About Generator Repair Speed
So, to the Killers out there, we all know that gens get done way too fast, thus ending the game and being completely steamrolled by survivors. From what I've seen, a lot of suggestions normally seem too powerful, or like they end up being an interesting idea. Perhaps I am not the only one to think about this idea, but I propose a small band-aid fix, until -- hopefully -- this gen system works differently.
As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them. I propose that Great Skill Checks are taken out of repairing, to slow down gen progress overall. While Ruin will still serve it's purpose -- as they get a good or bad skillcheck anyway -- gens won't get done at unreasonably fast speeds.
Let me know your thoughts. Do you think taking out Great Skill Checks are a good idea, or do you have an idea that you think might be better? Let me know!
Comments
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No thanks.1
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TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.11
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It is really hard to make a second obcjetives before the power will affect the exit gates?
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@ChesterTheMolester said:
TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.Giving the Survivors more to do would be an interesting twist, while making the game longer -- which is something the Killers REALLY need.
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Zet395 said:
@ChesterTheMolester said:
TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.Giving the Survivors more to do would be an interesting twist, while making the game longer -- which is something the Killers REALLY need.
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@ChesterTheMolester said:
Zet395 said:@ChesterTheMolester said:
TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
Giving the Survivors more to do would be an interesting twist, while making the game longer -- which is something the Killers REALLY need.
Holding M1 even longer would not fix survivors bombing the gens while making the game insufferable. Maybe have them collect gas cans to fill their generators would do it. They are giant V8s anyway.
It's true that my idea isn't the best, but I am just trying to come up with ideas that seem reasonable or not too drastic. This isn't entirely about my idea though. I'd personally love to read all the interesting ideas the community can spawn, thinking of ideas to make the game better!
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Nope.
If they want to do something add a buffer so that you can't complete a gen within 20 seconds of one being completed. That would be the most reasonable option.
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@thesuicidefox said:
Nope.If they want to do something add a buffer so that you can't complete a gen within 20 seconds of one being completed. That would be the most reasonable option.
An interesting idea. I can't say how many times I've lost a bit of hope seeing 2-3 gens done at the same time.
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@Zet395 said:
So, to the Killers out there, we all know that gens get done way too fast, thus ending the game and being completely steamrolled by survivors. From what I've seen, a lot of suggestions normally seem too powerful, or like they end up being an interesting idea. Perhaps I am not the only one to think about this idea, but I propose a small band-aid fix, until -- hopefully -- this gen system works differently.As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them. I propose that Great Skill Checks are taken out of repairing, to slow down gen progress overall. While Ruin will still serve it's purpose -- as they get a good or bad skillcheck anyway -- gens won't get done at unreasonably fast speeds.
Let me know your thoughts. Do you think taking out Great Skill Checks are a good idea, or do you have an idea that you think might be better? Let me know!
Was just genrushed by a 4 man SWF on lerys. Lilterally nothign I could have done with my crappy doctor.
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@Master said:
@Zet395 said:
So, to the Killers out there, we all know that gens get done way too fast, thus ending the game and being completely steamrolled by survivors. From what I've seen, a lot of suggestions normally seem too powerful, or like they end up being an interesting idea. Perhaps I am not the only one to think about this idea, but I propose a small band-aid fix, until -- hopefully -- this gen system works differently.As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them. I propose that Great Skill Checks are taken out of repairing, to slow down gen progress overall. While Ruin will still serve it's purpose -- as they get a good or bad skillcheck anyway -- gens won't get done at unreasonably fast speeds.
Let me know your thoughts. Do you think taking out Great Skill Checks are a good idea, or do you have an idea that you think might be better? Let me know!
Was just genrushed by a 4 man SWF on lerys. Lilterally nothign I could have done with my crappy doctor.
I know the feel man... Lery's is a bad map anyway.
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it is why high rank is undesirable. how are five minute matches against microphone mavens fun at all? something needs to happen. not sure what.3
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@EpicFailTryHard said:
it is why high rank is undesirable. how are five minute matches against microphone mavens fun at all? something needs to happen. not sure what.Something indeed. Considering the fact that little is being done for Killers though... A change -- if any -- is probably far off...
