http://dbd.game/killswitch
3-gens aren’t the issue
let me cook before y’all flame me. A 3 gen occurs when three generators nearby each other are guarded,and it’s almost impossible to break it unless the team is perfectly organized. Behavior has offered incentives for the killer to stop it- but it doesn’t stop the playstyle. After all
A lot of people think 3-gens is the issue, but the issue itself is the fact killers can repeatedly damage a generator over and over again back to 0% progress without any issues. It is extremely unfair(coming from a killer main;blight at that) that killers can always damage a generater back to 0 constantly and constantly. I found 2 solutions that would completely break this.
1- After losing [specified amount of progress] That generator is given a repair speed bonus permanently. If a killer wants to hold the game hostage and continue kicking generators the entire match- the survivors will win the long game.This feature wouldn’t even affect most matches- unless a killer is purposely holding a game hostage with a 3 gen.
2-After a generator has lost [specified amount of progress]it receives fixed points. Fixed points are percentages of a generator that cannot be lost. (Ex:a generator being stuck at 10% progress) Fixed points are slowly added as the generator continues to countless be kicked- it’s complex to explain but eventually the fixed points would get to high for a killer to kick and run.
Both these solutions completely ruin the ideal of “3-gens” and anything associated to it.Survivors shouldn’t have to work around a 3-gen that literally enables a killer a win.
Comments
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3-gens aren’t the issue
Oh, it's not an issue, so let's nerf the hell out of it. Makes sense...
3-gen is impossible to break?
That's simply not true after CoB nerf. First of all, you are supposed to get rid of 3-gen first. But most survivors just work on first gen they see, then cry on forum about 3-gen, even tho it's their fault.
So for dummies, how do you break 3-gen:
1) work on gen
2) killer is walking towards you -> start running away from gens
3) killer walks back towards different gen -> go work on gen
4) repeat till killer commits or you finish that gen
There are some nasty setups, where it is very hard to break it without good team, but that's map issue, not 3-gen issue. Most maps don't have it that strong.
You are new player and don't know gen spawns? Use Detective's Hunch. It's really good perk that will help you find gens and totems. So you can see 3-gen and break it before late game.
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@DaddyMyers_Mori interesting. You are right about majority of this-but there are a couple issues.
like I stated- I said KILLERS do the 3-gen- not the survivors. While a 3-gen caused by survivors is completely their fault and mistake, a killer however can purposely go into a game and set up a 3 gen, and guard that area for entire match.But with a perfect squad-(R.I.P to solo q survivors, they must be irrelevant) you could organize a team to follow your steps 1-3,but there are issues even with that!
1-anti-gen perks exist and if a killer is going into a game with intent to 3-gen- high chance their whole build is gonna be anti- gen perks
2-once again- if a killer is going into a game with intent to 3-gen- their probably not gonna choose a offensive killer, and will probably stick to perfect 3-gen killers like skull merchant and knight
3-and with the right map rng,a map can be completely unwinnable if the killer has line of sight of all 3 gems-or are set up in a way that benefits the killer.
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I said KILLERS do the 3-gen- not the survivors.
Most 3-gen situations were done by survivors. Killer will try to force it when there are 2 gens left, but it makes sense if I see good setup and one gen away, why would I care about gen away?
killer however can purposely go into a game and set up a 3 gen
Sure, but it's rare and it's done one specific maps like RPD, but as I said, that's map issue. Just fix gen spawns, no need for complicated progress system.
1-anti-gen perks exist and if a killer is going into a game with intent to 3-gen- high chance their whole build is gonna be anti- gen perks
There are perks to help you finish gens? You can use them to counter it.
2-once again- if a killer is going into a game with intent to 3-gen- their probably not gonna choose a offensive killer, and will probably stick to perfect 3-gen killers like skull merchant and knight
It's not impossible to break 3-gen after CoB nerfs. Even against Hag, merchant, knight. Funny is they are not best at it, Blight or Nurse will always have better 3-gen, but they don't need to use it.
3-and with the right map rng,a map can be completely unwinnable if the killer has line of sight of all 3 gems-or are set up in a way that benefits the killer.
So again, map issue, not 3-gen issue.
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you are right about the map issue,but fixing the map itself would just create more issues- but BHVR did say they would make balanced map changes later on so I’ll take you on that.
But nonetheless 3-gens set up perfectly by killer intentfully are nearly impossible to win against,
sure,you could bring a gen rush build…but is it guaranteed you’ll go against a 3-gen killer?making a whole build to counter something that isn’t even your own fault seems unfair.
once again,3 gens are basically unwinnable.because you need intense communication to break them. 3 gens with 4 survivors(possibly) at least one would always have to work on a gen for it to accurately work. These are results you can’t achieve solo q, and it’s kinda unfair to make solo q matches basically unwinnable just because a killer goes into the match with intent to 3-gen;
and yeah,nurse and blight could probably benefit from 3-gen -but they don’t exist because their playstyle is better benefited from playing on offense than defending a generator like skull merchant and the knight. @DaddyMyers_Mori
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they don’t exist because they don't need it.
