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How do you feel about the speed of generator repair and the overall speed of the game?

Is this good?

For a survivor, For a killer,


Let me know what you think.

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Comments

  • WaffleyumboyWaffleyumboy Member Posts: 7,306

    Yup

  • FrankSRfromITFrankSRfromIT Member Posts: 59

    Personally they are two fast for me. I play Wraith (I just love sneaking up on survivors when I find them) and I am a new and not a very good Killer getting matched with players 8 ranks in front of me, so that doesn't help. But if I get a bad map, or start in a bad spot and can't find anyone to get a chase started, it sucks. Had a game last night that lasted 5 minutes at most. And this was with me trying to chase a couple times. Never was able to pressure and slow down gens and they were popping them off left and right, even with 3 people working on them. Game was zero fun.

    On the flip side though, I had a great match the other night (they were only 7 ranks higher, haha) were 3 gens were very near each other and it was by basement so made for a great 3 gen strat. So I was able to keep them off them and slow them down a bit on the other gens without giving up those 3. By the time they had 4 gens done I had eliminated 1 player, and almost another. Had a blast for about 10 minutes of cat and mouse with the last 3 gens. I ended up getting a 4k (which rarely happens) and had so much fun.

    So if I get the right gen setup, and am not over matched by survivors, then they are fine, but more times than not the gens are too fast for me.

  • Mattie_MayhemOGMattie_MayhemOG Member Posts: 103

    At the time it is so hard to evaluate the speed of the generators due to the rank disparity. Once we are playing against people of similar skill issues of balance should be the main focus.

  • Karl_ChildersKarl_Childers Member Posts: 669
    edited February 7

    The only part of gens that is possibly an issue is at the start of the game. At this point the killer is at a disadvantage as they need to find someone first to get their first chase going. If that killer finds someone quickly though, gen speed is completely fine (outside of maybe toolboxes, which I’m considering a separate discussion than base speed). If it takes a little time though, it could be bad. That’s why ScottJunds idea is definitely on the right track in giving the killer an assist at the start, but once they find someone and initiate a chase, that assist is removed.

  • Bravo0413Bravo0413 Member Posts: 3,486

    I have both seen and been apart of games where all of the gens are completed in under 4mins.... this imo shouldnt exist/be possible...

    So the gen speed is wayy too fast when you have players focused on the objective given to them.

  • ElkElk Member Posts: 2,253

    Games do go fast a good portion of the time as Killer. As survivor, when I play is 50/50 fast games and slow games. Another problem is wait times as survivor.

    A question, how come i have to wait to join a game to wait again for more people to join? Can i just skip the middle man and join in waiting for people in a server? I know i don't know the behind the scenes but i always wondered that.

  • GHOSTfaceP3GHOSTfaceP3 Member Posts: 1,165

    Obviously they go to fast

  • bgbombbgbomb Member Posts: 334

    As a survivor wait 10 to20 mins to play a 5to 7mins game isn't fun.

    As a killer three gens pop when i get my first hook is not funny at all(even with 30secs find people 40sec chase 10sec hook.)

  • OrangeJackOrangeJack Member Posts: 410

    I feel like they are way too quick as a killer. I can find a survivor instantly and down him in no time and still lose two gens by the time they're hooked.


    On the other hand m1ing gens is already boring as survivor.

    Perhaps a system where the longer you interact with the killer the quicker your personal gen speed is? Whereas people who don't interact and don't win chases against killers have longer gen speeds. if you're hooked it resets.

    So people who don't interact do gens at 90% speed and people who do get a gen speed buff 110%?


    I haven't thought about this very hard and how tunnelling etc would work with this ^

  • AssassinZodiacAssassinZodiac Member Posts: 148

    I would actually leave gen speed the same, but make the skill checks a lot harder. Only more difficult skill checks for red and purple ranks though. I would leave speed alone for new players, but needs to be a progressive difficulty on completing gens.

  • FeydFeyd Member Posts: 271
    edited February 7

    Honestly? Standard repair times are largely fine. Toolboxes, Prove Thyself, huge maps, and stacking on a gen are where things can get silly.

    Without any of those things, it can already be very difficult for average survivors to get gens done. So changing any of the base times is not a good plan. Prove thyself should be reworked to have nothing to do with gen speeds, stacking on a gen should have a much harsher penalty than it does currently, and toolboxes need to do something other than just improve gen times. Perhaps making working on one quieter or counter perks around gen auras like surveillance or discordance for as long as it's being used.

    Point is, you need to work only on the crazy outlier situations and not the general gen times.

