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Generator Change

Wraff
Wraff Member Posts: 159
edited July 2018 in Feedback and Suggestions

My idea is a quality of life change for the Killer's concerning the Generators. If a Survivor doesn't touch an incomplete Generator within a five second time frame. Then the Generator will begin losing its progress as if it was kicked until a Survivor begins working on it again.

I feel like this will slightly help with the Gen Rush meta and Killer's wont have to waste valuable time kicking Gen's. In fact they wont be able to kick Generators at all unless they have Overcharge or Weasel.

Post edited by Wraff on

Comments

  • Spork
    Spork Member Posts: 122

    This would defeat the purpose of kicking generators.

  • Wraff
    Wraff Member Posts: 159

    No kidding. Thats kind of the point. Killers dont have to waste time kicking gens and can just get on with the chase. It also prevents a survivor from undoing a kick by just giving it a love tap again.

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    edited July 2018

    I honestly would like this idea implemented but I feel like more needs to be done to slow the game down. As it stands in the low ranks (10-1) unless you're playing as clown (to an extent) huntress, billy or nurse one survivor will waste 3 gens worth of time after a chase. The devs need to implement side objectives that will lengthen the game.... Have one gen need gas, another gen need a part otherwise you can't fix it because it continuously explodes and it sets off the sound notification. take the brand new part have it do what it does now only have it be something you need to find... set this up in a ptb hopefully soon because I feel with how chases go now a days in the low ranks this need to be a thing.. I understand that for inexperienced survivors it could be a struggle but for players that know how to play the game it's even more of a struggle for killers. I don't enjoy feeling like I need to run ruin in order to have time to have success in a game as killer... Even with ruin the totem is still found to fast and it's gone instantly. Even with the gens still being the way they are now we all can't deny that the devs are not trying, future changes to the perks are heaven and maybe we'll have to wait and see what they bring to the game before they make changes to the main objective.. If the devs do make changes to gens I don't think a length in time working on gens is the answer that will just make the game boring for survivor.

  • Wraff
    Wraff Member Posts: 159

    Honestly they should just remove the Brand New Part.

    I don't really agree with finding the parts for a generators because F13 used that and it just caused confusion or griefing.

    "Why did you bring it to this generator idiot?"
    "Where are you going?"

    ### like that.

    As for Totems. There's a few things they could do for an easy fix

    Idea A: They can let Killer reignite Totems. That's the most simplistic method

    Idea B: Change Totem's into more of a Item Perk. Similar to flashlights or tools boxes. You can bring only one Totem per game(lets use Ruin as an example). When you use a Ruin Totem as a Item. It ignites every Totem on the entire map and wont go away until they're all destroyed. The trade off it you can only bring one Hex Totem per match.

    Idea C: Give Survivors a reason NOT to destroy Totems. Make it more of a "High Risk = High Reward" thing. Lets say that for every Totem still active at the end of the round then both Killer's & Survivors get a blood point bonus. Lets say 5000 more BP for each active Totem when you escape or die?

  • MasterLoli
    MasterLoli Member Posts: 73

    I like kicking generators :(

  • Collin_Nerd_22
    Collin_Nerd_22 Member Posts: 4

    The game around generators right now seems fair. I do not disagree that the game could/should be slowed down, I think that If killer totems are changed that might make a whole lot of difference. However at the same time, I feel with the introduction of a new Tinkerer, we may start to see a change in how the game progresses, especially if as the perk improves, percentage notifications require less overall generator progression to trigger.

  • Wraff
    Wraff Member Posts: 159

    @Collin_Nerd_22 said:
    However at the same time, I feel with the introduction of a new Tinkerer, we may start to see a change in how the game progresses, especially if as the perk improves, percentage notifications require less overall generator progression to trigger.

    I doubt Tinker will do anything. Generators are finished far too quickly. Maybe if Tinkerer alerted you every 25% it be something. But 90% is just "Hey look, you let this gen get finished! :D"

  • Wraff
    Wraff Member Posts: 159

    @MasterLoli said:
    I like kicking generators :(

    I mean my idea would still allow that with OverCharge and Weasel