It's sad and depressing to know that killers have 23 perks that have to do with gens

The 23 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light, Mindbreaker, Rancor, Brutal Strength, Cruel Limits and Bitter Murmur.


It's honestly sad and depressing to know that killers have 23 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?


If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.

The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.


What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?

Comments

  • I don't have any solutions for fixing gens or gen rushing but I do think that gen tapping should be reworked. Being able to tap a generator while being chased to suddenly stop the regression seems a little ridiculous to me at least. I would like it if a gen is regressing that a survivor would have to work on it for let's say 3 seconds before it will stop the gen regressing. This is just my opinion.

  • @AggressiveFTW said:

    The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.

    It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?

    If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.

    The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.

    What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?

    Perks have just been recycled concepts since the Plague came out.

  • @Sonzaishinai said:

    Thanatophobia has more to do with gens then trail of torment does but i agree.

    I would much rather have more interresting chase perks then just using all your perk slots that bassicly just buy time.

    But as shown with coup the grace they are really afraid to put in strong chase perks

    What was the nerf exacly? Im guessing they made it 80% instead of 100%.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772467#Comment_1772467

    What was the nerf exacly? Im guessing they made it 80% instead of 100%.

    It's changed to 40/50/60%

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772462#Comment_1772462

    It's too late to redesgin gens and survivor's primary objectives. Imagine all of the rebalancing which would have to go into killers and anything strong to do with killer.

    @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772462#Comment_1772462

    If this was added in they would need to massively reduce the amount of time it would take to install said parts. If it still took 80 seconds + having to find these parts the game would be comically easy as killer.

    Kh i understand both of your points.reworking gens would be a pain to do and yeah, finding parts then an 80 second hold would suck.

    To address the first one first, yeah, BHVR would never rework gens like this. Its too much work, theyd have to remake several perks and it would be a major hassle.

    That being said, doibg that could lower the mindless M1 holding while extending gen times. The issue is that people hate holding a button until its done, with this method you could spend 20-30 seconds installing a part at a time I think most people would be happy. Killers dont feel overwhelmed by loosing 3 gens 1 minute after the match has started, and survivors wouldnt even have to hold M1. Even leaving in skill checks it would be much more tolerable to spend a bunch of small times on a gen rather than nearly a minute and a half

  • I think you should break it down by main purpose:

    1-Regression: Hex: Huntress Lullaby, Hex:Ruin, Overcharge, Oppression, Pop Goes the Weasel, Surge

    2-Stall/Control: Corrupt Intervention, Dear Man's Switch, Dragon's Grip, Dying Light, Thanatophobia, Trail of Torment

    3-Information: Discordance, Gearhead, Surveillance, Thrilling Tremors, Tinkerer.

    4-Chasing: Fire up, Mindbreaker

    Different perks with different purposes. Also Gatekeeper is one of the 4 killer emblems, and gens are the main objective for survivors. Why is it sad that 19 of your 78 Perks (24%) have some sort of interaction with them?

  • @AggressiveFTW said:

    The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.

    It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?

    If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.

    The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.

    What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?

    All those perk and only 2 are great another 3 are good and the rest is garbage

  • @SquirrelKnight said:

    Honestly I think gens need to be reworked. I heard an idea that rather than sitting on a gen for 80 seconds survivors should have to gather 2-4 parts per generator scattered around the map. I love that idea because it would masisvely slow the game down without being boring

    Is this the one?

    @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.


  • @AggressiveFTW said:

    The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.

    It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?

    If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.

    The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.

    What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?

    Yes, I think we need something new added. Or some kind of rework. I always see arguments about killer or survivor having it a lot easier than the other. That's complete bogus. The issue is how dependent it is on the map, or teammates. A great killer against am okay group of unorganized killers will usually have an advantage. Great, grouped survivors running great perks will be at an advantage as well. This is because they can just rush gens, and again, the map has a huge impact on this effectiveness. For this reason, pig is a very enjoyable killer. She forces another objective to the game. It'll be tough finding a well balanced rework, or objective. It's never going to please everyone in the community, but I think something could definitely be added.

  • Uh, generators are a core element of the game. Are they not supposed to be designing perks around that?

  • The devs would rather use perks to counter games issues then actually spend time balancing the game at high ranks.

    Flashlights an issue? Lightborn

    to many pallets for m1 killers? Brutal, enduring and spirit fury

    Totems to weak? Undying

    Skill checks to easy? Lullaby

    Camping to easy? Borrowed

    Slugging annoying? Unbreakable or soul guard

    Cant hear anyone cause theres no in game coms? info perks

  • @AggressiveFTW said:

    The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.

    It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?

    If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.

    The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.

    What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?

    It's kind of obvious you cheesecake, it's because of all the gen rushing. But yeah your right, I didn't realize there were so many 😄

  • @Kaymin_Mile said:

    https://forum.deadbydaylight.com/en/discussion/208353/its-sad-and-depressing-to-know-that-killers-have-19-perks-that-have-to-do-with-gens

    It's kind of obvious you cheesecake, it's because of all the gen rushing. But yeah your right, I didn't realize there were so many 😄

    They should add a new objective at some point though, the games getting kind of boring, even with new killers, survivors, and perks.

  • I think that is a interesting point the OP made about # of perks for Gens.

    I am confident many people would enjoy alternate methods to play this game. it might be far along for that to be realistic.

    The Friday the 13thg ame did that element right. Up to 2 people could escape by boat. 2 different cars. One was for 4 people, one was for 2 people. The cops could be called, which let everyone escape a specific spot. Lots of different and fun ways (of course it had the sadly easy alternate method to also kill Jason, (sigh) but that game had a lot of more interesting options.