    Crazy idea for prove thyself:

    "Escaping the killer in a chase fills you with confidence, granting you one token, stacking three times. Each token reduces repair/healing/cleansing/opening exit speeds by 9/7/5% but increases movement speed by 3%. At three stacks, gain the broken status. Being hooked removes all tokens."

  • FrankSRfromITFrankSRfromIT Member Posts: 59

    This makes sense, when I first started playing survivor, I would miss skill checks all the time, now when I play Survivor (I mostly play killer) I don't miss that many of them. I can't imagine how easy skill checks are for people that play all the time and our in red and purple ranks.

  • NamelessNameless Member Posts: 459

    I think gen time isn’t in proportion to chase time (especially with the amount of safe pallets) and the time to find survivors because of how insanely big most maps are. Low mobility killers really suffer the most because it takes ages to get from one side of the map to the other.

    items like toolboxes and keys are now even stronger, perks like prove thyself are just unfun to go against and as a killer you just sometimes feel helpless because survivors are able to hold m1 faster than you are able to find, chase and hook a survivor.

    Now that it’s almost guaranteed that you will lose around 2 gens before the game really started, killers get punished harder for mistakes than before as losing a gen is more meaningful now when you only have 2 or 3 left during the rest of the game.

    On the other hand I play survivor too and while it’s genuinely boring to do gens so I have always been against increasing gen time or something similar. If a new objective were to be introduced, it has to be engaging enough for survivors.

    I also suggest offerings like mories (and keys) and addons like Iri head get looked into. In my eyes they’re just as unfair and really make unfun and shift the balance of the game.

  • NickeleyeNickeleye Member Posts: 222
    edited February 7

    The game is way to fast. I have to commit to 3 gens way to early to be consistent. This strategy gets really old and stale.

    I can bring mori, camp,or tunnel to get a survivor out early. This strategy is effective but not good for the health of the game.

    The amount of toolboxes being brought in the past few weeks is compounding the issue. But its DBD... oneside loves to kick the otherside when their down.

  • InnCognitoInnCognito Member Posts: 528

    This game will NEED to follow a ranked system that changes gameplay as a person ranks up. So it begins to feel balanced. AN average ranking system will need to adjust the following.

    1. NUMBER of generators on map.
    2. Number of hooks on the map

    I know there will be the discussion of the following:

    • If the players are throwing games to lower the difficulty of the match.
    • SWF vs PUG, vs De PIp Squads. - What match quality changes could there be?
    • People creating "Smurff" accounts to avoid a certain rank.

    Ultimately the system may just be fine where it really only can be. Since people circumvent ranking systems all the time. It might just come down to not having a rank, and using a system that tips the scale of the match all together. So if it feels like it is moving too fast or too slow. It can compensate for that. Which would be a HEADACHE for programmers.

  • ABannedCatABannedCat Member Posts: 2,482

    While I sympathise with the time pressure placed on killer caused by generator-speed, I also try to see it from the other side.

    If survivors weren't able to pump out all 5 generators within 2 minutes, it would mean that in order to win the killer just needs to camp everyone on the hook to death, since the survivors have no meaningful way to punish it. Thus making fast generators a nessecary evil.

    Map design, and survivors stacking up 2nd chance perks are more of a problem in my opinion. If you have a big map like Mother's Dwelling or a map littered with zero-counterplay loops like Blood Lodge, there is really nothing the killer can do if survivors are determined to finish the generators. The chasetime and the time it takes for killers to patrol generators is what causes the imbalance in my opinion.

  • VetratheneVetrathene Member Posts: 814

    I think the gen speed times are too fast for most killers without mobility. But I think just increasing gen times would be boring. I think to make it so survivors and killers interact, survivors should have to find fuel and parts to repair gens, or at least make them repair faster. So Increase base time on gens by 150% but make it that if you find a part or fuel it returns them to 100%, and then 90%, and capping out at 85% for finding three of these items.

  • WaffleyumboyWaffleyumboy Member Posts: 7,306

    I think games go too fast, and players aren't able to do everything they need to most times.

  • FeydFeyd Member Posts: 271

    Honestly, a good way to change that is to remove the hook timer altogether. Camping is now utterly pointless. Everyone gets three hook phases (replacing the struggle mashing with a simple give up button), and now we can slow other things down some.

    Can still leave the penalty for trying to Kobe as three failed attempts will put you into struggle phase. Have it so that if you're the last survivor in the trial and you were already hooked, it just kills you instead of drawing it out.

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