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Generator Rework Concept (Addressing lack of Intractability, Unfair Repair Speeds, Countering 3 Gen)

CompetitifDBD
CompetitifDBD Member Posts: 1,011

The Problem And Misunderstanding

Survivors don't genrush because of killer desperation tactics (killers do these often because survivors genrush), they do so because there's nothing else for survivors to do

Now one could argue that running all of these resources is completely unnecessary, seeing as most killers aren't strong enough to beat a team of well versed survivors, but it is really boring to do gens. 90 seconds default of standing still and occasionally hitting skill checks isn't exciting, which is why people run BNP's, gen speed perks and skill check frequency perks to make the boredom go faster

The Fix

Is it fair? Absolutely not. Though, this is a very good opportunity for BHVR to introduce a new sub objective of gens to make them require more time and effort, but feel more interactive and rewarding for deviating from holding m1 for 90 seconds. A lot of people have stated in the past that getting gas for a generator or maybe a spare part should be a thing, which could have a more variable completion time since you may cross paths with the killer or you won't or the sub objective is far away. Of course if this were to be the new mechanic of generators, holding m1 with gen speed resources would need to be dissuaded. What I propose is:

  • When a generator hits 50% progress for the first time, the generator will slow down any repair speeds by 25%, (kind of a weaker Scavenger trade off) with this dissuasion, you should find a generator part/gas, which when successfully installed/used, would stop the generator from regressing past maybe 25%, as well as lifting the repair speed nerf.
  • For every 50% of a generator completed after this first part/gas used (lets say if the gen is regressed pretty much to its new limit), you get the option to do it again without causing a repair speed nerf, further making the maximum regression limit rise if you decide to keep pouring gas or parts into the gen.

This Would also indirectly stop 3 genning as a strategy, since generators that have enough effort poured into them would take a lot less time to repair, but at the same time, gens would take longer and would be a lot more interactive

New generator minigames would be cool too, like one where you use movement keys/d pad to push a cursor into a broken/exposed wire, which would respawn constantly when the cursor hovers over it, otherwise the generator explodes when you fail to hotwire in time. Of course, this would be paused and ignored if a skill check popped up

Essentially what the goal of this is is to give the survivor something to do the entire time the generator is being repaired, still with the occasional opportunity to get a skill check which would be more of a true test of whether you're paying attention while repairing, and grant you a chance at extra progress

On top of these changes, all generator repair speed and slow/frequency of skill checks would be heavily toned down to rely more on the new basekit of each role (essentially skill and better/faster positioning versus just running a perk or add on or item and getting free progress/regression for no effort at all)

Comments

  • Dinadin
    Dinadin Member Posts: 318

    Your problem is already a false take. Survivors rush gens (the wording itself is already falsely used here) only because of the killer tactics making games unfairly balanced. Youre just trying again to go against common sense here.

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011
    edited March 9

    let me rephrase, survivors are very much capable of rushing gens and I see it on the daily. It's very prevalent in high mmr when survivors actually know what they're doing, unlike some one as yourself for example who doesn't seem to know what the role is capable of. the fact that they do rush gens is very much true, and i just explained why if u would actually read the post instead of just reading the first sentence and immediately downvoting, while also being uneducated on how the game works

    What's common sense is that the game is survivor sided by a long shot, which is what leads to killers doing what survivors deem as "scummy" or "unfair" strategies

    idk why people on forums are just allergic to realizing that or hearing any truth from actually experienced players. probably because most of u are also casuals who don't even know how to play the game just yet or let alone effectively

    what you've just told me with this comment is you're uneducated, biased towards me, as well as in denial from hearing the truth. In short, you're getting ignored

  • BigKingWoof
    BigKingWoof Member Posts: 29

    Making gens take longer only gives the killer more time to tunnel.

    You can disagree with me, but it just shows you're ignorant and won't accept the truth, and are just uneducated. It's okay though, not everyone could be high mmr like me. I understand.

  • terumisan
    terumisan Member Posts: 2,407

    i would be fine with it like how blood moon gens was a failure because killer powers didn't work on gens so people swapped to totem builds the problem is the devs like to do monkey paw balancing when it comes to killers

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011
    edited March 10

    A lot of people have stated in the past that getting gas for a generator or maybe a spare part should be a thing, which could have a more 

    variable completion time

     since you may cross paths with the killer or you won't or the sub objective is far away

    Aaaand, another person who doesn't read. Gotta love the forums community and DBD community in general, can never admit when they're wrong

    While making gens potentially longer no matter the map factors or the killer being faced, you're incentivized to play more patiently and try to stop the killer from 3 genning using your ability to reduce the regression limit. though, to be fair, you as a survivor have the agency to run anti tunnel perks. If you hate tunneling so much, why are you not making an effort to prevent it yourself? Not to say tunneling isn't annoying and running these perks won't help a casual for example at preventing it and it wouldn't need to be prevented in the same patch so at least then tunneling isn't just decentivized, but also very hard to do.

    My point with the Problem is as follows: Most killers tunnel in response and expectation that gens will fly, because it's possible for them to. That's just like how you as a survivor should expect a killer to tunnel when their not doing so great, and run the newly free Decisive Strike to prepare for a potential tunnel for example. Now that's a common sense no brainer

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011

    I initially got excited when I heard about the generator mechanic for last years Blood Moon, but boy was I shocked by how unbalanced they were. No perks, no powers, nothing was affected by these gens other than the gate power progress. Worst balancing attempt by BHVR imo

    Glad to see you like the idea though. Any questions or feedback on any proposed changes in particular?

