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I think generators should take longer to finish

Mothsune
Mothsune Member Posts: 1

Now I know what your thinking, but hear me out.

Currently in dbd it takes 90 seconds to complete a gen for one player not counting any toolbox or teammates/perks.

Killers have plenty of gen slowdown perks to slow down gens either in a 90 second or say a 120 second gen, but I believe bhvr should increase the time it takes to complete gens and then flat nerfing every gen slowdown perk in the game, maybe keeping like 1 or 2 special cases the same, this would allow more build diversity in killers as most killers can't afford to run less than 2 gen slowdown perks unless they're playing entirely for fun or are at a VERY high level of play, and as someone who sees how fun the builds can be in this game it'd be nice if you could run less gen slowdown perks in favor of more niche perks that compliment a build or playstyle.

TLDR: Increase time to finish gens, nerf all gen slowdown perks = more diversity in builds and less builds being 2 or more gen slowdown perks.

Comments

  • ChaosWam
    ChaosWam Member Posts: 2,084

    Personally I don't think repair times need adjusting at all.

    I do think base regression needs another look though. Hitting gens base game, with no perks, doesn't really impact much. I think if we were to buff regression again, base kicks need the regression values raised a bit and have drawbacks to kicking gens using perks like Pain Res or Surge much like how there are perks that increase stun times in exchange for faster vaults, for example. The tradeoff perks really are bad for stuff like that, but for regression I do think it has potential.

    For example, let's imagine a gen at 100% repair and it's kicked. The passive regression is 0.25 of what a survivor takes to repair it, so it would take roughly 360 seconds to fully regress if not for the instant 5% reduction. Even with the 5%, it's regressing at a 1/4th speed than it takes to repair. If it were raised to at least half with no perks, you can make an argument for say, Pop Goes The Weasel to be strong at the cost of halving base regression speeds or whatever is fairest, trading off passive regression for more instant regression.

    Then, perks like Call of Brine could actually see some better adjustments and buffs to work alongside such a change. It would also promote more perk variety, so we're not constantly seeing slowdowns and seeing more chase perks potentially.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    We'd be willing to test that (depending on how much) but we don't think it's a good idea overall. What we got now is kinda like "chase, killer gets hook, a gen or 2 gets nuked, repeat until gens finish or everyone is dead". We got a very variable timeframe and not a flat added time to everything.

  • Firellius
    Firellius Member Posts: 5,441

    This essentially translates to basekitting a bunch of extremely popular and powerful perks.

    Killers are doing more than fine, they do not need a colossal buff on top of where they are now.

  • bearr_trap
    bearr_trap Member Posts: 140

    Generators used to be completed faster, I dont recall the exact time but I do recall them extending the time it takes to complete a generator to 90s. There's also no longer a 'gen tap' for survivors to cancel regression from a kick, we have to progress to a certain point before it ceases its regression.

    Fun, in my opinion, doesnt always equate to winning. I feel that gets lost in the fog somewhere. To most that isnt the case, winning is where their fun is at — I like to meme, vibe, goof off with survivors or with my SWF regardless of the Killers good or bad manners.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 3,077

    Making the most boring part of Survivor take even longer will not make the game better

  • KolbyKolbyKolby
    KolbyKolbyKolby Member Posts: 653

    This is just a straight buff to killers though.

    Gens take longer without slowdowns, so now killers can bring chase perks instead. But killers that bring chase perks now instead of slowdowns perform just fine.

