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A discussion about gen speed/chases
80 seconds for one survivor to do one generator, with ruin there's a 5% regression and from my research the average amount of skill checks per generator is 4/6. So let's high ball this and say a solo survivor doing a gen gets 6 ruin skill checks and doesn't hit the great, that's 24 more seconds doing the generator (5% of a gen takes 4 seconds).
So that's 104 seconds in the best case scenario for the killer, I know there's programs out there to do chase time maths and stuff but for an example we'll assume that the chase is 15 seconds long for the first hit and 20 for the second hit, and add 5 for time taken to get too a hook just to make the maths easy.
In 104 seconds ig the killer gets in a chase right away and both the killer and survivor(s) play perfectly (no tunneling or camping and assuming they save the survivor quickly without healing ) they get 2 hooks and one hit before three generators pop. The problem there isn't the time it takes to complete a single generator it's the fact that 3 can pop in quick sucession putting unnecessary pressure on the killer even if the killer is playing perfectly.
But this is a very rare scenario (playing perfectly. Three gens popping is way too common) because not everyone plays the same way and not everyone plays optimally. But from this very rough maths the pressure is put onto m1 killers unfairly.
Do gens need their time to complete increasing? I don't think so, I think something just needs to be done about multiple generators popping at once and I think chase times need to decrease so here's my idea
Every time a gen is completed all other generators progress gets reduced by either 12,5% (like surge) or something similar, idk I don't main survivor and it's hard to think of a fair way to increase gen times without making it even more boring.
The distance between pallets should be increased and maybe decrease the number of pallet spawns on a map by 5, this'll help to decrease chase times because it removes some defences for the survivor. Do say they loop the killer at the shack for a while, they then couldn't just run to another loop close by without either getting hit or getting downed.
I wanna hear ways you'd extend the length of the game without JUST increasing gen speed, and if your gonna post "second objective" explain what second objective you'd have in mind for the game, like an idea for gathering a fuse to go power the exit gates or maybe you have to find a switch that takes 5s to power so you can do the coresponding generator
Comments
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In what world does a chase last 15 seconds per hit? You can just run from safe pallet to safe pallet and it will last a minute at least, unless nurse
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I was outlining a best case scenario or something
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While you are getting at something, I would like to point out that in this situation only 2 gens would pop, since whoever was working on the 3rd had to stop to go for a save twice and thus wasn't working on gens.
Yes it's still not great but yeah
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12.5% decrease would be so bs. So bs.
Just have it that when a gen pops, all other gens get blocked for X seconds. Progress isn't lost,but you can't continue progress.
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lets make 100000 threads how much you cant deal with gens :)
about your ruin 5% xD dude i dont want to be mean but i cant help just to tell you, youre hard killer main, or when sometimes play surv you dont use brain and dont think what you see xDD
let me explain, at 1st you dont count perfect skillchecks in that math (either 2% boost, or canceling ruin)
2nd you think ruin only works for that 5%? xDDDD you forget that stasis which makes you unable to make progress? which matters much more a lot of time than those 5%? xD
i dont play with ruin/noed since july last year, guys just git gut xd
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I'm sorry you lost me when you started to use xD and the "git gud" unironicly.
And if you really wanna dig into my maths then why not mention the probability of ruin being gone before a gen is complete? As those rough calculations were based around ruin not being destroyed, but how long is the stasis? If its 2 seconds then 116 seconds which equates to two hooks and a down
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That's actually a great idea but how would it interact with perks like thrilling tremors or corrupt intervention? Would it just add to their timers. And what if a survivor is on a gen when another pops? Do they get kicked off it?
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Thanks for pointing that out
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xD
Jk
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Thanks for pointing that out. Ig I was assuming that the survivors would be saves near instantly but that's irrational.
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Is there any data to say that at any rank, survivors are getting better than 50% average escape rates?
If not, why so many generator threads? Do you want killer vs killer modes bc no one wants to play survivor?
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Idk... maybe stack, maybe not.
What are the chances of both activating together really? XD
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I think at the higher ranks the escape rate is actually over 50% but I'm not sure, and I think there's so many generator threads because killers saw how survivors went about asking for for a change (constantly asking about it whenever they could) and are trying to mirror that. Additionally the killer player base is growing so it'd make sense it's becoming more vocal
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I ######### love this image. XD
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I think it'd happen more than people think so
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Which brings me back to "is there any data showing that survivors are over 50% escape rates?"
Killer ranks are growing and survivor ranks are not. That says a lot right there.
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Hell, Tru3 showed you can bungle chases, let 3 gens pop right away, and still get a 3k. What does that say about who needs buffs?
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That's a question you ask the developers not me.
And that's rank growing thing if I understand it is more a problem with the killer ranking system rather than the rate gens are done
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Not all of us are tru3. That's like saying flashlights should be nerfed because *insert survivor main streamer here* is good at flashlight blinds
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But people keep playing that vid to show how gens need longer times since survivors are so good.... But tru3 still got a 3k after doing so badly. If anything survivors need buffs if killers can do that badly and still get 3ks.
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In any case, in theory the way to counter this is to intercept the Survivor going for the save. And I don't mean by camping, but to go cut them off before they get to the hook. From there down them and now you have 2 people on a hook and no one is doing gens. Take that time to find and start chasing another Survivor and by the time they are both unhooked you've gotten another hook.
Is this reliable? Not usually. Will it stop the initial set of gens from popping? Nope. But it's what you should be trying to go for.
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Here's the math behind it:
https://forum.deadbydaylight.com/en/discussion/83714/basic-generator-pressure-guide#latest
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Thank you very much
(idk who originally did this demigorgon edit so I can't put a link to the creator)
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Well, I think it's less to do with gen times and more to do with the fact there is nothing else to do. It's boring to be on a gen all the time when playing survivor.
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That's a funny edit. XD
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Not even quality bait.
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If two Survivors escape, the Killer will almost always de pip.
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I play at red ranks and depip even with 4 kills... and I don't camp or tunnel, kick gens a lot, chase a lot, etc. Ranking system is ridiculous.
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It's a map problem and safe pallet/loop problem. Not a gen speed problem.
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Oh another post about gens
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And chases which every one seems to be ignoring. How rare is that pepe?
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well check forum how many killers cry about gen speed xd its annoying to see 1/3 of forum crying about gen speed (and no, this isnt justified if many ppl are crying about same thing) i just see tons of ppl that refuses to learn how to play efficiently and only want solution to be given to them xd
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And people say its a survivor sided game 😂 no wonder all the que time threads are about killer wait lists
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?
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