Devs acknowledging gen speed

Quite satisfying to see that they confirmed what Killers were saying: gens are too fast.

Now gens take 90 seconds instead of 80.

Gen rush was a thing, and they were aware of it which is nice specially against those "apply pressure" claims.

Can't wait to play the new meta.

Comments

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017893#Comment_3017893

    You're ignoring the huge buff to Overcharge and the small buff to gen-kicking in general. The whole point of the update is to make so you don't have to rely on the current meta perks. You can also end changes faster and apply more pressure thanks to the weapon swipe and pallet-break buffs.

    didnt see overcharge but on the other hand people almost always tap gens a few sec after they kick it so that doesnt matter... I dont like the killer buffs tho like they litterally nerfed everything on survivor besides buffing coh healing meta... guess thats what the devs want tho... pre dropping and healing speed builds :p

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014820#Comment_3014820

    BBQ is trash now. Well, both WGLF and BBQ are. The aura reading on itself is to weak in comparison with Bitter Murmur or Darkness Revealed.

    You have to be joking right?

    WGLF was still good perk on it's own and it's getting buffed.

    BBQ will still be a decent perk, it just won't fit every killer.

  • @TheMruczek said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015056#Comment_3015056

    You have to be joking right?

    WGLF was still good perk on it's own and it's getting buffed.

    BBQ will still be a decent perk, it just won't fit every killer.

    Noticed the WGLF buff after the comment. But BBQ is trash, yes.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019590#Comment_3019590

    Imagine leatherface camping, in a 4 man swf. The person being camp says "I'm being camped do gens." So you all do gens, and escape before he gets his second down. great, not a fun match but you still beat him. Now imagine if you are 4 solo Q and a survivor is hooked. teammate one goes to the hook, says "oh he's camping" leaves to go on a gen. 20ish seconds wasted. Then teammate 2, does the same thing, then teammate 3. Before you know it 60 seconds out of your 120 timer is is gone.

    Its other things as well. Players prioritising themselves, rather then the team, throwing matches to complete challenges.

    Or my absolute personal favourite. Standing still for minutes at a time... not afk, they move... slightly. They just don't move from their spot. You seriously wonder if they are bots.

    I have seen amazing solo Q players, top players, but overall SOLO Q is just not functional anymore, and this patch just crippled it.

    I guess you just have some bad luck. Most of my Solo Q experiences have been very positive. Sure there are the occasional self caring claudettes that are too scared to do anything but most of the matches people play well. We even Talk to eachother by making gestures of getting of the gens when someone knows theres a scourge hook in play.

    Like i said if a survivor is good they are good in SWF and in SOLO but if they are bad they are bad everywhere.

    Devs said they noticed killers have had bad time time killing people and this goes on both solo and SWF. I'm sure this wouldnt be the case is soloQ was that unbearably bad

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018036#Comment_3018036

    That number I put its the extreme case, as I already say in my post, you need around 2 gens worth of progress to be able to make a 3E if you only push gens and nobody goes for the save and even a 3E is not guaranteed in that case, if you have less than that even if nobody goes for a save and just pushes gens odds are the Killer is at least getting a 2K, with a 10 second increase per gen you are going to need even more progress and im not even taking on account stuff like Deadlock which adds 30 seconds per gen fixed or the new Monstrous Shrine which allows you to speed up the hook while you happily proxy camp at a cozy 24 meters.

    The buff for unhooked Survivors is meaningless, 5 seconds of base BT is nothing, people can count to 5 and the speed increase while it looks great someone already did the math, it gives you 1,7 meters of distance which is barely worth anything as Killers move at 4,4/4,6 m/s.

    Again, thats a scenario where killers get a chase really fast and camp in a way it's impossible to rescue from the very first hook. Most killers aren't impossible to rescue from and first hook camping and 4-5 gens is not as common as people love to say it is, specially considering the first 3 gens are the easiest to do and at least 2 of them should pop quite fast if survivors are at least trying.

  • Gen Speeds were an issue of a lot of things...

