Why the gen speed needs to be increased

So a big discussion atm in the dbd community gen speed is it fine or not? I personally think the gen speed isn’t fine and should be increased, I play both survivor and killer rotation and I find survivor very easy as the objective is too easy to accomplish, while playing killer it’s hard as the only killers viable for easy wins are Nurse and spirit but even playing them the gens pop quickly . I played killer before ruin and u had no chance and the devs created ruin to try and stop the term “gen rushing “ but even with Ruin your still screwed like just watch this video from Tru3talent 3 gens in 2 mins WITH ruin :

https://youtu.be/wF7lTKuRwV8

Like come on this shouldn’t be a thing even with ruin . I would personally completely rework the gen speed and the gens thereself these are some ideas I have to fix the gen problem :

Generator completion time

1 person , 80 seconds increase this to 90 seconds

2 people, 44 seconds increase this to 70 seconds

3 people , 40 seconds increase this to 60 seconds

4 people , 35 seconds increase this to 50 seconds

Great skill checks only provide 3% progression instead of 5%

Failed skill checks now regress the generator by 7.5 % Instead of 5%

Hex Ruin change

Great skill checks grant 0% progression

Good skill checks grant 5% regression

Chances of triggering a skill check increased by 10%

Comments

  • Why do those complains always go with games where most of the survs die at the end? Thats freaking hilarious.

  • Hahahahahahahahahaha no.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/672396#Comment_672396

    This is already true actually. This would just make it even worse, which is bad because it's easier to put pressure on Survivors that group up

    In fact, this would be super stupid

  • I like the ruin change, but I dont like that you would have to hold it down for 90 seconds unless they implemented a thing that made it to where you dont have to hold it down.

  • A4021409-13DD-49B2-8FE7-4CF44DB9CB6A.jpeg

    As I said in the comments of the video, this just proves that killers don’t have early game momentum. Things generally shape up though, which they did.

  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/671889#Comment_671889

    they know it's a meaningless thing that's why they keep saying it, they want to shift the blame off of game balanced and onto killer players to keep their one sided gameplay, while ignoring the fact that very few killers lack the tools to apply any meaningful map pressure at all.

    I wouldn't say that killers lack the tools to pressure the game. I'd identify killers into 3 categories which are Chaser killers(1vs1 killers), Hook momentum Killers(Often refer to as Stealth killers) and Stall killers. It's just that some of the powers of killers are too weak to fulfill a meaningful win condition. For example, Nurse, Spirit and Huntress are primarily Chase oriented killers build around the idea that they crush survivors in chases, and their entire map pressure come from landing hooks quickly. Clown is also a chase oriented killer, however he is too "slow" at getting hooks in comparison to other 3, hence he's not viable Chase killer at Red ranks because he doesn't down players fast enough. Billy is Hook momentum killer, He's all about getting single hook and snowballing instant downs in unsafe positions with mobility. Hag, Myers,Ghostface and Trapper are similar killers, however they all have pitfalls in their power that hurt them, such as flashlights for hag or Myers having really slow game-build up. Legion, Pig, Doctor and Freddy are examples of killers that are built around the idea of stalling the game so you run out of pallet/resources. They all force you to do actions that make you waste time such as mending, snapping out, reduced interaction speed or they have mechanics that force you interact with objects like Jigsaw Boxs or Freddy clocks.

    It's not so black and white. Killer gameplay is a lot more complex and it has a lot more moving parts to it, so it's often not really clear for why a killer loses given match. There's a lot of variables in the game to consider such the map Tileset rng, the map, how good the survivor is etc. It's like 50/50 between a player messing up and killer not having the right tools to deal with every possible scenario. That's largely why Nurse and Spirit are most viable, because they can deal with all possible scenarios. It's not to say other killers can't get to their level, but they're pretty far apart from them. It's question of looking at everything from micro level or looking at the big picture and trying to find a grand solution. I think they said they've decided on doing map reworks which is micro solution, so it's going to take a pretty long time to weaken loops if that ever occurs, though survivors love long chases even though those result in very quick loss for killers. so there is that.

  • You can change mori too: after a hook and put a surv in the diying state, if the killer doesn't move and press M1 during 350 seconds, the survivor is dead

  • You are legit not even considering the fun for survivors. There's no point making this game fun for killers and sucking out the fun for survivors.

  • @grtf47 said:

    Maybe make it so survivors can only be hooked once. Second time is death but increase gen speed when more survivors are in gens together. This would both reward group progress and make it harder to survive. I dunno but it’s just an idea.

    This would force them to change their ranking system so I love it

  • It’s actually:

    80 seconds

    44.444 seconds (80/2/0.9)

    33.333 seconds (80/3/0.8)

    28.57 seconds (80/4/0.7)

    I suggested before to change it to:

    90 seconds

    45 seconds (90*1/2)

    33.75 seconds (45*3/4)

    28.125 seconds (33.75*5/6)

    Then just throw in some solo buffs to make repairing with teammates more feasible. Like you get an alert if a teammate has touched a particular generator.

