15% Repair Penalty Until The First Survivor Is Put In the Dying State

I'm curious how everyone would feel about this idea. It would be interesting to me if it changed how people played the game too. Would killers attempt to injure multiple survivors or just try to get the first survivor they see on the hook as fast as possible? Would survivors cleanse totems or search chests until the first survivor goes down? Would everyone just play normally and deal with the penalty? Do you think it's fair? If survivors got a bonus to repair speed for each dead survivor would you think that's fair?

Tagged: Trusted

Comments

  • I was thinking of a similar thing too.

    But it shouldn't be until someone gets downed. It should be a fixed time period. What if a killer takes 3 minutes to down someone? They shouldn't get rewarded for that. And they shouldn't get punished for downing people too fast either. A fixed time period is best. But I like the core idea.

  • They could add something like that for the first minute, but that would make survivors want to just do totems, or look for chests.

    However, it would be good to keep away early game gen rushing, or you could run discordance and/or Whispers.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/991894#Comment_991894

    A fixed timed period is what Identity V does and it helps immensely in that game with slowing down the early survivor pressure so the Hunter player can get established.

    Yeah I was thinking earlier it could be something like a "slow start" to gens.

    That could incentivize survivors to go for another things like totems, plundering and saboing. I would go further and increase the penalty for grouped survivors, since that imo is a bigger problem early game (I know it's inneficient but it's tilting as killer when 3 survivors group and take 1 gen before you can do anything).

  • I was just tossing an idea around in my head a few hours ago but I didn't know if it was worth making my own post about it, but this one seems appropriate enough to mention it.

    I was thinking about a couple things: lots of killers complaining about no hard early game slow now with ruin gone (even though corrupt intervention exists), and the topic of totems (with some people bringing up that ruin shouldn't be a hex perk to begin with.) It just kind of came to me that, if people want early game slowing, and right now with how dull totems don't really do anything, it might be a good idea to give any totem that remains up a small percentage slow to generators (perhaps 3, 4, 5% each.) This would do a few things:

    -Give survivors another reason to work on something other than the primary objective, generators

    -Provide the early breathing room killers seem to need so desperately

    -Help bring totem-related/affecting perks into the limelight (thrill of the hunt, detective's hunch, small game, etc.)

    -Simply help totems be more relevant by letting them provide pressure, and give survivors a reason to actually work on dull ones other than "just in case of NOED"

    Again I've only thought of this a little bit recently, but it seemed like a relatively simple change that would shake things up in a fair enough way for either side. Obviously survivors would be sort of losing something here more so than the killer, but I also am going off the assumption that the changes to ruin are going to be going live, so it wouldn't be as bad if the killer would be losing one of their most popular perks as well.

    Just thought it was an idea worth sharing. Maybe it's been thought up already (probably) but feel free to add to or criticize it.

  • Killer equips Sloppy and Thana. Hits every survivor before downing the first. Free 4 man slug at 4/5 gens.

    15% is a LOT of slowdown and this could easily abused by killers. Not really a valid solution.

  • First dying state isn't enough.

    It should start at an extremely high amount of base gen progression slow down and steadily decrease as more and more gens are done.

  • @thesuicidefox said:

    Killer equips Sloppy and Thana. Hits every survivor before downing the first. Free 4 man slug at 4/5 gens.

    15% is a LOT of slowdown and this could easily abused by killers. Not really a valid solution.

    That's a fair criticism. I don't think it's as easily abusable as you make it out. But it's an easy fix anyway. The penalty doesn't stack and survivors get a 20% healing bonus while it's active. Now it's virtually impossible to abuse. I'm also good with putting a time limit on it too. 2 to 3 minutes would be enough.

  • I would say make it 25% and the speed should return to normal after 2 minutes if the killer fails to down anyone.

  • @arslaN said:

    I would say make it 25% and the speed should return to normal after 2 minutes if the killer fails to down anyone.

    25% is too extreme. If you've ever experienced the old dying light penalty then you'd realize 25% is a lot worse than it sounds.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/991894#Comment_991894

    A fixed timed period is what Identity V does and it helps immensely in that game with slowing down the early survivor pressure so the Hunter player can get established.

    How would you feel if all generators had the Old Ruin Effect for 2 minutes?

