Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Proposal: rescale generator charges required based on number of completed genrators

Problem: Many killers presently feel like gens go too fast. The specific conplaint "2-3 gens get done during the first chase" is repeated often on these forums, often cited as the reason tunneling is "necessary"

Confounding factor: Kill rates are currently around what the devs want, including numbers from the killers who do not tunnel

Proposed solution: Make the total sum of gen times take the same, but rescale the gen times so the first gens take longer and the later gens take less time.

Specifically, make base gens be 120 charges, but reduce the number of required charges by 15 for every completed gen. When a gen is completed, the other gens retain the same percent progress that they had (so if the first gen is completed and another gen had 80/120 charges, it now has 70/105 charges

This has the added benefit of making all current percentage-based regression more powerful in the early game and thus more effective at slowing the early game down

Comments

  • DaSonic
    DaSonic Member Posts: 45

    This… just doesn't make sense to me. Whilst it is true that gen regression might be more impactful early game, it will then make the killer way weaker in the lategame… Besides… this is just gaslighting killers into thinking they are doing better than they actually are.

  • Inosennatoki
    Inosennatoki Member Posts: 212

    They should give basekit corrupt intervention for M1 killer.

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  • Firellius
    Firellius Member Posts: 5,480

    I don't know about this. The first two or so gens don't really matter much, while the last two do. So even if you get an even distribution of charges, I think the outcome would heavily favour the survivors.

  • etisatis
    etisatis Member Posts: 60

    I'm proposing a similar idea and providing some math, but with one major diff:

    Instead of changing base gen charges for everyone, I scale repair speed only when survivors are behind, and it fades back to normal as gens are completed.


    https://forums.bhvr.com/dead-by-daylight/discussion/455577/anti-tunnel-snowball-rework-something-that-should-ve-been-introduced-long-ago#latest

  • Matt23leo
    Matt23leo Member Posts: 13

    I like the update for the most part. They may need to tweak numbers, but I like it. However, I thought about the change you suggested, too. I think that perk is definitely something that should be basekit