  • @Milo said:

    Okay color me confused, but doesn't the title suggest we buff survivors so they do gens faster? Or did i misunderstood it completely.

    AS FOR THE POST.

    You further enforce playing as not a team. Why be on the same gen when it legit wouldn't change a thing. (as 2 because this is the most cases)

    Also as other people above me sasid. 2nd objective could be fun.

    It's not a team game.

  • @Speshul_Kitten said:

    This would just make survivors cleans Ruin even faster.

    Also, it’s been said a million times. No one wants to hold a button for 90 seconds straight staring at a generator/wall.

    Then why don't you play some killer and alleviate the extreme survivor queue times? You just don't want a deserved nerf.

  • @ApeOfMazor The person you’re quoting plays killer all the time.

  • No, it really isn't. The game was marketed during beta as an every person for themselves game.

    You get rewards for saving other survivors, but you get no reward if they actually survive.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/920091#Comment_920091

    No, it really isn't. The game was marketed during beta as an every person for themselves game.

    You get rewards for saving other survivors, but you get no reward if they actually survive.

    Semi-team, They (can) help you to survive in the end by helping you or completing objectives.

    You obviously can be An Alone Wolf but most of the time it won't work that well will it.

  • I was getting worried, the weekly thread discussion with a tru3 video about genrush was still missing this week.

  • No, no, no. Doing gens is boring. We only do them because we have to. If you want something to take longer, make it more fun and be more interesting. Just hitting that skill check is dull. Give us a puzzle to solve or something. Otherwise, leave it as is.

  • @darkknight287 said:

    https://forum.deadbydaylight.com/en/discussion/comment/671464#Comment_671464

    This would force them to change their ranking system so I love it

    Ok this was a while ago and I don’t like this idea anymore

  • Did someone not get the 4k?

  • I think it's pretty silly to balance an entire game around one match, but let's go through a couple things:

    • No down until ~1:10 in.
    • Sees survivors on gens with BBQ, does not attempt to stop them.
    • The game slowed way down after that when he started getting some pressure.

    You can't expect them not to do generators when you give them no reason not to. That is their objective. They aren't going to stop just because you're putting portals down.

    Anyway, let's say that generator times do go up to 90 seconds. That's a grand total of 50 seconds per game if they're done sequentially, or 20 seconds if they are efficient and work on separate generators. That's not really going to change anything. You'll still lose if you were going to lose.

  • @Peanits said:

    I think it's pretty silly to balance an entire game around one match, but let's go through a couple things:

    • No down until ~1:10 in.
    • Sees survivors on gens with BBQ, does not attempt to stop them.
    • The game slowed way down after that when he started getting some pressure.

    You can't expect them not to do generators when you give them no reason not to. That is their objective. They aren't going to stop just because you're putting portals down.

    Anyway, let's say that generator times do go up to 90 seconds. That's a grand total of 50 seconds per game if they're done sequentially, or 20 seconds if they are efficient and work on separate generators. That's not really going to change anything. You'll still lose if you were going to lose.

    K so up the time then

  • Honestly I still think some sort of universal map pressure for killers and then balancing the game from that would be ideal.

    But no, increasing gen times is not a good idea. Making players' experience less fun is never good game design. I'd definitely take a new objective over that, but I still think gen speed is less of a problem than weak killers or bad maps.

  • The killer can have a problem with providing map pressure on certain maps, maybe they can choose 2/3 maps that they'd prefer not to face. Survivors have one they can also choose to "avoid". Just a quick idea that I only thought of a few seconds ago so it isn't properly thought out. Maybe a wagering system between survivors and killers.

    I just don't think increasing gen times will work with all the killers on certain maps.

  • we all know no one wants to sit on gennys any longer. It is the objective to get a win, and pressure the killer. It's the killer's job to stop the genny progress and pressure survivors.

  • Reduce the amount of points earned by gens, and create secondary objectives well rewarded. Even stupid (and easy to do) ideas like find a item in the map and carry to a specific place could be fine.

  • @AshleyWB said:

    What if killers could see the aura of gen depending on how much it's completed. Like that wraith add on

    If there's a 3 gen situation, that just gives the killer all the information it needs to dominate.

  • @Omans said:

    If the time needed to do gens is given a flat increase, I, and many killer players like me will get 4k's every game, at red ranks.

    I would probably go from my current 60/40 killer/survivor split to 95/5 or 100/0. Killers have all the tools they need to get at LEAST a 2k every game. The only balance change that needs to happen is a huge map overhaul (haddonfield, bigger maps shrunk), and, at the very least, a nurse nerf. Start there.

