http://dbd.game/killswitch
A Small/Simple change to stop gen rushing
The Cenobite’s old perk “Deadlock” could be made partly basekit. This would mean after a generator is complete:
- The generator with the most progress is blocked for 15 seconds
- The perk “Deadlock” is changed to only add an extra 10 seconds to this timer, making it the same as usual.
this change would do several nice things, such as:
- Stopping multiple gens from popping back to back, which is known to be very frustrating for killers
- Allows the killer to regain lost pressure by giving info on the next gen to pop
- Doesn’t negate survivors progress on a generator and isn’t intrusive enough to be problematic
- And makes killers less reliant on gen regression, allowing for more perk diversity.
I do really think this SHOULD be tested in a PTB because it could really be extremely healthy for the game.
Comments
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So essentially an nerf to deadlock.
(Which has been recently nerfed for no reason)
I would rather stick to the deadlock in its current state & lose an perk slot for it!
it’s certain perks on the survivor role/gen stacking speeds that need to be addressed.Your changes would make things even worse unfortunately.
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I don't think any changes like this should go through with camping/tunneling/slugging still ignored. It'd very easily create a snowball effect unless Survivors are totally efficient at all times.
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I see the vision, but "genrushing" as a problem has a really very narrow scope, it doesn't need basekit solutions.
All you need to do to fix genrushing is rework toolboxes to provide something other than generator repair. With that, the maximum repair speed realistically achievable by survivors both plummets and requires far more of their build to reach.
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The game is about efficiency, in the end, so I don't see a problem with pushing survivors to remain efficient at all times.
However, I'll agree in so far as a change like this feels unnecessary on the grounds that survivors being able to pop three gens at once may be frustrating for the killer, but that does not mean it's problematic. 'Frustrating for the killer,' even as a killer main, is just not a valid reason to devote resources to swap like this I think. It also takes a tool out of the survivor toolkit, which while I do think they've got alot of hand-holding, I don't think the answer is to artifically limit their tactical options.-1 -
deadlock technically doesn't stop gen rushing if they just leave the first gen they get pushed off of they get to keep a gen that's high progress that gets locked on that specific gen
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Tbh as a survivor this sounds kinda bad, but I do like it. Maybe not 15 seconds, but 10 would be better.
As a killer, this does sound good agains those who is good to fix generators. But gen rushing is mostly the killer playstyle problem. But genrushing can come in favor too. Usually survivors 3gen themself in favor for a killer.
I like your idea! Keep em coming!
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How is it down to killer play style alone?
Thats so narrow minded, I mean there swf/randoms that do regularly use gen rush perks
(Which all the team can use at once)
Also the worse of it, There are brand new parts & toolboxes too.
No mind Vigil too.
It has nothing to do with the killer play style alone,
The problem perks/tools need addressing & adjustment for the health of all players.
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I think the main thing lacking above all else is a consistent idea of what this game is supposed to be. If it's all about efficiency like you said, then that's a very different balancing discussion than if the game is more about fun.
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I'd agree, but hard to get a straight answer on that one. It's a party game when balancing is too difficult, but most players outside of low MMR recognize the game as a pure efficiency one. Killer, anyway, is 100% about efficiency if you pursue the victory. Survivor has more wiggle room in available options, but hitting the gens and sticking to the gens whenever you can sneak it in wins games.
If it's about fun, then 100% agree with you.-1