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DawnMad

DawnMad

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DawnMad
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  • Im suprised its this close actually. My reasoning is fully personal, I like the stealth aspect of Ghostface a lot more.

  • DLCs for characters and shard for cosmetics is my motto. I like spending the shards I saved up playing on cosmetics to show off, feels better than just paying for those cosmetics.

  • Current changes make him too slow and frustrating to play compared to some other killers imo. In the current state I dont have much fun playing him.

  • Ruin was unhealthy for new players and was too unreliable for the killer. We need a different way to balance early games.

  • TLDR An angry person making assumptions and claiming that they are facts.

  • @chase131119 said:

    Hit validation hasn't been added yet, it's being added to the PTB tomorrow.

    Didn't know that, this thread is for another day then. Cheers.

  • Deathslinger isn't weak in 1v1s at all, he is actually top tier in the right hands. He can nullify most loops and most windows. Most of your suggestions would make him even better at 1v1s which is unnecessary in my opinion. His problem is his lack of map pressure, he loses less time from actual chases and more time patrolling/finding survivors, which can be overcompensated by perks. I believe all killers should have upsides and downsides so Deathslinger is currently balanced enough. On the other hand, he isn't very fun to face personally because of the very minimal counter play against him in chases. If anything, I would prefer some tweaks to him instead of buffs or nerfs.

  • @zone_dymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1258620#Comment_1258620

    I will say that I dont understand the VPN thing entirely.

    VPN makes it seem like you are for example in London when you are in China, ok, but doesnt the game seek for a server with low ping to you? and not so much based on location?

    Or is that how a VPN works? that you connect to london with a 500 ping latency, and then london connects to a server closeby with a 30 ping latency, unknowing its actually a 530ping latency?

    If you connect to the game through a VPN in London, then the connection always go to London before it comes to you. Lets say you are in Russia, if you connected to a game server in Russia with this VPN, the data would go from the game server in Russia to the VPN in London, then back to you in Russia. So you would get the least ping in London, which would be still high. This is as simple as I can get while being mostly true.

  • Stat wise Freddy.

    Capacity wise Nurse, Spirit and Billy for the top players.


    And lastly my unconventional opinion, Deathslinger. Against really good deathslingers every corridor, every window and basically every loop can become a death trap. He doesn't have much counterplay since other than pallets, the moment he gets LoS he can get a hit (if he is good).

  • @elvangulley said:

    Because people still want to use them if you hate them so much dont use them simple as that and if you are a survivor that doesn't like them then o well suck it up i dont your second chance crutch perks or comms there still in the game

    Found that one guy in every post.


    To answer the question of OP, they aren't changed yet because they aren't a priority. Not many people use them these days (and I hope that stays the same with the new rift), and not many people complain about them. Its probably on the list of things to do but so far down that it will be never be the time to change them.

  • Not friends, but something similar. I'm talking about those people I face against when I play killer. They try to be toxic as much as they can. They crouch spam on pallets or blind me while injured, they get downed right after I break it. They try to 360 or not throw a pallet thinking Im a moron who will let them loop me more, they get downed right away.

    These people are pretty close to friends for me from how many games they have made much easier for me. As a survivor, I don't really care about them since they are as useful as the Claudette crouching around the whole game or literally 90% of the people I play with who self care in a corner all day. I'm sane :)

  • Can't say for sure, as usual as a red rank I have always been matched with rank 10+ survivors (and some rank 4) who, the second they get hit or get unhooked, go to a corner and self care no matter what. So yeah, I don't think its as big of a difference as you think for majority of the people.

  • To be frank, the "Survivors can prevent it by cleansing totems" argument always bugs me because if someone has ever played solo survivor, they would know that that wouldn't be ethical at all.

    Don't recommend me to just cleanse all totems, I will need to find all 5 totems myself in a solo queue and that's way too much effort to negate a perk the killer MIGHT have which MIGHT activate.

    Don't recommend me to bring Detectives Hunch, Small Game or a map for it, I'm not gonna bring this for the same reason. A perk the killer MIGHT have that MIGHT activate.