    Maps: Spawns for everything... Gens, Totems, Survivors, Killers and Tiles

    Killer's Speeds: without mobility every Killer will have a hard start to matches... yea almost all Killers can win a straight up race but that's not how the game plays

    Then Perks... safe to say that the devs don't want to get Maps where they need to be

    Also base Gen Regression needed to be increased... not a slight instant Regression

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018583#Comment_3018583

    With any of these, including Leatherface, it means that, while he can still down the unhooker, he won't immediatly down the rescued survivor, who will endure the first hit and get a haste effect that stacks with the speedboost from being hit. Nobody said camping will be gone, but it is still an improvement against it, just like gen regression isn't "fixed", but slightly better than before. You're not supposed to get free unhooks like that either: the unhooked person needs protecting from being tunelled out of the game, not the rescuer.

    By the way, Doctor isn't that good of a camper and this change is definitevely good against her, as you will be able to get alway from the triggered trap before she gets an instant hit and, even if she gets, you can endure the hit.

    Just going to address both responses.

    These changes are the worst DBD has ever been, and reading the posts its not surprising why. I just thought they were increasing gen times. But seriously.

    Pop, scourge pain resonence, dead man's switch are effectively the same. Way to address that anti gen perk meta. Pain resonence is now works on all basement hooks. So. that's great. Way to make one of the new meta perks even more viable. Oh but survivors don't scream, awesome so less value for killers who want to play the game properly, need information to be incentivised to leave and more value for killers who intent to camp/ defend one hook... great design. Throw on the extra gen times, completing all the gens before that survivor dies is going to be hard. Worse still monsterous shrine now decreases the hook timer to 108 seconds. If you play to win, why would you not camp? Throw on deadlock, that survivor is dying... nothing less then 4 survivors with comms is escaping with more then 2 players. All the strong campers, insta downs, fast downs are now even faster with the decreased time with successful hits. And survivors gain less distance from the hit... just no words. Oh but don't worry survivors now have basekit BT. OF 5 SECONDS?????? But it's fine because they now get haste... also for 5 seconds. So once you get unhooked, better start moving because otherwise you are going down again. But don't worry you have DS to save you...

    THEY NERFED DS???

    DS... WHICH DESIGNED TO PREVENT CAMPING IS NERFED? To 3 seconds. WHY. HOW CAN YOU IN THE SAME PATCH ACKNOWLWDGE THE MASSIVE CAMPING PROBBLEM AND NERF ONE OF THE FEW LEGITIMATE COUNTERS.

    This is what happens when you listen to one side. SOLO survivor has gone form bad to unplayable, and even SWF has taken a hit. Maybe you won't abuse this. Maybe you are Some saint of virtue and will never abuse these changes despite how easy it is. But do you seriously think the majority of the player base will have the integrity not to? History says otherwise. This is the SECOND WORST PATCH IN THE HSOTRY OF DBD. The only time it was worse was when they buffed flashlights. Guess what all the killers quit...

    Solo Q is done... good luck with SWF because that is the future of this game.

    You're being a drama queen, stop. Everything you said just shows you either didn't read or didn't pay atention to most of the update.

    Nope, it's far from the worst changes the game ever received. If anything, it's among the best, and listens to requests the community has been asking for a long time, on both sides.

    POP and PAIN RESONANCE are NOT effectively the same. They were clearly nerfed and you should read again. Pain resonance will also not work with DMS anymore since the gen won't explode and the survivor won't be interrupted.

    Pain resonance does NOT work on basement hooks unless you use F***ing MONSTROUS SHRINE, a perk that now only shines when you're NOT camping and is one of the worst , most forgotten killer perks while this update doesn't go live. Did you read the Developer Update at all?

    While survivors don't scream, killers got buffs for chasing and kicking gens that will more than compensate for that and be and incentive to go for more hooks instead of camping. But of course, you're ignoring that.

    Extra gen times is only 10 seconds for gen AND and an incentive to play without camping. It's not going to make all that much difference for camping. Oh, did you want to complete all the gens before a single survivor dies in hook? Trade yourself for the hooked survivor ONCE, that will give you more than the max 50 seconds time a killer can possibly get from the update.

    Monstrous Shrine will only decrease hook timers when you NOT camping. Again, it seems you didn't read it fully.

    While I believe the basekit BT could last a little more, that's more than survivors ever had in basekit against camping. The haste effect means you can run to a pallet or window faster and reach it more shortly. Also, borrowed time has been BUFFED, lasting for 15 seconds with bost endurance AND haste.

