5 Reasons why Generators are now too Long

  1. They are the most boring part of the game, and the game should not have been updated in a way that amplifies it's worst qualities.
  2. There is nothing interesting about repairing generators which justifies their length. Compare Among Us, for example, where completing tasks actually involves a variety of challenges where you need to manipulate visual objects. DBD does not have any of this, and so the length is not justified by anything interesting.
  3. If the point was to make the game more balanced and easier for killers, other changes could have been made rather than one which makes the game more boring for survivors.
  4. (To the best of my knowledge) there is no publicly available data which can confirm or deny the fact that the game was ever survivor-sided to begin with. Survivors are now required to do extra time of the most boring part of the game for a reason that has never been publicly displayed through survivor vs. killer statistics.
  5. A ten second increase with the latest update is not a trivial difference. Most perks have effects that last for just a few seconds and make a drastic difference to the game.

Comments

  • @jaymiechan said:

    Just to say, Steam Charts has the average playerbase being the lowest its been in about 2 years. Everything, even 3 weeks on, is saying their "major shake up" patch was for the worse, not for the better.

    This is just objectively wrong. The players in January through May of this year are 5-10 thousand players lower than they are right now.

  • @Carnivorone said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119390#Comment_3119390

    What you're saying is there's an arms race between survivor skill and killer skill. Fair enough, but you haven't given an explanation for why that should result in the most tedious part of the game being extended? Why not make other changes that don't induce game boredom??

    The skill checks element was supposed to make generators less tedious and more stressful. Something you really had to lock in on to perform perfectly and possibly not pay quite as much attention as you could at your surroundings. Giving stealth killers a chance to sneak up. Something that would make that gradually intensifying heart beat terror radius a fearful game element instead of "Oh okay, they're nearby. Whatever." But when survivor skill passes the very low bar of skill checks as they are now, they stop being a function of game balance and become, as you say, tedious. They don't even make you hold down the mouse button anymore. It's nothing, and robbed of a challenge, generators progress with 100% efficiency every time.

    Increasing base gen time is effectively factoring in slightly less than ONE missed skill check to every generator (8 charges of regression and pausing the gen progress for 3 seconds). When was the last time you saw a survivor team miss a skill check on every gen? When was the last time you saw a survivor team miss one single gen skill check all match, for that matter?

    In a perfect world, they would tie skill check difficulty to your MMR. If you're new or very low ranking, skill checks would be easier, letting you hit Great results more often, and making gens take less time. If you're experienced and have a high ranking, skill checks should be WAY WAY harder, going double/triple speed with zones a fraction of the size they currently are. Something to make the game actually engage the survivors outside of merely holding W from one pallet to the next.

    Instead, they decided to go for the lazy route of "+10 seconds." So if you have a complaint about gen times, blame the path of least resistance.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/339469/5-reasons-why-generators-are-now-too-long

    https://www.youtube.com/watch?v=Lx-0f_ymFuU

    5 gens in less than 4 minutes at high MMR while immediately chased by a oni with lethal.

    Making the gen shorter again will result in even less time to chase and again in builds with total slowdown.

    But now pop is garbage and ruin is meh.

    "(To the best of my knowledge) there is no publicly available data which can confirm or deny the fact that the game was ever survivor-sided to begin with. Survivors are now required to do extra time of the most boring part of the game for a reason that has never been publicly displayed through survivor vs. killer statistics."

    BHVR said that killers weren't killing enought and they expect an average of 2 kills per match

    "A ten second increase with the latest update is not a trivial difference. Most perks have effects that last for just a few seconds and make a drastic difference to the game."

    It is a very major difference instead. On 5 gens it is 50 seconds more, like a no way out.

    50 seconds you cannot hide and you have to work, differently from NWO.

    10 seconds more per gen means you can manage to stop many gen before completed unless there is Prove thyself.

    They didn’t say anything about 2k-2 escapes this summer. Perhaps they want 3k, and now they have more than that for sure

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119247#Comment_3119247

    They didn’t say anything about 2k-2 escapes this summer. Perhaps they want 3k, and now they have more than that for sure

    They said previously the wanted ratio was 2k.

    They said now the average kills was too low.

    I dunno your statistica but 3k on average is A LOT!

    I assume they had kinda 1.7 or 1.8k on average.

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