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Stop complaining about gens being done fast

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Comments

  • Runcore
    Runcore Member Posts: 328

    I dont know which rank you are playing at but from 15+ ranks my hexes last up to 2 min max in better case. Thanato has very low numbers and needs to have injured at least 3 survivors to be barely noticeable. Dying light need too at least 3 survivors hooked to be noticeable. Both perks have no effect early. Only perk that helps early slow down is ruin and this is nowadays only wasting of perk slot and Im avoiding using it. Killers are forced to waste almost all perk slots with weak slow down perks coz gen speed is ridiculous and prevent 3 gens pop up in first 2 -3 minutes. Killers cannot experiment with other perks build coz "gen rush meta" is forcing them play same and same slow down perks to have even chance to get some kills. Survivors are crying about NOED but this perk is MUST HAVE in these times of gen rushing to achieve at least 1-2K same as hex: ruin a PGTW. All other slow down perks are weak with low numbers and makes now difference in gen speed.

  • Runcore
    Runcore Member Posts: 328

    Thank you for this argument :D I cannot agree more :D (no sarcasm)

  • michaelmyers87
    michaelmyers87 Member Posts: 458

    Map design and long chases are the problem

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Now,I am at purple ranks (I have reached red ranks but this season I got unlucky ;-;) that's why I always run my no gens doctor builds,it slows the game down a lot imo.

    If I see that my strategy isn't working,I'll change to Freddy/legion/plague with their own respectable forever builds that slow the game down moderately. I can't necessarily prove/say you are wrong so I ask you this; what is your idea of making gens harder/slower to complete without hurting the low ranks?

    If you have an idea that will only affect the 15-1 ranks only without hurting the lower ranks then I'm all ears (a little dbd pun xd)

    My suggestion is smaller maps and better totem spots

  • Nameless
    Nameless Member Posts: 869
    edited January 2020

    Having a 2nd (engaging) objective would solve all the issues in my opinion. If survivors just want to hold m1 and get out of there asap, there really isn't much you can do as a killer. Like "Just pressure gens" really is a myth. You can't pressure all 4 survivors at once which is why gameplay like tunneling occurs. Pressuring gens when there's 3 survivors remaining rather than 4 is a lot more bearable.

    However, there is no denying that holding m1 isn't quite the exciting gameplay players are looking for. Making a 2nd objective in such a way that it is engaging and that it still doesn't require too much from the survivors so that it doesn't stall the game too much would solve this issue and a bonus is that it would be refreshing new gameplay.

    I don't necessarily believe it's map design too. I mean, sure place the gens closer together or something similar and pressuring them will be a lot easier, but I've seen gameplay of high movement killers such as Billy on Rotten Fields that got completely crushed and aside from some mistakes, there really wasn't much they could do. I don't think it will be too helpful, but then again I don't know if a 2nd objective would be either so who knows...

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    True,but instead of a secondary objective I would add one more step in order to open the exit gates like, for example,before you open the exit gates you must find one of the 2/3/4 machines that fully restore the map's power,making it able to open a gate

  • Runcore
    Runcore Member Posts: 328
    edited January 2020

    This game is about objectives and interacting between killers and surv not about speed to end game. If killer get 4k fast it means depip and almost no bloodpoints. Same for survivors. My opinion is that games should last longer so adding some new objectives should solve problems with gen rushing and ridiculous game speed. I like idea that I have read here on forum to add objective of refueling the generators before you can repair. Survivors will see auras of canisters with fuel on map. Canisters should have capacity for refueling 1 full generator. After gen is fueled all survivors will see its aura. Only one canister can be used to refueling gen at once so there wouldnt be long refuel time - around 15-20s is enough to refuel one gen. Canister will be additional item so medkits/toolsboxes/keys/maps/fleshlights will stay on survivor hand/backpack so there is no need to "drop" it before using canister. Rest part of game is same.

    This idea will solve crazy gen speeds early coz you need first take canister and one person at once can refuel one gen so there will be no 3 survivors working on same gen in first minutes (no generators done in first 1 minute) so other survivors can focus on refueling other generators, finding totems or lure killer. Other benefit it that SFW groups will have to split early to refuel generators and not going in group of 3 for one gen - sure, they can go to one gen, 1 will be refueling gen and others wait but this will waste their time. At the same time it will prolong game times and there will be more interaction between killer and survivors which means better bloodpoints and pip/depip results. Keys and Moris can be deleted from game to prevent finishing game early.