    So now instead of a gen taking 120 seconds because it got hit with Pain Res or Pop, now it takes 120 seconds by default and the killer is ending their chases faster in addition to that. This does absolutely nothing but provide a massive buff to killers when they are already, from the numbers we've seen, it a pretty good spot.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    For me it's the progression Vs. regression

    Progression:

    1.0 charges per second

    Great skillchecks offer 1% bonus

    Plus Perks and Toolboxes

    Regression:

    5% instant regression (based off of total progress)

    .25 charges per second

    Then adding in perks

    Also I'll add in missed skillchecks… 10% of Progression (not sure if it's progression based or total progress based)

    So there's a lot that could happen… but I would increase the Gen regression to .50 charges per second and see what happens

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Bare in mind the amount of killers that are doing fine now due to tunneling and slugging and camping. If these tactics ever got nerfed enough for them to be ineffective killers wouldn't be fine at all. I've said many time I never used to tunnel, but since gens pop so fast I often feel I need to tunnel asap. Personally I think it would be healthy to nerf tunneling, camping and slugging while nerfing the gen speeds. Killers play healthier which makes the game more fun for survivors, won't need to run regress perks so gives diversity with builds.

  • jesterkind
    jesterkind Member Posts: 9,521

    I disagree, I don't think there's actually a problem with gen times at all.

    If we're to filter out the people who think gens fly because they're just not very good at pressuring survivors (as that's an unfair assumption to make of anyone having a serious conversation), we're left with only two possible reasons that generators could be going very quickly;

    1: Survivors all spawned spread out and immediately started doing gens, which combined with anything other than an unreliably fantastic first chase means the early gen repair is tremendously difficult to overcome

    2: Anywhere from one to all four of the survivors has a good toolbox, especially if combined with supporting perks. This doesn't even really need to be a full genrush squad (though those are unbelievably unbalanced), just one person with the right build for that can do crazy amounts of gen repair

    The first option is already on the roadmap to be fixed, so that just leaves toolboxes. It's tempting in this conversation to say "progression tools", but I firmly believe it is very specifically toolboxes. If a survivor stacks the strongest perks for gen progression numbers - let's say, Resilience for 9%, Overzealous post-activation for 10%, Deja Vu for 6%, then their fourth perk is a boon for Overzealous - then their combined repair speed is 25%, literally half of a toolbox, after spending time activating their perks and only while injured and on specific generators.

    This, in my opinion, is not problematic. It's difficult to maintain and takes their entire build, which justifies it being pretty good, but it's not overwhelming. Toolboxes are where things get really nuts.

    So, in summation… if there's an issue with gen speeds, nerf toolboxes.

    Also, separately, slowdown shouldn't be as stackable as it is. It'd be easier to balance if you can be sure killers only have one of each type of slowdown in their build, so each of those can be made individually stronger. You already don't really need slowdown, just one of each type (instant regression, blocking, repair speed debuff, etc) would absolutely be enough, especially if each one is stronger.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    I'd rather see all gen regression perks get removed and simply have gens auto regress when not being worked on.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,306

    Double regression speed (0.5 c/s) would not be too bad.
    It would be like having a base-kit pre-nerf Ruin without the automatic regression.

    I also think that base regression needs to be higher, but if that were to be the case, then the anti-gen-tap buffer needs to be brought down to 3 seconds, so that survivors has more counterplay to this.

  • Firellius
    Firellius Member Posts: 5,441

    There is nothing to indicate that this is actually the case. This is a presumption that's spread like wildfire to the point where it's commonly accepted, without any evidence to back it up.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    I think the amount of killers that have said they feel they need to tunnel shows more evidence that demonstrates it is the case than there is evidence to show it's not the case. My own experience is also an indicator, if I feel I need to tunnel due to gen speeds then I doubt I'm the only one.

  • Firellius
    Firellius Member Posts: 5,441

    What, seven out of how many killer players say they -need- to tunnel, and you take that as 'evidence'?

    There's also plenty of killer players that say that tunnelling is not required, so that counters that.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Not sure where you got 7 from but I have seen a lot more than 7 killers on these forums alone say they often feel they need to tunnel, especially with specific low tier killers. You might not be seeing what I have been seeing but I can tell you I have seen a lot more killers say they need to tunnel than those that have said they they don't need to tunnel.

    Like I said my experience is also a factor, can you honestly say you get 4k with every killer and not tunnel? I know I can't lol therefore tunneling is needed and I know I can't be the only one. If you can get 4k v swf on every killer without tunneling then please show me how it's done.