    And yes I don't have friends to play with most times :)


    Other than the totem issue (which I hope devs will look at someday, I will be happy when we get a totem indicator next to the gen indicator), let me say this, I'm not a very good killer. When I face good SWF teams who can coordinate and loop, usually when the gates are powered 3-4 of them will still be alive. If I have NOED in these scenarios, sometimes I can down, hook and kill 2-3 of them before the other(s) escape.

    Don't get me wrong, I don't find this fair at all. I should be penalized in these games, instead I'm being allowed one hit downs and faster movement speed that the survivors can't do much against in a chase. I usually pip/black pip just because of a perk in a game I would otherwise leave with 1, if I camp the last guy and there is no BT or DS, maybe 2 kills and depip.


    TLDR; Totems need QOL update for solo queue, I have no friends and I believe NOED isn't fair (don't curse at me blindly if you haven't bothered reading everything above).

  • Traps are dangerous enough to be scary, easy enough to manage and good at slowing the gen speeds. Stealth and dash attacks are good for both sneaking up and chasing, both not at all annoying or feel unfair for the survivors. And finally, a chance to boop the snoot to gamble ones life. No idea why people like to face this killer honestly :)

  • @Brodie said:

    I find it hilarious that 2 of Dwights' perks are speed boosters yet most hide away in a locker, bond ties u to ur team mates aura.. can't see those hidin away, hmmm, but don't force Dwight to do gens for all our sakes, we don't want them blown up straight away

    Well its pretty obvious for me. Leader lets Dwights teammates heal him faster so he can get in a locker faster. Prove Thyself is so dwight can finish a gen faster so he can get in a locker faster. Bond is so... actually why does bond not work in a locker? This is madness!

    Dwight for life!

  • Come on, even if "Crouching repeatedly" was, quote and quote, "fixed" community would create a different way to be toxic. Problem isnt the crouching, it's the people being toxic.

  • The matchmaking working as intended, or you being on a low rank which I doubt since you are here promoting a build. Like I said, a good survivor (unless out positioned) would still last loops after loops to down if you dont have anything in your arsenal to cut the chase short. On top of that a good team which spreads out would give you no chance to stop gens from being done or catch them out positioned because, Im repeating, Distressing.

    Maybe if you protect 3 gens the whole game, but then you would be the one suffering mate.

  • @Waffleyumboy said:

    I agree, straight up buff add ons are just boring imo.

    @Lexilogo said:

    My favourite URs are always the ones that, within reason, change a Killer's playstyle significantly. Sometimes that can be a simple effect like Wraith's URs, other times it can be more complicated.

    Less liked are ones like Iridescent Head that are just strong as hell. In my opinion the meta Killer Addon setups should involve mostly Rare addons and VRs, never URs.

    Least favourite are the ones that are just bad.

    Sometimes there's overlap: Eg. Nurse's URs are terrible, but I like that they at least make her different, I just wish these different effects were viable.

    I think the thing I lament the most is that, in my opinion, Scratched Mirror is the Addon that feels the most like what an "Ultra Rare" IMO should feel like. Don't get me wrong, I could do without those bad jumpscare myers games where I get a crappy map for him and just get looped, but it's just a totally different experience for both sides and it's a friggin' VR.

    While some informational URs are fun to have, I personally think Survivors should know when I'm running an UR. Instead of "oh yay, I can keep track of gen progress" I much prefer transforming a game into a highly different experience and forcing Survivors and myself to change our playstyles.

    Nice to hear that its not an unpopular opinion.

    @ZFennecFox said:

    I have been playing since Clown was released and I honestly feel like there fine. Huntress makes me a bit angry but thats only because of bad hitboxes not the add on its self.

    I don't think they should be changed at all.

    With a good player these addons give those killers reliable ways for instant downs when their base kit doesnt. I feel like a single addon giving this much power isnt good. If you think those killers need this power then something similar should be added to the base kit, I personally dont think either of these killers are balanced with their iridescent addons.

  • So you are using 3 perks and an addon to keep survivors injured. They are only getting a 16% slowdown for it (but if they arent even gonna heal that just a little slower gens) and they are able to be one shot but you stay as a 115% m1 killer with the survivors being able to hear you coming from much further away thanks to Distressing. Maybe against avarage teams this would work but against teams that can loop, not really.

