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My idea on how to slow down Gen Rushing

I mostly play killer, I live me some Freddy man, but there's a lot of times where after I get my first hit, two or three gens pop right after another. And it's quite frustrating knowing that I got even less time to try and do my thing when the game started only a minute or two ago.

My idea is simple, a double edged sword sort of thing.

Make a secondary objective that helps the gens be repaired faster while ignoring the secondary causes the gens to be repaired a lot slower.

My idea is:

Make the Gen repair take 2-3 times longer. Additional survivors only marginally make it faster, so at best it takes nearly two minutes of working on a Gen to finish it.

To compensate, the secondary objective would be actual parts in the map for the generator to be fixed making it easier. Things like a jug of gas to fill up the generators fuel, new gears, wires, and other parts that would be able to work for them.

Five parts for five generators. So 25 parts in total. As well as making it so that once a part is used its gone for good making you strategically decide which gens need the parts.

One all five parts are replaced or repaired, then you can speedily get the generator going then go on to either work on another generator or find more parts.

They'd be hidden throughout the map. Say in chests, drawers, the basement, and so on. So you'd have to actively avoid being detected by the killer while you're being hunted as you decide if you want to take it slow with the repairs or search for things to make the repairs go faster.

It's just an idea I had. I've always found it odd that survivors just hop on it and rub the sides til it's done.



  • BeardedMenaceBeardedMenace Member Posts: 215

    I mean, I like your idea of another objective. But not finding parts, it's to much like Friday the 13th then Imo. Isn't the new "glyph" thing coming a new objective? I swear they said it was. Not quite sure what the glyph is. I'm down for another objective, I just don't wat it to be something stupid.

  • ToxicMyersToxicMyers Member Posts: 1,295

    2 minutes for 1 generator? This has to be a joke right. That's the most boring idea that they could implement. Creating a second objective that's gen parts? Sure but decreasing gen speed is ridiculous. Also make it where they need 1 part for 50 percent of every gen. 1parts for gen and they can't get past 50 percent without that part.

  • BeardedMenaceBeardedMenace Member Posts: 215

    Then killers would just camp parts so no one can escape.

  • ToxicMyersToxicMyers Member Posts: 1,295
    edited September 2020

    How would they know where the parts are? And if they find them the parts dissapear when they are within 16 meters

  • MapersonMaperson Member Posts: 1,703

    Yeah man, Im also down for something new, I don't want to increase gen time bcs no one want to sit on a gen for two minutes.. I'm really hoping they will do something interesting and unique..

  • KingFrostKingFrost Member Posts: 3,014

    I don't think this fixes the problem. It just gives the killer more territory to search. Instead of checking to see if survivors are on gens, they have to see if they're on gens or getting parts. They could be doing either.

    The biggest issue is that killers lack early game pressure. Survivors can sit on gens, get 3 or 4 done, and have little to nothing to show for it. And while they CAN comeback thanks to snowball potential, all it takes is two good survivors to end your game.

    -Survivors should start with the oblivious status effect.

    -Killers should see the survivors starting aura's. This gives them a good idea of which direction to go.

    -Survivors should also spawn together. No more spawning on 4 different gens.

    Just a couple ideas that would help killers with having some early game pressure, without affecting gen times at all.

  • Physology101Physology101 Member Posts: 3

    Okay hear me out. What if instead of trying to slow down gens, we make it where after the gen is repaired the survivors have to activate a switch which closes the circuit between the exit door and the gen that was just completed. There would only be five switches for the five gens but they would be randomized around the map for each one. And after a gen is completed the switch related to it will have its aurora revealed to the killer but not the survivor. And the switches would have the same amount of time as the switch for the exit gate. I think this would buy the killer sometime and allow the killer to continue to put pressure on the map even though the gens are completed. And there could eventually be a survivor perk where survivors could find the switches in a certain range.

  • MrPeterPFLMrPeterPFL Member Posts: 636

    It takes 80 seconds for one survivor to complete a gen, not 40.

  • ChinanumawaaanChinanumawaaan Member Posts: 131

    parts idea is good, though they shouldn't be essential to be able to repair and should only allow the current repair time. without the part lets say its x3 longer.

    It wouldnt be a bad idea to have survivor categories for the characters that will encourage a spread of perks. The meta perk stacking is a bland issue. Can have your team supports, loopers and repairers idk whatevs. Maybe even some perks share cds with other survivors if they are using the same perks. This could work well with the parts idea drawing in some sort of character expertise and roles.