  • Firellius
    Firellius Member Posts: 5,441

    These forums aren't that populated, bud, and there's not that many people spouting the same story. Even among fervent proponents of further killer buffs, there's a few who will begrudgingly (or sometimes even boastfully) admit that their KR without tunnelling is -fine-.

    And yeah, you can get a 4K with every killer without tunnelling. Because not every match will be against perfect survivor teams. Hens and his cohorts played a series of matches where they didn't tunnel, camp, slug, or use ANY killer power, and they averaged around 90% KR, and they're not cheaters. Anything they can do, you can too, theoretically.

    You have to remember that players are subject to heavy bias. Killer players that tunnel to grab extra wins will push their MMR above where they should be, based on their mechanical and tactical skill. Additionally, a lot of killer players hold up tunnelling victories as evidence that they 'needed' to tunnel, but they have no idea how the game would've gone if they hadn't tunnelled, making it a self-fulfilling prophecy.

    So when you actually look at the statistics, they all favour killers. Higher WR, over 50% KR, extremely long winstreaks, by basically every metric, killers are doing better than survivors.

    A couple of forum killers saying 'I -feel- like I need more buffs' doesn't really mean much by comparison.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Your seriously using hens as a comparison? The average killer isn't on that skill level so the average killer does need to tunnel. I know very high skilled players don't need to tunnel, I asked if YOU can get 4k against swf with every killer without tunneling. I didn't ask if something was like hens can do it. It doesn't sound like YOU can. Maybe show me how it's done yourself?

    The past several months people have been complaining about tunneling, slugging and camping. That's here and other platforms such as Reddit, this clearly shows how regular killers use these tactics which would explain the high kill rate. You offer no valid argument that counters my suggestion that nerfing tunneling would effect kill rates.

  • Firellius
    Firellius Member Posts: 5,441

    You're not getting it.

    The average killer isn't on that skill level

    Firstly, they don't need to be. Hens and cohorts played without ANY killer powers. That is a self-imposed restriction that doesn't exist in the game, which means everyone else is going to have a -much- easier time replicating his result.

    Secondly, the average killer also isn't at his MMR rank, so they're going to get easier matches to begin with, provided MMR is working correctly.

    Thirdly, you can't claim that killers can't win without tunnelling if you dismiss the ability to do so with such high extra stipulations (No powers, and extreme consistency) as 'too difficult', because at that point, the problem isn't the game balance. The problem is that you're not doing your best. You COULD learn to play like Hens. You opting not to is not a reason to upend the game's balance.

    It doesn't sound like YOU can.

    I have. So have you. So has anyone who's played killer for any amount of time.

    And I know this is going to confuse you, so let me clarify.

    What you are thinking of with a 'swf' is not just up to four survivors playing together. You are thinking Team Eternal. You are thinking heavily coordinated swiffers that are armed to the teeth with syringes and BNPs.

    You are thinking of the Henses of the survivor side, in short.

    The reality is much different, because a huge chunk of swiffers that you've beaten, you probably didn't recognise as swiffers, because they don't play to that level. Most of the swiffers you go up against aren't doing call-outs, they're discussing the latest Nintendo Direct or complaining about politics.

    Ironically, you're dismissing Hens, while trying to get me to prove that any killer of any skill level can beat the equivalent.

    Just as a reminder, by official stats, the actual overall escape rate of 4-man swiffers is 43%. Isolated to high MMR, it's 48.3%. So this allegedly overpowered thing that is only held in check by tunnelling, according to you?

    Doesn't win most of the time. Which means that a ton of killers have done exactly what you're asking for.

    And before you go 'well they can only do so because of tunnelling', you have to remember that these high MMR swiffers would probably know this too, and they can coordinate against it. STB, DS, OTR, they can stack a lot of deterrents for tunneling, which would drastically limit its impact. In other words, specifically in the high MMR regions, tunnelling -should- be affecting the winrates less.

