THIS is the problem with gen speeds and early game.

Early game doesn't exist and we have another great example of this that can't be refuted by "but they played badly" or "the killer's perks suck"

Take a look at this recent video from true:


https://www.youtube.com/watch?v=g9LkaTt50Ic


Movement control in the match starts at about 5 seconds, so every timestamp is 5 seconds higher than the actual time in the game.

The match starts and he immediately runs to the other side of the map where the survivors likely are.

At 26 seconds in the video, he hears a gen being worked on

At 28 seconds, he spots the scratch marks

At 30 seconds he spots the survivor.

At 34 seconds, he makes a bad read, but the survivor plays badly and throws the pallet anyway.

At 37 seconds, he breaks the pallet, while the survivor runs to the harvester.

At 50 seconds, he does harvester tech, and lands a hit. The survivor holds w.

At 1 minute, 10 seconds, he catches up to the survivor and starts a chase.

At 1 minute, 15 seconds, he successfully mindgames the survivor and tries to bait the dead hard, but it doesn't come

At 1 minute, 18 seconds, he downs the survivor.

At 1 minute, 22 seconds, he picks up the survivor.

At 1 minute, 28 seconds, 1 gen pops.

At 1 minute, 32 seconds, he hooks the survivor, he runs over to the nearby gen that was completed and another in the field.

At 1 minute, 39 seconds, a second gen pops.

At 1 minute, 43 seconds, a third gen pops.


This goes with the thing i have been saying for months now about this game's problem with early game. The math doesn't add up.

21 seconds to find the first survivor and start a chase

24 seconds to land the first hit after making a 1 bad read and breaking a pallet.

20 seconds to catch up to the survivor to start a second chase.

8 seconds on a successful read to down the survivor.

4 seconds for attack cooldown and to pickup survivor.

10 seconds to hook a survivor.


21 + 24 + 20 + 8 + 4 + 10 = 87 seconds. Enough time for 3 gens if all the survivors hopped on a gen as soon as the match started.


This was not played badly. True played very well.

He found the first survivor almost as early as he possibly could have at the second gen he checked.

He made one bad read for the first chase that only added a few seconds since the survivor threw the pallet anyway (if the survivor played well they could have easily extended the chase an extra 15-20 seconds before using the pallet).

He made one great read for the second on that made the chase end in a couple of seconds.

At this point, the game goes downhill from here. True holds his own because he has like 5k hours in this game so of course he is going to do well, but most of the survivors end up escaping regardless.



EDIT: 07/27/2020

True posted a new video where he plays a game. (yes he gets a 4k, again that isn't the point, besides one of the survivors just immediately gave up anyway). He analyzes the gameplay and talks about the time it takes to do these things and is exactly right about how long it takes to do things.


https://www.youtube.com/watch?v=hWejEncSZ2w


Comments

  • For this reason, I hardly play as killer anymore lol

  • He literally made a critical mistake the first minute of the match by committing to the dude holding W instead of patrolling.

  • @Guiltron said:

    He literally made a critical mistake the first minute of the match by committing to the dude holding W instead of patrolling.

    The amount of time he spent going after that guy was also partially patrolling because he was near gens, on top of that the total time spent was 28 seconds. It would have likely taken him another 15 seconds alone just to abandon and find a different survivor to chase. Which means instead of a hook he would have gotten 2 survivors injured, 2 gens completed, and 1 gen nearly complete (>90%). Not much of a difference.


    The guy he was chasing also had a medkit, so if he left him alone he would have spent ~15 seconds healing himself, wasting about 40 seconds of his time to gain 15. So likely he would have abandoned chase, found another guy on a gen, injured them in the same time he took to down the first and would end up with 1 injured, 1 freshly healed, 2 gens gone, and one at 90%. So no, abandoning that chase would have been the mistake.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465424#Comment_1465424

    The amount of time he spent going after that guy was also partially patrolling because he was near gens, on top of that the total time spent was 28 seconds. It would have likely taken him another 15 seconds alone just to abandon and find a different survivor to chase. Which means instead of a hook he would have gotten 2 survivors injured, 2 gens completed, and 1 gen nearly complete (>90%). Not much of a difference.

    Yet your math doesn't make sense. So it takes 87 seconds for 3 survivors to finish 3 gens despite the fact he wasted 20 seconds to catch up to someone running in the open? In those 15 seconds he could've found another survivor and denied a generator from being repaired.