    Post edited by Runcore on
  • laurelstroodle
    laurelstroodle Member Posts: 432

    In that kind of map you should stay only in one side or make a three gen strat.

  • Nick
    Nick Member Posts: 1,286

    That last sentence kinda ruins your legitimacy

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Interesting,so you suggest a double item mechanic, the survivor will carry the fuel on their backs and can hold one more item at their hand. I imagine that this should have an active key in order to change between the two items (like Ctrl). Indeed interesting.

    Tho one objection, the refueling should work as an interaction that when it's stopped,it doesn't reset. Meaning that it will work more like healing/repairing gens than cleansing a totem. Also there should be imo 7 active refuel canister instead of one,and they should all spawn at the same time instead of making them appear one at a time,without the aura reading ability. Maps can track the canisters.

    It sounds more like a new killer passive power idea but I like it xd

  • johnmwarner
    johnmwarner Member Posts: 3,793

    Except once Ruin goes you’re basically playing with one perks, Pop, against most survivors.

    Taking a medkit or toolbox doesn’t really hurt most players too much plus you have to hit them first so they’ve already gotten some use. And I can’t remember the last time I missed Overcharge unless it was paired with Lullaby.

  • AshleyWB
    AshleyWB Member Posts: 4,061

    Gen slow down perks shouldn't be relied on to keep gen repairs at bay. Truth is that these perks are required on order to have a chance against a half decent team. There is a gulf of imbalance between a team who are well set up and a casual bunch of survivors not playing seriously Vs the killer.

  • Runcore
    Runcore Member Posts: 328
    edited January 2020

    Not double item mechanic like carry 2x medkit or 1x medkit + 1x toolbox but only possibility to carry canister while keeping your normal item. In addition there can be bright new item called funnel that can shorten refueling time by X%. This can help to involve another survivors, add more cooperation between survivors (SWF + solos) and brand new builds. And because only 1 survivor can refuel 1 same generator at once other survivors can decide if they gonna wait until 1 surv refuel or better go hunt for totems or refuel another generator better. For example: 1 survivor is refueling gen but is distracted by killer (he/she can drop canister while running) and another survivors can continue refueling. 1 canister will contain amount of fuel for 1 generator so survivors will have to pick another canister before refueling another generator (or they can partialy refuel more generators with 1 canister). Auras of fully refueled gens are highlighted for all survivors so they will know exactly which gens are ready for repairs.

    This idea help fix some problems that are object of many complaints across forum and game.

    1) SWFs are prevented to 3 ppl on 1 same gen early before refuel gen

    2) genrushing is slowed down by adding another objective

    3) bring more cooperation between survivors and more involve solos

    4) longer fun games with more objectives - no more longer waiting times then game alone

  • OMagic_ManO
    OMagic_ManO Member Posts: 3,278

    "Killer mains".

    Sorry buddy, I can't take you seriously now.

  • LordTohes
    LordTohes Member Posts: 143

    It is very doubtful that a main killer says that there is no genrush, the best survivors say that the genrush exists and it is very unlikely that you are a main killer and say that genrush can be avoided 🤔

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    People don't believe I'm a killer main because I go against the norm. The norm is; killers complain about survivor's ######### (keys,generators,ds,dead hard,etc) and survivors complain about killer's ######### (Mori,noed,spirit,nurse,etc)

    If you see my previous posts,I'm not to the killer's side neither the survivor's. I'm just saying my opinion without being affected by my favorite role xd

  • Mr_K
    Mr_K Member Posts: 10,498

    Should we bookmark this thread for when you run into a group that knows how to hold M1?

  • feechima
    feechima Member Posts: 941

    Gen times are in a good place. If gen speeds increased ONTOP of all the slow down perks there are, survivors would never be able to get out of a match with POP/RUIN (the current meta) and thana, dying light. And if you think killers would be so kind as to not pack on more slow down perks, ontop of longer gen times, you can just look to forever Freddy. Once someone found out the formula to this obnoxious and boring build, it became so prevalent the devs had to step in to stop it. To change something as significant as gen speeds would mean reevaluating every gen slow down perk and add on in the game. It seems so simple, but it is not.