    You offer no valid argument that counters my suggestion that nerfing tunneling would effect kill rates.

    I don't need to. Killers are overperforming. Even if they took a cut to their killrates, that doesn't mean they are in hot water.

    Besides, if MMR works as it should, it'd resolve itself in short order anyway. Once the crutch gets kicked out, some killers might experience a downturn where they can't cheese out a win anymore, but they'll eventually sort back to the level they're supposed to be at.

    As opposed to killers that aren't as good as Hens and balk at the suggestion of getting to that level, still coming up with the expectation to beat anything that is put across from them.

  • Prometheus1092
    Prometheus1092 Member Posts: 998
    edited April 7

    I think your the one not getting it, you basically implied that because hens can get 4k without tunneling it means anyone can which isn't the case.

    It's a well known fact the MMR is broken, I'm not on the same level as someone like hens but I'm still getting 3 or 4 man swf very regularly in my matches which are very coordinated and play together often which is not easy to beat at all.

    Yes I could learn to play like hens and learn to get 4k without the need to tunnel but people shouldn't have to play the game for a living to get 4k. I could spend every waking moment on the game and learn to be the best in the world to get 4k without tunneling but that's a ridiculous expectation. Your only argument is that pro killers can do it therefore killers don't need to tunnel.

    Some survivors have beaten the ghoul does that mean that killer is not OP? It can be done if people practice long enough but the killer requires a ridiculous amount of skill to beat.

    Also you say killers are over performing but the latest kill rate is 60/40 overall which is exactly what the Devs were aiming for so they are not over performing at all.

    Post edited by Prometheus1092 on
  • Firellius
    Firellius Member Posts: 5,441

    I think your the one not getting it, you basically implied that because hens can get 4k without tunneling it means anyone can which isn't the case.

    Why not?

    Is Hens doing anything that you can't? Are you accusing him of cheating?

    Again, also, you are aiming at the wrong point, because Hens had an additional restriction stacked on top of it AND hit an absurdly high consistency. You don't have to anywhere NEAR as good as Hens. No one is asking you to play without killer powers and you shouldn't be aiming for a 90% KR. You will have a -significantly- easier time winning without tunnelling than Hens did for this challenge.

    But you do need to actually try. And that's the problem, because you have already thrown in the towel but aren't willing to accept the loss. If you're not willing to play to Hens' level, you can't expect Hens' results. It doesn't make these results unattainable, it just means you're unwilling to do so.

    Which is fine, play casual if you want, but don't expect the entire game to be upended because you want to have your cake and eat it too.

    You can't play casual and still expect to win consistently against competitive teams. If those survivors worked hard to get as good as they are, they deserve to win against someone who abjectly refuses to rise to that challenge.

    Also you say killers are over performing but the latest kill rate is 60/40 overall which is exactly what the Devs were aiming for so they are not over performing at all.

    Except BHVR's intent is not the balance standard. Just because BHVR have a goal to have killers overperform, doesn't mean the killers aren't overperforming when they meet that standard. Killers win significantly more than they lose, and they certainly win more than survivors do. So for the sake of balance, they can take a hit.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    again with the hens lol yes he is doing something many people can't do which is play the game as often as he does. By your logic casual killers shouldn't get 4k because they don't practice enough. It's ridiculous. I'm a casual player and I'm regularly going against swf teams with coms and I struggle without tunneling. If tunneling was nerfed so it wasn't effective I wouldn't be able to get the amount of kills I get, I know I tried and no I won't dedicate my life to being a pro player. If other killers experience the same difficulty as I do the kill rates will drop it's basic math. The kill rate will no longer be 60/40 as the Devs want. What do you think the Devs will do then? Tell killers to get as good as hens to win? No, they will nerf survivors or buff killers to get the kill rate they want. Stop refering to pros when they are not the main player base.

  • Firellius
    Firellius Member Posts: 5,441

    By your logic casual killers shouldn't get 4k because they don't practice enough.

