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Gens are done to fast, how to fix.

Welcome to part 8 of my bi weekly, That is every two weeks. tweak post of how to fix the fact gens are just done too quickly. Now to make it clear I don't believe in gen rushing; the fact is the whole idea of gen rushing is a symptom of the survivors having nothing else to do. I have come up with a large rather simple fix, so it wouldn't be viewed as too complex I simply added two new objectives for the survivors to do. So with out any more waiting

New objective: Trinkets
As a means to keep the survivor’s feeling hopeful the entity has placed items that the survivors are fond of around his realm, allowing him to feed off of them longer. These Trinkets remind the survivors of where they come from and call to them with a soft hum and very faint sparkle.
+Trinkets can be tracked by default by maps

New hud feature: Survivor Trinket Counter
*These little Trinkets will be scattered and hidden across all maps 16 in total and can be picked up by survivors to increase their score. Adjusting the emblem system to require 1 trinket to safety pip, 2 trinkets to single pip, and 3 to double pip

New objective: Code papers, Generators will start the map locked with a number lock and can be unlocked by finding code papers hidden in chests, at each exit gate, and in the basement. Taking a m1 action to pick it up, unless it is from a chest which is automatically picked up in addition with the item in the chest.

New hud feature: Code Paper counter
A survivor can hold up to 3 separate code papers

Generators will have six segments in their progress bar, and will auto degrade at the rate of 0.2 percent to the last mile stone passed, a damaged generator will degrade past milestones.
A damage generator will now degrade at a rate of 1%+ an initial loss of progress of (X)(Where X is the number of remaining Survivors. So this means when a gen is kicked it will lose 4% progress with 4 survivors left, 3% with 3 survivors, Etc.
+killers can now kick a gen that is being worked on by survivors

Generator Locks and Code Paper:
A Survivor can only have 3 Code Paper at a time. These Code Paper can be found in any map at the basement and at each exit gate with a respawn timer of 30 seconds, also passcodes can be found in addition to the item in any chest. It takes a use action to pick up a Code paper or automatically picked up from a searched chest and takes 3 seconds to unlock a Generators, which makes sound similar to searching in a chest. If stopped or interrupted the progress of unlocking a Gen will stay where it was left.
+Adding Functionality to Keys allowing any key at the cost of 10% of it’s durability to unlock any gen with or without a code paper
*Unlocking a gen is worth 1/7th of finishing a gen for Blood Points and Light Bringer points
*If the hatch is closed; Hatches and Code boxes will have their aura's revealed to the last survivor and killer, three code papers will allow the survivor to open a closed hatch with a action time of 9 seconds.
*Add a second closed hatch to the game that will always spawn in the basement when hatched is closed. This hatch can only be opened with 3 code papers or a key
*When the hatch is closed all code boxes will respawn their code papers, and are revealed to survivors

Survivor perks
Sabotage: Added functionality, can break the locks on Generator

Technician: The noises caused by your repairs and their hearing distance are reduced by 0/4/8 meters. Also generators repaired by you will not degrade unless damaged by the killer

Killer Perks
Surveillance: Added functionality, Collecting Code Paper will now give you a visual clue when you are within a 16/24/36 meters

Insidious, in a 5/10/15 meter cone, the killer will get a hiss to alert him to a survivor trinket nearby, if you break a trinket your terror radius is reduced by 5/10/15 meters for 5 seconds, this effect can only happen once every 40 seconds

Comments

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    I like the lock out idea actually!! The codes should be hidden in places that could be obvious but the survivors would have to find the gen that the code goes too so it would work... but we need to keep in mind of nurse and Billy how would it effect those matches? The survivors deff need something like this and I'm hoping that the devs have something in mind soon
  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Hatch needs to stay hidden btw.. that breaks the end game... a separate "code paper" needs to be for the hatch after it spawns and a key needs to made available to open the shack after the killer closes the hatch... give the killer the ability to lock the gens as well..
  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    @Bravo0413 said:
    I like the lock out idea actually!! The codes should be hidden in places that could be obvious but the survivors would have to find the gen that the code goes too so it would work... but we need to keep in mind of nurse and Billy how would it effect those matches? The survivors deff need something like this and I'm hoping that the devs have something in mind soon

    I had the same idea that every paper goes to it's own Gen, but I think it works better over all in terms of balance if they were just generic. Keep it stream lined of one paper one lock. So long as you have a paper any lock can be popped by that one use.

  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    @Bravo0413 said:
    Hatch needs to stay hidden btw.. that breaks the end game... a separate "code paper" needs to be for the hatch after it spawns and a key needs to made available to open the shack after the killer closes the hatch... give the killer the ability to lock the gens as well..

    As for you, I can agree keeping the hatch hidden. But separate papers I disagree with. If a survivor has the foresight to grab those papers before hand that is his edge against the killer during the hatch stand off. If not than it is his fault

  • DeathByBJ224
    DeathByBJ224 Member Posts: 61

    learn how to put pressure cry baby

  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    @DeathByBJ224 said:
    learn how to put pressure cry baby

    I am very sure you have some idea of how to play killer, but there is no way a good killer can add enough pressure to all four survivors if they have any or all common sense or skill at the game. If a survivor plays right killer loses do to the ticking clock

  • Master
    Master Member Posts: 10,200
    edited August 2018

    @DeathByBJ224 said:
    learn how to put pressure cry baby

    I hope you enjoy your insane queue times next patch, soon you can learn how to get some patience baby

  • Iceman
    Iceman Member Posts: 1,457

    @Bravo0413 said:
    Hatch needs to stay hidden btw.. that breaks the end game... a separate "code paper" needs to be for the hatch after it spawns and a key needs to made available to open the shack after the killer closes the hatch... give the killer the ability to lock the gens as well..

    As for you, I can agree keeping the hatch hidden. But separate papers I disagree with. If a survivor has the foresight to grab those papers before hand that is his edge against the killer during the hatch stand off. If not than it is his fault

    How about have at least a total of three codes and each of them are each assigned to about 2-3 generators. There are a total of 7 generators. And if one code is able to unlock all generators then the game may not be delayed by that much, it may still feel the same as it is now. 

    Anywho I like your idea, i was actually thinking something similar a few days ago. 


  • DeathByBJ224
    DeathByBJ224 Member Posts: 61

    @Master said:

    @DeathByBJ224 said:
    learn how to put pressure cry baby

    I hope you enjoy your insane queue times next patch, soon you can learn how to get some patience baby

    stop crying like alittle baby

  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    @Iceman said:
    FoxWolfFrostFire said:

    @Bravo0413 said:

    Hatch needs to stay hidden btw.. that breaks the end game... a separate "code paper" needs to be for the hatch after it spawns and a key needs to made available to open the shack after the killer closes the hatch... give the killer the ability to lock the gens as well..

    As for you, I can agree keeping the hatch hidden. But separate papers I disagree with. If a survivor has the foresight to grab those papers before hand that is his edge against the killer during the hatch stand off. If not than it is his fault

    How about have at least a total of three codes and each of them are each assigned to about 2-3 generators. There are a total of 7 generators. And if one code is able to unlock all generators then the game may not be delayed by that much, it may still feel the same as it is now. 

    Anywho I like your idea, i was actually thinking something similar a few days ago. 

    I'm glad some one is at least having a chat about it! Thank you for adding your ideas. I still think any sort of RNG Aspect of it won't fly very well with MOST survivors as any sort of random chance stuff such as random code for X lock no matter how good your chances are isn't very fun in the long term for a game like DBD. I'll think about it in the up coming tweak to see what one can do with it. Maybe when you get a code paper the gen you can unlock is revealed for X seconds.