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Find a wrench, then repair a gen

How it works:

  • In every map there will always spawn 4 easy to find red toolboxes that contain a wrench which can be opened by a press of the button

  • Survivors rank 15 and higher must find a wrench, in order to be able to repair gens

  • The wrench can be bought into the game from the start in the form of an item acquired only through the bloodweb

Greetz

Comments

  • EpicFailTryHard
    EpicFailTryHard Member Posts: 1,316
    i really do like the idea though.  something like that is sorely needed.
  • AshleyWB
    AshleyWB Member Posts: 4,061
    So simple yet effective i like this idea
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  • Noct
    Noct Member Posts: 12
    Just to clarify, by "survivors Rank 15 and higher" did you mean ranks 15-20?

    I'm trying to figure out what the issue is that you're addressing, and I'm guessing it's the topic of generators being too easy at lower (1-10) survivor ranks. I know Ruin Hex is a must have at that skill group, and many players are adept at hitting the Greater Skill Checks.

    If this is what you meant, I think a great idea would be increasing the difficulty of skill checks at lower ranks -- by reducing the skill check size or increasing the speed.
  • powerbats
    powerbats Member Posts: 7,068

    I actually like Hex Ruin personally because it means the killer has used a perk slot on it and I get lots more objective points on the gen. I'm not supe adept at great skill checks but that's ok. To make it even funner i'll run Detective Tapps perk for tokens. At 4 tokens i get 4 great skill checks guaranteed and the occasional great skill check I make.

    If the killer comes close chasing someone long enough I get more or I go chase said killer to max stacks. I'll cleanse the totem eventually for the points or someone will. Then I go look for other totems to cleanse in case NOED or Devour Hope is around.

    Instead of 4 boxes with parts which the killer would eventually know the spawn locations make it so that parts can be picked up all over the map. You could carry as many parts as say 20 with the more parts you carry the faster you repair. At 20 parts you'd be repairing about the speed of a bnp but wouldn't get the bnps old skill checks.

    However to pickup the parts you'd have to salvage them so to speak which takes 3 seconds per part. The parts would be in the open and not hidden behind something like totems are. So you'd be much more vulnerable to the killers view. Now in the case of buildings they'd be hidden per se but still be in plain sight if grabbed.

    If you got 20 parts the gen time would be dropped to 50-60 seconds but to get that would take you 1 minute of grabbing the parts. To prevent a gen rush of max parts they wouldn't stack because hey there's only so much room for fingers .With 3 people on 1 gen that max time would be lowered to 40 seconds and there'd be a penalty for failure.

    IF you fail the skill check then any progress you'd made is lost and so are the parts you installed I.E. you crossed a wire or put that part in backwards. So if you blow things up at 90% well then it drops all the way back down to the last skll check point. Now if the gen was at 50% and got to 90% and you'd done 10% it'd only drop to 80% since that'd be your contribution.

    However to make it fair the gen regression would only be for the skill check areas so if you got to 90% and never had a skill check and blow it up it's back to 0. If you got a skill check at 20,/50/70% and passed all 3 and then blew it up at 90% it only goes back down to 70%.

    Now this is where the killer comes into play since if they come running and kick it you lose the progress as normal. However if they're running Distressing etc you might screw that skill check up even quicker. You might also try and rush the gen because yo don't want to go hunt for parts which might make you then blow it up anyways.

    That has the same effect as Run does in the sense it slows down gen progression since the killer can see survivors while patrolling. They also know that if they patrol well enough the survivors might just overcharge the gen themselves so to speak. Now throw in Ruin, Thanatobia etc and things get really interesting.

  • Grimzy
    Grimzy Member Posts: 219

    Sorry this idea is dumb. Looking at the latest patch you already have less survivors playing with this the rest will stop because its simply stupid. Who in the right mind would waste 10 min to go look and find the wrench especially since it would make things 3x easier for the killers again?

