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Gen speeds needs to be discussed

So lately I've noticed gens are getting done in less then 4 minutes.

I think that's rather ridiculous that gens can be finished so quickly. Now it forces killers to camp/tunnel.

Devs please do something about this. Because I want to play a game that's more then 4 minutes.

Sorry I needed to vent about this.



  • MarigoriaMarigoria Member Posts: 6,090

    If you want to play a game that is more than 4 mins, which most of mine are, just play legion with thana, dying light, ruin and some other slowdown.

  • DaddyMyers_MoriDaddyMyers_Mori Member Posts: 374

    It's not that bad atm, but it looks like they are going to nerf / rework meta perks -> gen regression perks including. Then it will be a problem.

    Same can be same for survivors if they lose BT / UB etc.

  • DaddyMyers_MoriDaddyMyers_Mori Member Posts: 374

    I will rather not. If there will be enough players doing version of forever freddy, then Legion might get same treatment as him. RIP Freddy

  • ViskodViskod Member Posts: 845

    With Lethal Pursuer I can routinely get a hook before the first generator is done. Depends on the map and the type of survivors if I can snowball into more before the first one is finished, but with LP's information you can start your first chase in the direction of the other survivors and if you're lucky the person you start chasing will run right into them forcing them off the generator they are on.

    But on some of the larger maps if you can't heard that first survivor into the others with that opening chase, even if you hook them before one is complete, you're not going to have the time to even reach the next survivor before a generator is done.

  • DaddyMyers_MoriDaddyMyers_Mori Member Posts: 374

    Yeah, I don't think gen speed is that big issue -> before meta rework. I think spawns rng is worse.

    If you have survivors spawned on different gen each, you are screwed...

  • ViskodViskod Member Posts: 845

    That's one thing using LP will show you. More than where they are its shows you the complete BS of survivor spawn locations. Half the time its 2 and 2 with each pair right on top of a generator or 3 and 1 with same thing, and like you said, sometimes they are all spread out but still close to a generator each.

    With CI the furthest three generators may be blocked, but that doesn't always work in your favor, you still have to find the survivors, and if they don't have a generator to work on they'll cleanse or boon totems or stealth around and hide.

  • DrDeepwoundDrDeepwound Member Posts: 2,557
    edited June 10

    I realized this long ago in my Legion main dayss running Discordance, you realize how often within seconds two are on a gen. Its basically every match

  • DaddyMyers_MoriDaddyMyers_Mori Member Posts: 374

    Yeah, CI is kinda random. I had many games as a survivor where I found out there was CI in endgame chat.

    LP is good on killers with mobility. It's kinda wasted on normal / slow killers.

  • GillyBeannnGillyBeannn Member Posts: 473

    So here's the real problem. A solo gen takes 80 seconds to complete and for one survivor, it's just holding m1 the entire time which is really boring and not interactive. Increasing the speeds on that will just be more miserable and more of a chore then something fun. Survivor spawns and Map sizes and map design are the real problem. 4 survivors spawning on separate gens is very broken and it just guarantees them a free win. Survivors should always spawn together at the start of a match and not too close to a gen. Decreasing Map sizes as well can also solve the killer mobility problem as well since majority of the killers have no map mobility and they can have a chance to pressure gens more.

    Also I do think that Corrupt Intervention should be basekit but on a much shorter cooldown. Like 1 min before you can work on the 3 nearest gens then 2 mins. Maybe only if those two things don't get changed. Idk. That's my take on all of it.

  • RaSavage42RaSavage42 Member Posts: 4,313

    Yea it's an issue... but it's one that doesn't have a solid solution

    They could lengthen Gen times and rework Regression... but Survivors will complain (and rightfully so)

    They could rework Survivor Progression and rework Regression... Survivors might complain about that (but IDK)

    They definitely need to change how Spawns work

    They could make it to where the great skillcheck doesn't appear until Gens are at 25%-50%... or base it off of which Survivors are repairing Gens

  • jarjargist21jarjargist21 Member Posts: 411

    I have correct you gens take about 40 seconds to finish

  • MunqaxusMunqaxus Member Posts: 2,752
  • SylhiriSylhiri Member Posts: 73

    There would be the choices you have. You can escape (win) with less points or you can die (lose) with slightly more points.