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@TheXenoborg said:
I find the second objective idea intriguing. How about instead of looking for separate parts, the survivors have to salvage working parts from other generators? What I mean is since there are 8-9 generators on each map, survivors are required to work on various generators to extract working parts from them and put them back in generators they want to finish. They will have to scavenge through all generators and bring parts back to generators with other parts.A gen can require 4 total parts. If a part is put in a gen, it can also be taken out again, which can allow survivors to finish gens completely. This might require breaking gens to be reworked. When breaking a gen, a few parts or one part, fall out requiring survivors to put them back in.
A very interesting idea! I find the secondary objective idea interesting as well. I am excited to see what others can think up.
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ChesterTheMolester said:TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
Let's say there's a 10% to see a four side generator and a 100% chance in every game to see a single side generator.0 -
@Nickenzie said:
ChesterTheMolester said:TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
I was thinking about increasing the repair time to 90/65/50/35 seconds with 90 being one survivor on a generator and 35 being four survivors on a generator. Additionally the environment should block more sides of a generator than there is currently to force higher repair times and prevent multiple survivors from working on a generator.
Let's say there's a 10% to see a four side generator and a 100% chance in every game to see a single side generator.Also an interesting idea. Generally, increasing the overall repair time would help a lot.
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Survivors need 2 or 3 new objectives.
People have proposed gas cans for ages. But the devs don't seem to like the idea.
I would add gas cans, parts to repair, and some kind of power switch that connects several gens with a gate. Survivors can't run while carrying the gas, but can drop it. Parts could be hidden freely on the map or in new chests and killers could set the power switches off to cut the power of gates. Survivors could set the on again.1 -
A secondary objective would be better as stated above.
I would personally like map specific objectives, like having to move a truck in a map, using machinery on another, and such, to unlock the extra gens.3 -
@Tsulan said:
Survivors need 2 or 3 new objectives.
People have proposed gas cans for ages. But the devs don't seem to like the idea.
I would add gas cans, parts to repair, and some kind of power switch that connects several gens with a gate. Survivors can't run while carrying the gas, but can drop it. Parts could be hidden freely on the map or in new chests and killers could set the power switches off to cut the power of gates. Survivors could set the on again.This would also be a good idea.
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When all gens are repaired Survivors must power the 5 gens required to open the exit gate. So what gens are repaired then turned on.1
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ChesterTheMolester said:TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.2
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@brokedownpalace said:
ChesterTheMolester said:TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
Yeah that sounds so fun. Now we can press the same button a couple more times!!
Like Survivors don't do that all day. lol
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brokedownpalace said:ChesterTheMolester said:TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
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Are you a kill jockey when you play killer?1
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@brokedownpalace said:
Are you a kill jockey when you play killer?Yes.
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brokedownpalace said:Are you a kill jockey when you play killer?0
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@Doc_W__HOLLIDAY said:
No thanks.On topic: I'd honestly be okay with a Ruin-esque effect being added to generators. If a generator shorted out when you hit a regular skill check but didn't lose any progress (just stopped gaining progress for a few seconds) it would help slow the game down somewhat while not feeling overly unfun. It would also make Ruin feel less oppressive as a whole.
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TigerKirby215 said:
@Doc_W__HOLLIDAY said:
No thanks.On topic: I'd honestly be okay with a Ruin-esque effect being added to generators. If a generator shorted out when you hit a regular skill check but didn't lose any progress (just stopped gaining progress for a few seconds) it would help slow the game down somewhat while not feeling overly unfun. It would also make Ruin feel less oppressive as a whole.
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My solution would be, all survivors starts game downed and after that I can hook them to punch the ######### out of this ugly creatures!!!1
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@Zet395 said:
TigerKirby215 said:@Doc_W__HOLLIDAY said:
No thanks.