    The blood web idea for killers is junk, such a terrible system that makes killers avoid variety grinding to get a killer playable with the right perks after they've already purchased them. If you dare playing your new killer at certain ranks you'll just get gen rushed. But the parts idea and maybe the roles idea together can help breathe some life into the variety this game could have.

    so yeah, make the game more dynamic for survivors and by doing so, bring variety to both sides by making time poor killers more viable.

  • BlueberryBlueberry Member Posts: 10,180
    edited September 2020

    I like the idea. You could also attach the slow down to totems as well. So the more totems broken the less they slow gens down. This would have the added bonus for survivors of finally get a totem counter as well.

    This essentially makes totem cleansing a little less completely optional. You could choose to still power through and ignore them though.

    This honestly seems the easiest to implement.

  • KurburBingKurburBing Member Posts: 36

    I think early game pressure is the biggest balance issue around generators.

  • sad_killer_mainsad_killer_main Member Posts: 785

    Bringing back old ruin.

  • timbolognatimbologna Member Posts: 348

    There's generator perks in place

  • Sandwich_JesusSandwich_Jesus Member Posts: 265

    So these parts would they be able to drop them or will it be tied to that player

  • ReZ_Snip3rYTReZ_Snip3rYT Member Posts: 5

    I play both sides I would agree with you all but its already killer sided if anything they should remove lunge attacks.

  • ReZ_Snip3rYTReZ_Snip3rYT Member Posts: 5

    I know they're not gonna change anything we all know.

  • Kumnut768Kumnut768 Member Posts: 789

    nothings wrong with gen times the issue is map size so you know how everyone says "just pressure gens" and with a map like coal tower or wreckers yard which is small you can actually do that walk there in 15s and interrupt it and start building pressure because there are maps like ormond and mothers dwelling where it takes you like 40s just to walk to the other side of the map. doing gens is the most boring part of survivor no one just wants to do gens increasing gen times would make the game miserable for all players it would make killer stupidly easy and make survivor boring

  • Kumnut768Kumnut768 Member Posts: 789

    old ruin needed to go, whether you like it or not it was busted, old ruin was just a band aid for poor map design, on maps like chapel and coal tower you would never need ruin

  • DwinchesterDwinchester Member Posts: 961

    Here's what I would do. I'd have a perk that like slows the game down a little bit. It would be bound to a hex totem, and as long as its active, you would have to hit a great skill check to keep advancing the gen. If you hit a normal skill check, it would short out and halt progress. It would be called like hex disaster or something like that.

  • SoulKeySoulKey Member Posts: 338

    Finally a comment worth reading, whoever is complaining about gen rush now is either bad or don't know how things used to be a year or two ago. Now killers have been buffed, new killers are decent and new perks to stop gens have been added (hello pop)...it's totally fine now and people just complain because they get rushed one game out of 5 or so and mainly because they didnt put pressure.

  • SoulKeySoulKey Member Posts: 338
    edited September 2020

    As someone who mostly play survivor, i can assure you old ruin was way weaker than the current one. For those who are able to hit great skillchecks (or even gen tap) no problem, ruin didn't even make any problem for them.

  • DwinchesterDwinchester Member Posts: 961

    As someone that mostly plays killer against high level survivors, I can assure you that old ruin was stronger.

    Gen tapping took a ton of time and no one can hit 100% great skillchecks. They spent a few minutes looking for it, which bought you time. People dont even bother cleansing new ruin.

  • PanicSquidPanicSquid Member Posts: 655

    Consider this: Buff the base gen regression rate. This would make new ruin more powerful and wouldn't add anything mechanically to the game. If gens can regress faster, it would slow the game down some, assuming you regress the gens.

    Then find some other way to make survivor less boring.

  • ChinanumawaaanChinanumawaaan Member Posts: 131
    edited September 2020

    This is literally what the idea is, to make survivor less boring and let them see a greater variety of killers instead of bubba, freddy and spirit all the time.

    Look for parts, match to missing part of a particular gen, repair gens.

    Give an actual element of stealth to the game instead of hey teabagging, chase me killer or just doing gens.

    Also anyone that thinks that its stacked in the killers favor is not a team player in a game that demands team work.

    Further to the idea though, the parts could replace the toolbox and can be dropped in the same manner.

  • lostboylostboy Member Posts: 89

    You slow it down with hope. As soon as you smack one to the ground who is healthy with that they all instantly get off gens.

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