  • scorpio
    scorpio Member Posts: 378
    edited January 2020

    I find it hard to believe you're a "killer main" or if you are, that you play at red ranks if you think those perks slow the game in any meaningful way. The devs need to do SOMETHING to slow the game down, or like someone above said, fix the maps so the chases can't be as long if they don't want to fix gen speed or add another objective. They need to do SOMETHING because I have had matches where all the gens are finished in like 5 minutes and I'm not sure what I am supposed to do about that as the killer considering I can only chase one survivor at a time, and if you constantly start a chase then leave it to chase someone else, you apply a tiny bit of pressure but get zero hooks, and the person you just stopped chasing jumps on a gen to take the new person's place anyway. The killer has to chase, hit, chase, down, and hook, four survivors, three times each to 4K. You cannot do that in 5 minutes. Even to get a 2K, if you only go after the two people you end up killing (which never happens) that's still a chase, a hit, a chase, a hit, a hook, times 3 hook states, times 2 survivors. And that's if you never chase or hook the other two which again, isn't usually the case and you're usually chasing/hitting/trying to hook all 4 at various times.

    The problem is at low ranks survivors are too scared to just bang out gens, but at high ranks they are incredibly optimal and they can work through Ruin, and the rest of those save for Pop don't do much of anything. Sloppy Butcher slows healing, doesn't affect gens. Thanataphobia, at best, only gives a 16% speed reduction to gen repair, and that is if every single survivor is injured. That is NOT a big difference. Dying Light is the same thing - it gives like a 15% speed decrease AT BEST. High rank survivors can hit an Overcharge skill check. Etc. etc. etc. Ruin and Pop are the only ones that actually help, and Ruin only barely helps and Pop can only be used on one gen at a time and only for 60 seconds after hooking someone.

  • scorpio
    scorpio Member Posts: 378
    edited January 2020

    Um no, people don't believe you're a killer main because you talk like someone who has never played killer lol. And if you only play at low ranks then you cannot have an informed opinion on gen rushes because you don't see them at low ranks.

  • scorpio
    scorpio Member Posts: 378
    edited January 2020

    1) Dying Light and Thana are trash. Thana was in a good spot for like a minute before the devs nerfed it down to an at most 16% decrease in repair speed. Not worth the perk slot. Dying Light, I don't even understand what this perk does anymore. No one uses it because they nerfed it to hell when they messed around with the Obsession mechanic. Giving your obsession a 33% boost to healing speed is NOT worth whatever the hell this perk gives you in return.

    2) Ruin and Pop are the current meta because killers HAVE to use them to slow the game down. Trust me, if I didn't HAVE to use Ruin and/or Pop, I wouldn't. There are plenty of other perks I would rather be using but I feel like I am stuck with them permanently in my builds because without them, the game is 4 minutes long. Do you know how boring it is to only have like 1 perk you can actually play with because the rest are required? I feel like I have to run Ruin, Pop and BBQ, so I have one perk slot left for "fun" perks and that's it. I hate it. I would much rather be able to craft different builds with works that work with each other, but as the game is now, it isn't feasible to do that at high ranks. The game will be too short and completely unfun.

    3) Even if a few killers did pack them all on, so what? None of them stop you from doing gens, the ones we currently have are incredibly weak, and if the devs did do something to prolong gen times then I'm sure they would work on the gen slow down perks anyway, so honestly that's just a bad argument in my opinion. The devs would NEVER let the game slide into killer sided territory for long. If something like that happened, they would fix it as fast as they nerfed Oni. A few forum posts from pissed off survivors and those perks would be nerfed to hell. But if they are genuinely unneeded because gens suddenly aren't ridiculously easy to complete in under a minute, then I wouldn't even care if they nerfed them all.

  • scorpio
    scorpio Member Posts: 378
  • scorpio
    scorpio Member Posts: 378
    edited January 2020

    I love when people use the terms "apply pressure" or "map pressure" as if they mean anything or make sense. There is one killer and 4 survivors. The killer can chase only one survivor at a time. The chases can take a hell of a long time, so the killer has to decide between following through on the chase, or dropping it and chasing someone else. The killer cannot pressure every gen, all the time, and also chase and hit and down and hook survivors. They are one single person who can only be in one place at a time. In the time it takes the killer from the start of the match to find a survivor, chase them, hit them, chase again, hit them again to down them and finally hook them, the 3 other survivors could be finishing one gen each, so the killer can get their first hook and then have 3 gens pop right after. That is not good or fair. That is not a problem with the killer "not applying pressure." That is a problem with the game where gens go way too fast, and there is no other objective for survivors to do so the game is more than half over already and the killer has gotten one hook. It's ridiculous.

