Would you be open to additional generator types being added to the base game?

WolfePhD
WolfePhD Member Posts: 397
edited April 2025 in Feedback and Suggestions

The upcoming Blood Moon event will allow players the opportunity to contribute to generator progress without being fixed to a single location on the map. I personally welcome this change, as it means my character will be in motion. After years of sitting on generators, getting the opportunity to walk around, explore the maps, and still be productive makes me feel genuinely excited and happy. Like, seriously—I am more excited than I would be for 2v8 and I haven't played with these new generators yet.

That begs the question though — would you ever allow additional generator types into the main, official game mode? Or do you think this will be the "casual" version of Dead by Daylight everyone has been waiting for?

Comments

  • Masterninja
    Masterninja Member Posts: 461

    The new gens feel like a breath of fresh air for survivors. After 9 years we finally have a new survivor objective. I want it to be permanent.

    If we get it as a permanent feature I will literally never use a toolbox to repair gens ever again.

  • Skitten56
    Skitten56 Member Posts: 560

    I'd be fine with mixing fuel gens into the main mode. However I would also want to keep standard gens around.

    I personally still find skillcheck builds fun and there are some aspects of standard gen gameplay that are interesting, for example blast mine, skill check doctors. I think adding more skill checks to standard gen gameplay would make gens more interesting in general. I always lock in for merciless storm and hitting all the checks can be satisfying.

    Perhaps make it so all gens can either be finished with being fueled by fuel cans/pumps, OR repaired the traditional way. This would give players options and diversify gameplay for both sides.

  • kit_mason
    kit_mason Member Posts: 705

    Maybe! It's a delicate balance, though - lots of survivors aren't very good at macro as-is and I already have concerns with the blood gens and they aren't out (primarily if the fuel cans are Special Items, because that'll make Condemn Sadako very potent on the event mode).

    But if they can get that delicate balance right, sure!

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited April 2025

    I feel like these gens that need to be fueled up (but can't be repaired) should be mixed in with the normal gens (that don't need fuel but do need repairs) in the main mode to a) make the games a bit longer, b) add more for Survivors to do.

    This fixes a lot of issues with the game in three big ways:

    1) Survivors have more "enrichment" and may be inclined to run things OTHER than genrushing builds or toolboxes, giving them a reason to focus on chase and more interaction with the Killer AND additional points. Survivors will be more surprised and could find new ways to strategize with these generators in play, meaning now it's not all just as simple as "stall while the rest of us do gens". Survivors also get more breathing room to explore the map and strategize knowing the Killer won't just feel the need to tunnel and push as hard as they can from the word go, since gens don't pop as fast anymore.
    2) Killers will have breathing room where they know three gens won't pop first chase and they can set up, interact, intercept Survivors, and have dynamic chases that go on for a long thrilling time. It also allows Killers that need setup like Trapper or Ghostface to use their powers more without feeling rushed to do it, meaning they get more points and more chances to USE their power, can intercept Survs in new ways, etc. It means these Killers may not need to bring as many generator control perks, or any of those perks.
    3) This sort of generator opens the possibility of new items, new addons, new perks, and new dynamic interplay with Killer powers. Future perks, items, addons, and Killer Powers can alter some gens more than others, and older Killers can be adjusted for these new generator tools. There could even be new offerings for Killer and Survivor that alter kind of Generator, making some more repair based or some more fuel based, altering repair speeds, altering how hard skillchecks are, etc.

    In both cases the Killer hitting or kicking the gen perk or not should set back the progress a bit, that way the challenge is consistent. It could be as simple as causing a fuel leak in fuel gens that the Survivors need to patch with a series of 3-6 skill checks before more fuel is added, as a sort of new interaction. Plus if you make the auras different colors it means strategy can evolve around herding Survs to specific gens, or trying to knock out specific gens first.

    In any case, these gens are a win win for both sides, enriching the game for Survivors, and making space for weaker Killers in the roster to have more time to perform well without feeling pushed to the breaking point.