  • Claud for survivor. I dont hate the character, I hate the 90% of the players with a specific play style who use this character. You know what I mean.

    Deathslinger for killer. I have seen a few Deathslingers who you can do nothing against. You cant loop em, you cant run away, its like the old Nurse in some maps, you are completely powerless against masters of the killer.

  • Bloodlust means an impending doom for the survivors. Survivors are bound to be caught, the only question is how long they will last. As the developer mentioned, a bloodlust of 3 requires 45 seconds of chasing, which is awful for a killer. Even a 30 second chase is bad which is when you get bloodlust 2.

    I dont see a reason to remove it, currently only time you see bloodlust be significant is when you loop a tile for very long, which then can be reset by a pallet if needed. The killer getting bloodlust when you are running in a straight line is totally fine by me, it doesnt even remove a second from that chase if you do the math.

    Lastly, I really dont see a reason to remove a killer favouring mechanic while we dont have any problems with games favouring killers or anything. Maybe after the map changes in the next mid-chapter and in the future updates we will see just this, but not currently.

  • You can edit your perk colors, you can change game settings from files, you can even delete the intro video to load the game more quickly. BHVR says you shouldnt because they have not much control on the anticheat they use, if the anticheat detects that some important files are touched, you may get banned and they wont be able to do much about it. These things I listed are some of the okay things but you still should research guides or such to not mess up anything if you arent sure what you are doing.

    Yeah the hacking has gotten bad recently, I hope they do something soon.

  • @MetroSlayer_DC said:

    @Waffleyumboy A killers skill cap ain't that high all my killers are for bloodpoints so they stay at lvl 15 always and I can use cheeky moves on a survivor who's rank 4 and still get him down. Yeah hes looping a lot but with blood lust it don't last at all. While survivors have an actual REAL skill cap to reach.

    Actually Im with him on this one, by the way you describe you arent playing actually skillfully against those survivors since you mentioned using bloodlust to end chases. If you face actually good swf teams you will see your methods wont be even close to enough.

    @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232797#Comment_1232797

    I think killer has a higher skill cap, you need to use your power and efficient looping is harder because you need to learn which loops are mindgameable and how to mind game. You also need to learn how to distribute pressure and keep tabs on survivor locations. Just tracking alone is a huge aspect that takes a lot of skill.

    I believe killers do have a high skill cap too but I just believe survivors have higher because of all the mechanics they need to master with their mistakes being much less forgiving than killers. If a killer messes up a loop the chase only lengthens by some seconds, but if a survivor does they will most definitely get hit or get downed.

    Also I find looping with survivor harder since you need to manage sprinting efficiently, parallel to walls and without bumping into anything while keeping an eye on the killer at all times, who is generally behind you.

  • Information perks are never seen in meta while chase and second chance perks exist. Spine Chill counters (or just helps majorly against) all stealth/stalk killers and some more like the Spirit. I believe it is fine since the way it works is very vague and can be somewhat prevented by killers who realize you have this perk.

    So its just a strong perk, we got even stronger ones too and everyone uses these so the game is being balanced(!) around them. Why nerf them when they can instead make more perks stronger and competitive with these?

  • If the killer is facecamping, you know you cant get a save without a trade and still go in instead of doing gens, sorry mate but this is kinda on your team. By the time that guy died there could have been 1 or none gens remaining and the Buba would go home with an easy depip while 3 of you escapes.

    Dont get me wrong, facecamping SUCKS for the guy being camped and something should be done. Your point of it being strong or viable is completely wrong, its as good as survivors let it be.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232726#Comment_1232726

    High skill cap as survivor. What exactly about survivor is skill based?

    Stuff they share with killers like efficient looping (harder for survivors), mind gaming, using sounds (harder for killers), memorizing hatch locations, pallet/window knowledge for all maps, memorizing every survivor/killer perk and such.

    Stuff that are specific to survivors like flashlight timings, getting fast vaults, controlling scratch marks, great skill checks, memorizing totem locations and probably more that I cant remember off the top of my head. Also survivors have to learn to deal with every single killer, so a skilled survivor is also experienced in every single killers mechanics.

