Dead by Daylight

Dead by Daylight

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Gwaslol1 Feb 26, 2019 @ 10:02pm
Gens are done way too fast!
Title....this is absurd. I find a survivor, down them, one gen is almost done....FINE! I put the survivor on the hook and start to apply map pressure....BOOM....ALL GENS DONE, EXIT GATES POWERED AND ALREADY OPENED RANDOMLY.....ALL ESCAPE. Why is the time a survivor is on the hook 120 seconds but a gen is 80? Excuse me? That is logically and mathematically dumb.....pallet looping is fine, hitboxes are fine cause they are ♥♥♥♥♥♥ up for both sides....gens are ♥♥♥♥♥♥ and need to be fixed.
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Showing 1-15 of 18 comments
Red Luster YT Feb 26, 2019 @ 10:04pm 
This has been a problem for a very long time, luckily, a solution is coming soon! Soonish anyway.
Sakerarenai Feb 26, 2019 @ 10:04pm 
hex ruin
Elder_Moloch Feb 26, 2019 @ 10:15pm 
Yeah, that's an issue (imo, one of the main issues for Killer side alongside with SWF/Underperforming Killers). Hope Devs would fix it at some point.

Btw, does anyone know what are the numbers for Solo/4 man Squad Gen repair time with best tools in both cases?
Shiro♌ (Banned) Feb 26, 2019 @ 10:20pm 
Originally posted by Sakerarenai:
hex ruin
Hex totem lasts around twenty seconds, at max.
Red Luster YT Feb 26, 2019 @ 10:21pm 
Originally posted by Elder_Harlequin:
Yeah, that's an issue (imo, one of the main issues for Killer side alongside with SWF/Underperforming Killers). Hope Devs would fix it at some point.

Btw, does anyone know what are the numbers for Solo/4 man Squad Gen repair time with best tools in both cases?

Check out tydetime on youtube, he made a vid on that.
Jake Feb 26, 2019 @ 10:35pm 
Originally posted by Neprašheart:
Originally posted by Sakerarenai:
hex ruin
Hex totem lasts around twenty seconds, at max.
Not if you proxy guard it then the survivors come to you LOL then the fun begins!
Zraith Feb 26, 2019 @ 10:41pm 
how much time would you suggest a survivor has to sit on a gen to complete it? (that is to say, how many minutes someone should sit there holding down m1 and watching youtube at the same time because of the excitement of the generator repair process)
Gwaslol1 Feb 26, 2019 @ 11:17pm 
I run hex ruin every single game tier 3. To say that the generators can't take long to complete because then the survivors would be bored is the most idiotic thing ever. If the gens took longer to complete, the killer would be able to more efficiently guard the map making it more exciting for survivors as EVERY SINGLE survivor (In theory) would be in a chase at least a couple of times a game. If a gen is being done and the killer stops to check if there are survivors behind a tree, 4 more gens have already been done in that 5 seconds....thats a problem.
Gwaslol1 Feb 26, 2019 @ 11:17pm 
Originally posted by RedLusterArk:
This has been a problem for a very long time, luckily, a solution is coming soon! Soonish anyway.
What is the solution? I kinda suck on keeping up to date w/ things lol!
Elder_Moloch Feb 26, 2019 @ 11:18pm 
"Around 10 seconds with 4 man squad with toolbox with brand new part" - wow.
I mean, it partly relies on ultra rare add-on for very rare item (and it's basically same situation as with other very rare/ultra rare add-ons/offerings), but still quite impressive.
As far as I understand, in older version of this game there was possibility to repair within 1 second with 1 Survivors, so I guess current potential is big improvement for balance compared to previous one.

____________________________________________________

Originally posted by Zraith:
how much time would you suggest a survivor has to sit on a gen to complete it? (that is to say, how many minutes someone should sit there holding down m1 and watching youtube at the same time because of the excitement of the generator repair process)
Well, I would suggest to increase it from 28s for 4 Survivors to 30-35s and from 80s for 1 to ~85-90s at least for now.

In ideal situation additional secondary goals for Survivors may be handy (including one with bigger impact of Hex Perks from Killer side).