  • laurelstroodle
    laurelstroodle Member Posts: 432
    edited January 2020

    I said that I agree, that gens go fast.

    Do we seriously need to discuss that?

    And yes, you have tons of perk to apply pressure, dont expect to apply pressure by chasing a survivor, that's a waste of time..


    Make a 3 gen strat and chase survivor and make them waste pallet in that zone, there ya go an unsafe zone where you can slug survivor and you will down them quickly since there's no pallet in that zone.

    Find by yourself the term "pressure"


    And is your problem if you chase survivors for 80s, you should never chase a survivor for that long, if you see the survivor trying to get you're attention or he is way to good in chases, find another survivor or kick gen (apply pressure) one survivor will go down eventually and you will get some pressure with that.

    And the pressure doesn't start at 5 gens, it normally starts at 3/2 gens left.

    Dont expect to dominate survivors with 5 gen left.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    First of all,rude

    Second I have reached red ranks playing only doctor and imo it's not that hard to go to red ranks as killer. It didn't take me long to go there.

    Third,perks exist for a reason. Every perk exists because it was design to help the player with something (all the perks I mentioned were meant to slow the game down, bamboozle was created to help the killer with chases same with spirit fury,ECT)

    I don't know if I sound as a survivor main or a level 20 killer with no experience but this is my honest opinion. I had games that ended up on 3 minutes because i didn't run ruin (also swf and I was underleveled) and I had games that I dominated so much that they couldn't even finish the first gen.

    Today for example (let me note I'm in purple ranks this season) I had 3 games were the survivors barely finished the first 3 generators. It really comes down on how you can pressure them,your perks,the killer ability and your opponent's stupidity and lack of skill imo. Believe me or not,that's the truth.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Gen pressure does exist,it is just difficult to fulfil imo. For example,I usually pressure the survivors to do gens that are closer to the gates and I make sure to keep 3 gens healthy that are close to each other. After I finish a Chase,or if i see someone going to the direction of my 3 gens that are being pressured,I immediately go there . I can't say how many games I won because of 3 gen situations. Tho I can say that the survivors acted stupid because of their stress,that's why I completely dominated them and got a 4k (for example they tried to lured me out of my 3 gens and didn't work as planned :3)

    Also something that isn't common on the dbd community I don't really enjoy complaining when I don't have accurate information. In this post I have a typo,didn't add the word "imo" I believe that's why everyone is going crazy to prove me I'm wrong.

    And honestly I could be wrong. The game could be unbalanced and I could be the only one that sees the game as balanced because games work in my favor most of the times. I don't know,I just wrote my opinion.

    That's also the reason that in my every forum I always ask the community's opinion because I could be mistaken,but in this case, you can't value my information as incorrect since,it has some valuable and true points.

    Thanks for commenting btw really appreciate it

  • ppo8820
    ppo8820 Member Posts: 763

    I think it’s new killers on ranks 10-20 who don’t have all the good perks yet. I’m a new killer player and find gens go fast but I know it’s a grind and soon enough I’ll be able to counter it once I level up more killers.

  • feechima
    feechima Member Posts: 941

    Dying Light and thana are good on certain builds. You stack them with other slow downs and it could pretty well do the work you fail to do, which is end chases sooner so gens don't get done. Maybe it is harder to get use out of them with your SWAT team red ranks but guess what, NOT everyone is red ranks and really good at the game. So yeah, it is a big deal.

    Ruin and Pop is the current meta because people are not good at slowing down the game, myself included. Period.

    And your last point added absolutely nothing to the conversation. Why nerf all the other perks for the sake of longer gen times. Same outcome. It isn't a solid solution. I agree with current fixing maps to be more balanced is the better solution.

  • feechima
    feechima Member Posts: 941

    Don't worry, Scorpio is about to stroke out from how furious s/he is typing. You would not be believed to be a killer main unless you are killer-sided in all your opinions. Not many in this forum can fathom that one survivor's or killer's experience can differ from their own. The moment that person comes forward they are denounced as having a lot of hours in the game, knowing what they are talking about, or being part of the illustrious side for which the other person is arguing about.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Either you know English really well,or I'm just bad at communicating xd

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Also I believe that the fact that I support something that is balanced,and survivor sided,makes me less of a killer main in the eyes of the community. If I want to complain,I'll complain about imbalance,not something that would only help the 50% of this game's players -_-