    The game snowballs quickly to one side depending on how many gens are done by the first kill, so far that I have seen.

    Longer matches is fun for everyone as long as interactions are spread across the entire time.

  • Nathan13Nathan13 Member Posts: 6,401

    what does Nurse and Blight have anything to do with gen speeds where do you come up with this logic???

  • SeanzuSeanzu Member Posts: 7,289

    "One contained people doing their objective, the other one didn't" ftfy.

    I don't understand how the huntress match indicates gen rushers, none of them had perks or items (besides a toolbox set up for sabo) to aid in gen speed, so the only thing that makes them gen rushers is literally them doing their objective...

  • TsulanTsulan Member Posts: 13,239

    What he means is, that usually the first 2-3 gens get done solo. Which takes 80 seconds and is roughly the time for the killer to cross the map, get 2 hits and carry the survivor to a hook. Now the killer has 1 hook and the survivors have 2-3 gens left. Which will get completed in coop. Thats takes 42 seconds.

  • TsulanTsulan Member Posts: 13,239

    What i mean is, those survivors won´t pip at all. I mean, i play solo and i´m having a tough time to reach red grades. Simply because either my lightbringer or my benevolent doesn´t reach the required level for a pip. So i doubt that its any different for them.

  • TsulanTsulan Member Posts: 13,239

    But thats the whole issue, isn´t it? Killers stack gen slowdown perks to have longer matches and more interactions.

  • TsulanTsulan Member Posts: 13,239

    My definition of gen rushers are survivors that won´t heal up and push a gen out, even while injured. See the Adrenaline on 2 of them? Why waste time with healing, if the completed gens will do this for us? I spreaded the damage, injured everyone and instead of healing, they just sticked to gens. Let their teammate reach struggle phase, while i chased someone else. Just to finish the gens.

  • dugmandugman Member Posts: 9,715

    A few things:

    • First off, keep in mind that the game is designed around 1-3 survivors escaping being the most common results between evenly matches opponents. That implies that at the end of most games the gens will be finished and the gates opened. Stopping all the gens is meant to be the exception, not the rule, and expecting the gens to not be finished in 50% of matches isn't realistic given that the devs want some people escaping out the gates most of the time.
    • In addition to the above, the first two to three gens are the easiest ones for survivors to finish. It's the last one or two gens they need to complete that typically take the longest time because by then the killer has presumably gotten into a cycle of having someone slugged or hooked most of the time and chasing a second survivor which pressures the other two to split between doing the last gens and rescuing their allies. The bulk of most matches between even opponents happens in that last 1-2 gen period so it shouldn't be surprising that the first 1-2 gens are completed quickly. In fact survivors finishing 1-2 gens in 2-3 minutes means very little in terms of whether or not the killer can finish the game with 3-4 kills since a lot of that early game is spent getting the initial downs and removing pallets to build momentum in the middle and late game.
    • Now all that said, the devs in their upcoming big perk and meta change revamp are almost certainly looking at why certain slowdown perks for killer are so popular. My guess is they'll look at it through the lens of killer players all feel like slowdown perks are a "necessity" so what they might do is implement an across the board gen slowdown of some sort as part of the base game and then tone down the slowdown perks so the overall average gen speed isn't impacted. That way killer would get a slow baseline gen speed and feel a little more comfortable running more perk loadouts that don't involve slowdown as well. I don't think they'll want to make gens much slower than they already are against killers running slowdown heavy builds, but they may decide to slow them down against killers who run no such perks at all.

  • SylhiriSylhiri Member Posts: 73

    But "gen rushing" is still the best tactic to escape since gens are getting slowed. More so if the killer has tunnel vision for one survivor off hook.

    Too many games I've been in where the killer will ignore the rest of the survivors just to go after one like they kicked his dog or something. What can I do? Gens.

  • MunqaxusMunqaxus Member Posts: 2,752

    Because the Nurse and Blight are able to pretty much be anywhere on small maps. Survivors have to be able to complete gens against killers as oppressive as Nurse and Blight, which means gen speeds have to be taken into account for killers as broken as Nurse and as stupidly powerful as Blight.

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