    Oh, they nerfed DS? DS used to have 3 seconds in the past and it was broken anyway. Got buffed because enduring reduced this to almost a second and a half, but enduring doesn't work on DS anymore. 3 seconds are still enough to get distance.


    Again, the update brings stuff for both sides. A LOT of survivor perks are getting buffs, including BT and Lucky Break, which is pretty good already, just limited. And that without mentioning the new Off The Record, pretty much a better DS. But of course, you prefer to make a dramatic fuss about how devs are biased and evil and how they ruined your life because of an update that has buffs and nerfs for both sides.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018042#Comment_3018042

    didnt see overcharge but on the other hand people almost always tap gens a few sec after they kick it so that doesnt matter... I dont like the killer buffs tho like they litterally nerfed everything on survivor besides buffing coh healing meta... guess thats what the devs want tho... pre dropping and healing speed builds :p

    Overcharge still has it's old effect, so gen tapping will still add regression AND there's the base-kit gen-gicking buff too.

    Also, BT, Off the Record and Lucky Break got pretty good buffs.

  • @IronKnight55 said:

    yeah, I'm out after these changes. Camping will be even more viable, gen times will make the game more boring, etc. Not to mention what all of these changes will do to solo players...

    Lmao, so you're one of those people that had no problem these past few years where the meta was completely stagnant, predictable and boring for Killers and how favorable certain things have historically been for Survivor but the minute they drop a big patch that provides what people have been begging for years to get you're out? Spoken like a true one-sided player

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016078#Comment_3016078

    Lmao, so you're one of those people that had no problem these past few years where the meta was completely stagnant, predictable and boring for Killers and how favorable certain things have historically been for Survivor but the minute they drop a big patch that provides what people have been begging for years to get you're out? Spoken like a true one-sided player

    I play both sides. This update will make solo survivor even more miserable to play. We need a game that is fair and balanced for both sides... this isn't it. Yeah, I'm absolutely done if this update hits live and I'm sure I'm not the only one.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021548#Comment_3021548

    I play both sides. This update will make solo survivor even more miserable to play. We need a game that is fair and balanced for both sides... this isn't it. Yeah, I'm absolutely done if this update hits live and I'm sure I'm not the only one.

    game IS certainly fair and balanced if survivors are skilled enough, it's just that majority of solo que players aren't.

    discord server and SWF is right there for you.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021654#Comment_3021654

    game IS certainly fair and balanced if survivors are skilled enough, it's just that majority of solo que players aren't.

    discord server and SWF is right there for you.

    Shouldn't have to play in an SWF group to have a fair game. It needs to be better balanced. This update will seriously hurt the game (imo) if it goes live.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021679#Comment_3021679

    Shouldn't have to play in an SWF group to have a fair game. It needs to be better balanced. This update will seriously hurt the game (imo) if it goes live.

    You SHOULD have to play in an SWF group to have truly fair game, there is literally no way to make it work for both soloq and SWF, and no asymmetry PvP games with party feature should be balanced around soloq because that just kills game due to extreme imbalance between two side (which this game was, now it's actually fairer when you look at ACTUAL things both side can do).

    Or alternatively this game could entirely opt out SWF and balance around that, but seems like that's not the way they gonna do.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015056#Comment_3015056

    They should have buffed the aura reading duration to compensate.

    Agreed - BBQ & WGLF both lost their BP bonus but WGLF got a compensatory buff while BBQ got zilch.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019377#Comment_3019377

    Again, thats a scenario where killers get a chase really fast and camp in a way it's impossible to rescue from the very first hook. Most killers aren't impossible to rescue from and first hook camping and 4-5 gens is not as common as people love to say it is, specially considering the first 3 gens are the easiest to do and at least 2 of them should pop quite fast if survivors are at least trying.

    I play Myers, one of the slowest Killers to get their first down (unless you get a yoink) the Survivors rarely get 2 gens done before I get my first hook and almost never 3 unless Im extremely unlucky and on Mother's Dwelling or Rotten Fields, if 3 gens pop before you get your first down in a per match basis you are doing something very wrong.

    And most campers are people using the strong campers like Leatherface, Trickster, Huntress etc, even the normal Killers have an easy time facecamping if they slap SBFL, with 2 stacks you can almost guarantee a trade hook and even down the rescued.

