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There should be update that prevent hard genrush too so the killer truly doesn't have to tunnel

Elan
Elan Member Posts: 1,407

While 9.2.0 provide some interesting changes it doesn't change the core issue which is that half of the killer roaster can't compete without playing super sweaty and running full slowdown and iri add ons.

Solution p.1:

5 gens remaining: Survivor repair at 1.0 charge/s, heal at 1.0 charge/s

4 gens remaining: Survivors repair at 0.9 charge/s, heal at 0.9 charge/s

3 gens: 0.8

2 gens: 0.7

1 gens: 0.6 (meaning that the last gen solo would take about 160s)

Solution p.2:

300 timer will start every game, if all gens are finished within the time following effects happen:

Exit gates will be blocked for 120s

All survivors will suffer hindred of 5 %

All pallets will be blocked for 60s

All windows will be blocked for 60s

Basic and special attacks will put survivors immidiately in dying state

In return we might revisit some most used slowdown perks to reflect those changes.

Comments

  • HoS
    HoS Member Posts: 42

    The other post and now this one, bait is not fun, please stop.

  • Callahan9116
    Callahan9116 Member Posts: 392

    Just add a sixth gen.

  • Elan
    Elan Member Posts: 1,407

    That is half-true. While I think that burn-mechanic should stay for Nurse as it was already high-skill performance, going against flashlight squad as Wraith was beyond pain. And a lot of mechanics been intruduced since then, invocations, boons etc. You have to understand that if killer suppose to be fun to verse, the base game can't be busted, otherwise killers will be level of Kaneki, Clown etc., where it is nothing fun at all versing them.

  • jesterkind
    jesterkind Member Posts: 9,505

    If you want to address "hard genrushing", which I would agree is worthwhile, you don't actually need to change the basekit mechanics- that requires specific loadout options, so you can fix this problem far more elegantly.

    In fact, fixing real genrushing, the kind that's actually a problem, only requires one thing: Rework toolboxes.

    Now, what to rework them to is worth a conversation, of course, but in general if toolboxes lost their gen speed bonus and had it replaced with something that doesn't directly make generators take less time to complete, genrushing as a problem completely disappears. I know some people will bring up perks in this context, but gen speed perks are so dramatically weaker than toolboxes that I firmly believe they just aren't a problem whatsoever.

    There is a real problem here that's worth addressing, but we must acknowledge the problem isn't just survivors being split up and doing gens when they don't have something else to do. That's just the video game, and it's the killer's job to respond to it.

  • ChaosWam
    ChaosWam Member Posts: 2,079

    This is why I've said for a long time there should be a hard cap for any % based increase or decreases, for BOTH sides.

    It would fix the issues we have with haste, gen speeds, gen regression and so on. It would also open the possibility of buffing perks and such across the board since they can't all be combo'd together to be a problem.

  • Lexilogo
    Lexilogo Member Posts: 782

    Solution 1 is circumvented by Survivors 99ing gens, and Solution 2 is based on a ridiculous binary timer- It doesn't make any sense to execute Survivors who took 299 seconds to finish all gens as genrushers, and let Survivors who took 301 seconds off scott free. And besides, all the Survivors in the former camp are going to do is grab a stopwatch and time the last gen so they aren't penalised.

    The broad idea of a mechanic to stop extremely fast gen completions is fine and I think could work, but neither of these specific ideas are good.