    That's not at all what I'm saying!

    You seem to be incapable of coming to any conclusion that isn't the extreme of one end.

    You don't deserve to get NO 4Ks, and you don't deserve to get 4K every time.

    Sometimes you'll win. Sometimes you'll lose. You won't be able to win every match, -especially- if you're not willing to put in the hours to get better at the game.

     I'm a casual player and I'm regularly going against swf teams with coms and I struggle without tunneling.

    If you are a casual player, why are you resorting to tunnelling to secure wins that you can't have otherwise? Because it sounds to me like you're way more competitive than you're willing to admit to.

    If other killers experience the same difficulty as I do the kill rates will drop it's basic math.

    Drop from what? Because, again, balance-wise, they can afford to take a drop. A steep one, too. Most games don't permit this kind of deviation from balance, just because BHVR has come out and openly stated they are balancing in killers' favour doesn't mean the game is balanced.

    You have not proven, in any capacity, that killers would be underpowered without tunnelling, camping and slugging.

    If other killers experience the same difficulty as I do the kill rates will drop it's basic math.

    First off: We know they don't. There's killers out there that are better than you, that are having a much easier time.

    Secondly: As mentioned before, there's a real possibility that tunnelling is kicking your MMR upwards, above your actual skill bracket, so when tunnelling gets axed, you may get a couple matches where you're forced to take an L that you would otherwise circumvent by tunnelling, but you will eventually go up against opponents of your skill level, at which point your killrate will stabilise again. We won't know the impact of tunnelling until it is gone.

    Stop refering to pros when they are not the main player base.

    You do the same, bud. Because when you're complaining about swiffers, again, as I said before, you are not thinking of the dummy squad that's having a casual friday evening chat with the bros while playing some DBD.

    You are not taking the full picture of everything you're going up against, you are ONLY highlighting the players that are better than you, and making them out to be a problem.

    That's why I said that YOU have done what you demand of me. You have beaten TONS of swiffers, you just don't know it, because the only ones you'll register as swiffers are the ones that actually bested you.

    But even on top of that, remember: Swiffers still suck compared to killers! By BHVR's stats, 4-man swiffers are consistently losing. And if you want to point at the main playerbase, guess what? They lose MORE.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    I'm not saying every time, sometimes tunneling doesn't work but sometimes is a necessity and without it I wouldn't get as many kills. I only started tunneling when I was losing match after match due to gens popping fast. I wasn't getting easier opponents I was getting same people over and over. Eventually I started tunneling which gave me kills I wouldn't have got otherwise but tunneling didn't get me to my mmr, I was already there. Even casual players want to win from time to time. Losing almost every match isn't fun.

    It's interesting that you say about being in an MMR bracket above my skill level tho, this would apply to survivors that lose against me too. The fact they can't counter tunneling because they won't put the time and effort into learning how means they shouldn't be in that MMR bracket. By your own argument.

    I'm not sure what your not getting with that stats, I'm not talking about game balance I'm talking about the balance bhvr wants and will aim for. If they are aiming for 60/40 yes it's balanced towards killer but saying killers could take a hit makes no sense because it would change the 60/40.

    For 9 years killers have tunneled their way to victory, I really don't see that changing. Even now I'm doing pretty well kill wise with my tunneling, even with the gen speeds as they are and the swf with coms. You said I can't have my cake and eat it, but that's exactly what's happening, I'm playing casually and if I want to win I tunnel, camp, slug whatever I need to do.

    Personally I think there is more chance of bhvr getting rid of the hatch than stopping tunneling. They pretty much already have got rid of the hatch with the abandon mechanic yet tunneling remains, why? Reason being it's a valid tactic and they know if they nerf it too much it will mess up their 60/40 they are aiming for.

  • Firellius
    Firellius Member Posts: 5,441

    I wasn't getting easier opponents I was getting same people over and over.

    You know that thing you said, about the killer complaints being evidence of a requirement to tunnel?