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014703#Comment_3014703

    A full hook is two minutes, ten seconds longer on generators won't make camping more viable.

    Gen takes extra 10 seconds to do so that means killer will have 10s more time to facecamp at hook per gen so that is clear difference.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021264#Comment_3021264

    I play Myers, one of the slowest Killers to get their first down (unless you get a yoink) the Survivors rarely get 2 gens done before I get my first hook and almost never 3 unless Im extremely unlucky and on Mother's Dwelling or Rotten Fields, if 3 gens pop before you get your first down in a per match basis you are doing something very wrong.

    And most campers are people using the strong campers like Leatherface, Trickster, Huntress etc, even the normal Killers have an easy time facecamping if they slap SBFL, with 2 stacks you can almost guarantee a trade hook and even down the rescued.

    You only have 80 seconds before 3 gens pops though?

  • Sure, because all Survivors spawn each right next to a different generator so they can start pressing m1 even before you can start moving, suuuuuure, except no, 3 gens in 80 seconds NEVER happens unless someone is hacking.

  • BHVR dropped the ball big time on this next update. Not gonna lie I expected it to be bad but not this bad. Just wait till you see how many new bugs there are they cant even fix rubber banding after like 3 months.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015076#Comment_3015076

    Gen takes extra 10 seconds to do so that means killer will have 10s more time to facecamp at hook per gen so that is clear difference.

    Facecamping is not really a problem on high mmr matches.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022057#Comment_3022057

    Sure, because all Survivors spawn each right next to a different generator so they can start pressing m1 even before you can start moving, suuuuuure, except no, 3 gens in 80 seconds NEVER happens unless someone is hacking.

    then 90 seconds or 100 seconds, it's really quick as running around maps doesn't take much time anyway.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014820#Comment_3014820

    BBQ is trash now. Well, both WGLF and BBQ are. The aura reading on itself is to weak in comparison with Bitter Murmur or Darkness Revealed.

    But it always made for a very satisfying gameplay loop: chase, down, hook, look around, start a new chase.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015056#Comment_3015056

    But it always made for a very satisfying gameplay loop: chase, down, hook, look around, start a new chase.

    People will get used to not using it.

    On the plus side, it makes room from other, stronger perks.

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016590#Comment_3016590

    Maybe the killer who needs to camp is caught by the mmr… if he would play „fair“ maybe he will loose a few games, but than he goes against survivor on the same skill level. With 2-3 kills with camping and noed his mmr goes up and he will even more feels he need to camp.

    And if the killerbase is this nice not to camp cause they have it easier like you say, whats happen if they camp further? ez 4k always

    Just answer yourself this: how often did you get gifted a hatch by the killer, because they were totally dominating and just felt altriustic? And how often have you given a mercy kill to a killer that was either new or clearly struggling? Is it close to a 50/50 ratio? Even 30/70? Playing killer is already very stressful, the clock is constantly ticking and if you then deny them their every single hook with flashlight saves, bodyblocking and saboing, thats the equivalent of tunneling.

    Yeah, its a 4v1, and both side should try to win. But there is winning, and there is crushing the other sides confidence and then dancing a t-bag dance on their corpse while doing a flashlight show. So the altruistic streak in the survivor community is way, way more under developed then in the killer community.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022725#Comment_3022725

    People will get used to not using it.

    On the plus side, it makes room from other, stronger perks.

    Indeed. Tbf, I have used "Darkness Revealed" on some of my favorite killers and frankly forgotten about it :P I hooked, looked around, got disappointed that no BBQ auras were showing and roamed around, until by the 3rd hook or so I remembered that I got Darkness Revealed equipped ^^" The BBQ playstyle is just ingrained in my mind, I guess, but I am already managing getting usage out of DarkRev.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022739#Comment_3022739

    Indeed. Tbf, I have used "Darkness Revealed" on some of my favorite killers and frankly forgotten about it :P I hooked, looked around, got disappointed that no BBQ auras were showing and roamed around, until by the 3rd hook or so I remembered that I got Darkness Revealed equipped ^^" The BBQ playstyle is just ingrained in my mind, I guess, but I am already managing getting usage out of DarkRev.

    Just a change of habit.

