How would you fix gen speeds
In my opinion, it's not the gen speeds it mainly maps being too big and sometimes a little too many pallets. but if you would like to tell me how would fix the gen speeds.
I heard levers for certain gens or even make it so you have to put in gas or gear to start certain gens. id love to hear all of your ideas
Comments
Some kind of early game mechanic that incentivizes the survivors to do other things first
Possibly find parts to fix the generators
Honestly, I would bring back the old, slower killer animations and then actually nerf gen speeds to compensate.
I say make switches throughout the trial the survivors need to activate first before repairing the gens.
This or some sort of program that watchs the flow of the match and adjusts things accordingly. Like the Director from left 3 dead. If the killer is busy chasing 1 person while the other 3 are each on a gen. The Entity slows progression slighty. Vice Versa. If the killer has 4 hooks and only one gen has been completed, repairs gets a boost.
Gen speeds don't need to be fixed, although BNPs do need a nerf, and surv spawns need to be reworked. However, I would like to see an early-game collapse type of thing.
Gen speed is not the issue for me. The biggest problem is at the start of the game survivor spawn on gen before the killer can walk 4 meter so they already put pressure on the killer from the get go. Another issue is a single kick wont regress the gen enough specially when you can kick a gen and lose 2 sec cause of the animation but it take the survivor 0.001 sec to stop the regression. My personally opinion make it so the survivor cant gen tap like that give them a skill check if the gen is regressing like that they cant gen tap in a chase unless they are willing to take a hit.
totally agree
Early game slow down and shrink the maps. Not all of them need this shrinking, but there are a lot of maps that are ridiculously too large. Coal Tower should be their gold standard for map size.
Make it so that you need to find parts to do gens at the current speed. If they don't have the parts, the gens will take 160 seconds to do.
Each set of parts will only work for one generator. Picking up the parts will highlight the gen for you.
Killers are unable to see the parts.
I would balance the maps and rework all killers to be at least A tier and with fun counterplay. Then I would balance perks if necessary.
I wouldn't actually touch gen-speeds at all. But, I'd add some form of other objective the survivors must complete before they can open the gates. Maybe like having to run around the map and get fuses or something.
Passive 100% gen regression and/or killer gen kicks dealing 10% regression. Gens shouldn't take longer to do, but Killers should have some kind of actual regression available to reward them for chasing survivors off of generators.
Or, even better, bring back Ruin/undying and make it a game mechanic instead of perks. Give Survivors a totem counter to compensate.
Removing holding m1 and replacing it with item fetching to force potential interactions.
Adding some sort of extra objective would be the best thing to do instead of gen speed. I don't think people want to watch the gen progress bar forever. I think adding something for the exit gates would be good. Like to use the exit gates you need to find a lever and attach it to the gate control before you can attempt to open it.
And for simplicity's sake, you can find these levers and attach them to the gate control at any point during the match regardless of gens done. But obviously, they won't open until you do all the gens.
Ok here is my idea to change gen speeds.
When you are repairing a gen, it will stop until you find the part you need to repair the gen. If there's more than one survivor on one gen the more parts you need to finish the repair. if the killer kicks the gen the regression would be increased by 150% instead of the 100%. Of course ruin would have a slight buff of 150/250/350. If you found the part you need to repair and the killer hooks you, you'll lose the part and you have to relook for it. Toolboxes can skip looking for the part but they would be shorten. This idea gives survivors more to do and also let killers have more of a chance to play the game.
I wouldn't, I would condense map sizes and go from there. Almost every top tier in this game has mobility in their kit because these maps are too big. Personally, I think the issue that these killers are able to reach more survivors in a shorter period. With smaller maps distance between players becomes smaller and m1 killers can apply pressure without giving huge buffs to blight/nurses who already get across the map extremely fast early.
It's not that I think gens aren't the issue. I just think map reductions would be the healthier change. If gens are still too fast we could go from there.
reducing it.