    What you're saying here suggests that there's no survivor players left. Which would be indicative of much more severe issues that plague the survivor side.

    Eventually I started tunneling which gave me kills I wouldn't have got otherwise but tunneling didn't get me to my mmr, I was already there.

    Your MMR increases with every kill, so when you start tunnelling to secure extra kills, it will inflate your MMR.

    Losing almost every match isn't fun.

    Now imagine playing survivor.

    It's interesting that you say about being in an MMR bracket above my skill level tho, this would apply to survivors that lose against me too. The fact they can't counter tunneling because they won't put the time and effort into learning how means they shouldn't be in that MMR bracket. By your own argument.

    Survivors can't counter tunnelling. The best they can do is slap on a small collection of perks designed to specifically deal with that specific thing and hope for the best.

    Well, that, or genrush.

    But also, losing to someone once doesn't mean you don't belong in that MMR bracket. If they lose against you but beat four other killers at the same MMR, they actually belong in a higher MMR.

    I'm not sure what your not getting with that stats, I'm not talking about game balance I'm talking about the balance bhvr wants and will aim for. If they are aiming for 60/40 yes it's balanced towards killer but saying killers could take a hit makes no sense because it would change the 60/40.

    The 60/40 is not balance, it is nothing more than a guideline that BHVR used and they may not even be sticking to it anymore. Especially if the survivor pool is drying out, they will have to course correct, which can include dropping the 60/40.

    60 is not the benchmark for balance, and it's certainly not the target for any discussion about whether it's possible to win with a certain playstyle.

    For 9 years killers have tunneled their way to victory, I really don't see that changing.

    That's not entirely true. DS was, at one point, a serious deterrent. It getting scuppered in 6.1 is what put tunnelling back on number 1. There is definitely a way to get killers to stop tunnelling, we'll just have to see whether what BHVR comes up with will do the trick or not.

    Reason being it's a valid tactic

    Whether it's 'valid' or not has little bearing on what the game needs when its playerbase is dying out. Survivors have been suffering through this issue for long enough, and at some point they're just done with it. If you're truly going up against the same people over and over again, well…

    That kinda suggests there's no one else left.

    You can try to 'valid tactic' your way onwards, but eventually there will be no one left to 'valid' against.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Survivors can counter tunneling with use of perks and team play. There's countless examples of people beating a killer that attempts to tunnel, but most refuse to dedicate their builds and team play to counter a common and effective strategy killers use. Seems like they are in the wrong MMR bracket maybe they got into higher MMR bracket by being in a swf then they play solo and they get steamrolled because they don't belong there.

    The 60/40 guideline bhbr has been aiming for still stands unless they say otherwise. They could backtrack and make it 60/40 in survivors favour they could aim for whatever they want but currently it's 60/40 to killers and if they want to keep it that way they need to make sure the kill rate remains roughly as it is. It's one thing to nerf a particular killer or perk to tweak the kill rates slightly but making a drastic change like removing the efficacy of tunneling, camping, slugging would effect all killers. Nerf nurse and I can go blight. Nerf tunneling and regardless what killer I go it would have an effect.

    If DS was so effective at curbing the tunneling, why revert it? Seems they nerfed it because killers were not killing as much as the Devs wanted due to not being able to tunnel as effectively.

  • Firellius
    Firellius Member Posts: 5,441

    Survivors can counter tunneling with use of perks and team play.

    But team play is not something the individual survivor can do, and even then, it won't stop a hard tunnel, only stretch it a bit.

    The 60/40 guideline bhbr has been aiming for still stands unless they say otherwise.

    Pretty sure they're permitted to change their minds without informing you.

    If DS was so effective at curbing the tunneling, why revert it? Seems they nerfed it because killers were not killing as much as the Devs wanted due to not being able to tunnel as effectively.