  • @Guiltron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465428#Comment_1465428

    Yet your math doesn't make sense. So it takes 87 seconds for 3 survivors to finish 3 gens despite the fact he wasted 20 seconds to catch up to someone running in the open? In those 15 seconds he could've found another survivor and denied a generator from being repaired.

    That's my point. So if instead of continuing the chase, lets say he went for another survivor and patroled.


    The guy he was chasing would have started healing himself, he would have found a guy working on a gen that was almost done, probably around 80-90%. He would have likely injured that guy, and then those other 2 gens would have popped.

    So he would have.

    1 Injured survivor

    1 Freshly healed

    2 gens done

    1 gen at 90%


    I don't see how that is a better situation then

    1 survivor on hook

    3 gens done.


    Both situations are extremely terrible. And prove that early game doesn't exist.

  • gen are to fast only people say they not most likely just play survivor don't care.

  • Gens are a problem yes, but if we want to fix gens we should fix camping and tunneling too.

    Btw you could take a better example, tru3 did a really big mistake at early game (typical of him) and then wonders why gen pop like crazy

  • Lol knew it would be this game from earlier before I opened the thread.

    Actual gameplay starts 4 seconds in, 3rd gen pops at 1:44 so 1 minute and 40 seconds for 3 gens. That means the extra 20 seconds were likely the survivors running to seperate generators.

    Its not good. I feel the map is part of the problem. Rotten Fields has never been a good map. I thought they were shrinking it? It seems just as big as ever. Anyway so you have a huge map where the gens are spread out and then you have corn everywhere so you can’t see what gens are being worked on from a distance.

    I don’t get why some people turn their nose up at Corrupt Intervention. That would have massively helped here. Based on how quick that went I would guess survivors started on the far gens, corrupt would have locked them off and forced the survivors inwards, which I feel would have changed the start of this game a lot.

    Yeah the devs say they expect early gens to go fast but losing gens like this theres only really Billy or Nurse that can come back from that or a strong campy Hag game.

  • Ah yes, waste your time chasing the survivor that got distance instead of patrolling.

  • I've always been of the mind that the game doesn't truly start for The Killer until there are only 2 gens left

    Any damage I can do prior to those first 3 gens going off is just a handicap in my favor. There's just no realistic way to patrol and guard that many gens so your job as the killer at the beginning is figure out where everything is, get a down or two if you can, and try to herd the survivors into doing the gens that you want them to do (for example, I will stay in an area where I think I can get them to three gen themselves and just let them those far outside gens).

    Once you get to two gens, that's when the killers job to defend the gens begins

  • @ClickyClicky said:

    Lol knew it would be this game from earlier before I opened the thread.

    Actual gameplay starts 4 seconds in, 3rd gen pops at 1:44 so 1 minute and 40 seconds for 3 gens. That means the extra 20 seconds were likely the survivors running to seperate generators.

    Its not good. I feel the map is part of the problem. Rotten Fields has never been a good map. I thought they were shrinking it? It seems just as big as ever. Anyway so you have a huge map where the gens are spread out and then you have corn everywhere so you can’t see what gens are being worked on from a distance.

    I don’t get why some people turn their nose up at Corrupt Intervention. That would have massively helped here. Based on how quick that went I would guess survivors started on the far gens, corrupt would have locked them off and forced the survivors inwards, which I feel would have changed the start of this game a lot.

    Yeah the devs say they expect early gens to go fast but losing gens like this theres only really Billy or Nurse that can come back from that or a strong campy Hag game.

    ######### dude you were complaining about billy and now you think billy is the only killer able to do a comeback on this situation?

    Why the change of heart? did you got called survivor main and want to change your reputation here? 😂

  • @Guiltron said:

    He literally made a critical mistake the first minute of the match by committing to the dude holding W instead of patrolling.

    Maybe, but what would have probably happened is that survivor he had been chasing would have simply gotten on a gen. If it was one that hadnt been started yet then 2 gens would have popped by the time he got his first down with another popping shortly after.

    And is that really a good defense anyway? 1 mistake costs you the entire game? How many mistakes are those survivors allowed to have?

    Sorry but this was a poor excuse

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465482#Comment_1465482

    ######### dude you were complaining about billy and now you think billy is the only killer able to do a comeback on this situation?