On topic: I'd honestly be okay with a Ruin-esque effect being added to generators. If a generator shorted out when you hit a regular skill check but didn't lose any progress (just stopped gaining progress for a few seconds) it would help slow the game down somewhat while not feeling overly unfun. It would also make Ruin feel less oppressive as a whole.
The problem is, Ruin is so core to slow the game down, but with every hex perk, they are destroyed at the very start of the match 90% of the time, leaving you with only 3 perks. Honestly, I think Hex perks need to be remade as a whole.
Don't rework Ruin rework the game.
Ruin's problems are a problem because generator speed is a problem. If Generators didn't finish before anyone's sacrificed on average (let's be realistic here that is the average) then there's clearly a problem. One team shouldn't be able to finish their objective entirely before the other team even gets a fourth of their objectives done.
If Gens weren't literally done in the span of around a minute then Ruin could be reworked to be less oppressive and hex totems could be reworked as a whole so they aren't as easy to find. But as it stands now Ruin has to be opressive cause Generators are done too fast, and Totems have to be easy to find cause Ruin (as well as Devour Hope, to be fair) is too oppressive.1 -
Devs will never rework whole game. That’s a economic problem because they have a working cash cow. If they change how this game work, they could mb win a bit but they are more likely to lose a lot. They know this. That’s also the reason we don’t see something else than repairing this gens or just 1 single mode.0
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TigerKirby215 said:
@Zet395 said:
TigerKirby215 said:@Doc_W__HOLLIDAY said:
No thanks.
On topic: I'd honestly be okay with a Ruin-esque effect being added to generators. If a generator shorted out when you hit a regular skill check but didn't lose any progress (just stopped gaining progress for a few seconds) it would help slow the game down somewhat while not feeling overly unfun. It would also make Ruin feel less oppressive as a whole.
The problem is, Ruin is so core to slow the game down, but with every hex perk, they are destroyed at the very start of the match 90% of the time, leaving you with only 3 perks. Honestly, I think Hex perks need to be remade as a whole.
Don't rework Ruin rework the game.
Ruin's problems are a problem because generator speed is a problem. If Generators didn't finish before anyone's sacrificed on average (let's be realistic here that is the average) then there's clearly a problem. One team shouldn't be able to finish their objective entirely before the other team even gets a fourth of their objectives done.
If Gens weren't literally done in the span of around a minute then Ruin could be reworked to be less oppressive and hex totems could be reworked as a whole so they aren't as easy to find. But as it stands now Ruin has to be opressive cause Generators are done too fast, and Totems have to be easy to find cause Ruin (as well as Devour Hope, to be fair) is too oppressive.1 -
Ruin needs to be core to the game in some way, and then removed as a hex perk. Ruin can be game changing in how powerful it is (RNG spamming you with skill checks + good spawn location), or completely worthless (no skill checks/bad spawn location).
Either that, or survivors need another time-intensive objective forced upon them.
Afterwards, it would be easier to balance killers around Ruin if they all had it. I feel for players investing themselves into killers, but don't have Ruin (yet).
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You know I keep reading this "gens are done too fast" and keep thinking about a lot of games against nurse, billy, leatherface where they just run in slugging everyone out in less than two minutes. I know this is mostly because of the sandbaggers depipping to stay low ranked because of lobby queues but god is it getting old for those of us without lightning 360 noscope reflexes. So maybe don't storm the spawn area slugging everyone and survivors may not feel the need to genrush?
Post edited by jeridan on1 -
jeridan said:
You know I keep reading this "gens are done too fast" and keep thinking about a lot of games against nurse, billy, leatherface where they just run in slugging everyone out in less than two minutes. I know this is mostly because of the sandbaggers depipping to stay low ranked because of lobby queues but god is it getting old for those of us without lightning 360 noscope reflexes. So maybe don't storm the spawn area slugging everyone and survivors may not feel the need to genrush?
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@Zet395 said:
I don't see what your point is here. For one thing, it's our job -- as Killers -- to kill in any way that we can. If we can't even do that to ONE survivor by the time all the generators are done, then that's a problem.What I am saying is perhaps your storming in to down everyone in under two minutes promotes genrushing. I for one know that when I see a killer strategically play that I also slow down and play strategically instead of running from gen to gen doing what I can before I'm in the chase wasting as much time as possible. Unlike what seems to be the majority of survivors I don't like being chased, farmed and tunneled all the time.