  • Reinami
    Reinami Member Posts: 6,850

    You think that if tunneling wasn't a thing survivors would suddenly start doing dull totems for no reason? Your argument is the same killers make in regards to tunneling. You think that if gens suddenly took twice as long killers would stop tunneling? The answer is no. Both things definitely need to be addressed and likely in different ways, but that is a bad argument.

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011
  • BigKingWoof
    BigKingWoof Member Posts: 29

    I read it. You just can't accept the fact that your idea is garbage.

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011

    The idea is foolproof. You didn't read it at all, otherwise you would be agreeing. Tunneling is completely unaffected by these changes, they're not changing at all what the core gameplay loop is. Its not guaranteed to be longer repairing gens, but its much easier to intercept a part retrieval and essentially defend generators by chasing someone who was planning on retrieving a part. your opinion is uneducated, and it shows in your lack of forum/game experience

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    So, I'll say that I don't particularly hate the idea of altering or adjusting gens, but it has to be in context of some much, much larger game changes. In a vacuum on it's own, like proposed here, there's are some major issues that have to be addressed.

    Its not guaranteed to be longer repairing gens

    Yes it is. Adding complexity (on top of adding extra default slowdown) will absolutely make gens take longer. You seem to want to gloss over this impact, but it's massive.

    Complexity makes this impact solo queue far more than a coordinated team, and let's be honest, a coordinated team is where everyone thinks the problem lies mainly. Having a new player hunting for gas and not even on a gen is just sitting a solo queue team in the foot because they're already not always on the same page. New players will not understand this system (which is also glossed over: how do you communicate to the player that "your gen is slower until you do a side quest" in game? Tutorials are awful at this point.

    Not to mention the entire premise is: gens speeds slow down unless you stop working on the gen and get a part or something. That's guaranteed slowdown on every gen you might touch in the match (the first time, by the way you set it up, but still guaranteed).

    Which leads to the next major flaw:

    Tunneling is completely unaffected by these changes

    Absolute deal breaker. This isn't creating more gameplay, or "making gens fun", the only thing we're doing here is adding friction to getting gens completed, at least completed early.

    Even if you are off the opinion that "tunneling only exists because of gen speeds", surely you can extrapolate that slower gens (including mandatory time off of gens) will only make hard tunneling stronger.

    If you want to be taken seriously, then at least offer a conjoined suggestion that would fix this issue as well. If your solution only makes tunneling easier and stronger, then it's overall bad for the game.

    Which leads to the third major flaw, really:

    Survivors don't genrush because of killer desperation tactics (killers do these often because survivors genrush), they do so because there's nothing else for survivors to do

    This is a completely backwards look at this problem. Because we've had other things for survivors to do, voluntarily, and killers have continued to tunnel.

    Every single event: survivors throw snowballs, jump in snowmen, deposit gen progress in totems... Remarkably similar to your suggestion, actually (except voluntary). You know what happens? Killers realize that the extra slowdown makes tunneling a free win and do exactly that. It takes survivors a day or two to catch on that the event part of the game is over and the game is back to "do gens and leave". It's the cycle of every event, and it always starts with survivors playing side objectives and doing something other than gens, and always gets ruined by the killer choosing winning over fun.

    The reality is that the game does need a change to adjust early game pacing. (Unfortunately, this change you proposed impacts the entire match as well, and in ways that aren't healthy. Take, for example, not shrinking the playing field by gen completion, which really screws over "low tier killers")

    But when addressing early game pacing, two factors to hand in hand: early tunneling needs limitations, and early gens need to be slowed down. Gens are the easy part: boom, gens now take 300 second each.

    Tunneling is the hard part, so much so that we can't even have a discussion about it at all. The proposal from BHVR got shot down, hard. And people refuse to acknowledge that it's even necessary. At this point, any discussion needs to include both, and since addressing gens is trivially easy, you have to stay the conversation with "these are the limitations to tunneling" to even have a discussion at all.

    This post is an excellent example of why "fixing gen speeds" as the first (and only) solution is just not ever going to work. And you don't even acknowledge that this makes the tunneling problem worse, which, again, is a deal breaker.

  • terumisan
    terumisan Member Posts: 2,407

    survivor powers like prove worked on blood gens actually but personally if this would get implenented i would want a soft reset where gen progression/regressiom get hard berfed (even though regression is trash atm) and a nerf to healing so the game slows down and a removal of the 8 kick limit

  • BigKingWoof
    BigKingWoof Member Posts: 29

    You're too shortsighted, egotistical and narcissistic to realize that nothing is "foolproof". Everything will have a drawback. This plan's drawback is clearly making gen repair speed heavily slowed down due to having to walk around to find a McGuffin to get it back to normal speed, or else it's a 25% slow down. This gives the killer more time to tunnel, which is not what we want.

    The devs have tried this tactic before, and nobody (the devs and internal play testers) thought it was a good idea. This game has so many complex things going for it that aren't spelled out for you, having gens be so easy serves as an anchor point for newcomers. When you throw in minigames and skillchecks, all the while having to be on the look out for the killer and pay attention to your surroundings, it's overwhelming to have your attention split. It's not good. Simple as.

    But you're too narcissistic to agree with anything anyone who tells you differently. You need to work on that.

  • Dinadin
    Dinadin Member Posts: 318

    Actually this is how it was during pre-tunneling era. People used those perks that they deemed to be good and fun. Not just the most efficient ones. Survivors always had those tools and never used them for a reason: it wasnt necessary wo have proper (good) games. I never said killers would stop tunneling if something else changed beside being unable to tunnel. Stop putting words into my mouth.