    Why the change of heart? did you got called survivor main and want to change your reputation here? 😂

    This was a case of “killer was kind of screwed in this situation”.

    Sometimes the killer just makes a really bad play and they dont deserve to come back. but Billy always can, and he has that insane snowball potential from the beginning of the game.

    Basically I feel this is more of an issue with this map and I would guess likely swf. Solos dont separate on gens like that.

  • @ClickyClicky said:

    Lol knew it would be this game from earlier before I opened the thread.

    Actual gameplay starts 4 seconds in, 3rd gen pops at 1:44 so 1 minute and 40 seconds for 3 gens. That means the extra 20 seconds were likely the survivors running to seperate generators.

    Its not good. I feel the map is part of the problem. Rotten Fields has never been a good map. I thought they were shrinking it? It seems just as big as ever. Anyway so you have a huge map where the gens are spread out and then you have corn everywhere so you can’t see what gens are being worked on from a distance.

    I don’t get why some people turn their nose up at Corrupt Intervention. That would have massively helped here. Based on how quick that went I would guess survivors started on the far gens, corrupt would have locked them off and forced the survivors inwards, which I feel would have changed the start of this game a lot.

    Yeah the devs say they expect early gens to go fast but losing gens like this theres only really Billy or Nurse that can come back from that or a strong campy Hag game.

    Bro, Billy and Nurse are dead and no one will use them anymore. So they don't count anymore

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465482#Comment_1465482

    Bro, Billy and Nurse are dead and no one will use them anymore. So they don't count anymore

    Nurse.....is awkward but theres no denying that someone with a lot of hours on Nurse could come back. So long as they dont have corn blindness.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465499#Comment_1465499

    This was a case of “killer was kind of screwed in this situation”.

    Sometimes the killer just makes a really bad play and they dont deserve to come back. but Billy always can, and he has that insane snowball potential from the beginning of the game.

    Basically I feel this is more of an issue with this map and I would guess likely swf. Solos dont separate on gens like that.

    kinda, but billy got nerfed too much, spirit or freddy really need a look at.

    Probably this is a map problem, a good solo team will be able to do this

  • -interested in post because of title

    -click on post to read

    -see truetalent used as example

    -leave post

  • And people thought I was exaggerating when I said some games you flat out have to give up 4 gens because of the map spawn and there's nothing you can do about it.

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465508#Comment_1465508

    kinda, but billy got nerfed too much, spirit or freddy really need a look at.

    Probably this is a map problem, a good solo team will be able to do this

    Maybe it’s just me but I always saw Billy as a bigger problem than Spirit.

    Freddy aint that bad hes just dull and needs a few tweaks.

  • corn map alway been a problem these weren't solo.

  • @Guiltron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465458#Comment_1465458

    Ah yes, waste your time chasing the survivor that got distance instead of patrolling.

    You still didn’t answer;


    how is :

    1 survivor injured

    1 just healed

    2 healthy survivors

    2 gens done

    1 gen at 90%


    better than :

    1 hook

    3 healthy

    3 gens done

  • @Khakuate said:

    Gens are a problem yes, but if we want to fix gens we should fix camping and tunneling too.

    Btw you could take a better example, tru3 did a really big mistake at early game (typical of him) and then wonders why gen pop like crazy

    "but if we want to fix gens we should fix camping and tunneling too."

    <rant>

    Ok, ######### this mentality. If there is a problem that needs to be solved, then there is a problem that needs to be solved. Solving one problem is not a pre-requisite for solving another unless they are literally directly linked to each other, which gen rush and tunneling are not.

    This kind of reasoning naturally leads into the claim (which I know you haven't made but) "Before we solve X problem we need to solve Y problem". But then because then the opposite claim gets made and instead of moving onto solutions everyone yells at each other about problems.

    If gen rush is a problem then gen rush should be solved. Period.

    If tunneling is a problem then tunneling should be solved. Period.

    Solving gen rush does not suddenly mean we need to fix tunneling. We either already needed to solve it anwyays, or we still don't have to. They are casually linked. And fixing tunneling is not a prerequisite for fixing gen rush. A world with tunneling and not gen rush is still better than a world with both. Same goes for keys and mori's, you remove both because they both should be removed on their own merits, not because you removed the other and want to appease the karmatic balance of the universe or something.