    DS got gutted as part of the meta shake-up, not for the KR boost. It's the same reason Ruin got almost the exact same nerf, which wouldn't make sense if they only wanted to boost KR.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    team play can be done in solo, just have to observe the team mates Sus things out. Lots of solo teams have effectively countered tunneling. 1 good looper while others do gens, actually pretty simple to counter it. If others can do this then so can anyone if they try hard enough. I myself have looped a killer for enough time that 2 or 3 gens have been completed, killer camped, more gens were completed, I got saved at the end and escaped. Tunneling and camping countered in soloq.

    As for the 60/40 last they said that was what they were aiming for, yes they can change it without saying but are we to go be what they last said or if they changed their mind without saying? I think it makes more sense to go by what they last said they are aiming for which is 60/40. With that in mind they have reached what they were aiming for. So assuming they want to maintain this then killers can't afford to take much of a hit. If and only if bhvr no longer wants 60/40 then yes killers can afford to take a hit to match whatever kill rate the Devs want. But there is no evidence to suggest bhvr want to change the kill rate. Even the abandon mechanic aimed to help survivors with being slugged doesn't stop killers from slugging and getting kills this way, because if killers couldn't slug as a tactic kill rate would drop too much. I highly suspect any anti tunnel introduced would be similar, they wont remove it if they want the kill rate to remain.

  • Firellius
    Firellius Member Posts: 5,441

    team play can be done in solo

    Spoken like someone who's never played support in either a MOBA or a hero shooter. Even the simplest of teamplay tasks can be completely impossible to achieve if your teammates aren't cooperating.

    You can't control your teammates. Thus the idea of 'just get better at teamplay' doesn't always work.

    As for the 60/40 last they said that was what they were aiming for, yes they can change it without saying but are we to go be what they last said or if they changed their mind without saying? I think it makes more sense to go by what they last said they are aiming for which is 60/40.

    But according to you, the announced nerfs to tunnelling, camping and slugging are going to bring down the killrate. If they are not planning any compensatory buffs, then wouldn't it make more sense to assume that they're fine with dropping the killrate?

    I highly suspect any anti tunnel introduced would be similar, they wont remove it if they want the kill rate to remain.

    So you're suggesting that they're going to basically toss out a couple months' worth of development time on a not-really solution?

    Because if so, those gen speeds definitely aren't coming down. We'd basically be looking at a nothing-patch where nothing happens. Which doesn't seem all that logical to me.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    No I said IF tunneling, camping and slugging was nerfed so that they are ineffective then it would bring the kill rate down and require buffs elsewhere to bring the kill rate back up. But I don't think they will make it ineffective due to the evidence thus far of the anti face face camp (does very little), the anti slug (doesn't do a thing to stop slugging, players can abandon but slugging remains), perks designed to counter these tactics being nerfed, previous attempts to stop tunneling was abused by survivors and never made it past the ptb. I don't think they will reduce gen speeds either. I think they should but they won't.

    There has been many times they spent months on developing things to then find in the ptb that it just doesn't work so either never makes it into the game or undergoes major changes.

  • Firellius
    Firellius Member Posts: 5,441

    the anti slug

    They never implemented any anti-slug.

    perks designed to counter these tactics being nerfed

    The only one that copped a nerf was DS, as part of the meta shake-up. At the same time, they made OTR into an anti-tunnel perk, and they've since released another anti-tunnel. They have been ramping up the countermeasures to these tactics, and now they've announced they're going to do more.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Survivor has surrender option, that is anti slug because so many people were complaining they didn't like being slugged and forced to wait 4min. makes no sense to have surrender option when all are slugged if they intend to stop slugging, they are keeping it as a valid tactic a killer can use. Just like the anti face camp didn't do anything because they want to keep these tactics valid options for the killer. I think similar things will be done with tunneling, they won't stop it happening but they might make it better for survivors to handle it. I can almost guarantee they won't nerf tunneling so much it's no longer effective. It's become a necessity for killers and they want survivors to use perks to counter it, like you said they are ramping up countermeasures but there will never be a countermeasure that effective that tunneling is stopped. OTR, DS, STB, I look forward to other perks to counter tunneling because I'm confident I can adapt and still keep tunneling as an effective play style.