    Like, when you are used to using a certain perk. Then throw it out, because you didn´t get any use out of it for the last 20 matches. Only to need it the very next match.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022073#Comment_3022073

    then 90 seconds or 100 seconds, it's really quick as running around maps doesn't take much time anyway.

    But then you have to apply what I already said on the first post you quoted, "if 3 gens pop almost always in your matches before your first down then there is something you are doing wrong" because thats something very rare and Im playing one of the Killers with the slowest early game of all and that rarely happens to me.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022779#Comment_3022779

    Just a change of habit.

    Like, when you are used to using a certain perk. Then throw it out, because you didn´t get any use out of it for the last 20 matches. Only to need it the very next match.

    You know how often the people I SWF say "oof ... I normally ALWAY play with unbreakable. Why did I drop it this round? Halp!"

    But there are so many perks that you will always run into a situation were one or the other would have saved the day.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022675#Comment_3022675

    But then you have to apply what I already said on the first post you quoted, "if 3 gens pop almost always in your matches before your first down then there is something you are doing wrong" because thats something very rare and Im playing one of the Killers with the slowest early game of all and that rarely happens to me.

    If 3 gens does not pop in first chase, the truth is, survivors are doing something wrong.

    It should pop due to the way this game works.


  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019485#Comment_3019485

    I mean the new thana will be ok and the overcharge but im mostly worried about the survivors healing buffs. That botany will bring old CoH healers back again. Hit and Run is even more dead now which is very important to some killers.

    The new endurance effect skills seems really busted ( off the record) with that skill we will never kill anyone in the end game. Borrowed time + the basekit together make it really strong at the end game.

    They noticed that killers have been struggling and they make it easier for the survivors to heal + do gens + escape.. I'm not sure the buffs killers gets to base like 2.5% kicking and 10% faster kicking stuff down is going to help slower M1 killers that much

    DH seems really broken still if anything might be stronger. I guess PT will tell but i do hope i dont see 2 second healers coming back again with botany + medkits +CoH

    At the same time you got Overzealous, which incentivises survivors do actually cleanse totems, probably multiple times during a trial, so that they can get their gen repair speed buff. This makes using boons a bit harder and might make survivors content for totems ... or the community will not adopt Overzealous and things will move on normaly, but at least there is the chance of that happening.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022785#Comment_3022785

    You know how often the people I SWF say "oof ... I normally ALWAY play with unbreakable. Why did I drop it this round? Halp!"

    But there are so many perks that you will always run into a situation were one or the other would have saved the day.

    Exactly! I got used to playing with power struggle and absolutely miss it, when I play a different build.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022792#Comment_3022792

    If 3 gens does not pop in first chase, the truth is, survivors are doing something wrong.

    It should pop due to the way this game works.

    No if you can down a Survivor in less than 80 seconds.

  • Take in consideration that only picking up a survivor (after you clean your weapon) and going to a hook might take 15 seconds, and then you have to travel to the next gen which can take another 10 or 15. So lets say the chase should be less than 50 if you want to interrupt something.

    Now take also in consideration that for a lot of M1 Killers dead hard extends the chase without having no counterplay. If you have the bad luck to find first the good survivor (or the best one of them), its quite normal to lose 3 gens in the first chase.

    I sometimes down a survivor really quick with lethal pursuer, like in 15-20 seconds, and still I lose a gen in the process.

    In anycase, devs already said that the gens go too fast, and this is something that has been a debate for years but has been proven right. For all players that have enough experience and the game and are not based, it is a hard truth that gens were too fast for the game to be healthy and fun.

  • @VonCrow said:

    Quite satisfying to see that they confirmed what Killers were saying: gens are too fast.

    Now gens take 90 seconds instead of 80.

    Gen rush was a thing, and they were aware of it which is nice specially against those "apply pressure" claims.

    Can't wait to play the new meta.

    The needed change was to tweak the maps' layout and the number of loops.

    But no, they have added 10 seconds to do a gen... Even if it works, it will be boring for the survivor. Imagine doing 3 gens = 3x90 = 270 seconds using m1 next to a gen. 4min30 out of a 10 minutes game...........

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016645#Comment_3016645

    Just answer yourself this: how often did you get gifted a hatch by the killer, because they were totally dominating and just felt altriustic? And how often have you given a mercy kill to a killer that was either new or clearly struggling? Is it close to a 50/50 ratio? Even 30/70? Playing killer is already very stressful, the clock is constantly ticking and if you then deny them their every single hook with flashlight saves, bodyblocking and saboing, thats the equivalent of tunneling.