    There are a few other things like Dead Hard timings, Sprint Burst on demands, memorizing the best ways to run every single tile (sure useful but you wont always follow a pattern), timing pallets against chainsaw killers etc that I dont count as very "crucial" but maybe you do, so Im mentioning them here too.

  • @Dehitay said:

    Killer is easier to pick up, but the survivor skill ceiling is higher than the killer skill ceiling. So killers are going to be stronger at lower ranks and survivors are going to be stronger at higher ranks.

    Definitely this. Survivors have a higher skill cap but until you reach it killers are on advantage. The thing is, against a team of skilled survivors the killer will be on disadvantage, but those teams usually never happen when solo queuing.

    Also you should play both sides if you want to get better on either. A killer who doesn't play survivor or vice versa can only get so far in the game.

  • So here is the actual math, a survivor has a base speed of 4.0 m/s and a 115% killer has a base speed of 4.6 m/s. When a survivor is hit, the killer gets stunned for around 2 seconds where the survivor gets a 6.0 m/s speed for 2 seconds. This would create a distance of 12m which the killer would cover with 0.6 m/s for the first 15 seconds, 0.8 m/s for the next 15 sec and so on. Finally, a lunge attack lasts 0.3 seconds and has a 6.9 m/s movement speed.

    So if a survivor just holds W after getting hit once and the killer doesnt use any powers or perks to aid him and lunges at the end, it would take around 18 seconds to hit the survivor again. Not even enough for a gen to pop if 3 people were working on it with Prove Thyself.

    Im repeating myself here, this is without any powers or perks, I can count you many and many killers who can get a hit way faster than this if the survivor was just holding W. You are welcome.

  • Well thats 2 opposite answers, if anyone can test it I would appreciate it.

  • Survivor: Ofc Sprint Burst, exhaustion ftw.

    Killer: Stridor, my Spirit doesnt need much else :P

  • @DYNAMICskills7 said:

    ...it feels like it’s underexagerated. I have ping spiking from 44 to 60, but it feels like I have 120 ping from old peer to peer connection. If I had 50 ms on peer to peer it felt instant. But dedicated not so much. It’s weird.

    Also shoutout to gaymyers and forum management in general for no chance of a defence with bans given and promoting bullying. 👏 might be my last post.

    Because that is exactly how it works. With the dedicated servers now both the killers and survivors have ping. In a best case scenerio where both the killer and the survivor has 60 ping, they would see each out 120 miliseconds late.

  • @OBX said:

    So you are frustrated that YOU chose not to exit to try and deny the killer his/her K? You could have left, ran unbreakable, or perhaps the killer got DS several times in that match (you know, the totally fair 2nd chance perk) and decided not to risk it. Either way, just move on to the next match. Killers are expected to “just get gud” when gens are blazing away. Lol the entitlement

    "YOU chose not to exit to try and den..." Uhhh, what was that emblem called? Alturisb, Alturisk or something. Rings a bell?

    "Just run Unbreakable" Sure, why not just bring every single perk to a match right?

    "Perhaps the killer..." You do realize you are making an assumption right? Cause if not it would be a weird way to back up your claims...

    I hope you got my point. This random toxicity is just awful in every way.

    @Cassandra_Alexandra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140288#Comment_1140288

    i think you missed the point of my post plus you’re making assumptions. I didn’t choose not to exit. Where was that in my post? I tried to crawl to exit as said in my post. I can’t run unbreakable after the fact. I believe he got hit by one DS, but I don’t see how that justifies this instance of petty behavior. Explain to me how I’m being entitled when I’m simply asking that I be hooked & sacrificed? Geez.

    Yeah pal, some people just feel the need to show that they are "better". They think downing a survivor means they are a better player than them when the whole point of the killer and their loadout is to do that a bunch of times. My recommendation is to just open a video or such in your phone while these people bore themselves to death, works well when waiting in queues as well. Cheers.

  • I'm not disagreeing with you and I haven't faced enough Doctors to have a solid idea about this. As far as I've seen, the 1.5 sec cooldown he has and the slowdown he gets while charging his ability gives you enough time to react in most cases. If you were able to counter him in every situation that could remove his loop potential, which would be really bad for the killer. But again, I'm not sure if a small tweak would be for the better or the worse.

