http://dbd.game/killswitch
Idea For Generator Repair Speed Nerf
My idea is this:
Basic solo gen repair speed should take about an extra 30-45 seconds. A toolbox or co-op action should be what survivors need to feel a fast repair time (similar to what a solo repair speed currently is) Thoughts?
Comments
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######### Christ no. A solo Gen is long enough as it is and a boring thing to do. Adding a hefty amount of time to it like that is just awful.
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Long enough? I honestly think it is pretty quick, one person can complete a gen solo (or get it to 90%) upon spawn, at the moment, if that gen is the last gen a basic killer patrols to on a large map. Is that not an issue with timings? Consider that the lore of the game makes it out so that the trials are very harrowing and trying on the survivors - every decision matters: rescues, gen repairs, distractions etc do you not think the gameplay should reflect that? I personally love a long drawn out round as both killer and survivor. Atm all that gets me that experience is having a great killer round or having really bad allies on my team as survivor. I see that as something in need of change. Maybe not as drastic as 45 seconds, but it is just something to float out there to hear loads of peoples responses and thoughts on3
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There needs to be more objectives not longer generators, nobody wants to sit in one spot forever. I’d like to see slightly bigger maps with more objectives to escape so the whole aura direction the devs have would fit perfectly. For example BBQ would be way more effective with a larger map and if the survivors didn’t have an offering and spawned separate, you could have a chance to take them out without massive interference from the whole squad, and even with SWF because the map size would prevent them from immediately meeting up and offer more options to hide instead of looping and trying certain jukes on a killer that may or may not work. Also hex totems would immediately be more effectiveOnyx_Blue said:Long enough? I honestly think it is pretty quick, one person can complete a gen solo (or get it to 90%) upon spawn, at the moment, if that gen is the last gen a basic killer patrols to on a large map. Is that not an issue with timings? Consider that the lore of the game makes it out so that the trials are very harrowing and trying on the survivors - every decision matters: rescues, gen repairs, distractions etc do you not think the gameplay should reflect that? I personally love a long drawn out round as both killer and survivor. Atm all that gets me that experience is having a great killer round or having really bad allies on my team as survivor. I see that as something in need of change. Maybe not as drastic as 45 seconds, but it is just something to float out there to hear loads of peoples responses and thoughts on6 -
I see what you're saying, as killer gens seem to pop in a matter of seconds. I feel like 1 gen pops before I find my first victim. BUT having said that, as survivor solo gens are super tedious and boring especially when I find myself doing EVERY gen solo cuz the 3 others wanna run around the killer and all get slugged.(#SoloSurvivorProblems)
By the 3rd Gen I'm like uggghh u know. It's a perspective thing I guess. Time is relative.2 -
@chemical_reject said:
I see what you're saying, as killer gens seem to pop in a matter of seconds. I feel like 1 gen pops before I find my first victim. BUT having said that, as survivor solo gens are super tedious and boring especially when I find myself doing EVERY gen solo cuz the 3 others wanna run around the killer and all get slugged.(#SoloSurvivorProblems)By the 3rd Gen I'm like uggghh u know. It's a perspective thing I guess. Time is relative.
Can i be you for a day? I'd like to just do every gen.
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Killer must get one hook in order to obtain one FUBAR token which allows the complete and utter destruction of a chosen generator to a maximum of 1/2/3 generators. Once activated the killer annihilates one of the generators rendering it useless and no longer repairable. The animation to perform the destruction of a generator will take 10 seconds to complete.
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No. I don’t want to be stuck in place all game, if that happens best believe I would want Ruin nerfed to the ground.0
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That's actually a pretty cool idea, so how many gens would survivors need to repair on a bigger map?
There needs to be more objectives not longer generators, nobody wants to sit in one spot forever. I’d like to see slightly bigger maps with more objectives to escape so the whole aura direction the devs have would fit perfectly. For example BBQ would be way more effective with a larger map and if the survivors didn’t have an offering and spawned separate, you could have a chance to take them out without massive interference from the whole squad, and even with SWF because the map size would prevent them from immediately meeting up and offer more options to hide instead of looping and trying certain jukes on a killer that may or may not work. Also hex totems would immediately be more effective
But with a bigger map I could see it playing like Identity V does (which is something I doubt a game developer wants to see, a game too similar to another). Yeah I can see that causing decision making in the game to be even more crucial. Game intelligence would be pretty much the only skill someone needed to survive. Know how to hide, evade the chase, repair gens and rescue teammates. Atm good decision making only really matters if the killer is good enough to punish selfish or overly altruistic survivors0 -
Same amount of gens but a little more spread out and add two more objectives like two shrines to dismantle that take as long as a generator with only two allowed on one and they could make it to where the entity is blocking the exit gate panel until those are destroyed , so we would have bigger maps with more stealth options rather than just “juking” and looping, also you would have more time to find survivors along with hex ruin being buffed by the larger map making it harder to locate in the first 30 seconds.Onyx_Blue said:
That's actually a pretty cool idea, so how many gens would survivors need to repair on a bigger map?
