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3 Generator Lock Indefinite solution.
By itself strategy is okay. But need something to prevent the ways to abuse, which usually results in games above 30 minutes or give up by survivors continue if they indentify it.
So what the solution:
If killer rely on this too much & not eventually get any hook points, consistently protecting generators & not commit to down someone, especially if target was downed & killer didn't proceed to hook process.
If game time mark reach 20 minutes (or near, could be adjusted accoring to average match length), to the game joins the "generator's baseline progress system", what going gradually grow minimum level point of progress below which cannot be regressed, capped at 40%. Grow will depend on how much generator received repair charges after system engage. So let's presume if generator got 200% (180 charges/seconds) of total repair after 20 min mark, then it gonna convert into 10% below which it cannot lose progress, practically heating up the situation & forcing killer to make a decision - go get one survivor or eventually most likely get nothing.
Why total cap at 40% and why capped at all? To not rob the possibility to do the strategy if killer decide it best option. Also 25+ minutes should be more than enough to accomplish something on killer's side or get more experience if didn't succeed.
I'm think this solution is much better than revisit every time set of perks or killers susceptible to this - what is going on now is mostly community fault as whole, we share most efficient stuff between each other, pretty sure if someone uses this strategy, this particular player is NOT come up to this by itself, but found it at socials (here, reddit, streamers & etc.). Of course implement this system not easy yet you have a theory how to solve the problem & never return to it again with any inserted current existing inputs or future ones.
Otherwise this going be "Treadmill Problem", i'm think developers know what i'm mean - google also helps, look at Anticheat topic on GDC by Valve.
Comments
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no
3 genning is a situation killers can cause, yes, but also one survivors can do on accident. thats on them, why punish a killer thats just protecting the last 3 gens? why would i leave the last 3 gens? its not my fault theyre close together, i didnt guard those 3 specifically, i just have to now. it isnt fair that the killer would be stuck in a lose lose situation. Chase survivor who might not even be on deathhook-theyll lead me across the map, i lose last gen and lose the game. dont chase survivors, ill eventually lose the last gen anyway and lose the game
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You didn't understood the idea at all. This system suggestion don't aim the "accidental events" - it is barely an a problem, the purpose of system is break the stalemate which usually forced by killer manually at begin & they DO NOT CARE if there 7 unrepaired generators, or 3 generators - because they already marked the zone they need, before "poor lil meg" finished the last generator outside that zone, also that particular player who "close the door" is doing nothing wrong since eventually team need get done this generator anyway otherwise it will be bonus time for the malicious player on killer side.
I'm doing reminder - this suggested system works not from game start, but deep in late game. When usually game about to end.
Accidental Trio Generator Locks is pretty much breakable for any experienced team (with SWF or not), if not experienced enough - then gonna learn about scouting the surrondings first through defeat. By accidental i'm mean which happened not artificially by killer's hand.
Just in case - if i'm play Solo Random Queue, first i'm doing - scouting for possible 3 gen'd places, and doing everything to remove them. Not matter with who i'm play, level 100 prestige, or random baby squad. Usually i'm would blame the survivor who allowed lock to happen... but this happens not often and killer must have at least above average skill to take this situation under control & often it's perk build is not suplement the strategy.
Additionally, from logical standpoint - if generator got more than 300% total generator repair charges... then most likely it should achieve stance of "perfect repair" which require much more effort to break, which killer's do not spend. A bit overthinked but i'm think suits as explanation.
I'm hope made clear what is going on - and why suggestion is made. (If not, look for Skull Merchant usual strategy or google Generator Lock Hostage, but please refrain of attempting this.)
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So survivors will just hide to get this.
This is really bad idea.
3-gen is usually screw up from survivors. They are supposed to take care of this. Of course killer should have option to punish this.
3-gen can be forced, but best perks for it were nerfed into oblivion and there is not many killers that need to do it.
Merchant sucks at chase and is good at defending. Hag, Trapper, Knight, Legion can do it too.
Like if you want to complain about 3-gen, don't you dare to cry about tunneling.
Massive tunneling is result of nerfing slowdown perks and alternative strategies. And you want to do it even more.
It's not that hard to play against 3-gen after perks were nerfed.
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So survivors will just hide to get this.
This would be weird & absolutely counterproductive decision. Wait 20 minutes to get system in game? Then this even bigger reason to go on the hunt since they not interested in touching generators, of course if they want to do that this might be bad... but take in cosideration - how much players would want waste time instead of actually of playing? Answer really not much, and if they do this - not a problem in my opinion.
If we apply anything to punish the Survivors - which already can't do generator because of killer whatever they do, isn't it this a legiamate reason to apply that to Killer for not doing what it supposed to anyway (killing) instead prolonging the stalemate?
