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Why do the Dev's keep dodging gentimes?
Everytime I see the Dev's tag on questions they always dodge or respond with basic answers. Like seriously we want a post about Gen-times or SWF or about the balance between killers. Instead all they do is reply to comments with answers we don't care about. Or when their being sarcastic to someone insulting them. What is up with that man?
Best Answers
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Probably because they don't really have the info to talk about the base gen speeds since everyone was using Ruin to slow them down. Now that Ruin is gone they will be able to get the right info to know what to do next.
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According to Peanits they have to wait until after the Ruin change so they can see what changes, if any, need to be made. He said it's hard to fix an issue when in 80% of high rank games a perk is being used to cover up the real issue.
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genspeeds are fine. map design and map sizes are not. (For the most part)
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Did you not see the blog and the way its worded? Devs are extremely survivor biased. They will drag their feet to nerf/balance survivor things that are obviously broken but dont hold your breath for anything soon.
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We are not. We have mentioned multiple times that if something needs to change about gen times, we're happy to take a look into it. Unfortunately we cannot do that when 80% of red ranked killers are using a perk that covers it up- it makes it impossible to tell what actually needs to be done. We'll keep an eye on it.
30
Answers
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Pretty sure the Devs have said they're not gonna touch gen times.
And what do you expect them to do with SWF?
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For SWF, BHVR needs to add their own voicechat system and make it easier to use than the 3rd party stuff currently in use. If it’s easy and conveniently in-game, people will use it (even if it’s not everyone).
Then they need to limit it. You can chat with survivors who are within x meters of you. This keeps it fair to the killer and maintains the ambiance of desperation and cooperating with other random victims. Furthermore, imagine if the killer could hear voices within range as well. There could even be perks to affect this!
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Sure, If there are any killers left to get that info, definitely.
Or, maybe not though. We shall see.
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They could tap in a bit of faith on what the vets say... especially the survivor main long time players... I’ve stated to them there needs to be more time even with ruin but sure I understand the compromise with new players... the devs still don’t understand the full story that people throw games at rank 1 intentionally. - mainly for M1 killers.
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There needs to be some alternative objective. Making gen times longer is not the answer, its already boring enough playing generator repair sim. I think there should be less required gens but another objective between gen completion and exit gates. Maybe finding keys to open the gates?
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Choose your role, then choose your game mode: Normal or Challenge.
Survivors who choose “Normal” play the game as it is now. Survivors who choose “Challenge” play with significantly longer gen times and get a bp bonus (50%? 100%?)
Killers are reversed. “Normal puts them in the long gen-time matches, and “Challenge” puts them in the matches as they are today for a bp bonus.
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They aren't dodging it. They gave already made a statement on it a long time ago. People just keep bringing it up. They don't want to just increase gen times. That's their stance. My stance is that it's just a bandaid fix to increase the gens times. The only thing that needs to be done is map changes. The reason the devs ignore most of what people say is how incredibly stupid most of the ######### you guys are saying is.
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That's a load of crap. If they had the info to nerf ruin, they damn well have the info on gen times (or, rather, ability to apply gen pressure, which I think is a map problem more than a gen time problem).
It's just not in their greedy interests to cater to killers as much as it is to cater to baby survivors.
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☝ This, while it may be difficult to incorporate, I've always thought making the chat audible to nearby players only (either side) would help implement the horror aspect of this game while also encouraging teamwork.
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I would mute that thing the second it was put in. If I'm playing solo, I don't want to hear randos with $20 mics screaming about having a purple flashlight or something.
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Because survivors would whine about it. Can't have that.
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Why is it so hard for everyone to understand that the problem is that the game is trying to be balanced for SWF and solo which is never going to happen because the communication advantage of SWF means anything you do will screw solo survivors. As a solo survivor I can tell you that it's not survivor sided at all unless you have potato teammates. As killer it's obvious when a team is SWF because it's usually 3 or 4 k easily if not SWF. If one person saw ruin on SWF matches it was toast pretty quickly no matter what you do. They can relay chase info, totem placement, gen locations, and other crucial information where solo can do none of. SWF makes many perks unnecessary and the combining of running the same load out can bully and destroy a good killer and solo go based on their own perk selection with no other info. I usually stay around rank 4 as survivor and just played 10 games with rank 12-15 survivors who were obviously SWF and I am the only one that dies even though I end up with twice as many bloodpoints as everyone else? It's funny I die and get over 20k and the ones that "win" get 12-16k? Probably cause I was the only solo, lol.
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And by my comment of "anything you do " I mean nerfing, buffing, or reworking most perks.
