Generator Repair Speed "Acceleration"

For balance, generator repair time should be increased, but with the potential to be faster or slower based on player actions.

As a survivor works on a generator, the repair speed will accelerate the longer a survivor continuously works on the generator. Once a survivor stops repairing the generator, the acceleration will drop down to base and start again. This will reward the killer with more time for getting survivors off generators.

Obviously, there are a lot of variables to account for with all the perks and items in the game, but think of this idea as vanilla as possible.

Comments

  • Interesting Idea! If you come up with any more details, please share them!

  • Hmm okay but what if 4 Man SWF, 1 guy keeps running killer around and the other 3 work on individual gens with no interruptions

    Omega speed gens

  • @Lambda said:

    Hmm okay but what if 4 Man SWF, 1 guy keeps running killer around and the other 3 work on individual gens with no interruptions

    Omega speed gens

    Personally, that'll be the killers fault for continuously chasing the one person. That's called tunneling.

  • @Nyxis_Fier said:

    https://forum.deadbydaylight.com/en/discussion/comment/750758#Comment_750758

    Personally, that'll be the killers fault for continuously chasing the one person. That's called tunneling.

    Well if it's a 4 Man SWF the person being chased would be the runner, the person who's job is to keep the killer away from the generator people for as long as possible, and even if the killer puts two and two together and thinks "Hmm maybe I shouldn't really chase this guy around anymore I should look for gens" the generators would've probably already repaired by then because of the speed boost they get

  • @Lambda said:

    https://forum.deadbydaylight.com/en/discussion/comment/750787#Comment_750787

    Well if it's a 4 Man SWF the person being chased would be the runner, the person who's job is to keep the killer away from the generator people for as long as possible, and even if the killer puts two and two together and thinks "Hmm maybe I shouldn't really chase this guy around anymore I should look for gens" the generators would've probably already repaired by then because of the speed boost they get

    But the thing is, if they stop due to the killer getting near, it'll go back down. Killer should also kick the Gen since it'll also make them have to redo it. I get that pop goes the weasel only activates when you hook someone. Or what they can do is, if someone has a purple tool box, to work it faster? In all honesty I think that'll be fair.

  • @Lambda said:

    Hmm okay but what if 4 Man SWF, 1 guy keeps running killer around and the other 3 work on individual gens with no interruptions

    Omega speed gens

    Yes, SWF is a whole different problem in its own. This might be another topic, but perhaps Generator Difficulty? For Non-SWF survivors, a generator will spawn with a corresponding difficulty based on a survivors rank for each. SWF would probably have their generators difficulty level raised depending on how many in the group.

    Generator Difficulty could effect; skillchecks, repair time, generator noise, progress revealed to the killer by the aura, the entity could block the generator for a time. Just throwing things out there.


  • @Lambda said:

    https://forum.deadbydaylight.com/en/discussion/comment/750787#Comment_750787

    Well if it's a 4 Man SWF the person being chased would be the runner, the person who's job is to keep the killer away from the generator people for as long as possible, and even if the killer puts two and two together and thinks "Hmm maybe I shouldn't really chase this guy around anymore I should look for gens" the generators would've probably already repaired by then because of the speed boost they get

    playing devil advocate, what happens if you face a team with all talented runners who are all red ranks in soloqueue? right now, when you play killer, your usually praying that they don't find ruin too quick or your praying they're bad and they fail a bunch of ruin skillchecks. You can win all the chases within like 40 seconds but still barely win/lose. I kinda wish they buffed dying light to not have negatives because that perk rewards the killer for hooking people, so if a killer is good, they get rewarded for their map presence, and if the killer plays bad, then the perk won't help them. Another solution they could look into is making all hex perks have no lit totems. If all of them are dull, people would have to cleanse every totem they find if they want to remove the hex and killer could use hex totems as win conditions. It would change totems from secondary objectives to almost primary objectives that survivor could lose by if not dealt with similar to how NOED works. This could indirectly extend game time. I don't really mind totems being like that, but my only concern would be that totems in my opinion take little skill to use. I like perks that you earn because they enrich skill in DBD but it is understandable for DBD has a large variety of perk-types.