Would it be fair? Hear me out..
I think it's fair to say that most people agree that gen speed is somewhat an issue, right?
I have one simple idea that I think would be fair for both sides. Here goes.. gen speed stays the same... but when you fail a skill check you can't work the generator for let's say 8-10 seconds? When someone is using a toolbox the gen stop could be few seconds longer. This would allow killers to actually check gens that are farther away because it wouldn't be that safe for survs to just proceed doing the gen if they make a mistake, some maps are big you know. Killer actually has a fair change to slow gens particularly when there's 2 people doing the gen. This would also make the risk doing great skill checks higher, this makes a big difference timewise sometimes and it would make survivors focus more and not just drool when doing gens. Also I think this would 100% reduce tunneling at least a fair amount.
When ruin is up the effect would stay the same, making just good skill checks would not stop you from doing the gen longer than it is currently. If you fail at it you have to leave the gen essentially..
This way everything would be a bit more skill based but the gen speed would be the same, fair right? I think it would be step in the right direction. What would you guys think?
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This just makes life as a low rank even harder than it already is and life as a high rank the exact same.
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Discourage new players even more? Hard pass
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I can see that it's a simple idea since you didn't think of the consequences of Killers making builds relying on missing skill checks like Doc and kill new players even further.
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Hitting a normal skillcheck is not that hard for even new players, it's the tension that makes you make more mistakes, you would get used to as new player very soon, regarding seasoned players, failed skill checks happen, currently good survivors just thinks mehh and proceeds doing the gen anyway, when pressured they would need to focus more. The amount time gained with great skill checks can be crucial in some games also. Now survivors complain pressing M1 is boring, this would at least create some tension.
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But everything would be essentially the same as now, only you get punished for the mistakes a bit more?
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I mean correct me if I'm wrong, but this would just further the divide even more between solo queue and my 4 man SWF team that I know can hit skill checks.
Also, things like impossible skillchecks Doc would just be hostage games at that point.
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This would only punish new players that fail skill checks, and have no effect against strong, coordinated teams which is where the issue lies.
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Gen difficulty/speed needs to scale with survivor ability. Inexperienced survivors struggle to complete gens while experienced survivors breeze through them; the game needs to slow down experienced survivors without negatively affecting inexperienced survivors.
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Give people more incentive to derank? No thanks.
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They're reworking on doc so who knows what comes from it.. doc would be the only killer that maybe has too op ability, but I think it could be adjusted for this particular killer easily, somehow. huntress lullaby is hex so that would work a bit like a ruin at the moment and we could get use for that perk too, nobody uses it now..
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Impossible unless you just nerf gen speed based on rank and that's lame.
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It already increases regression
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This doesn't change that it's just going to make newer players suffer even more than they already do and not really affect who you want to be affected: the 3000 hour red rank players who can breeze through gens without missing a skillcheck.
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Lol not essentially the same. This would be even worse than Forever Freddy.
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As I said this would be a very minor change IMO but I can assure you at least once a match red rank survivor will make a mistake, now it's just you can proceed trying to do great skill check because there's not much of a risk but high reward, you see?
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If you just play normally and focus on doing good skill checks nothing really changes.. what am I missing here?
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For every time a red rank survivor messes up once, a brown rank survivor will mess up like 5 times and no gens will ever get done.
You're gunning down a majority of the playerbase for something that will barely affect those you're trying to target.
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At low ranks survivors lose because they are afraid to do the gens, if they fail a skill check they will hide anyway because they're afraid OMG the killer is gonna come here. They hide anyway so the gen is stopped in both cases, no change there really.
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You banking on them just wanting to auto-hide every time kinda proves that it isn't a good idea. You're still making life for everyone except the people you want to target harder.
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Only thing missing here is you never went against impossible skill check builds and not taking into account that a lot of people have skill checks with missing frames hence Ruin being OP to them.
Let's barricade them for 10 seconds for failing skill checks they can't do anything about. Perfect solution
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With all due respect if you experience laggy gameplay for whatever reason, that has nothing to do with game tweaking/balancing. If our game is bugged it should be addressed first before anything else. If it's unplayable for someone, I think they're f****d anyway and that's not fun. If we need to take into consideration gameplaywise the fact that the game is unplayable for some, what's the point anymore? I wouldn't play it if it's that bad. I think it's a different conversation.
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Just because you don't have the perfect skill check frames doesn't mean everything else is unplayable. Food for thought.
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Yeah I understand it but would you agree that if we tweak gameplay around a buggy gameplay something is wrong already?
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I didn't say rank, I said ability. It would have to use an algorithm that keeps track of how well the individual player performs on gens. Basing anything other than matchmaking on rank in this game would be folly.
It shouldn't be based on rank. If it were based on how gens are right now, it would be more along the lines of adjusting the difficulty based on the survivor's number of failed/good/great skill checks within the last 100 skill checks (for example). Something like that. Though, the way gens are right now is boring; gens should be updated so that they're more interesting for survivors. At this point, I try to avoid gens as much as I can when I play, because it's not fun holding down the trigger button all match; the killer basically has to force me to farm, otherwise I'll run around search chests cleanse totems and die.
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The algorithm can easily be abused.
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You shouldn't be punished for being good at the game.
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It's interesting that you consider a game scaling with a player's ability punishment. Most games get more difficult as they progress. Bosses get progressively more difficult. It's strange that in DbD the game gets easier for survivors and more difficult for killers. More experienced survivors = faster at completing gens and able to waste more of a killer's time in a chase. As killers get more experienced they get better at chasing survivors, but they can't really do anything about gens. I mean, they can equip perks and/or add-ons, but there are still four survivors and only one killer. The game should be dealing with scaling gen difficulty, because that's not really within a killer's capability.
I welcome a survivor trying to abuse the algorithm by failing skill checks; I don't even have to run a tracking perk or Overcharge or anything, then. Anyway, a good algorithm would understand the difference between consistently failing skill checks vs failing a couple skill checks per match.
Like I said, though, I think gens as they are suck. There's nothing fun about holding down the trigger and occasionally hitting a skill check. I can zen out during that. In a horror game, I'm zenning out. So, until they get changed to be an interesting mechanic, I'll let the other survivors do them, or we can all die, I don't care. But I don't feel like holding down the trigger all match.
I really hope they add new death animations to the game. I get tired of watching myself dissipate on the hook; that's so boring.
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