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jeridan said:
@Zet395 said:
I don't see what your point is here. For one thing, it's our job -- as Killers -- to kill in any way that we can. If we can't even do that to ONE survivor by the time all the generators are done, then that's a problem.What I am saying is perhaps your storming in to down everyone in under two minutes promotes genrushing. I for one know that when I see a killer strategically play that I also slow down and play strategically instead of running from gen to gen doing what I can before I'm in the chase wasting as much time as possible. Unlike what seems to be the majority of survivors I don't like being chased, farmed and tunneled all the time.
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@Zet395 said:
As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them.Whew boy, you should've seen what hitting great skillchecks did before they were nerfed...
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@Mike_Steele said:
@Zet395 said:
As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them.Whew boy, you should've seen what hitting great skillchecks did before they were nerfed...
I'm glad I didn't. lol
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jeridan said:
You know I keep reading this "gens are done too fast" and keep thinking about a lot of games against nurse, billy, leatherface where they just run in slugging everyone out in less than two minutes. I know this is mostly because of the sandbaggers depipping to stay low ranked because of lobby queues but god is it getting old for those of us without lightning 360 noscope reflexes. So maybe don't storm the spawn area slugging everyone and survivors may not feel the need to genrush?
What about Killers like me then? Your coin has two sides as well. We’re getting screwed by Gen Rush without that as well.
Second of all... If a Nurse/Billy/Leatherface “storms the spawn area” and slugs everyone out, isn’t that a miss-play by the Survivors? Why are you still hanging around in the area with The Killer right there? Most of all when you’ve got one or more people on the floor? Why are you making it easy for the Killer to patrol the people on the floor? Why would The Killer leave the area if he knows all the other Survivors aren’t at Gens across the map putting pressure on the Killer the leave the area?
If you dont give the Killer reason to leave, he won’t. You speak of tactics, however your scenario implys the Survivors have no tactics other than being overly altruistic. So much so it’s to the point the Killer leaving the area would be the most tactically bad decision.
You don’t want The Killer to “storm in and down everyone in less than two minutes”, then don’t give The Killer to opportunity to do so. Slugging all 4 Survivors at the same time is not easy if they aren’t grouped together.1 -
@SovererignKing said:
jeridan said:You know I keep reading this "gens are done too fast" and keep thinking about a lot of games against nurse, billy, leatherface where they just run in slugging everyone out in less than two minutes. I know this is mostly because of the sandbaggers depipping to stay low ranked because of lobby queues but god is it getting old for those of us without lightning 360 noscope reflexes. So maybe don't storm the spawn area slugging everyone and survivors may not feel the need to genrush?
https://m.youtube.com/watch?v=j9dM4oNPA18
What about Killers like me then? Your coin has two sides as well. We’re getting screwed by Gen Rush without that as well.
Second of all... If a Nurse/Billy/Leatherface “storms the spawn area” and slugs everyone out, isn’t that a miss-play by the Survivors? Why are you still hanging around in the area with The Killer right there? Most of all when you’ve got one or more people on the floor? Why are you making it easy for the Killer to patrol the people on the floor? Why would The Killer leave the area if he knows all the other Survivors aren’t at Gens across the map putting pressure on the Killer the leave the area?
If you dont give the Killer reason to leave, he won’t. You speak of tactics, however your scenario implys the Survivors have no tactics other than being overly altruistic. So much so it’s to the point the Killer leaving the area would be the most tactically bad decision.
You don’t want The Killer to “storm in and down everyone in less than two minutes”, then don’t give The Killer to opportunity to do so. Slugging all 4 Survivors at the same time is not easy if they aren’t grouped together.
This is true. More often than not, you don't even find more than 1 survivor at the start of a game.
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What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.
Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.
Do you guys think these are viable ideas?2 -
@Noct said:
What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.
Do you guys think these are viable ideas?