Maybe would even suggest to base Gen repair progression on finding parts for Gen to some extent:
- either Survivor(s) would spend x3 time on repairing Gens, like 270s for 1 Survivor (maybe a bit smaller, afterall it may affect Solo Survivors too much) and something like 90s for 4 Survivors
- either they would search for details aka "Parts" (lets say 3 Parts/Gen) around the map, to shorten progression to normal levels (maybe even slightly shorter than current one, like 15s with 3 Parts with 4 Survivors and 45-60s for 1 Survivor).
There may be slightly less details, then needed like 10 Parts for 5 Gens/map, which also means that, if people would put 7 parts to each separate Gen - only 1/5 could be fully filled with parts and second one would be filled only partly. Sabo in some form may slowly detach Parts from Gens, which won't be repaired and get Parts on accident.
Killer can't neglect Parts protected progrression, so in any case it would take same amount of time for specific Gen, where Part was integrated (so Killer could regress it to 0, but it would still take 15s/4 Survs or 45-60s/1 Surv to repair it back).
Killler may see details in close proximity on default, but won't be able to see them map wide, like Gens. Perks which affect Gens, may affect Parts for both sides in some manner (or may not - depends from Perk).
Gwaslol1 Feb 26, 2019 @ 11:21pm 
Originally posted by Elder_Harlequin:
"Around 10 seconds with 4 man squad with toolbox with brand new part" - wow.
I mean, it partly relies on ultra rare add-on for very rare item (and it's basically same situation as with other very rare/ultra rare add-ons/offerings), but still quite impressive.
As far as I understand, in older version of this game there was possibility to repair within 1 second with 1 Survivors, so I guess current potential is big improvement for balance compared to previous one.

____________________________________________________

Originally posted by Zraith:
how much time would you suggest a survivor has to sit on a gen to complete it? (that is to say, how many minutes someone should sit there holding down m1 and watching youtube at the same time because of the excitement of the generator repair process)
Well, I would suggest to increase it from 28s for 4 Survivors to 30-35s and from 80s for 1 to ~85-90s at least for now.

In ideal situation additional secondary goals for Survivors may be handy (including one with bigger impact of Hex Perks from Killer side).

Maybe would even suggest to base Gen repair progression on finding parts for Gen to some extent:
- either Survivor(s) would spend x3 time on repairing Gens, like 270s for 1 Survivor (maybe a bit smaller, afterall it may affect Solo Survivors too much) and something like 90s for 4 Survivors
- either they would search for details aka "Parts" (lets say 3 Parts/Gen) around the map, to shorten progression to normal levels (maybe even slightly shorter than current one, like 15s with 3 Parts with 4 Survivors and 45-60s for 1 Survivor).
There may be slightly less details, then needed like 10 Parts for 5 Gens/map, which also means that, if people would put 7 parts to each separate Gen - only 1/5 could be fully filled with parts and second one would be filled only partly. Sabo in some form may slowly detach Parts from Gens, which won't be repaired and get Parts on accident.
Killer can't neglect Parts protected progrression, so in any case it would take same amount of time for specific Gen, where Part was integrated (so Killer could regress it to 0, but it would still take 15s/4 Survs or 45-60s/1 Surv to repair it back).
Killler may see details in close proximity on default, but won't be able to see them map wide, like Gens. Perks which affect Gens, may affect Parts for both sides in some manner (or may not - depends from Perk).
I think your idea of survivors having to find parts is actually fantastic, that would also force them to expose themselves to the killer in order to complete their mission. The only problem I can think of is filthy survivor mains claiming it is op cause they die in 3 hooks.
ZeroDivide Feb 26, 2019 @ 11:32pm 
Originally posted by Elder_Harlequin:
Btw, does anyone know what are the numbers for Solo/4 man Squad Gen repair time with best tools in both cases?

With the best tools, and a great skill check you can repair a gen in a fraction over 50 seconds (and still keep your toolbox, but wont be able to use it on the next gen). Faster if you get more then one skill check.

Two survivors, one with prove thyself will pop a gen in under 40 seconds with each great skill check shaving off almost 1 extra second. This gives them a short window to find the gates before the 5th gen pops.

If the first survivor to get 'found' switches off after the first sets of gens pop with a different survivor so they can use their toolbox you can have all the gens completed in under two minutes. Add in 20 seconds to open a gate and survivors are out.

If you can't swap out who is being chased it's going to add almost 40 seconds to your match unless one of the prove thyself players swaps gens before gen4 is complete.