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Honestly i dont think gen speeds are a problem.i think its mainly the map designs and how far apart gens can be or close together gens can be. And half the time its the killers fault for getting gen rushed because they didnt apply enough gen pressure
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The devs are notorious for using perks to unofficially patch issues with the game so I wouldn't expect a direct answer ever, but to be fair it's also a pretty difficult and complex issue to try and tackle. If you make gen speeds are too slow, it gives killers an unfair advantage and is boring for survivors. If gen speeds are too fast, it's unfair to most killers and eventually survivors begin to suffer from low bp scores bc games end too quick. Trying to strike a decent balance that makes the game fair and fun for both sides has gotta be hard to figure out.
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Pretty soon they will have to throw killers a bone because survivor wait times are going to be outrageous. Not because they care about killers of course.
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By the time we are waiting to see if the new Ruin is a bust or not(which is so obvious is a bust) nobody would probably play killer anymore...
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Absolutely and unequivocally no.
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Which is why adding a second objective required to escape, e.g. parts for the generator, maybe parts for the exit gates, is the best answer to genspeed.
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They're wearing blind Steve's glasses.
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You dont play much killer do you? Lol *total sarcasm dont come for me I'm not being an ass* I cant even get map pressure with a SWF. It's disgusting.
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Swf was never intended to make it into the game- the idea was to be "blind" and have to rely on strangers to save you. But SWF saved the game, unfortunately... and Its a MASSIVE reason that survivors are so OP because a SWF can communicate your every move to one another, and you're right about the totem. One sees it and it's gone instantly.. swf needs a rework. It needs a rank limmit on who you can queue with, no more of this rank two 20s and two rank 1s in a group so they can bully and if we could take away mic we should- but we cant.
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What about the killer that will suffer a lot on high ranks? This change will either make killers use builds and killers that grant a decent match, or making killers leave the game or join the survivor side, reducing the killer population by a lot
Will a change to help this killers come too late?
6 -
I can swear Peanits is a bot and not an actual human being(no offense), he's been giving the exact same response over and over again...
Why do you believe red-rank killers already run Ruin? Because they ALREADY KNOW gen times are a problem, we don't need to know something which was already proven to be true so many times...
sigh
EDIT: If gen times were not an issue, I can guarantee you Ruin will be used by less than 50% of the killers, as they have a better option to pick from. Killers are literally forced to play with 3 perks because Ruin is MANDATORY!
You are literally missing the elephant in the room!!!!!
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This is like if Riot Games said they didn’t know what to do about a character in League of Legends because their 80% ban rate prevents them from being played enough. Four out of five high rank players running a Perk to counter a strat is a pretty good indicator that something needs to be done.
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Maybe fact that 80% of red ranks are using old Ruin can indicate that something is wrong with gen times. Question is WHY there is need of using 1 perk every game. WHY ppl waste their perk slot every game and taking risk that hex will dissapear in 1 minute. Because they need to slow down game early to prevent beeing gen-rushed.
I was suggesting adding refueling objective (https://forum.deadbydaylight.com/en/discussion/116859/refueling-generators-objective) which can prevent gen-rushing (especialy SWFs gen-rushing) early without any need of changing gen speeds. It would make game healthier and bring more fun for both sides.
You should bring Ruin change and gen speed change at once - not first delete Ruin and then study what gonna happen. You put killers to weaker situation until you finish studying consequences and make gen speeds fixed.
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Again, I don't mean to say that nothing should be done, but you can't know how much needs to be done when the supposed issue is being hidden by a perk. It's hard to say for sure. While yes, a lot of people use it, there's also killers out there who don't use it and still do just fine. Adding extra time to objectives would only stand to be a massive buff to them.
I've seen the gas suggestion a few times. I'm a bit of a fan, personally, but my only concern is that it removes points of contention from the game. Right now, if I'm not chasing a survivor, I know I can go between generators until I find someone. If I instead have to search every inch of the map looking for people who might be scavenging for gas as well, suddenly I lose my best way to find survivors.
9 -
Let me spell it out:
RUIN ISN'T NESSICARY
Got it? The Devs can't fix an issue they can't see. I play without ruin in red ranks ALL THE TIME. I do not use a single slowdown perk and I do fine. You don't need it.
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Just to ask, is that one of the reasons why BHVR are changing Hex:Ruin?
BHVR acknowledges an issue with the gen times but can't create a sufficient solution without removing Ruin from the equation because it covers the issue up too much?
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Tell me the amount of killers that do well without Ruin(in percentage). I can bet it's lower than 20%. What about the other 80%? Getting mocked game after game without using ruin, they will eventually fed up and either not play the game anymore, or convert to survivors and then we'll have a big lack of killers in this game, thus longer games, thus dying slowly...
