Generators Need More | Dead By Daylight Discussion



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20 thoughts on “Generators Need More | Dead By Daylight Discussion”

  1. Another idea to add on to yours, make some parts need to be put in with other parts at the same time. If you needed bolts say you could have to put washers and bolts on at the same time.

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  2. The idea that could work is for the generators to have interactive skill checks

    Ironically, among us does it pretty well with its skill checks

    Here are some ideas that come to mind.

    Manually rewiring to node points
    Removing and refitting the proper fuses
    Using the Leavers on the top of the gen in the correct order

    Even the old skill check can be reskinned as a cog, and you have to line up the cog with another before you miss it

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  3. We could add Packs as an item. They'd start out as purses and get to backpacks and they increase your inventory. Pink addon could be like "start with 1 screw in your pack" or something.
    Idk what we'd do with toolboxes though. Maybe different ones have different tools and they decrease the time it takes to repare specific parts but they don't run out of charge?
    Also, survivors should loose whatever was in the first slot of their inventory when they get hit, but they can manually rearrange their inventory, so they have to manage which resource would be okay to drop

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  4. Gens have always supposed to be a stand by phase between chases

    Problem: is tunneling and camping killers and the kills over hooks Meta, plus the “ I should be able to loop killer for 5 gens” survivors. And gen rushing..

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  5. I really like these ideas. My question is once a generator has been repaired after gathering the required items, will the killer still be able to break repaired generators?

    One way around the map situation would be to have a certain number of generators according to map size:

    Small: 6 gens
    Medium: 8 gens
    Large: 10 gens

    As for required items for each generator, then perhaps go for a fixed number of items, say 5 items for each generator. But make the type of items procedural for each generator.

    To balance things out a bit, how about introducing a new mechanic where the killer has to prepare the hooks before they can be used. Although when I say “prepare” I mean the killer would need to hit a survivor and collect some blood, which would need to be poured on to a hook in order to power it up, before it can be used to offer a survivor to the entity.

    I’m still new to the game, so I’m probably talking rubbish. But that’s all I’ve got.

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  6. 3:06 this brings up something ive been meaning to ask

    TLDR: what do you think of three genning as a main playstyle, and do you think we need more killers that can do it well. As I personally love strategies that use inevitability to win.

    as it currently stands, we only have 3-4 killers that can three gen-well (hag, demo, Sadako, and the knight (skull merchant to some extent now) although Sadako's three gen potential can be shut off) personally I like the slow methodic gameplay of three genning as it has insane inevitability which is what I like the most about yugioh and its why i started playing altergiests. I wish there were more killers on the same level as the knight in terms of Three-gen potential.

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  7. Yeah no, your idea is basically spot on, this is the kind of gameplay loop that friday the 13th used and that game was pretty beloved, i didn't mind that the game choose randomly what side you where going to play because the gameplay made it so that you have fun either way

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  8. I think with gen repairs that if a killer kicks the gen, you should have to undent the gen, by doing a minigame like with skull merchants drones. Hell, have that little minigame pop up with gen’s instead of skill checks sometimes to add a bit more nuance to doing gens.

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  9. like yes it would be a lot of work to add another game mode like this but at the same time, if they were going to make the game better in a similar way, they would have to scratch a lot of things out anywayssssss. this would probably save a bunch of time for them in the long term. 2 game modes. 1 as it is rn on live and 1 like the one u said. DID U KNOW WE WERE SUPPOSED TO ALSO FIX CARS AS SURVIVORS??? i need. it would go so well with ur gen changes.

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  10. I miss the time where you were scored on hooks rather then kills. I know I'm a boomer in dbd. But it incentivised chases! It also meant that camping/tunneling was punished by the system. I get it. You are a killer. Not a ''hooker''. But yes. The game play loop is quite boring for the survivor side. Impossible skill check doctor for some survivors are fun. Because it challenges survivors on the gameplay loop. Not for everyone of course. Changing it after many years would be a welcome change. Survivors looking for items are a good idea. It makes them interact with the map more. It also makes them interact with killers more.

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  11. yeah. I too want smth new for gens or even for gamemodes themselves. But As you pointed out, the main problem is that too many perks are focused around gameplay loop that we have now. If they want to update gens, they need to adress all perks that work with gens. If they add new gamemode without hooking or without gens at all, then they need to remove hook and gen related perks entirely, OR give such perks second effect that work depending on your gamemode. It's such a fundamental work that I doubt BHVR will ever do it

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  12. Easy fix for devour in that context is to just bump up the tokens? That sounds like a rly big nerf. Especially in a verison of the game where survivors are encouraged to explore more ^^

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  13. Imagine though if as a second objective they had to find the lever/handle for the exit gates making it a question- do I take care of this before gens are done? Or do I wait until endgame where the killer may be a greater threat?

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