    I just wanna add that the stun survivors get after shocking is around 2 seconds as well, Doctor's cooldown was deliberately lowered below the survivors because previously it let survivors drop pallets before the Doctor was able to even attempt attacking them.

  • If its not already, the "3 hook rescue" daily ritual should only count safe hook rescues like everything else. This is exactly why its like that in rift and for the We Are Gonna Live Forever perk.

  • A new gamemode probably will not happen until the current one gets its major problems fixed, which may take a long while.

  • @thesuicidefox said:

    Take away great skill checks on repairs. Toolboxes no longer boost repair speed. Instead they give great skill checks. The better the toolbox the more frequent the skill checks and/or easier the great skill check zones. Add-ons adjust these variables.

    Also change BNP to give a speed boost to repair (maybe 15%?) but at the cost of using the toolbox faster than normal (maybe 60 charges).

    You are suggesting toolboxes to do the same thing, increase gen speed, but at a slower rate and more inconsistent. For lower levels this would make toolboxes completely useless and for high levels it would still be too inconsistent to use over something like a Med-Kit.

    This would also make staying on gens without a toolbox even more boring than it is. Now you have to hold M1 for 80 seconds, if great skill checks are removed you may as well sleep at that time. I would prefer a simple numbers nerf a lot more to this.

    @MrMisanthropy66 said:

    https://forum.deadbydaylight.com/en/discussion/123930/make-toolboxes-give-great-skill-checks

    I think there might be something here. What about repair boosting perks, prove thyself, spine chill, resilience? I like the idea tho. Although keys and mmoris should be gone first imo

    To be frank Prove Thyself doesn't add anything, it just removes a single speed penalty for working together on a gen. Resilience and Spine Chill both has harsh conditions to be active and together only give 15% speed bonus so I say they are pretty balanced. They said they are refraining from adding new survivor perks that affect gen speed and I believe that is already enough.

  • Both killers and survivors can body block. It doesn't become "trolling" just because those killers don't like this mechanic. So don't worry about those players, they are just salty, people report for everything these days.

  • That's why I always brought Restraint addons when I played Doc today. Even if they don't scream, their aura will get shown.

  • @AvisDeene said:

    Im pretty sure that Killer mains aren’t upset with the Ruin nerf on its own, but more upset with the devs for not fixing what Ruin covered up, which is how fast matches went and how stressful it makes playing killer.

    If devs had fixed those issues long ago, I don’t think you’d see as much complaining as you do now. I could be wrong though, people love to complain.

    Basically this.

    @[Deleted User] said:

    • Proper Options Menu

    I'll never stop bashing on the poor excuse for "options" we have in the game right now.

    If you mean the graphic settings, if I remember correctly it was to keep players from doing adjustments to gain competitive advantages, since the foliage and the fog are both important parts of gameplay here.

  • @supersonic853 said:

    Been playing whispers survelliance new ruin and bbq (want to find a replacement for bbq maybe put on m and a so i can do the aoe shock while in chase since my tr will be bigger or would distressing be better?) But yeah hes definitely easier to handle and im impressed with new lerys. Whats your guys's thoughts so far?

    M&A, when combined with Calm addons adds a lot of stealth capability to the Doc while on cooldown and still gives a huge radius for Static Blast. Its pretty effective.

    Distressing increases his terror radius at all times. You can use it for higher radius especially if you aren't using Calm addons.

    @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017099#Comment_1017099

    Does unnerving presence and distressing still work for the doctor?

    Yeah, Doctors skill checks are mostly the same. With the Snap Out of It changes and the new Static Blast, survivors will be in Tier 3 much more often, so Unnerving will have a bigger effect on Snap Out of It skill checks as well.

  • @RKK said:

    @PrettyFaceKate So you would want 15 seconds along with it activating regardless of terror radius? Yeah buddy, that's completely unbalanced and 15 seconds is an exceeding long time. It allows the unhooked person to run a total of 34 meters or sometimes more depending on perks. In my honest opinion, it should be the same as a styptic which is 8 seconds as well. This wouldn't change BT's fundamental purpose which is anti tunnel since it would still work as that. As the unhooked player you can still take the hit if the killer decides to tunnel and also this would prevent people playing offensive with this perk due to the long timer.