    Camping isn't quite the same story since gen rush is the counter to camping, but even then that's only a problem for specific gen rush solutions. So until you've moved onto proposing solutions there is no reason to bring up camping in a gen rush thread.

    Just take the problems one at a time, and don't use other problems as an excuse to not solve the other ones.

    </rant>

  • @Khakuate said:

    Gens are a problem yes, but if we want to fix gens we should fix camping and tunneling too.

    Btw you could take a better example, tru3 did a really big mistake at early game (typical of him) and then wonders why gen pop like crazy

    This is what we call a "Whataboutism"

    Whataboutism, also known as whataboutery, is a variant of the tu quoque logical fallacy that attempts to discredit an opponent's position by charging them with hypocrisy without directly refuting or disproving their argument.[1][2][3]

    Instead of addressing the problem you just say "what about x" I think all of these things should be fixed.

  • nah my dude, they both are linked to each other, if you fix or increase gen speed you're basically buffing camping and tunneling.

    What about you accept facts

  • There are many matches as killer that simply aren't winnable unless you're on certain maps, using a certain set of killers. That isn't good design.

  • @ClickyClicky said:

    Lol knew it would be this game from earlier before I opened the thread.

    Actual gameplay starts 4 seconds in, 3rd gen pops at 1:44 so 1 minute and 40 seconds for 3 gens. That means the extra 20 seconds were likely the survivors running to seperate generators.

    Its not good. I feel the map is part of the problem. Rotten Fields has never been a good map. I thought they were shrinking it? It seems just as big as ever. Anyway so you have a huge map where the gens are spread out and then you have corn everywhere so you can’t see what gens are being worked on from a distance.

    I don’t get why some people turn their nose up at Corrupt Intervention. That would have massively helped here. Based on how quick that went I would guess survivors started on the far gens, corrupt would have locked them off and forced the survivors inwards, which I feel would have changed the start of this game a lot.

    Yeah the devs say they expect early gens to go fast but losing gens like this theres only really Billy or Nurse that can come back from that or a strong campy Hag game.

    This is pretty common unless you have corrupt intervention. But even then, depending on the map and RNG it might only buy you another 30~ seconds or so before all 4 survivors find a gen; which is why I have mostly stopped using it.

    Assuming the survviors are good, you can spend 20-30 seconds finding someone, 30 seconds getting them down, and then by the time you hook them the first gen pops and the second one pops shortly after.

    I pretty much respond to a genrush like that by tunneling and camping the heck out of everyone who goes on hook, and have mostly given up slowdown perks on the weaker killers for one's that let me focus people down faster.

    How much do you think pop goes would do in a situation like that? Almost nothing. I'd much prefer something like endfury to eat a DS and then kill the guy off as fast as possible to make it a 3v1.

    When the game is on track to be over in 4-5 minutes I don't think anyone should complain about the killer playing like that. There's only a handful of killers you can play that can handle current gen speeds without having to resort to playing like a total scumbag if the survivors are not afraid to do gens.

  • @Blueberry said:

    There are many matches as killer that simply aren't winnable unless you're on certain maps, using a certain set of killers. That isn't good design.

    i agree.

  • I hope they work on early game, make it balanced for both sides.

  • @BigBrainMegMain said:

    I hope they work on early game, make it balanced for both sides.

    I guess with the new mm, devs will be able to know more easily what is the balance problem.

  • People who could see the frustration of these scenarios have been saying this since people started complaining about survivors doing co-op gens quickly: if the survivors split up and work on three different gens they will win, as long as the fourth survivor can last long enough. And since at the start of the game survivors have maximum resources, any survivor with more than a handful of hours should be able to last long enough. I’d much rather have 3 or 4 survivors piling on one gen early game.

    I really don’t see what any killer can do to stop 3 survivors on 3 gens. Even if you get a fast down, it’s not like they have to unhook instantly. You can’t abandon every chase that lasts longer than 10 seconds. And you can only be in one place at a time. Even mobile killers struggle.

  • @xenotimebong said:

    People who could see the frustration of these scenarios have been saying this since people started complaining about survivors doing co-op gens quickly: if the survivors split up and work on three different gens they will win, as long as the fourth survivor can last long enough. And since at the start of the game survivors have maximum resources, any survivor with more than a handful of hours should be able to last long enough. I’d much rather have 3 or 4 survivors piling on one gen early game.