    Yeah, its a 4v1, and both side should try to win. But there is winning, and there is crushing the other sides confidence and then dancing a t-bag dance on their corpse while doing a flashlight show. So the altruistic streak in the survivor community is way, way more under developed then in the killer community.

    I feel often bad for killers, which are clearly not on the same level and give them a down or a kill and on the other side some killer give me the hatch. I think on both roles are good, nice, friendly but tryharding and bullying players to. Surely toxiness is more visible on survivor side, you see every match four of them and just one killer. I find killermatches more stressful too.

    But the point which I want make is that these scenarios where one side dominate so hard are in my opinion mostly matches, where the matchmaking doesn‘t work well.

    Maybe both roles have to accept that it’s okay to loose matches and give the mmr the chance to adjust.

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022764#Comment_3022764

    I feel often bad for killers, which are clearly not on the same level and give them a down or a kill and on the other side some killer give me the hatch. I think on both roles are good, nice, friendly but tryharding and bullying players to. Surely toxiness is more visible on survivor side, you see every match four of them and just one killer. I find killermatches more stressful too.

    But the point which I want make is that these scenarios where one side dominate so hard are in my opinion mostly matches, where the matchmaking doesn‘t work well.

    Maybe both roles have to accept that it’s okay to loose matches and give the mmr the chance to adjust.

    Its definitely ok to lose a few matches, but just to talk in absolute numbers: in my 1k hours of dbd I have been offered countless hatches, been granted countless mercies by crouching and laying low my items, but only 6 mercy kills. Its just such an alien concept for most survivors that the killer is just another player, and if you are winning, it ain't necessary to utterly stomp them into the ground, not even getting them one successful hook of, yet you see this all the time.

    Both side have their very fair share of toxic players and participants, but the toxicity in the survivors camp is often of a very different quality. I don't doubt you that you might give the killer the occasional down or even kill, but that is very much the exeption, the norm is that the killer has to show you some kind of mercy if they are dominating. If you can do a 4k, its quite universally accepted that you can at least expect that the killer might give you the hatch. Not ONCE has a team, that utterly dominated me, said "you know what? Leave that killer his 1k, we won't swarm the hook and go for the save".

    Contrast this behavior with your claim in your original post, again and think, if the ball really is in the killers field? It definitely ain't 50% of the time.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023392#Comment_3023392

    Its definitely ok to lose a few matches, but just to talk in absolute numbers: in my 1k hours of dbd I have been offered countless hatches, been granted countless mercies by crouching and laying low my items, but only 6 mercy kills. Its just such an alien concept for most survivors that the killer is just another player, and if you are winning, it ain't necessary to utterly stomp them into the ground, not even getting them one successful hook of, yet you see this all the time.

    Both side have their very fair share of toxic players and participants, but the toxicity in the survivors camp is often of a very different quality. I don't doubt you that you might give the killer the occasional down or even kill, but that is very much the exeption, the norm is that the killer has to show you some kind of mercy if they are dominating. If you can do a 4k, its quite universally accepted that you can at least expect that the killer might give you the hatch. Not ONCE has a team, that utterly dominated me, said "you know what? Leave that killer his 1k, we won't swarm the hook and go for the save".

    Contrast this behavior with your claim in your original post, again and think, if the ball really is in the killers field? It definitely ain't 50% of the time.

    In my original post I said it’s not a good move from the devs to hope for a friendly playstyle… You can‘t say „hey, now people don’t need genregression perks cause gens took longer and chases will be shorter“ and on the other side make a minimal change for pgtw or buff thana for plague and legion. We all know, on both sides will always be player which will obuse stupid mechanics and try to create horrobile matches for the opponents…

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023427#Comment_3023427

    In my original post I said it’s not a good move from the devs to hope for a friendly playstyle… You can‘t say „hey, now people don’t need genregression perks cause gens took longer and chases will be shorter“ and on the other side make a minimal change for pgtw or buff thana for plague and legion. We all know, on both sides will always be player which will obuse stupid mechanics and try to create horrobile matches for the opponents…

    I would say that I was kinda surprised by the buff to Thana, as its not a bad perk, especially with someone like Legion, the nerf to PGTW, though, is rather substantial. Many only skim over it and think "oh, it got reduced by 5%. Ok", when actually its now "20% of the current gen progress". So if you kick a 99,9% gen, then it instantly drops it by 20%, but if you kick a gen thats 50% done, it will only drop by 10%. Its still working great in giving the killer some breathing room when he happens to interrupt a gen thats nearly done.