    A Nurse nerf....LOL

  • @Peanits said:

    I think it's pretty silly to balance an entire game around one match, but let's go through a couple things:

    • No down until ~1:10 in.
    • Sees survivors on gens with BBQ, does not attempt to stop them.
    • The game slowed way down after that when he started getting some pressure.

    You can't expect them not to do generators when you give them no reason not to. That is their objective. They aren't going to stop just because you're putting portals down.

    Anyway, let's say that generator times do go up to 90 seconds. That's a grand total of 50 seconds per game if they're done sequentially, or 20 seconds if they are efficient and work on separate generators. That's not really going to change anything. You'll still lose if you were going to lose.

    where is the second objective for survivor you promised ages ago? is it too much work or whats going on with that?

  • Yeah this is fine, but an extra 17s for a gen (double slow down from freddy) is way to strong. Lolololol

  • @SpEz said:

    So a big discussion atm in the dbd community gen speed is it fine or not? I personally think the gen speed isn’t fine and should be increased, I play both survivor and killer rotation and I find survivor very easy as the objective is too easy to accomplish, while playing killer it’s hard as the only killers viable for easy wins are Nurse and spirit but even playing them the gens pop quickly . I played killer before ruin and u had no chance and the devs created ruin to try and stop the term “gen rushing “ but even with Ruin your still screwed like just watch this video from Tru3talent 3 gens in 2 mins WITH ruin :

    https://youtu.be/wF7lTKuRwV8

    Like come on this shouldn’t be a thing even with ruin . I would personally completely rework the gen speed and the gens thereself these are some ideas I have to fix the gen problem :

    Generator completion time

    1 person , 80 seconds increase this to 90 seconds

    2 people, 44 seconds increase this to 70 seconds

    3 people , 40 seconds increase this to 60 seconds

    4 people , 35 seconds increase this to 50 seconds

    Great skill checks only provide 3% progression instead of 5%

    Failed skill checks now regress the generator by 7.5 % Instead of 5%

    Hex Ruin change

    Great skill checks grant 0% progression

    Good skill checks grant 5% regression

    Chances of triggering a skill check increased by 10%

    Oh my God. This forum is full of killer mains begging for survivor nerfs.

  • Yeah, also they could do this : When they hit a good skill check, it decreases to said amount.


    When you hit a great skill check it is normal from what it was last time. The great skill check bar is increased to 25% bigger

  • @Peanits said:

    I think it's pretty silly to balance an entire game around one match, but let's go through a couple things:

    • No down until ~1:10 in.
    • Sees survivors on gens with BBQ, does not attempt to stop them.
    • The game slowed way down after that when he started getting some pressure.

    You can't expect them not to do generators when you give them no reason not to. That is their objective. They aren't going to stop just because you're putting portals down.

    Anyway, let's say that generator times do go up to 90 seconds. That's a grand total of 50 seconds per game if they're done sequentially, or 20 seconds if they are efficient and work on separate generators. That's not really going to change anything. You'll still lose if you were going to lose.

    I think this is bad way to look at things. Increasing generator time isn't suppose to turn losing games to winning games. It is suppose give more chances for killer to make mistakes. The current state of the game is that killer isn't allowed to make any mistakes and even if they play to the best of their ability with given events in a given game, they still lose. Say that a killer loses in 3 minutes, by generator being longer, he would now lose in 4 minutes, but sometimes this extra minute can be difference in turning the tides of a match. How many times have you had pop goes weasel and you walk to generator and as soon as you get there, the generator is completed? If you had those extra 10 seconds, you might have been able to pop generator and if generator isn't complete, it is still in play. Once it is done, it is done and there is nothing change the event.

    As for Demogorgon, you guys messed up on his add-on, it's too bad he couldn't get more useful shred add-on's, perhaps an instant down would made him more fun to play, but I guess it is water under the bridge as they say. In some cases, the toolkit of the killer too weak such that no amount of skill from the player can change outcome of the match. It is just too poorly balanced at that point i suppose.

  • @Peanits said:

    I think it's pretty silly to balance an entire game around one match, but let's go through a couple things:

    • No down until ~1:10 in.
    • Sees survivors on gens with BBQ, does not attempt to stop them.
    • The game slowed way down after that when he started getting some pressure.

    You can't expect them not to do generators when you give them no reason not to. That is their objective. They aren't going to stop just because you're putting portals down.

    Anyway, let's say that generator times do go up to 90 seconds. That's a grand total of 50 seconds per game if they're done sequentially, or 20 seconds if they are efficient and work on separate generators. That's not really going to change anything. You'll still lose if you were going to lose.

    I think that some map balances like gen's proximity and pallete numbers and position on map should be changed and worked more on balance. Without touching gen speed therefore the game would be more fair i think.

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