    I really don’t see what any killer can do to stop 3 survivors on 3 gens. Even if you get a fast down, it’s not like they have to unhook instantly. You can’t abandon every chase that lasts longer than 10 seconds. And you can only be in one place at a time. Even mobile killers struggle.

    Yeah, the problem has never been survivors doing the same gen together, it's when they split up that it's a problem.

  • All the nay sayers on here chiming in. It's simple, it's not good design for 3/5 of your goal to be accomplished in 1 minute and 50 seconds. To put this in perspective would anybody be ok with a killer that could whip out 7 hooks in 1 minute 50 seconds? That would be a hook every 15 seconds....

  • @Guiltron said:

    He literally made a critical mistake the first minute of the match by committing to the dude holding W instead of patrolling.

    Lol, you can't possibly believe that. Abandoning the chase would have been incredibly stupid. First off, its rotten fields, so just getting to another gen is going to take more time than he "wasted", the survivor is going to dip at the first sound of the terror radius, putting just as much distance as the guy he would have left, he had nothing like ruin, so the one gen he pressured wouldn't regress.

    Stop to kick the gen and you waste even more time, and it's likely that someone will be right back on, including the guy he abandoned. Sooner or later, you have to commit to a chase, might as well be on the injured person.

    Even assuming that he did make a mistake, which he didn't, why should one mistake cost you the entire match?

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465424#Comment_1465424

    Lol, you can't possibly believe that. Abandoning the chase would have been incredibly stupid. First off, its rotten fields, so just getting to another gen is going to take more time than he "wasted", the survivor is going to dip at the first sound of the terror radius, putting just as much distance as the guy he would have left, he had nothing like ruin, so the one gen he pressured wouldn't regress.

    Stop to kick the gen and you waste even more time, and it's likely that someone will be right back on, including the guy he abandoned. Sooner or later, you have to commit to a chase, might as well be on the injured person.

    Even assuming that he did make a mistake, which he didn't, why should one mistake cost you the entire match?

    i think he is trolling.

  • We really need this early game "collaspe" that the dev mentioned asap as it is getting frustrating that one chase can cost you 2 to 3 gens and puts you right on the backfoot even if it was a short chase.

  • Its interesting that one of the survivors (highest points) at the in the post game chat says 'this game is so busted'.

  • This just shows how strong survivors are when they're seperated. Literally you cannot apply pressure to them in this scenerio. That's why survivors are mostly spawning together in the trial, at least they can do 2 gens in 80 seconds than 3.

    I'm kinda surprised that SWF are not using shroud of seperation. In this state, it would be meta.

  • Otzdarva made a good point. A number of "gen rush" videos take place on this map. It is commonly the safest map whenever the stats are posted. It's like the opposite of Hawkins.

  • @Ihatelife said:

    This just shows how strong survivors are when they're seperated. Literally you cannot apply pressure to them in this scenerio. That's why survivors are mostly spawning together in the trial, at least they can do 2 gens in 80 seconds than 3.

    I'm kinda surprised that SWF are not using shroud of seperation. In this state, it would be meta.

    I try to do that with my swf buds, but damn it is really hard to be extremely coordinated

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471237#Comment_1471237

    I try to do that with my swf buds, but damn it is really hard to be extremely coordinated

    It is hard, but it's propably the best way to win the game though.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471267#Comment_1471267

    It is hard, but it's propably the best way to win the game though.

    Yeah I agree, I think they could fix this by making maps more smaller BUT they should nerf a bit high mobility killer

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471271#Comment_1471271

    Yeah I agree, I think they could fix this by making maps more smaller BUT they should nerf a bit high mobility killer

    Maybe the new coming feature that is similar with EGC will help in this. I personally don't think that maps are the problem, it would be good if on some maps the gens could be spawned closer together or maybe an early game objectives different than gens, idk.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471281#Comment_1471281

    Maybe the new coming feature that is similar with EGC will help in this. I personally don't think that maps are the problem, it would be good if on some maps the gens could be spawned closer together or maybe an early game objectives different than gens, idk.

    I think a early game objective would be better tbh

  • @Reinami said:

    Early game doesn't exist and we have another great example of this that can't be refuted by "but they played badly" or "the killer's perks suck"

    Take a look at this recent video from true:

    https://www.youtube.com/watch?v=g9LkaTt50Ic

    Movement control in the match starts at about 5 seconds, so every timestamp is 5 seconds higher than the actual time in the game.

    The match starts and he immediately runs to the other side of the map where the survivors likely are.

    At 26 seconds in the video, he hears a gen being worked on

    At 28 seconds, he spots the scratch marks

    At 30 seconds he spots the survivor.

    At 34 seconds, he makes a bad read, but the survivor plays badly and throws the pallet anyway.

    At 37 seconds, he breaks the pallet, while the survivor runs to the harvester.

    At 50 seconds, he does harvester tech, and lands a hit. The survivor holds w.

    At 1 minute, 10 seconds, he catches up to the survivor and starts a chase.

    At 1 minute, 15 seconds, he successfully mindgames the survivor and tries to bait the dead hard, but it doesn't come

    At 1 minute, 18 seconds, he downs the survivor.

    At 1 minute, 22 seconds, he picks up the survivor.

    At 1 minute, 28 seconds, 1 gen pops.

    At 1 minute, 32 seconds, he hooks the survivor, he runs over to the nearby gen that was completed and another in the field.

    At 1 minute, 39 seconds, a second gen pops.

    At 1 minute, 43 seconds, a third gen pops.

    This goes with the thing i have been saying for months now about this game's problem with early game. The math doesn't add up.

    21 seconds to find the first survivor and start a chase

    24 seconds to land the first hit after making a 1 bad read and breaking a pallet.

    20 seconds to catch up to the survivor to start a second chase.

    8 seconds on a successful read to down the survivor.

    4 seconds for attack cooldown and to pickup survivor.

    10 seconds to hook a survivor.

    21 + 24 + 20 + 8 + 4 + 10 = 87 seconds. Enough time for 3 gens if all the survivors hopped on a gen as soon as the match started.

    This was not played badly. True played very well.

    He found the first survivor almost as early as he possibly could have at the second gen he checked.

    He made one bad read for the first chase that only added a few seconds since the survivor threw the pallet anyway (if the survivor played well they could have easily extended the chase an extra 15-20 seconds before using the pallet).

    He made one great read for the second on that made the chase end in a couple of seconds.

    At this point, the game goes downhill from here. True holds his own because he has like 5k hours in this game so of course he is going to do well, but most of the survivors end up escaping regardless.

    He played like #########, where is this a good example? Watch Scottjund destroy ppl with m1 speedlimiter bubba if you want to watch somebody play near perfect, true is garbage considering the hours he puts into this game, it feels like he's burned out and bored of dbd but it's basically his job to play it.


    Heck go look at dowsey who keeps statistics of his games.

  • This is exactly one of the main issues with DBD rn. The objective requires little to no boldness and is too fast to complete. I tried to make a rework concept to remedy this, but didn't get much traction.

    @PassarinoT said:

    To access the document which is way better organized, here's a link:

    (The document contains more information regarding perk rework ideas. Forgive me if something is missing, it's a bit dated)

    https://docs.google.com/document/d/1mko1qyx1asSN9Ff7OzS3IjNGL3OWsgc_Ni0ZYeXA50c/edit?usp=sharing

    Generator Rework/Alternative Gameplay Concept

    Summary: This concept is a rework to generators to make the main objective 1) less monotonous to complete, and 2) more risky to complete. The objective of this rework is to make survivors more bold by going around the map, searching for parts to finish generators, and risking being caught. Alongside this, it makes generators more interactive and less boring to work on. Generator work itself takes 40 seconds for one person to complete a generator, but this does not include time to find parts. This rework will also hopefully change, or even eliminate, the idea of  “genrushing.”

    Section 1: The Generators

    Reduced amount of generators may sound insane, but I believe that the part/segment system will make this more balanced and scary to play with.

    • Each trial, 6 generators spawn around the map.
    • 4 generators are required to activate the gates.
    • While repairing a generator, the progress bar is broken into 4 sections, which I’ll refer to as “segments”.
    • Each generator requires 4 different parts for each section to be completed.
    • Each segment takes 10 seconds to complete, with a total of 4 skillchecks distributed every 2.5 seconds.

    Section 2: The Parts

    Parts are similar to items, but do not appear as being held by a survivor. By default, only one can be carried at a time. This is to slow down genrush and force survivors to be more present in the map.