    That all said, I went back and re-read your original post and yeah, you are mostly right: camping and tunneling, much like using NOED, just artificially inflate several killers MMR and will only throw them befor bigger and badder SWF groups, who will eat them for lunch, camping and tunneling be damned. And then they will need a few extra rounds of bitter losses, before they reach the MMR regions, were they can somewhat perform again, albeit now with pent up rage that will let them go ham on the next baby survivor group. A classic vicious circle.

    What tilted me, though, was your last sentence, in which you mostly put alot of blame on the killer side. But whatever, all that is moot by now, because I think we came to quite a good understanding here. Sometimes the internet still manages to surprise us, can't it? So cheers and lets all try to be a bit less toxic to the other side.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023449#Comment_3023449

    I would say that I was kinda surprised by the buff to Thana, as its not a bad perk, especially with someone like Legion, the nerf to PGTW, though, is rather substantial. Many only skim over it and think "oh, it got reduced by 5%. Ok", when actually its now "20% of the current gen progress". So if you kick a 99,9% gen, then it instantly drops it by 20%, but if you kick a gen thats 50% done, it will only drop by 10%. Its still working great in giving the killer some breathing room when he happens to interrupt a gen thats nearly done.

    That all said, I went back and re-read your original post and yeah, you are mostly right: camping and tunneling, much like using NOED, just artificially inflate several killers MMR and will only throw them befor bigger and badder SWF groups, who will eat them for lunch, camping and tunneling be damned. And then they will need a few extra rounds of bitter losses, before they reach the MMR regions, were they can somewhat perform again, albeit now with pent up rage that will let them go ham on the next baby survivor group. A classic vicious circle.

    What tilted me, though, was your last sentence, in which you mostly put alot of blame on the killer side. But whatever, all that is moot by now, because I think we came to quite a good understanding here. Sometimes the internet still manages to surprise us, can't it? So cheers and lets all try to be a bit less toxic to the other side.

    👍🏻

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/329793/devs-acknowledging-gen-speed

    The needed change was to tweak the maps' layout and the number of loops.

    But no, they have added 10 seconds to do a gen... Even if it works, it will be boring for the survivor. Imagine doing 3 gens = 3x90 = 270 seconds using m1 next to a gen. 4min30 out of a 10 minutes game...........

    10 minute games these days are quite rare, in any case in 6 minutes a lot can happen.

    What is not fun is to chase the unhooker everytime and meanwhile you loose all the gens in the process. Gen rushers say "apply pressure" and the best way to do so is to tunnel someone, and that is not funny for anyone.

  • @VonCrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022916#Comment_3022916

    Take in consideration that only picking up a survivor (after you clean your weapon) and going to a hook might take 15 seconds, and then you have to travel to the next gen which can take another 10 or 15. So lets say the chase should be less than 50 if you want to interrupt something.

    Now take also in consideration that for a lot of M1 Killers dead hard extends the chase without having no counterplay. If you have the bad luck to find first the good survivor (or the best one of them), its quite normal to lose 3 gens in the first chase.

    I sometimes down a survivor really quick with lethal pursuer, like in 15-20 seconds, and still I lose a gen in the process.

    In anycase, devs already said that the gens go too fast, and this is something that has been a debate for years but has been proven right. For all players that have enough experience and the game and are not based, it is a hard truth that gens were too fast for the game to be healthy and fun.

    Its not, I play Myers, Jigsaw and Deathslinger, I dont lose 3 gens in the first chase on a per match trials, sometimes it happens? yes it does, but its rare, like really rare and Ill repeat myself, it is happening to anyone on a common basis they are doing something wrong, its like saying its normal for a Survivor to go down in 15 seconds of normal gameplay, its not normal, sometimes its happens? sure it does but if you are a Survivor and cant last more than 15 seconds on more than half your chases you are doing something wrong.

