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Kick gen meta is broken.

Coder
Coder Member Posts: 747
edited March 2023 in Feedback and Suggestions

Mostly on Skull Merchant and Knight, it's broken, it can make a 3gen an impossible task, you might as well ask the killer to kill you and move on to the next match. And before I get a lot of "3gens are survivor's fault" comments, on solo Q you can't coordinate a 3gen, it just happens. So you could even say the kick gen meta makes solo Q EVEN WORSE than it is.

It also DOESN'T reward the killer for playing well, it just rewards them for standing close to the gens and kicking them, not even chasing survivors and just waiting for 40 minutes of game time for someone to mess up and get downed/killed.

This is not a rant, I do believe by design some perks should not stack. Something needs to be implemented (like exhaustion for survivors) to prevent some regression perks to stack. Or at least to get diminishing returns, like let's say using DH and Lithe, you can use either one or the other in a chase, not both. Here you can use all 4 regression perks in just one kick. Would you imagine if you could use Dead hard, Lithe and Balanced all in the same chase? there's a reason you can't do that.

I remember when just Pop was used for regression and things were sort of "fine", nobody was saying it wasn't enough. And Pop gives you ONE kick per hook, so you have to earn that kick. Here you can stack overcharge, CoB and Eruption in MULTIPLE gens and just one down can give you a tremendous amount of regression.

Something is not right, it's not healthy for the game to have 40 minutes matches like these, I hope this meta gets changed soon.

Comments

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327

    It's not the fault of the survivors! It's the developers' fault! The knight and the skull merchant at the very beginning choose 3 generators and simply patrol them, dragging out the game for 30-60 minutes. The survivors initially have no chance against them, and the knight and the merchant can simply abuse the victories since no one will ever fix this generator. I'm so tired of these killers and I don't think I'll be back in the game anytime soon. At least until they fix this nonsense.

    Nobody likes this kind of gameplay! Why can a knight use his guards to break the generator that the survivors are actively repairing? Why does the skull trader just cost afk and accumulate vulnerability on survivors. And most importantly THEY CHOOSE 3 GENERATORS FROM THE VERY BEGINNING OF THE GAME AND PATROL THEM AND YOU WILL NEVER REPAIR THESE 3 GENERATORS! They have already won! Just take a hero and win! Great game guys! The problem is even that toolboxes with new parts and perks to speed up repairs will not help. The only control against this is to exit this game.

  • Geiz
    Geiz Member Posts: 43

    I just played an hour match of this game because of this 3gen meta - what were developers thinking when they thought of changing killers meta? the previous meta was so healthy for killers, Pop made it worthy winning a chase, Corrupt was fine, so was Ruin and Undying (the only problem totems had was spawn, and it is still the same nowadays).

    Knight and The Skull Merchant are just unfunny to play against with. What kind of skill is camping an area of gen? and why are the range of these killers' powers so big? These killers are literally the most boring killers BHVR ever has designed gameplay-wise. At this point, I would rather play a match with a very good Nurse or Blight or Spirit that can destroy a team in less than 5 minutes than playing against these last two released killers.

    They are not even strong - they are just badly designed to the point they keep you in a match for more than 30 minutes for no reason. I hope the "next meta shakeup" changes this genrush meta vs 3gen meta cause this is what this game is turning into. Stop nerfing healthy metas and start focusing buffing useless perks and nerfing OP perks as well as items/addons for both sides.