    • Each game, there are 24 parts hidden around the map. 6x each of the 4 types of parts.
    • Survivors can, by default, carry 1 part. Toolboxes will affect this.
    • To find parts, survivors must search boxes around the map. Each map spawns 32 boxes. 
    • Searching a box grants 50BP in objectives.
    • Searching a box takes 4* seconds by default. (*Reduced from 8)
    • Searching a box emits a noise that can be heard within 8 meters.
    • If a survivor has a part held, they cannot search boxes. If all generators are completed, then boxes may be looted for bloodpoint bonuses and shard bonuses.
    • Boxes can contain the following:
    • Part type 1 (Always spawns 6x)
    • Part type 2 (Always spawns 6x)
    • Part type 3 (Always spawns 6x)
    • Part type 4 (Always spawns 6x)
    • Bloodpoint bonus, gained in addition to post-game score. Anywhere from 500BP to 3,000BP.
    • Iridescent shard bonus. Anywhere from 5 shards to 20 shards.
    • Boxes will spawn spread apart from one another, and should be slightly hidden, if not more. 
    • Good examples of box spawns include:
    • Behind walls near the edges of maps.
    • Next to a tree or shrubbery.
    • Between debris or objects in a main building or jungle gym.
    • A few in the basement.
    • Next to locker spawns.
    • Boxes are themed differently for maps, similar to breakable walls.

    Section 3: The Repair Mechanics and Rewards

    Survivors repair mechanics are tremendously different than currently, with one survivor being able to install a part in 10 seconds with 4 skillchecks and being able to earn up to 1,100 objective points if all great skillchecks are achieved. But this comes at a cost, survivors must find 4 different parts to complete one generator.

    • Each generator has 4 segments which each require a unique part. When a generator has been repaired with a specific part, a survivor cannot contribute to that generator unless they have a different part obtained.
    • For example, a generator has been repaired with part type 2. If a survivor has found a part type 2 and tries to repair that generator, they cannot. They must find a part type 1, 3, or 4 to contribute.
    • Only one survivor may work on a section at a time. However, multiple segments can be done at once.
    • This means that survivors can finish a generator in ~10 seconds if prepared well enough.
    • However, every survivor will have to find a different part around the map.
    • To gauge the amount of progress even further than generators completed, a circular UI will surround the generator icon with a percentage of how many segments have been done. This will be visible to the killer and survivors alike. I’ll refer to this as the “Segment Gauge”.
    • This gauge is out of 24 segments. Once a segment is finished, it will update with the current amount.
    • For example, if 6 segments are done, the gauge shows at 25%. If 12 segments are done, it shows at 50%.
    • This is seperate from generators complete, survivors can have 75% segments done without a single generator completed. (Basically, all gens have ¾ segments done without one finished.)
    • Cancelling a segment repair does not explode a generator anymore, even if a skillcheck comes up, but instead erases all progress on that segment.
    • Repairing one segment on a generator rewards the survivor 300 base objective bloodpoints.
    • Skillchecks do not instantly reward the survivor. Instead, they are added to a final repair score once a segment is completed.
    • For each good skillcheck, 50 points is added. For each great skillcheck, 200 points.
    • Failing a skillcheck adds no points.
    • For example, I complete a segment with 2 good skillchecks, 1 great skillcheck, and 1 failed skillcheck. My segment repair score will be 600 objective points.
    • Add-ons and perks can be used to increase bloodpoint gain.
    • When a generator is powered, all survivors gain survival points as follows:
    • 1st generator completed: 400 survival points.
    • 2nd generator completed: 300 survival points.
    • 3rd generator completed: 200 survival points.
    • 4th generator completed/exits powered: 500 survival points.
    • Escaped: 3,500 survival points. (Hopefully, other scores for survival will be more common. Hence why it is lowered.)

    Section 4: The Killers Side Of It

    Killers can no longer kick generators, but interrupting a survivor repairing will reset the segment they were working on. Alongside this, the part/segment system forces survivors to move around the map more, making them easier to find and creating a more dynamic interaction between killers and survivors.

    • Killers can no longer kick generators, but can gain bloodpoints for interrupting repairs.
    • If a survivor stops repairing for any reasons, it grants the killer 50 deviousness.
    • This total is tallied up and granted at the end of the round so as not to reveal survivors cancelling when a killer is nearby.
    • Killers may trap a box, this effect will last for 45 seconds. If a box is trapped, once fully looted, it creates a noise notification for the killer. This action takes 1.5 seconds.
    • Killers may also close an opened box, this will also trap it for 30 seconds. When searched, nothing is provided for the survivor. This action takes 1.5 seconds.
    • Trapping/closing a box grants 50 bloodpoints in brutality.
    • If a trapped box is searched, it will grant the killer 100 bloodpoints in deviousness.