    I also play Solo, sometimes we fix 3 gens before the first down? yes, sometimes it happens, but same as Killer, its not the norm, it doesnt happen many times, it may happen once every 10/15 games at most and is usually because the MMR did something weird.

    Now, you can tell me Killer is miserable, gens fly, maps are bigger than Asia, DH, DS, flashlights nonstop or wathever the current narrative is, Im not buying most Killers lose 3 gens by the time they get their first down, sorry but Im not buying it, especially not against Solos which make almost 50% of the playerbase either people lie about the gens or they lie themselves about their skill.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022966#Comment_3022966

    Its not, I play Myers, Jigsaw and Deathslinger, I dont lose 3 gens in the first chase on a per match trials, sometimes it happens? yes it does, but its rare, like really rare and Ill repeat myself, it is happening to anyone on a common basis they are doing something wrong, its like saying its normal for a Survivor to go down in 15 seconds of normal gameplay, its not normal, sometimes its happens? sure it does but if you are a Survivor and cant last more than 15 seconds on more than half your chases you are doing something wrong.

    I also play Solo, sometimes we fix 3 gens before the first down? yes, sometimes it happens, but same as Killer, its not the norm, it doesnt happen many times, it may happen once every 10/15 games at most and is usually because the MMR did something weird.

    Now, you can tell me Killer is miserable, gens fly, maps are bigger than Asia, DH, DS, flashlights nonstop or wathever the current narrative is, Im not buying most Killers lose 3 gens by the time they get their first down, sorry but Im not buying it, especially not against Solos which make almost 50% of the playerbase either people lie about the gens or they lie themselves about their skill.

    You're getting lucky with survivors who like chases more than doing gens but ACTUALLY in PRACTICE you're completely wrong and he's right. You can't just be "playing the game wrong" when 1 or 2 people are dedicated genrushers.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022966#Comment_3022966

    Its not, I play Myers, Jigsaw and Deathslinger, I dont lose 3 gens in the first chase on a per match trials, sometimes it happens? yes it does, but its rare, like really rare and Ill repeat myself, it is happening to anyone on a common basis they are doing something wrong, its like saying its normal for a Survivor to go down in 15 seconds of normal gameplay, its not normal, sometimes its happens? sure it does but if you are a Survivor and cant last more than 15 seconds on more than half your chases you are doing something wrong.

    I also play Solo, sometimes we fix 3 gens before the first down? yes, sometimes it happens, but same as Killer, its not the norm, it doesnt happen many times, it may happen once every 10/15 games at most and is usually because the MMR did something weird.

    Now, you can tell me Killer is miserable, gens fly, maps are bigger than Asia, DH, DS, flashlights nonstop or wathever the current narrative is, Im not buying most Killers lose 3 gens by the time they get their first down, sorry but Im not buying it, especially not against Solos which make almost 50% of the playerbase either people lie about the gens or they lie themselves about their skill.

    Your opponent is just bad, that's the truth.

  • I actually think the skill problem may be at their end not at mine, its not like a lot of Killer streamers manage to get downs before the second gen pops and on the Survivor side you rarely see streamers getting 3 gens before someone gets downed but sure, I bet people at this forum have some kind of bug who pairs them against the strongests 4 people SWFs nonstop, every day, all day, they were bad on their previous life and their punishment is to face the SWATs on DBD for eternity.

    @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023637#Comment_3023637

    You're getting lucky with survivors who like chases more than doing gens but ACTUALLY in PRACTICE you're completely wrong and he's right. You can't just be "playing the game wrong" when 1 or 2 people are dedicated genrushers.

    1 or 2 dedicated genrushers get 1 gen each in around 95 seconds on average not 3 like people love to claim, 85 if they get lucky and spawn very close to a gen which is extremely rare, but as I said, if you dont get a down sooner than that it may be a you problem, once in a while of course it can happen, as a per match basis? Ill repeat myself, Im not buying it, its not the norm and I play both sides of the game.

  • @Kuinzu said:

    Does anyone else feel like sitting on a gen for around 90s isn't that fun nor engaging? I genuinely don't understand why we still queue survivor over and over again, enjoying the role, despite a significant part of it being to do gens. Has anyone ever thought of alternative objectives to sitting on gens for long amounts of time every game?

    I think it might make tool boxes better? Maybe searching a box for tools might be worth it?

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