A more interesting way to deal with early game gens speeds

By default, survivors will ALWAYS spawn in either groups of 3 or 4. This way, if they all hop in the nearest generator, they are all hit with the now increased diminishing returns. But, if they want to avoid the penalty, they will have to run away from each other, both wasting time, and increasing the chance of the killer finding them.


Shroud of separation: Is now a survivor offering, and forces all survivor to spawn in groups of 1 or 2.


Shroud of union: Is now a killer offering

Tagged: Mod

Comments

  • @Auron471 said:

    By default, survivors will ALWAYS spawn in either groups of 3 or 4. This way, if they all hop in the nearest generator, they are all hit with the now increased diminishing returns. But, if they want to avoid the penalty, they will have to run away from each other, both wasting time, and increasing the chance of the killer finding them.

    Shroud of separation: Is now a survivor offering, and forces all survivor to spawn in groups of 1 or 2.

    Shroud of union: Is now a killer offering

    Once the new patch comes out, most survivors with half a brain cell will separate anyway, since its quite common for 2 or more survivors to spawn near each other in the first place. Some survivors,like myself, already head off to find a new gen because it just makes sense. Yours is not a terrible idea but honestly pointless given how this patch is going to change things.

  • @Auron471 said:

    By default, survivors will ALWAYS spawn in either groups of 3 or 4. This way, if they all hop in the nearest generator, they are all hit with the now increased diminishing returns. But, if they want to avoid the penalty, they will have to run away from each other, both wasting time, and increasing the chance of the killer finding them.

    Shroud of separation: Is now a survivor offering, and forces all survivor to spawn in groups of 1 or 2.

    Shroud of union: Is now a killer offering

    This would be a great change, as it helps lower ranks do the first gen faster as the killer who is bad likely won't know the spawns, but it also helps higher ranks as it forces the survivors to split up at the start, wasting time.

    Id be all in for this change.

  • I think most decent survivors will split up anyway at the start of a match, and it doesn't take very long to get to a generator or find their way around the map. That's why I'm not sure about the changes to generator speeds in the PTB, as it's doing to discourage survivors to do gens together, which means that you have all 4 survivors spread out around the map, all working on a generator each - so even when chasing one, you're losing 3 gens.

    I do agree that the early game needs some attention, because it does get demoralising when you get one down and 3 gens instantly pop despite the fact you had a good chase and did well, obviously this is dependant on what killer you play, HillBilly for example the chases are much shorter.

    It's why I tend to use Corrupt Intervention as one of my perks on some of my killers now, just to help with that early game pressure.


    edited to add: I actually wouldn't mind Corrupt Intervention being baseline in some way.

  • I would like to make it so that in order to begin work on a generator, all available spots on the generator must be occupied by a survivor. A generator will not be able to be begun otherwise although any generator that has progress can be worked on by any survivor alone or in a group.

    i.e. a "bring help" message will appear above the bar before beginning repairs on any generator, and if a survivor can't do that, repairs can't be begun. That would be my preferred way of dealing with this "issue" and giving more use to the assorted shrouds.

    Edit:

    Addressing Generator Speeds Solving the Issues of Early and Mid-Game Generator Speeds


  • @Mandy said:

    I think most decent survivors will split up anyway at the start of a match, and it doesn't take very long to get to a generator or find their way around the map. That's why I'm not sure about the changes to generator speeds in the PTB, as it's doing to discourage survivors to do gens together, which means that you have all 4 survivors spread out around the map, all working on a generator each - so even when chasing one, you're losing 3 gens.

    I do agree that the early game needs some attention, because it does get demoralising when you get one down and 3 gens instantly pop despite the fact you had a good chase and did well, obviously this is dependant on what killer you play, HillBilly for example the chases are much shorter.

    It's why I tend to use Corrupt Intervention as one of my perks on some of my killers now, just to help with that early game pressure.

    edited to add: I actually wouldn't mind Corrupt Intervention being baseline in some way.

    What you need instead of perks or the current PTB adjustments is found in this slideshow (below), all rights reserved.

    Addressing Generator Speeds Solving the Issues of Early and Mid-Game Generator Speeds
  • Well, another thought i had, was to make to so that survivors have a bonus for working with other survivors. But if they do a generator alone, they repair at 85% speed. working with 1 other survivor will increase the speed of both survivors to 95%. 2 other survivors will be at 105% speed.


    Prove Thyself would need to be changed though.

  • Bigger maps were already reworked so i dont see the issue.

    But i would like both of those offerings for both sides.

  • @Auron471 said:

    Well, another thought i had, was to make to so that survivors have a bonus for working with other survivors. But if they do a generator alone, they repair at 85% speed. working with 1 other survivor will increase the speed of both survivors to 95%. 2 other survivors will be at 105% speed.

    Prove Thyself would need to be changed though.

    While I like your idea in principle because it forces survivors together (as should a horror game of this type), I like my idea better. Visit: https://forum.deadbydaylight.com/en/discussion/144182/on-generators-addressing-preliminary-repair-interactions for one tasty idea.

  • The gen nerf wont change the speed by a lot if you are 2 on the gen i think it will take 46 sec to do the gen right now its 44 sec so its not a huge nerf i still wont make it to the gen when i play a 110 movement speed killer and if i chase someone and down him in the first 40 second of the match the gen will be over before i can make it there anyway so i dont think you need to panic for the gen speed

  • So I have been recording data on 100 games played in a row. Consistently the players who survive and score the most points are those who do as little with the generators as possible, they just run, juke, and save. This would seem to me to be a major problem with the current game build. The most successful players are those who do not complete the objectives and are dependent upon the gen jockeys to do the grunt work and get sacrificed.

    My solution is the more generators you complete the more points you get; incremental bonuses for completed generators, rather than each gen gets you the same amount of points. I would also decrease the exit gate opening time for someone who has done generators. I have observed many players who do no generators but are the first one to the exit gate switch. So for instance if you do 3 generators solo I think the exit gate time should be halved, but if you have just hid in a locker the whole game the exit gate switch will take longer.

    I would like to see rewards in game during the actual match for doing the objectives. I often do 2 or 3 generators myself but I pay the price of being constantly in the killer's sights. I will do 2/3 of the work and die, but the fools who run around and just sabo, cleanse, and unhook survive and get all the points even though they've taken the fewest risks. They also are the first to leave a match with you on the hook, they just care about their own points and surviving, and the game rewards that behavior.