    Look at the blood moon event, perfect example of what happens when killers regress perks are not available and gens go faster. So many people saying tunneling is crazy in the event, way more than regular mode. Same happened with chaos shuffle because killers couldn't slow the gens down. Because without regress perks killers need to tunnel. The Devs will not reduce the killer to a linear 1 method play style where tunneling and slugging are or no longer effective and killers need to use regress perks all the time. If they ever did do that they would lose a lot players and bhvr knows it otherwise they would have stopped it long ago.

  • Firellius
    Firellius Member Posts: 5,441

    Survivor has surrender option, that is anti slug

    Killers winning faster when slugging is not 'anti-slug'. This feature was not announced with any intent of the sort given to it.

    Literally nothing else of what you've said has any evidence to back it up.

    Same happened with chaos shuffle because killers couldn't slow the gens down.

    Was it that, or was it the knowledge that all anti-tunnel measures were also knocked out?

    Because, quick reminder, when gens actually -were- slowed down in 6.1, tunnelling ALSO went up. Why? Because anti-tunnel got nerfed.

    It's almost like tunnelling is a cheap and easy shortcut to victory that will be used irrespective of gen speeds.

    Keep in mind that, by definition, in any match that a killer loses, the gens went 'too fast'. There's no gen speed that will never run into the 'gens too fast, gotta tunnel' mindset.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    surrender option not announced with any intent of the sort given to it? Seems in this official announcement it clearly states anti slugging surrender option.

  • Firellius
    Firellius Member Posts: 5,441
  • Prometheus1092
    Prometheus1092 Member Posts: 998
    edited April 10

    Are you seriously saying they are not linked? Next phase says anti slugging | continued improvements..your saying the continued improvements are not linked to the anti slugging? If you are saying there is no link between them because of the layout with a dividing line then there truly is no hope in explaining anything further as you seem to be the type of person that will argue until the end of time, disregard any evidence shown with crazy things like there is divide line lol. Even if the Devs themselves told you personally you would probably have a crazy theory that they are not real Devs and you saw no evidence they were who they say there were as you haven't seen their birth certificate or something.

    I am actually curious tho, how do you explain the surrender option being added if the Devs were intending on preventing slugging with a separate anti slug mechanic? Makes no sense to add surrender option when all players are slugged if they intend to prevent slugging with an anti slug. Some things you don't evidence, just need common sense and a little logic to work out.

  • Firellius
    Firellius Member Posts: 5,441

    Because the surrender measure was much wider than slugging. It contained four points, only one of which had to do with slugging. It just tangentially scraped the slugging issue, it's not their anti-slug solution.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Your failing to explain why it say anti slugging | surrender option. You also admit slugging was included in the surrender option but still don't see the connection between anti slug and surrender even when it's right Infront of you. This is like trying to have a logical conversation with trump lmao "global warming doesn't exist because not everywhere is warming up" 🤦‍♂️

  • Firellius
    Firellius Member Posts: 5,441

    Because it tangentially touches on slugging.

    How is making slugging stronger 'anti-slugging'?

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    It doesn't make it stronger it makes the effectiveness the same. The anti slugging is supposed to make it better for survivors that's my point. Survivors hated being slugged for 4min and being slugged for the 4k. The Devs know they can't stop it so they make it better by giving surrender option. Further improvements are due and they could be tweaks to the surrender option as well as maybe new perks to help give survivors a way to counter it but the fact it will be a continuation means they already started with anti slug.

    It literally makes 0 sense to say surrender option | anti slug in the same line if they were separate things being introduced in separate updates.

  • Pumpkinbros
    Pumpkinbros Member Posts: 429

    BHVR should adjust generator times every few months by a single second, one way or another just for fun
    imagine the patch notes
    - Basekit ruin
    - generator completion time reduced to 89 seconds (was 90 seconds)