But that requires alot so lets forget about that.
Gen speeds are fine, learn to play. No troll.
Gen speeds don't need to be any slower themselves, as towards the endgame if the killer is able to apply pressure then it becomes very killer sided. Even slower gen speeds would just lead to more snowballing in the killers favour. It's the early game that needs to be nudged away from the survivors favour. Killer can't be in 7 places at once to defend the first few gens, but a 3 gen is easily defendable.
Some kind of early game objective that needs to be completed before gens can be repaired would be the perfect way of balancing maps. As on larger maps it would take longer to find and complete that objective, making large maps a hindrance to survivors in the early game, as much as they're a hinderance to killer.
My personal idea for what that objective would be is as follows:
Generators cannot be repaired unless you are under the effect of the ‘Repairer’ buff.
Methods to obtain the ‘Repairer’ buff:
Find a Wrench: 8 Wrenches can spawn on a map, typically within 32 meters of a generator and not near to the killer spawn point, they appear on the ground with yellow auras when within 12 meters. Interacting with a Wrench takes 3 seconds and bestows you with the effect of ‘Repairer’ for the duration of the match and makes you blind to all other Wrenches while active. Killers are unable to perceive Wrenches at all.
Equip a suitable Toolbox: Purple (Very Rare) Toolboxes automatically include a Wrench, carrying a purple Toolbox grants you the effect of ‘Repairer’ for as long as that Toolbox has a charge.
Equip a Toolbox with a Broken Wrench or Rusty Wrench Add-on:
Broken Wrench: (Uncommon) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly reduces repair speed. “Even a broken tool can be used for something.”
Rusty Wrench: (Rare) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly increases repair speed. “It might not be clean but it’s better than nothing.”
Use a map that has the ability to track Wrenches.
Use a relevant perk:
Metal Detector: For 20/25/30 seconds at the start of the match and after a generator is completed, you are able to see the aura of Generators and Wrenches from 18/24/32 meters away, even when under the effect of ‘Repairer’. (generic or teachable?)
Technical Experience: Grants you the effect of ‘Repairer’ as long as you have at least 1 token. This perk starts with 1/2/3 tokens. Consume a token whenever a generator is completed or you fail a skill check. Gain a token whenever you make a great skill check. Great skill checks increase progression by an additional 1% per token, up to a maximum of 2/3/4%. (new generic perk)
Thrifty Mechanic: Breaking a Totem grants you the effect of ‘Repairer’ for 80/100/120 seconds and increases your repair speed by 4/6/8%. “Anything can be used as a tool if you use your imagination.” (new teachable perk)
Technician (rework): Gains the effect of “Grants you the effect of ‘Repairer’.” On a failed repair skill check, gains the effect of “You lose the effect of ‘Repairer’ for 6/5/4 seconds.” and loses the effect of “An additional Regression penalty of 5/4/3 % is applied.”
Built to Last (regain charges after depleting and thus able to maintain the ‘Repair’ effect of a toolbox)
Play a relevant offering:
Empty Reinforced Toolbelt: Increases the number of Wrenches that spawn on the map by 3. (Very Rare)
Empty Leather Toolbelt: Increases the number of Wrenches that spawn on the map by 2. (Rare)
Empty Canvass Toolbelt: Increases the number of Wrenches that spawn on the map by 1. (Uncommon)
Killer counter perks:
Covert Disarmament: Survivors who are unhooked at least 32/28/24 meters away lose the effect of ‘Repairer’ unless granted by an item or a perk. If ‘Repairer’ is granted by and item or perk, they are unable to interact with a generator for 20/25/30 seconds. Can only be applied once per game, per survivor.
Disabling Shroud: Survivors within your terror radius are unable to perceive Wrenches on the map. Survivors within your terror radius under the ‘Repairer’ effect receive more skill checks with additional 5/10/15% penalty for failure.
Franklin’s Demise (survivor drops toolbox)
Benefits: