for exactly this scenario to help you.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    A. I am regularly facing 2 x 2 swf and surprisingly often I get 4 man swf. Not long ago I had the same 4man swf 4 times in a row but a total of about 8 times throughout 1 night.

    B. The question of gen rushing is irrelevant, maybe they were maybe they weren't. Point is not as simple as just chase the survivors and not protect gens so much, because it's not always possible to do that.

    C. Again with SWF on coms people can run to a safe location well before killer gets to the gen they are working on so scratch marks would be long gone. If they ran when they hear TR fair enough but they often use coms to tell if they killer is coming before TR even starts (like full aura reading). Aura reading for killer is possible but easily avoided by survivors. One of the most popular aura reading perks is actually kick a gen. So have to kick the gen to get any aura reading from it, and they are not within range anyway because they had such a head start from the coms.

  • Anti051
    Anti051 Member Posts: 879