Should survivors have more objectives instead of doing gens ?

Comments

  • Honestly?

    I'd balance it so only 2 generators can be worked on at the start, though all are on the map. When Survivors near a generator, they are given a notification if it can be worked on or not. Killers do not get this notification; they have to guess (unless they see Survivors working on a gen, of course).

    When a generator is completed, it's rendered 'inactive' and an inactive generator goes active.

    If a generator has progress, but has not been touched in awhile, it will go inactive, and a new generator will go active (to prevent Killers from camping). An inactive generator cannot be kicked, and it keeps any progress it has. A generator cannot go inactive if it is being worked on, or has been kicked.

    In the event of a 3 gen (IE: The remaining generators cycle through 'active status a few times without being progressed or regressed); an already completed generator will drop back to 0% and be made active. This does not reset Survivor's generator counts! If they only needed 1 more generator, they still only need 1 more generator!

  • @Power_Guy said:

    Honestly?

    I'd balance it so only 2 generators can be worked on at the start, though all are on the map. When Survivors near a generator, they are given a notification if it can be worked on or not. Killers do not get this notification; they have to guess (unless they see Survivors working on a gen, of course).

    When a generator is completed, it's rendered 'inactive' and an inactive generator goes active.

    If a generator has progress, but has not been touched in awhile, it will go inactive, and a new generator will go active (to prevent Killers from camping). An inactive generator cannot be kicked, and it keeps any progress it has. A generator cannot go inactive if it is being worked on, or has been kicked.

    In the event of a 3 gen (IE: The remaining generators cycle through 'active status a few times without being progressed or regressed); an already completed generator will drop back to 0% and be made active. This does not reset Survivor's generator counts! If they only needed 1 more generator, they still only need 1 more generator!

    Dont like those at all. That is basically limiting survivor gameplay extremely.

    I would rather they give somewhat alternative ways of escaping.

  • @Grimzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149700#Comment_2149700

    Dont like those at all. That is basically limiting survivor gameplay extremely.

    I would rather they give somewhat alternative ways of escaping.

    Yeah. The problem with extra objectives is apparent with Totems, though:

    If Survivors ignore them to get sub-5 minute matches; they complain the perks tied to them are OP.

    If Survivors clear them; Killers complain the perks are useless because they get turned off.


    It's danged if you do/danged if you don't. Survivors want faster matches, Killers want slower matches. I, personally, do think the matches are a little too fast, which means Killers are pressured to slug, tunnel, and camp, since they HAVE to remove a player ASAP in order to slow things down and get more breathing room.

  • Should the game have more objectives? I think "should" is a strong word, but I do think having a wider variety would make the game more interesting. Right now there are two:

    1. Repair Generators
    2. Cleanse Totems

    The first one is mandatory if you want to get out alive, and the second is optional but clearly the DEV intended for us to be doing them. Given how complex the interactions of any change are in balance and relative power, I wouldn't hold your breath for major objective changes until the day we get Dead By Daylight Mark II, when brand new code has been built from the ground up.

  • I'd like to see more incentives to cleanse Dull Totems. While old Undying was a bit strong, I did like how it gave a compelling reason for survivors to cleanse every totem they sae.

  • @[Deleted User] said:

    Killers need more objectives to keep them from camping hooks.

    Heh. Be careful what you wish for there my friend. They may, some time soon, give us the ability to break Generators you already repaired and got going. :)

  • If how undying went in forcing survivors to do their side objective totems is anything to go by then no this game will never have alternate objectives.

    Despite how much people may claim to want more objectives for survivors all evidence shows to the contrary.

  • Would be nice if they made the totems more mandatory.

  • Sure they will. Potato Killers don't leave the hook because they don't know any better and they judge securing a single Kill is better than no kill at all. If a Killer knows you need only one Generator to power the gates, and they have the ability to go and breakdown one that is fully repaired to buy time, they most certainly will.

    Right now kicking Generators that aren't even repaired yet is rarely productive. Unless you have Pop or Ruin, the benefit of slowing repairs is questionable at best. I imagine that at some point base regression from kicking an unrepaired Generator will improve a bit, and there will either be a Perk or a basic mechanic to allow the Killer to breakdown a fully repaired, operated Generator.

    Why do I think this? It is the natural progression. Clearly this objective won't be as easy as kicking the damn thing, but it wouldn't surprise me if they come up with a process.

  • I think I remember having an idea to just make gens in general more engaging to begin with.

    https://forum.deadbydaylight.com/en/discussion/comment/2131029#Comment_2131029

  • yes, but only as not mandatory sideobjectives.

    imo we should stay at gens being the main objective, the only way of escaping, and add more sideobjectives to maps similar to chests or totems.

    for example, why not have little altars standing around the survivors can interact with to boost their luck a bit? (and also buff the luck mechanic a bit to make it actually do something - e.g. making skillcheck zones larger)

    or, if we should ever go with making maps darker for survivors and giving killers nightvision, why not make it so there are candles they can ignite to make the map brighter for them - and simultaneously make it harder for the killers to properly see aswell (e.g. making scratches harder to see in the candle light).

    but i dont think we should have any significant additions to the main objective, as we currently have quite a few killers (and tactics - hello camping) that are balanced around this time, so increasing it could make them too strong.

    instead we should give the survivors an incentive to not only hold M1 on gens all game and add some fun other things for them to do.

  • I had an idea that they could decrease gen time slightly but make survivors have to repair 6 instead and add an extra gen. Then once a gen is complete a flap would open on it where the survivors had to grab a bulb and attach it to a door switch. Just random idea though.