http://dbd.game/killswitch
PSA: Blood Generators Dont Count As Generators...
I know the Event Details mentions how Blood Generators are not affected by regression perks, but Blood Generators are outright not treated as Generators, this means any affect that procs from "Generator completion" does not activate.
Here are some examples of perks that do not work:
- Coup De Grace; You do not gain tokens when a Blood Generator is completed. Normal Generators still give tokens.
- Bitter Murmur; You do not get Aura Reading when a Blood Generator is completed. Normal Generators still give Aura Reading.
- Troubleshooter; Regardless of the amount of progress on a Blood Generator, it will never be highlighted, only Normal Generators can be highlighted.
- Eyes of Belmont; Blood Generators being completed does not give Aura Reading of the Killer. Normal Generators still give Aura Reading.
The least I can say is to be mindful of whatever perks you choose for both sides, these are just from what Ive tested, there are probably more interesting (and probably bugged/glitched) interactions that I left out.
Comments
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I am more annoyed they don't count for challenges.
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Note, this isn't restricted to gen related perks. Killer Powers and Addons also don't work with the event gens since they aren't considered gens. Pig Traps don't activate when an event gen is finished. Freddy can't teleport to event gens. Ghostface's addon to block gens when finishing a stalk also doesn't work.
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Deleted
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No oversight, this is intentional. Whether this is good or bad is a different thing.
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The developers said in their livestream that no perk (e.g. PainRes, Pop but also Fire Up), addon, or killer power apllies/works (yet) on these event generators because they want to see what is the feedback on the new gameplay mechanic and depending on this feedback, they would change it.
Here the statement with timestamp: https://www.youtube.com/live/9pR607LNhGo?si=6W_LC899Fw4cJFkp&t=2263
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Add in Fire Up. I had a game where the gate's opened, but with 2 stacks only :(
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Works both ways too though, many survivor perks are very limited in use. Granted I know survivors have a different mechanic to deal with, but regardless both sides are impacted in some form.
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Damn I just played a game as Pig, and was wondering why the trap didn't activate :(
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Ah well then I resend my last post, thank you, I didn't see the livestream.
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Do they even count for emblems? I'm struggling to get any pips even when I escape.
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Probably not. Seems like BHVR added these event gens, but didn't integrate them as actual gens for anything. I really don't get why they did it this way, because it shouldn't be that hard to count their completion as a gen being done. So this has to be an intentional design they went with which shows they are out of touch with how their game works.
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sometimes i am asking myself "do they even try the update before deploying it?" and the answer is always no..
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that was really cool of them to do, very considerate. Consider me on blood duty 🫡 I like that!
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Also, from what I have seen, it seems that they dont count for achievements either, at least this is what I have heard from others I have almost all the achievements so I cant really test it.
So if you are working on achievements in the event playlist (e.g. "complete the main building Generator on X map and escape"), you just dont get it. I reckon a lot of achievement hunters are going to waste their time trying to make progress only to realize that the event playlist is awful for achievements.
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Also, they don't count for hound master's search with the doggo.
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i mean i swapped to hook builds in order to compensate since killer powers don't interact with cans or gens but even then i'm somewhat limited
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Pig traps not being activated is too far. Survs can literally do one normal gen before she puts a trap down and then do 4 blood ones = now her traps do absolutely nothing
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She's been buffed for less than a week, then gets hit with this.
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What freaking mechanic?
filling gas is one thing, but the removal of gen regression is moronic
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Freddy cannot teleport to Blood Gens either, nor can Plague vomit on them to infect them. Perks based on gen completion like Fire Up don't work. Perks involving kicking gens or putting stuff on gens also do not work, so PGTW doesn't work, nor do for-fun perks like Unforeseen and Blast Mine.
I feel like they really didn't think this through all the way. It feels bad and removes so much perk diversity... This is so much more problematic than just having no gen perks or items either side… I like the idea of different gens unaffected by any perks or affected by DIFFERENT perks mixed with normal gens, I like that a lot. But I feel like they badly need a lot more work before they are ready.
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This is an interesting challenge! To be fair, if bhvr didn't do this, the forums would be blowing up about how lame pain res+dead man's is on these event gens
So I think this is the best way to test this feature, free of all the perk and power creep.
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