    Good killers will never have a gen rush in their match, if you let survivors rush gens you need to simply like people said to complaining survivors "adapt" and "get gud"

  • EpicFailTryHard
    EpicFailTryHard Member Posts: 1,316
    edited August 2018
    how does a killer simultaneously prevent 4 people with microphones from doing any of 8 gens?  do you have video to back this information or are you just adapting to the atmosphere here and being silly?

    sorry, "git guud" is not only banal but a smokescreen attempt.
  • Pirscher
    Pirscher Member Posts: 604

    @Grimzy said:
    Sorry this idea is dumb. Looking at the latest patch you already have less survivors playing with this the rest will stop because its simply stupid. Who in the right mind would waste 10 min to go look and find the wrench especially since it would make things 3x easier for the killers again?

    Good killers will never have a gen rush in their match, if you let survivors rush gens you need to simply like people said to complaining survivors "adapt" and "get gud"

    Well thank you for your feedback and the insults ('dumb' and 'stupid' are very construcive..)

    The idea behind this is to slow down the gen rush at higher ranks. Anyway, regardless of what you think, I am just glad that Behaviour has seen my idea posted here :)

    Greetz

  • Pirscher
    Pirscher Member Posts: 604

    @Noct said:
    Just to clarify, by "survivors Rank 15 and higher" did you mean ranks 15-20?

    I'm trying to figure out what the issue is that you're addressing, and I'm guessing it's the topic of generators being too easy at lower (1-10) survivor ranks. I know Ruin Hex is a must have at that skill group, and many players are adept at hitting the Greater Skill Checks.

    If this is what you meant, I think a great idea would be increasing the difficulty of skill checks at lower ranks -- by reducing the skill check size or increasing the speed.

    Rank 1 to rank 15

  • AshleyWB
    AshleyWB Member Posts: 4,061
    What if after completing repairs on the 5 gens you have to activate them by attaching them together with an electric cable which only dwight can handle. See dwight is made from metal and doesnt mind getting shocked whereas the other survivors are crybabies. Only when the exit is connected to all gens can it be opened. I think any idea however stupid has some sorta improvement. They just gotta try something new soon.
  • Runiver
    Runiver Member Posts: 2,095

    Not the worst idea I've read in these forums honestly, and simple enough to be potentially good.

  • Peasant
    Peasant Member Posts: 4,104
    Your idea has merit, Pirscher. However your wrench idea also has some flaws.

    Examining the number of toolboxes proposed I clearly see a problem. If there are only 4 toolboxes for 4 survivors then the killer will just camp one to have 1 survivor unable to do generators. This problem is one of the minor ones as the solution is simple enough, add more boxes (maybe 3).
    However this idea does seem a little flawed though as having survivors find one tool, once doesn't really make them stop working on generators, or slow them down. It would essentially act as a red Ruin totem. It would last for a minute and then be resolved. Stacked with Ruin it would be a minor annoyance to high rank players. Then there's the survivors to worry about. Would players be able to take a tool, carry it to some ungodly hard to find location and then return to another toolbox to grief their team?

    If the devs were to add another objective on top of generators I believe scattering 7 gasoline cans across the interiors of the structures and jungle gyms would fit better for a few reasons. 

    There would be a can for each generator (7 total) so the survivors would need to use strategy to search for gas then find generators repeatedly. This also stops the killer from camping one can and directly stopping the survivor objective entirely. Additionally survivors don't really repair generators so much as they hot wire them so the sudden need for a wrench would require some tweaking to the intro cutscene whereas it can be assumed that the intro generator was already fueled in the gas scenario. 

    Gameplay wise gasoline cans could be held in a survivor's opposite hand from their item so that people can still have items. The spawns for the cans would be inside structures and jungle gyms. This makes survivors explore structures and would show new players chest and totem spawns. There could also be two very rare offerings about the cans. Survivors would have and offering of one extra can hidden about. Killers would have an offering to take a can away so they can only do a potential 6 of the 7 gens. To actually use a can a survivor would walk up to a generator and press space. I understand that difficulty tweaks are loved right now but for the future we may wants plans.


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  • Pirscher
    Pirscher Member Posts: 604
    edited August 2018

    @Peasant

    • camping a toolbox would be a complete waste of time on the killers part
    • 1 minute you say? that is more than enough time to take down one survivor which would already be a game changer
    • the idea of the wrench is that once you pick it up, it stays with you forever and a white wrench symbol would be displayed on the screen. I took inspiration from the Friday the 13th map function
    • I like the idea with the gas - lets hope Behaviour can take something from all of this

    Greetz

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    @RemoveSWF said:
    Something is certainly needed to counter a gen rush.