    Please feel free to ask any questions, I may have phrased a lot of this oddly. Don't hesitate.


  • Yet again, another post showcasing that people have no clue what pressure is. You have literally spelled out the massive issue all you boosted players have as killer: you hard commit to the first survivor you find. When really, he should be hitting them, seeing that they're just holding W and should switch focus back to the gen areas he knows people are in.

    You cannot complain that early game and gen speed are too unfair for killers when you're using examples of, and most likely doing so yourself, bad gameplay - ie wasting your time trackig a survivor across the map. Ever heard of gen pressure, love? It isn't a myth nor a meme people sheep that it is, it's something good players execute and exhibit frequently and consistently in their killer matches.

  • The devs will have a lot of explaining to do if they add a hardship at the beginning of a match when the average killrate is already well over 60%. This means they are abandoning their 50% killrate goal and balancing heavily towards killers. The endgame is already killer sided so the beginning shouldn't be changed, especially when the killrates are so high.

  • @Reinami said:

    Early game doesn't exist and we have another great example of this that can't be refuted by "but they played badly" or "the killer's perks suck"

    Take a look at this recent video from true:

    https://www.youtube.com/watch?v=g9LkaTt50Ic

    Movement control in the match starts at about 5 seconds, so every timestamp is 5 seconds higher than the actual time in the game.

    The match starts and he immediately runs to the other side of the map where the survivors likely are.

    At 26 seconds in the video, he hears a gen being worked on

    At 28 seconds, he spots the scratch marks

    At 30 seconds he spots the survivor.

    At 34 seconds, he makes a bad read, but the survivor plays badly and throws the pallet anyway.

    At 37 seconds, he breaks the pallet, while the survivor runs to the harvester.

    At 50 seconds, he does harvester tech, and lands a hit. The survivor holds w.

    At 1 minute, 10 seconds, he catches up to the survivor and starts a chase.

    At 1 minute, 15 seconds, he successfully mindgames the survivor and tries to bait the dead hard, but it doesn't come

    At 1 minute, 18 seconds, he downs the survivor.

    At 1 minute, 22 seconds, he picks up the survivor.

    At 1 minute, 28 seconds, 1 gen pops.

    At 1 minute, 32 seconds, he hooks the survivor, he runs over to the nearby gen that was completed and another in the field.

    At 1 minute, 39 seconds, a second gen pops.

    At 1 minute, 43 seconds, a third gen pops.

    This goes with the thing i have been saying for months now about this game's problem with early game. The math doesn't add up.

    21 seconds to find the first survivor and start a chase

    24 seconds to land the first hit after making a 1 bad read and breaking a pallet.

    20 seconds to catch up to the survivor to start a second chase.

    8 seconds on a successful read to down the survivor.

    4 seconds for attack cooldown and to pickup survivor.

    10 seconds to hook a survivor.

    21 + 24 + 20 + 8 + 4 + 10 = 87 seconds. Enough time for 3 gens if all the survivors hopped on a gen as soon as the match started.

    This was not played badly. True played very well.

    He found the first survivor almost as early as he possibly could have at the second gen he checked.

    He made one bad read for the first chase that only added a few seconds since the survivor threw the pallet anyway (if the survivor played well they could have easily extended the chase an extra 15-20 seconds before using the pallet).

    He made one great read for the second on that made the chase end in a couple of seconds.

    At this point, the game goes downhill from here. True holds his own because he has like 5k hours in this game so of course he is going to do well, but most of the survivors end up escaping regardless.

    I'm hoping the devs are working on this early game phase they were talking about. I'm hoping it at least helps killers in the early game.

  • So are ppl arguing that one mistake from a killer resulting in a three gen pop is ok?

    I didn’t really read all this.

  • @Ghouled_Mojo said:

    So are ppl arguing that one mistake from a killer resulting in a three gen pop is ok?

    I didn’t really read all this.

    Yes, as if we don't get punished enough for missing a hit, chasing a survivor for a bit too long, for not baiting a Dead Hard, for accidentally hitting the hooked survivor instead of attempting to grab the survivor who's unhooking him.

‹ 1 2 3 4