3-gen is usually screw up from survivors. They are supposed to take care of this. Of course killer should have option to punish this.
Pointing out again - system primary target to break stalemates. It will not touch case where "accediently" survivors make by own hand 3-gen lock. Killer already having his bonus when this situation occurs, easier crowd control & opportunity to have more hook points. Also bad survivors won't survive the 20 minute mark imo.
Merchant sucks at chase and is good at defending. Hag, Trapper, Knight, Legion can do it too.
You make me sad. Then how Legion is good at chases? Can you explain me this? He even at worser position than Merchant with her turned off Red Light under the drone, which survivors love.
Knight, i'm don't feel you contributed enough time to him, maybe against experienced survivor he has bad time which rotate chase spots, i'm genuinely think he does not need this strategy to do well.
Hag & Trapper share the same approach, yes they are the most attached to this strategy - but at their disposal Window & Pallet shutdown, do you really think they cannot do well? If they don't use their abilities then they just showcase how dumb players control them, that's it.
Like if you want to complain about 3-gen, don't you dare to cry about tunneling.
Not complain here, just noticed how often this happens - and just tired how players can be spineless, to play for 4 kills with least amount of hook points. The best performance is how much killer done hooks in the game & and eventually kills.
Wanna hear what i'm think about tunneling? Wrong door, i'm don't using crutch "Off the Record" or "Decisive Strike" for very long time. Using them if i'm really-really need to survive the match, but usually i'm doing well. Also i'm don't use Exhaustion perks. Total my playtime above 1500, and total experience i'm would say about 2500 to 3000 hours due digested gameplays of other players.
Massive tunneling is result of nerfing slowdown perks and alternative strategies. And you want to do it even more.
Still doing 12 hooks & 4 kills with mediocre, non-meta stuff, without special strategies. Thanks. Of course if i'm dealing with Full Stack SWF squad - i'm would be much less successful potentially, but not gonna leave them unscratched.
It's not that hard to play against 3-gen after perks were nerfed.
For now. I'm sure developers gonna add new changes in future, and we will see again return of 3-genlock meta. My suggestion aim to destroy the treadmill for developers. If you ask them - every developer hate return to anything which they fixed once.
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how much players would want waste time instead of actually of playing?
survivors want to escape, they don't like wasting time only if they lose. I had many games where last two survivors just went hide, hoping I will find second survivor. My record is close to 30 min, of only hiding. I have let them bleed out for it tho. It's about message.
Sure, we can go with your system. But let's change crow system that it apply if survivor didn't do any objective action for 5 minutes. If you get it, you can't lose it. Then they can't hide and are forced to play the game, otherwise their location will be shown to the killer.
You make me sad. Then how Legion is good at chases?
He is not, those killers are good at controling the game. All of them have quite strong 3-gen. That's the point.
Total my playtime above 1500, and total experience i'm would say about 2500 to 3000 hours due digested gameplays of other players.
So what? I have same time. Digested probably more, because it was only thing I have been doing past two years, before I got back few months ago. You won't get to flex with hours on me.
Still doing 12 hooks & 4 kills with mediocre, non-meta stuff, without special strategies.
of course you do.
For now. I'm sure developers gonna add new changes in future, and we will see again return of 3-genlock meta.
So you agree it was already nerfed, but want to nerf it more, even tho it's kinda only playstyle several killers have. Because you are scared it may become meta again. Maybe they should simply test their perks / killers?
every developer hate return to anything which they fixed once.
Yeah, we also don't like to fix what is not broken.
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Sure, we can go with your system. But let's change crow system that it apply if survivor didn't do any objective action for 5 minutes. If you get it, you can't lose it. Then they can't hide and are forced to play the game, otherwise their location will be shown to the killer.
Nice addition & compromise. To be honest - it should be always this way AFK system... but here we got what we got.
He is not, those killers are good at controling the game. All of them have quite strong 3-gen. That's the point.
Alright. Yet better make something long-term with adjustments (where we not end up with garbage perks in the end), by the way all these killers quite cappable of doing good, they don't need rely on 3-gen unless the survivors gifted to them this opportunity. This is my point - you may disagree with it.
So you agree it was already nerfed, but want to nerf it more, even tho it's kinda only playstyle several killers have. Because you are scared it may become meta again. Maybe they should simply test their perks / killers?
I'm not afraid by the strategy when it has objectively fair use. I'm afraid of ridiculous dead-ends/stalemates where neither side can't do something, one protecting because jerk until the server dies - second desparately still trying to win, and it continues back & forth. As side effect it may help keep perks good enough.
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