    Camping, Ruin and Noed....

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262

    @Dwight_Confusion said:

    @RemoveSWF said:
    Something is certainly needed to counter a gen rush.

    Camping, Ruin and Noed....

    Something is needed to SUCCESSFULLY counter a gen rush

  • Pirscher
    Pirscher Member Posts: 604

    Any more thoughts on this one?

    Is the idea still relevant?

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Yes more objectives would be nice. I remember I posted somewhere that survivors should have to find spare parts to fix generators.

  • Hopesfall
    Hopesfall Member Posts: 828

    noed doesn't counter gen rush, it's just a punishment for it..

  • MrPeterPFL
    MrPeterPFL Member Posts: 636

    I understand you dislike gen rushing and want another objective for survivors to do but have you ever thought if a killer decides to face camp? The survivors will have to find a wrench and gen rush. I can extend this by saying what if the killer is face camping with ruin? The survivors will have to find a wrench, find ruin and do gens. What if the killer is face camping and has ruin & noed? The survivor will have to find a wrench, find ruin, cleanse totems and do gens before the killer face camps everyone. Now imagine this on a bigger map, I don’t see the point on extending the game, it’s going to buff face camping.

    The problem isn’t gens are fast, the problem is that some killers cannot apply enough pressure because they don’t have the ability to shorten chases. They need to buff weak killers and rework big maps, Behaviour knows this as their roadmap consist on reworking killers and reworking maps. Plus their recent killers all have the ability to either shorten a chase or pressure gens E.G. Freddy’s Teleport, Snares & Fake Pallets, Demo Leap and Portals, Oni Demon Dash.

    Just give behaviour time, they have a lot on their plate like balancing, bug fixes, future ideas whilst keeping the game fresh like creating new killers, survivors, maps, cosmetics, dealing with license killers etc.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    I mean, you're right but it was just one suggestion of many. The point isn't to slow down objectives tremendously but to make the game less focused on gens. My idea is a much better example than his I can't link it rn though.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    It would be great to have a second objective for survivors, but I don't think it's going to happen. A lot of people have posted their ideas over the course of the last months, a lack of ideas is not the problem.

    It seems like the devs don't want to/don't plan to implement a second objective.

  • karatinac97
    karatinac97 Member Posts: 210

    No, it means rank 1 - 15. It can be confusing with 'high ranks' meaning small numbers lol

    @Pirscher It would be nice to have another objective, yes. I'm assuming it would be like an add-on attached to you, rather than an item? So you could carry a medkit and a wrench - because if not, that's gonna be annoying af if Killers bring Franklin's Demise every match. Or if that was the case, you can take multiple wrenches from the same toolbox. If you know what I mean?

    So basically have toolboxes with 1 wrench in each or all toolboxes are connected and anyone can take from it? Hope that makes sense.

  • MrPeterPFL
    MrPeterPFL Member Posts: 636

    I would love to hear your idea

  • Revansith
    Revansith Member Posts: 367

    No. We have secondary objectives for some of the killers already, incluidng the Pig, Plague, the Doc and I suppose Freddy too.

    I would add this nonsense to red ranks only since that seems to be the point of most problems killers have with survivors.

    Adding a secondary objective at rank 15 or indeed any rank lower than 4 is like forcing a challenge on every survivor which if they fail will likely lead to a depip. Thats why getting tunneled and not being able to do any objectives or save people guarantees a depip.

  • Clevite
    Clevite Member Posts: 4,335

    C'mon now both sides can resistant to change. I suggested, for discussion, survivors get 2 minutes on hook regardless of hook actions and a lot of folks are like no.

    But we want to add more for survivors to do?

    Play the game as is and you will settle at the ranks you belong. When you get better you will move up.

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    This would translate into totem hunt simulator 2.0

    As of now, any way to increment gen time, either directly or by secondary objective, is problematic, because it would make camping the first survivor to death OP.