As I repeat, we already know gen times are a problem, this is an issue we already know, not needing you to test it anymore! Yeah, I'm losing my hope day after day with you guys...
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Im not afraid about loosing best way to find survivors with gas scavenging. They still need to refuel gens so if you dont find them scavenging for gas tanks, you will find them refueling gens so there will be almost no diference. This is not intended as massive buff to killers but prevention of 4 ppl jump on single gen and finish it before killer can even apply pressure of find survivors.
Just to say that I was never using old Ruin but I dont like that problem with gen speeds is real and something has to be done.
Now imagine that you are playing killer, you find first survivor and chase him for 15s when suddenly 2 gens pop. How do you want apply pressure if youl lose gens before applying pressure. Killers then rather go camp or tunnel single kill coz they know that there is literally no way to pressure it.
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It's definitely a factor. Any time you make something that affects generator speeds, you need to think "But what about Ruin?" Being able to balance around a single constant speed is much easier to do, and that way you don't have to worry about leaving the people who don't use it behind while making it excessive for those who do. It's the same philosophy we apply to the solo vs. SWF gap, where we're gradually bringing the two closer together so we can better balance around everyone without leaving people behind.
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It's good to hear (I have more faith now in the upcoming changes you guys may deliver now), but I feel this detail would have been better included in the initial announcement or earlier responses.
Without this detail, BHVR appear to be doing changes for the wrong reason.
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Then it'd make sense to, in the same patch, gut Prove Thyself, but that's a little too complicated for the balance team it seems
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Okay fair enough...but that can be rectified by simply leaving the area. Don't you think it could be helpful to hear when said 'rando' is in your vicinity? Or as killer, being able to hear SWF's plotting when you're by them?
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I would dislike the game more than I already do if it this mechanic was implemented. SWF's would still use discord, so the killer being able to hear stuff only hurts solos even more if they choose to use it.
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Ever faced Forever Freddy? or Forever Legion?
That's a part of it. Holding M1 forever isn't very fun. Now that Ruin is changed perhaps they will look at gen times but I feel like in the longterm they would rather try other ways to slow the game down than simply making gentimes longer.
Toolboxes could probably be nerfed for a start though. They really aren't needed anymore.
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I don't see anything wrong with gen times and taking away SWF really... What else.... you just want survivors to come in game and stand there and wait to be hooked. If you keep asking for things to be taken away from survivors who do you think is going to continue to play this game. It's a game of skill and I've been against plenty killers in an SWF match where we couldn't get any gens done or only 2 at most. Let the devs fix some of the real issues and glitches with the game so it can be the game we all want to play. Instead of killer/ survivors asking for perks and features to be fixed and reworked. Leave the game alone every time they mess with one thing it screws up something else.... Just play the game.
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With this argument you guys have to nerf Pop, Corrupt and basicly every other genregress or gen protect perk. This is not the solution nerfing a popular anti gen perk to see or monitor the genspeed and find out what it needs to be adjusted. Its not a sarcastic post, I mean that srsly
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Agree, should be the same patch.
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Mark my words, neither PT nor Toolboxes will be touched for months, meanwhile multiple killer nerfs will ensue
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Hahahahaha hahahahah hahahahahahaha
Hahahahaha hahahahah hahahahahahaha
I'm sorry, but this was literally my reaction..
Now serious though, with 80% of people using the perk, your idea is to remove it to find out the issue?
Let me give you hint, no one is using it because of the emblem. It should be easier for you to narrow it down now.
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They also didn't think to nerf the other gen pro perks either soooooo this is a weak excuse
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Lets see Peanits the killers used Ruin cuz gen rush by premades parties. There are also problems that aggravate the problem:
- Map size: Too big... for killers that cant teleport our pressure is not existant as I have to walk around 20 secs to reach a gen.
- Toolboxes and Prove thyself: SWF already repair together making gens easier to repair,if we add toolboxes and perks its even faster.
- Survivor spawn:Sometimes they spawn 2-3 survivors together on a gen difficult to early pressure if they spawn together and repair.
- Obstacles, pallets etc: For example whats the sense of a survivor and me going in circles around a rock? Also much maps like coldwwind farm you find jungle gym (safe pallet), cow loop (safe pallet) another jungle gym (safe pallet) long loops without cover so impossible to mindgame...Too many safe places I think everyone get fun using mindgaming the killer or survivors those safe pallets just ruin the fun.
There are maps that I think are well made like Hadwins laboratory, have a few safe pallets, some unsafe, some mindgameable
7 -
Tha hell are going on about?
The problem is obviously the emblem.
1