I think they're viable, but the problem is, how would they do this? For one thing, creating a game mechanic for specific ranks doesn't sound easy and I'm sure that people would only adapt more to it, even if it was more difficult than it was before.
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Zet395 said:
@Noct said:
What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.
Do you guys think these are viable ideas?
I think they're viable, but the problem is, how would they do this? For one thing, creating a game mechanic for specific ranks doesn't sound easy and I'm sure that people would only adapt more to it, even if it was more difficult than it was before.
I was thinking that they could make a separate queue. Somewhat of a "Hardcore Mode" for more experienced players.
I'm not concerned about people adapting to changes. It's a good thing actually, otherwise any new mechanic would be too oppressive. The goal should be to find a middle ground, and be able to change a game aspect incrementally.
Ruin Hex, for instance, is actually a very balanced perk. The only issue comes from the skill gap between lower and higher ranks, where lower ranks know exactly how to adapt to it.1 -
@Noct said:
Zet395 said:@Noct said:
What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.
Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.
Do you guys think these are viable ideas?
I think they're viable, but the problem is, how would they do this? For one thing, creating a game mechanic for specific ranks doesn't sound easy and I'm sure that people would only adapt more to it, even if it was more difficult than it was before.
I was thinking that they could make a separate queue. Somewhat of a "Hardcore Mode" for more experienced players.
I'm not concerned about people adapting to changes. It's a good thing actually, otherwise any new mechanic would be too oppressive. The goal should be to find a middle ground, and be able to change a game aspect incrementally.
Ruin Hex, for instance, is actually a very balanced perk. The only issue comes from the skill gap between lower and higher ranks, where lower ranks know exactly how to adapt to it.
I suppose this is true. Low rank players don't necessarily know how to counter and find Ruin too well, compared to the high rank that finds them near instantly. It would be interesting to have a different queue for high ranks, but I am only worried what that would due to the game. For one thing, this could possibly make queue times even longer than they already are at high ranks, or it COULD be too oppressive. It all comes down to what the devs actually do about these issues, if they do anything at all.
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@Master said:
@Zet395 said:
So, to the Killers out there, we all know that gens get done way too fast, thus ending the game and being completely steamrolled by survivors. From what I've seen, a lot of suggestions normally seem too powerful, or like they end up being an interesting idea. Perhaps I am not the only one to think about this idea, but I propose a small band-aid fix, until -- hopefully -- this gen system works differently.As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them. I propose that Great Skill Checks are taken out of repairing, to slow down gen progress overall. While Ruin will still serve it's purpose -- as they get a good or bad skillcheck anyway -- gens won't get done at unreasonably fast speeds.
Let me know your thoughts. Do you think taking out Great Skill Checks are a good idea, or do you have an idea that you think might be better? Let me know!
Was just genrushed by a 4 man SWF on lerys. Lilterally nothign I could have done with my crappy doctor.
I have to laugh about this in the sense that I get Gideons with a doctor and nothing ever gets done or may'be 1 gen if lucky. Get him on Coldwind Farm any and gg as well. This is especially true if they're running extended terror radius addons. Get a 4 blink nurse on certain maps and lulz, same for Billy with the good addons.
On certain maps with certain killers it's not even possible to do a single gen let alone 1 or 2. This is at ranks 1-2 on pc mind you and Hags/Trappers/Freddy's/Billy's etc rule the world. There's even been a few games with Doctors, Leatherfaces, Huntresses, Clowns getting 4k and none or only 1-2 gens done.
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I like both the gas idea as well as the delay between setting off generator ideas. Both would be good. Also, there should be keys to find to open the exit gates.
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How about skill checks appearing at 70% of the gen being repaired which will trigger every 2-4 seconds (all over the screen) until it is repaired. During that the repair time will be slowed down so you have to hit the checks to make it repair at the normal speed. The Skillchecks will be 20% smaller.0
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*and great skillchecks won't be there.0
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@EnititysServant said:
*and great skillchecks won't be there.It's an interesting idea to say the least. Not sure how it'd work.
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