    This game does a lot of other things right with interesting killers and some fun chases that can happeN (and only thing that keeps me intersted in the game) but the DO 5 gens, open gate, is lame. The hatch is there for that last person or of course the broken no fun key escape.

  • What is even more sad is how Ruin & Undying makes good gen regression perks like Pop Goes The Weasel look bad because it is so good.

  • @AggressiveFTW said:

    The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.

    It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?

    If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.

    The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.

    What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?

    IF YOU WANT A SURVIVAL HORROR GAME WITH PARTS, PLAY FRIDAY THE 13th the game, in silence, killfloor, don’t starve to death etc etc etc...Dead by daylight is the only game that has gen repairs of its kind, and me along with many others, LOVE IT! Having to sit there while there is a killer lurking is very scary. ALSO IF YOU HAD TO GET PARTS IT WOULD COMPLETLEY RUIN THE WAY THE GAME WORKS AND THEY WOULD HAVE TO DO AN ENTIRE GAME REWORK TO CHANG THINGS UP LIKE THAT. ANOTHER THING DONT GET STARTED WITH KILLERS HAVE ALOT OF MEAN NASTY PERKS, BECAUSE SO DO SURVIVORS, AND I DONT THINK ANY OF US NEED TO GO THROUGH SOME OF THOSE NOW DO WE? IN THE END IF YOU WANT SOMETHING DIFFERENT, PLAY SOMETHING DIFFERENT, DEAD BY DAYLIGHT HAS GENS, AND FOR THE MAJORITY THAT LIKE IT, ITS DEFENITLY STICKING AROUND.

  • @SquirrelKnight said:

    Honestly I think gens need to be reworked. I heard an idea that rather than sitting on a gen for 80 seconds survivors should have to gather 2-4 parts per generator scattered around the map. I love that idea because it would masisvely slow the game down without being boring

    This would keep gameplay so fresh, as instead of waiting for the killer to find you, you might find the killer trying to do gens

  • No. If you make a new objective it means you have to somehow split 4 perk slots to cover two totally different objectives.

    Seriously some people need to get a grip and stop complaining about everything.

  • Doesn't it show how the game is unbalanced. If I don't bring at least one gen defence perk I'm screwed. I would love a chase only build cuz as a killer i enjoy chases and when facing good loopers I enjoy the game even more cuz I like a challenge. Having so many gen defence perks it's just how the game is being designed.

  • Besides doing bones there isn’t really much else for survivors to do, and I’m not sure whether the devs would be able to implement another objective without making it too strenuous to escape

  • What's said about it? Generators are a core part of the game, it's only natural. Plus all those perks interact with them in a different way, it's not like they are all similar.

  • With so many people throwing a hissy fit I think this needs to be said.

    1. Current gens being the only objective and having such a lame interaction of just sitting there holding M1 has been one of the biggest complaints of the survivor community for the longest time.

    2. Those of us who "should just play a different game" have done so, I even deleted it from my.library because, in its current state, it isnt even worth the space on my bloated games list, I had high hopes for this game and want it to be amazing but frankly I dont think it can even be mediocre at this point. Just offering commentary.

    3. In regards to "having to change all teh perks" GOOD, DBD has SOOOOO MANY useless perks, sooo many perks thats arent bad but are ignored because of the unchanging, unforgiving meta. DS, BT, Soul Guard, Ruin, Undying, BBQ. I think even the most staunch defenders and white knights of this game.cant deny that changing the game up, just a bit to freshen things up would be an Inherently bad idea.....

  • @White_Owl said:

    What's said about it? Generators are a core part of the game, it's only natural. Plus all those perks interact with them in a different way, it's not like they are all similar.

    Because there are people who have played the game since it launched and all you do in this game is sitting and repairing gens. It's ridiculous how we haven't gotten a new objective for so long (for survivors). Please please please explain to me why we don't need a new objective. What's so fun about sitting and holding a button for half of the game?

  • @AggressiveFTW

    I want to point out... you missed a couple perks:

    Bitter Murmur

    Cruel Limits

    Rancor

    Brutal Strength

  • @RaSavage42 said:

    @AggressiveFTW

    I want to point out... you missed a couple perks:

    Bitter Murmur

    Cruel Limits

    Rancor

    Brutal Strength

    You guys just keep feeding me, don't ya? 😘😉

  • I am currently working on 50 killer perks. Don't ask me why, it is actually fun. I think some of them will be very interesting to play with or play against. I hope devs will take a look and at least give their thoughts about them. And seriously there are 78 killer perks and 23 of them are related to gens. This can be lack of ideas or they just don't want to bring new things maaaybee. Even finding ideas are not easy, I could make 4 new perks per day. Now I have 4 chapters worth of perks in my notebook and I mean, it's their job and they can't find anything new.

  • Cause I'd want everything to be presented... You're welcome

  • I still dont get this. Yall mad about a main mechanic of a game. OOOOOOOFfffffff course there is lots of perks dealing with the main mechanic of the game. Its like saying why is there 23 perks in survivors about auras. Its a main mechanic. Jezzzus. The issue with this game is bugs and server wait times.

  • @therealalfy said:

    I still dont get this. Yall mad about a main mechanic of a game. OOOOOOOFfffffff course there is lots of perks dealing with the main mechanic of the game. Its like saying why is there 23 perks in survivors about auras. Its a main mechanic. Jezzzus. The issue with this game is bugs and server wait times.

    Because there are multiple perks for one problem. For example anti-gen tapping perks: Overcharge & Hex: Ruin. WE DONT NEED TWO PERKS FOR ONE PROBLEM! And we have two perks for gen blocking: Thrilling Tremors & Dead Man's Switch. Why can't we just get a new objective?

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