    Then either just accept that you will have to hit him twice, or even better don't tunnel the unhooked survivors at all. It's not going to get changed so you can wait it out and tunnel those people.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008423#Comment_1008423

    https://forum.deadbydaylight.com/en/discussion/comment/1008455#Comment_1008455

    https://forum.deadbydaylight.com/en/discussion/comment/1008465#Comment_1008465

    Apologies if it wasn't clear - I do plan to share all of the data I've gathered, as far as practicality allows. Unfortunately, there's a huge amount of it - over 1000 people responded, and there were 15 questions in the survey, some of which weren't simple multiple choice, so essentially there are about 15-20,000 pieces of individual data, and I can't fit every single one into a forum post.

    I will put everything that I reasonably can into that post, which will include statistical data on all the points I listed above, along with extra graphs comparing relationships between data sets that I find interesting. What I'm asking here is if there are any pieces of information that you guys are particularly interested in, so that I can make sure that everything people want to know is included in the post 😊

    Multiple choice questions in a pie chart or a graph form would be amazing. For the rest, you could make a list of the "most used words" if you would want to spend the time. Otherwise, the data for the multiple choices alone is enough for me.

  • All the data would be nice.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007230#Comment_1007230

    I mean cmon, you do kinda want the good guys to have an advantage. The game is balanced around solo Q, and it's only really a problem if all 4 survivors are very good players, or are SWF and also good players.

    That's usually not the case, so most matches are in the killer's favor. There is a reason every killer has above a 50% kill rate.

    You are saying it yourself. The game is balanced around survivors not being good at the game, so against 4 optimal survivors no killer has a chance. The game needs to be balanced around good survivors facing good killers and the ranking needs to be reworked to match these people with each other.


    Also what do you mean by "good guys need an advantage"? This isn't a movie, this is a game.

  • Now that the Rank Rework "Initiatives" stage in your roadmap is coming up, what additions and changes to the ranking system should we expect?

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004475#Comment_1004475

    As I said in my post.... the people that play like this obviously don't care that they aren't getting points. They obviously don't care that they aren't ranking up and/or deranking. So those penalties are not enough. If they cared about those things they wouldn't be hiding the whole match. Those things are not enough.

    It doesnt matter if they care about it or not. If they do nothing, they wont pip. So you can play for yourself, get to high ranks and avoid most of those kinds of players.

  • @ReallyBigShoe said:

    Instead of bloodweb things for prestige (cause I think they need to make the grind less overall for everyone), how about actual usable features?

    My idea is - for each prestige level to a character, unlock a loadout slot for that character. Loadout's can be complete kits. For survivors it would include perk builds, items, addons and even offerings. For killers it would be power addons, perk builds and offerings. Hell, even cosmetics for those specific loadouts. I think people would love this feature. Not having to switch perks individually to change to a build with a different purpose.

    I would love to see this in the game. Having loadouts to create for different play styles and being able to optimize them with ease would be really fun.

  • @sorrowen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002079#Comment_1002079

    Hey man I was just guessing and those speeds aren't counting toolboxes or prove thy self. Anyway still too fast unless you are a total potato and can't hit skill checks...

    It is really fast compared to everything the killer has to do, definitely agreed. But you still wrote wrong information and believe me, even without any proof a lot of people believe those without a doubt. Be careful with that.

  • @Peanits said:

    Just going to start by saying that I didn't read through the whole post (little busy at the moment), I skipped to the TL;DRs, but I'd absolutely agree that getting matches like that would turn someone off of the game. We're looking into matchmaking issues at the moment, and if all goes well, we're hoping to share some more info on that later this week (no promises, fingers crossed).

    You guys mentioned a bug about the game reading killer ranks differently before the holidays if I remember correctly. Do you think that is the problem which causes these kinds of games?

  • @sorrowen said:

    I wish I had a gen speed chart I know the normal gen speed is like 80 seconds or so. And with 4 survivors its around 20 seconds with 4 survivors.

    Wrong. For each other survivor working on the same gen you get a 10% speed penalty. More than 2 people working on the same gen is a waste of time.

    1 person 80 sec

    2 people 44 sec

    3 people 33 sec

    4 people 28 sec

    Do your research before misinforming people.

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