  • Secret Design Idea ;3 -

    Game starts with EGC Map Layout/Features (generators are not blocked - effects just for show) and 20% Survivor Debuff // Lore - The Killers are strongest after the confused/weakened survivors are taken to The Trial.

    The 2 minute timer is present and empty. The timer starts to fill, and the world becomes more normalized. At the 2 minute mark, a spooky sound (Entity screech?) is heard - Debuff vanishes and gameplay continues as normal.

  • The gens could repair slower until one of the following happens:

    - 2 minutes pass

    - 2 survivors are put in the dying state

    - any survivor is slugged for more than 30 seconds

    Whichever comes first. The exact times and quantities can be tweaked but all the conditions are to prevent abuse and make it so if a killer is very good or the survivors are bad then they don't get as much as a boost/penalty because they don't need it.

  • Great idea. Punishing survivors for playing the game well, cause killers cant play the game skilled enough.

  • LOL have fun with the 60 min lobby simulator, who would play survivor at all?

  • @LemeTheMeme said:

    They could add something like that for the first minute, but that would make survivors want to just do totems, or look for chests.

    However, it would be good to keep away early game gen rushing, or you could run discordance and/or Whispers.

    Totems and chest are still not generators, and sometimes they can be quite far from them. If you're purely trying to win, the survivors would still attempt to do generators, and it would at least give them a focal choice.

  • @LetsPlayTogether said:

    Great idea. Punishing survivors for playing the game well, cause killers cant play the game skilled enough.

    That's the thing though. It isn't punishing the survivors for "playing well". At the start of the game survivors haven't even had a chance to "play well" before a couple gens are done. At the start of a game if each survivor hops on a generator there is only a 25% chance that any individual survivor is found. That means there is a 75% that any given survivor can merrily work on gens risk free since there is only one killer. That isn't skill friend.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/993974#Comment_993974

    That's the thing though. It isn't punishing the survivors for "playing well". At the start of the game survivors haven't even had a chance to "play well" before a couple gens are done. At the start of a game if each survivor hops on a generator there is only a 25% chance that any individual survivor is found. That means there is a 75% that any given survivor can merrily work on gens risk free since there is only one killer. That isn't skill friend.

    Negative effects right from the start are punishments. Nothing to discuss. Also as long as noone gets downed this still proceeds.Thats being punished for playing well. Nothing to discuss, too. Thats just unlogical in every manner.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/992364#Comment_992364

    25% is too extreme. If you've ever experienced the old dying light penalty then you'd realize 25% is a lot worse than it sounds.

    I don't think it's too extreme and this is coming from a survivor main. It's basically adding 20 seconds to gens until the killer gets their first down (or 2 minutes if they fail to do so). I would be against this with the old ruin but now I think it's fine.

  • @Huff said:

    I was just tossing an idea around in my head a few hours ago but I didn't know if it was worth making my own post about it, but this one seems appropriate enough to mention it.

    I was thinking about a couple things: lots of killers complaining about no hard early game slow now with ruin gone (even though corrupt intervention exists), and the topic of totems (with some people bringing up that ruin shouldn't be a hex perk to begin with.) It just kind of came to me that, if people want early game slowing, and right now with how dull totems don't really do anything, it might be a good idea to give any totem that remains up a small percentage slow to generators (perhaps 3, 4, 5% each.) This would do a few things:

    -Give survivors another reason to work on something other than the primary objective, generators

    -Provide the early breathing room killers seem to need so desperately

    -Help bring totem-related/affecting perks into the limelight (thrill of the hunt, detective's hunch, small game, etc.)

    -Simply help totems be more relevant by letting them provide pressure, and give survivors a reason to actually work on dull ones other than "just in case of NOED"

    Again I've only thought of this a little bit recently, but it seemed like a relatively simple change that would shake things up in a fair enough way for either side. Obviously survivors would be sort of losing something here more so than the killer, but I also am going off the assumption that the changes to ruin are going to be going live, so it wouldn't be as bad if the killer would be losing one of their most popular perks as well.

    Just thought it was an idea worth sharing. Maybe it's been thought up already (probably) but feel free to add to or criticize it.

    That WOULD also be a sort of "totem counter" for solo survivors. You might not know how many totems are left, but youd know theres still totems up so NOED wont feel like its come out of left field. Not a bad idea.

  • @Huff said:

    I was just tossing an idea around in my head a few hours ago but I didn't know if it was worth making my own post about it, but this one seems appropriate enough to mention it.