Fastest game I have ever escaped in was 2mins 38 seconds. We had some problems coordinating and the killer landed a (single) hit on the obsession with the Remember Me perk.

If the killer is AFK and you have good starting positions you can be out the gate in under two minutes.

Hex: Ruin really ruins speed times, as it counters the bonus 5% progression you get on great skill checks and mucks up any team members that cant hit them. Can still work out fine if your best runner spawns next to it.
Elder_Moloch Feb 26, 2019 @ 11:38pm 
Originally posted by Gwaslol1:
I think your idea of survivors having to find parts is actually fantastic, that would also force them to expose themselves to the killer in order to complete their mission. The only problem I can think of is filthy survivor mains claiming it is op cause they die in 3 hooks.
Well, it's kinda not my idea, since this idea circling around here in different forms for long time, but thanks. That's just my interpretation (which maybe was already mentioned by someone else in same form - don't know).
As for Hooks, I actually, find issue with Hooks for both Killer (BP and maybe Emblems) and Survivors (Second Chance) in situation when Survivor may die on second Hook, if Survivor reaches 50% of Hook progression.
So I would actually like to see first Hook providing protection from instant Sacrifice up to 50-25% Hook Progression (with marker for 25% area) and only if Survivor reached area below 25% Hook Progression - Survivor would instantly be Sacrificed on second Hook.
Also I would like to see "all remaining Survivors" slugged prevention, so if all remaining (non DCed/Hooked/Died) Survivors are slugged and Killer doesn't pick them up/hook them - one of them would have chance to get back into Injured State.


But again, there is way bigger issue with 2 different audiences:
1. Competitve, which may like to end trials with vcitory on their side as fast as possible or with coolest moves to do so (so less obstacles - better)
2. Horror gameplay oriented and a bit more casual, who may like to see trials last longer for both sides (but not too long) and have more deep/diverse gameplay

And I'm not sure, if both sides would like changes and would it be possible to balance game within one "game mode".

__________________________________

Originally posted by ZeroDivide:
Originally posted by Elder_Harlequin:
Btw, does anyone know what are the numbers for Solo/4 man Squad Gen repair time with best tools in both cases?

With the best tools, and a great skill check you can repair a gen in a fraction over 50 seconds (and still keep your toolbox, but wont be able to use it on the next gen). Faster if you get more then one skill check.

Two survivors, one with prove thyself will pop a gen in under 40 seconds with each great skill check shaving off almost 1 extra second. This gives them a short window to find the gates before the 5th gen pops.

If the first survivor to get 'found' switches off after the first sets of gens pop with a different survivor so they can use their toolbox you can have all the gens completed in under two minutes. Add in 20 seconds to open a gate and survivors are out.

If you can't swap out who is being chased it's going to add almost 40 seconds to your match unless one of the prove thyself players swaps gens before gen4 is complete.

Fastest game I have ever escaped in was 2mins 38 seconds. We had some problems coordinating and the killer landed a (single) hit on the obsession with the Remember Me perk.

If the killer is AFK and you have good starting positions you can be out the gate in under two minutes.

Hex: Ruin really ruins speed times, as it counters the bonus 5% progression you get on great skill checks and mucks up any team members that cant hit them. Can still work out fine if your best runner spawns next to it.
Thank you very much for such detailed clarification!
Sounds fast for potential use, even though I know that potential depends from different factors.

Last edited by Elder_Moloch; Feb 26, 2019 @ 11:48pm
Red Luster YT Feb 26, 2019 @ 11:53pm 
Originally posted by Gwaslol1:
Originally posted by RedLusterArk:
This has been a problem for a very long time, luckily, a solution is coming soon! Soonish anyway.
What is the solution? I kinda suck on keeping up to date w/ things lol!

Devs have seen the issue and have said they got something being worked on to solve it. They didn't say what specifically, just that the issue is being dealt with.
Gwaslol1 Feb 27, 2019 @ 10:56am 
Just got into another game with the same outcome. I downed a dude, no gens done, great. I put him on the hook and start to apply pressure, I down another dude, one gen done. THAT IS FINE! BUT THEN, I START TO APPLY MAP PRESSURE....I DOWN ONE MORE DUDE, ALL OF THE GENS ARE DONE AND THEY HAVE ESCAPED!
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Date Posted: Feb 26, 2019 @ 10:02pm
Posts: 18