There needs to be more objectives not longer generators, nobody wants to sit in one spot forever. I’d like to see slightly bigger maps with more objectives to escape so the whole aura direction the devs have would fit perfectly. For example BBQ would be way more effective with a larger map and if the survivors didn’t have an offering and spawned separate, you could have a chance to take them out without massive interference from the whole squad, and even with SWF because the map size would prevent them from immediately meeting up and offer more options to hide instead of looping and trying certain jukes on a killer that may or may not work. Also hex totems would immediately be more effective
But with a bigger map I could see it playing like Identity V does (which is something I doubt a game developer wants to see, a game too similar to another). Yeah I can see that causing decision making in the game to be even more crucial. Game intelligence would be pretty much the only skill someone needed to survive. Know how to hide, evade the chase, repair gens and rescue teammates. Atm good decision making only really matters if the killer is good enough to punish selfish or overly altruistic survivors0 -
Repairing gens is boring af. Increasing the time will not solve the gen rush problem, but would create a new problem: survivors using specific builds to run the killer around the map. Since repairing is boring and unrewarding.
What we need are additional objectives like gas cans, parts to repair, additional locks on the gates, etc.4 -
From my angle, a decreased repair speed will slow the game down enough to make it so killers can have the pressure they desperately need in the gamePost edited by Onyx_Blue on0
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Adding stuff like shrines would just make dbd too similar to other new asymetrical horror titles that are out. Soul At Stake for examplePost edited by Onyx_Blue on0
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Repairing generators grants lightbringer emblems, gives objective points and is required so you can leave. How is that unrewarding? Generators becoming slower would allow more points for commiting, make the game longer and make you feel like you earned an escape, if you do. Atm people can gen rush and escape within 2 minutes. Is that not an issue in the game?0
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Good point 😂 but still, you win an arguments by speaking sense and logic. So I have to say that stuff to comments like thatZombieGenesis said:Why would survivors ever allow nerfs to anything gen related?
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The problem with bigger maps is that Swamp would happen again.1
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@Onyx_Blue said:
It's a well known complaint by killers (myself included) that timing in the game is an issue. Good survivors can effectively stall out a killer (even a good one) for approximately the time it takes to do 1 or 2 generators, at minimum.
My idea is this:
Basic solo gen repair speed should take about an extra 30-45 seconds. A toolbox or co-op action should be what survivors need to feel a fast repair time (similar to what a solo repair speed currently is) Thoughts?as a good looper against a loopable killer you can stall the killer for 3 gens without any problem. Might even finish the 4th and 5th gen if the killer gets so mad that he tunnels that guy
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I think that basic repairs should be drastically slower than they are now. But with a toolbox, it makes sense that a survivor is more efficient at repairs with a toolbox and the speed is faster than the average itemless survivor0
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Yeah, I use Bitter Murmur and see that a lot too. Most of the time, it isn't that survivors are coordinated, it's the spawns. Almost every survivor game I play I spawn next to the other 3 survivors (without the use of a Very Rare shroud offering). It is very bizzare that the spawns have started to put the team all in one place from the get-go. I end up circling the map twice, searching the known hidey holes, only to find that the gen on the other side pops with 3 auras running away from it0
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Ok, so I did a quick experiment on kyf just now, I tested how long it takes to do a gen hitting every good skillcheck (no great or missed). Uninterrupted, a gen being solo repaired takes 1 minute 20 seconds to complete (without a toolbox). That is way too fast to complete a generator, no one can deny that. This needs to be nerfed, no question0
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making the gen speed slower is a boring way of fixing how fast the game goes there should be a different objective to do that isnt boring. Like half ofthe team has to do gens while the other does the other objectives to escape.
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I think they should just make it so that when a gen is completed, all other gens stop progressing for 25 seconds.
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Assigning roles and objectives would make it feel like a giant mini game you'd get on an early 2000's PS2 game, rather than an online asymetrical horror. If gens bore people then they can bring a toolbox in. And back to the whole personal objectives thing, that's what the rituals are for: tasked with rescuing 3 people off a hook, repair equivalent of 3 gens etc0
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I mean, that could be a cool idea. The power flickers for that period and turns on properly when repairable again. But all the brand new ideas for new mechanics would change the game drastically. When really all the game needs is tweaks. Like the shrine idea before, too similar to Soul At Stake. Adding new stuff will alter the experience dbd gives us too muchI think they should just make it so that when a gen is completed, all other gens stop progressing for 25 seconds.
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