    I was thinking about a couple things: lots of killers complaining about no hard early game slow now with ruin gone (even though corrupt intervention exists), and the topic of totems (with some people bringing up that ruin shouldn't be a hex perk to begin with.) It just kind of came to me that, if people want early game slowing, and right now with how dull totems don't really do anything, it might be a good idea to give any totem that remains up a small percentage slow to generators (perhaps 3, 4, 5% each.) This would do a few things:

    -Give survivors another reason to work on something other than the primary objective, generators

    -Provide the early breathing room killers seem to need so desperately

    -Help bring totem-related/affecting perks into the limelight (thrill of the hunt, detective's hunch, small game, etc.)

    -Simply help totems be more relevant by letting them provide pressure, and give survivors a reason to actually work on dull ones other than "just in case of NOED"

    Again I've only thought of this a little bit recently, but it seemed like a relatively simple change that would shake things up in a fair enough way for either side. Obviously survivors would be sort of losing something here more so than the killer, but I also am going off the assumption that the changes to ruin are going to be going live, so it wouldn't be as bad if the killer would be losing one of their most popular perks as well.

    Just thought it was an idea worth sharing. Maybe it's been thought up already (probably) but feel free to add to or criticize it.

    I like this idea. My only concern is that it will be an indirect nerf to hex perks like devour or third seal, which aren't very popular in the first place, as people will be actively looking for totems from the start of the match. It could work as a perk though, as then you'd be able to chose between running this or hex perks

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/994406#Comment_994406

    Negative effects right from the start are punishments. Nothing to discuss. Also as long as noone gets downed this still proceeds.Thats being punished for playing well. Nothing to discuss, too. Thats just unlogical in every manner.

    If it lasted for a long time because no one was put into the dying state, that is probably a good thing for Survivors because it means the Killer had made no progress in all that time. Besides, you could always put a time cap on how long the speed penalty lasts to make sure that it doesn't last an unreasonable amount of time.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/994406#Comment_994406

    Negative effects right from the start are punishments. Nothing to discuss. Also as long as noone gets downed this still proceeds.Thats being punished for playing well. Nothing to discuss, too. Thats just unlogical in every manner.

    "Nothing to discuss. Nothing to discuss." I beg to differ. I don't think the discussion is over. Your view is overly simplistic. Killers had a tool to slow the early game down. That tool is being removed. There was a reason that lots of killers used that tool. Because the early game balance to this game is off. What I'm trying to suggest is a very reasonable change. I'm not even suggesting that it should be a one way change either. I believe survivors should get a bonus to gen repair speed as each survivor dies. It's only fair.

  • This content has been removed.
  • You can't give killers a passive buff without doing the same for survivors which will just cause a big scene so I'm gonna have to say no.

    I will say that this is a good attempt to prevent gen rushing, but I think nerfing toolboxes would be a better decision.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/993974#Comment_993974

    That's the thing though. It isn't punishing the survivors for "playing well". At the start of the game survivors haven't even had a chance to "play well" before a couple gens are done. At the start of a game if each survivor hops on a generator there is only a 25% chance that any individual survivor is found. That means there is a 75% that any given survivor can merrily work on gens risk free since there is only one killer. That isn't skill friend.

    you do know 75% of the time most survivors spawn right next to each other, right? I have Bond, I would know.

    That means everyone and I have to run all the way across the map to be on different gens so that there would only be a "25% chance of finding any given survivor"

  • Fine for me. 25% repair speed bonus for every dead survivor in exchange.

    50% repair speed bonus when approx to the hooked survivor without another one being around.

  • This would just be abused lmao. Someone will literally just run up to the killer and follow them until the killer downs them out of annoyance

  • @[Deleted User] said:

    Prove Thyself meta begins

    I mean it's already here in the SWF builds. But BHVR in their ever shortsightedness forgot to nerf hammer that while they were gutting ruin

  • Ah yes, punishing Survivors for playing good and rewarding Killers for playing bad. That sounds cool.

  • @Infinity_Bored said:

    Fine for me. 25% repair speed bonus for every dead survivor in exchange.

    50% repair speed bonus when approx to the hooked survivor without another one being around.

    Those numbers are obviously too high. Personally, I'd be perfectly fine with 15% for both of those.