You think skull merchant is going to win by chasing randomly around the map and using drones on loops? Hell no
It's same for Hag.
Knight can do it tho.
Why do you think 3-gen is impossible to beat now? It was the case during CoB era, but that was broken. All perks of that build were nerfed hard.
You talk about merchant and knight, they are m1 killers. What can they do to you when you prerun from gen and just return when they leave? They are not able to down you fast enough and if they commit, then you will probably win.
You don't really need SWF to beat it, just another survivor who knows how to beat it (so you pressure two gens) is enough.
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this is all playing hypotheticals that the 2 survivors(who hypothetically still are alive) are actively smart enough to work together without any communication, and to some extent hag and maybe skull merchant could be broken..but realistically any decent knight plsyer could at least defend 2 generators at the same time, you keep referring that the coB era is broken,it still exists just not as powerful
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guard alone will waste your time, but shouldn't injure you. Logic is also same, you see knight using guard you prerun, so you won't even get to chase with guard.
if there are not even two survivors alive, you lost. No need for complicated system.
If there are not two survivors who know how to win against 3-gen, do they really deserve to win? Seems like git gud issue at that point.
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There is a problem with your solutions. You are just flipping the coin.
In the current system, the killer most likely wins over the long shot but your changes would not balance the odds, it would just switch the rolls in the endgame. And if one side is better during endgame the game becomes one sided.
Even worse is that those options would make tunneling even more attractive because killers would want to prevent to go down to one or two gens because they could not defend it over a long game.
i kinda agree with you @DaddyMyers_Mori but not on all points.
Guards are a big problem in 3gens because it tells the killer if you are there and where you are, even if you dont get hit by it. And if there are most likely only 3 survivors left in the endgame, there would be 1 person in a chase that could also not repair a gen. So effectively the knight can protect 2 gens at ones.
But you are right about the second part, if 2 or 3 survivors dont know how to counter 3gen it really is a skill issue.
if there are only 2 survivors with 2 gens left, they should not have a realistic chance to escape together. This is what the hatch is for, even if your team looses you can still escape.
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on the whole "killer Q-ing up with the intention to hold a three gen is impossible to beat" I think there's a big gap between what's theoretically possible (theoretically you can beat that strat), realistically possible (only if rng is on surv side and they happen to have impeccable comms and happen to have brought the right set of perks), and what is expectable (and here is the whole thing falling apart because beating an intentionally three genning killer isn't worth it - simply because it takes too long). And that last point is the crucial one to me. It should not be possible to extend a match past 20 minutes by simply kicking the same three gens over and over again.
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3-gen killer (going into the game with plan to hold 3-gen) is kinda an equivalent of gen rushing SWF (actual genrush with toolboxes and perks).
Both can be hard to beat and both are boring to play against, but they are just rare. Mainly because it's boring for both sides.
People are acting like it's their standard gameplay, but that's just not the case.
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100% to the first sentence. - And I think how toolboxes work (BNP especially) needs to change. - But that's a different can of worms. Bottom line is, for both sides of the coin though, that spaghetti gens (from few seconds to many, many minutes everything is possible) should not be possible; the game mechanics should not allow it.
I've played a lot less recently - but at least some weeks ago and the months before three genning was an extremely prevalent match style I had. - As others have pointed out; time, location and MMR bracket might influence that so it doesn't mean it's true for everyone but I sure had enough of it --- and judging by how many of the people I play with just sigh and go "here we go again" I suppose at least in "my group" (whichever that is) I'm far from alone / it's absolutely not a rarity.
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this textbook how you play 3 gens. they very easy to break because killer regression is slow. over-time regression is unhealthy perk design because it create stalemates. Your explanation is sound. Survivor should adept and learn to play 3 gen scenario's as all of them are defeatable as long killer over-time regression stays the same.
Nurse is not that great 3 gens. she can do them... but it is not that good. she's better at chasing more so then defending gens. Blight is good at 3 gens because of his anti-shift w play. I think character that takes cake when it comes to 3 gen is Wesker. I think he is best 3 gen in the game because his infection mechanic has limited supply case of 12 usages and once you deplete all 12 uses, his hindered and instant down capacity makes him close out any match that lasts for too long. This is made easier by his iri add-on known as iri vial that reduces the number of infection sprays by -4. I think he is strongest 3 gen in the game.
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This idea would work. But to ve practical, it would need very low numbers. Like the speedup/fixed points activates only if 400% of gen is fixed/regressed.
There's still legitimate case where survivors just mindlessly do first gen they can see. That's their fault and they should carry all the problems it creates.
But I think there's better solution - just fix those few maps that tend to create nasty 3gen and spread gens a little more. Like saloon is always guaranteed to have nasty 3-gen. Even if it's location is not fixed - but it is almost certain gallows gen will be part of it. Talking purely from distance perspective (because this gen is interesting part of map/reason to be on gallows): if they moved gallows gen to the vicinity of main's basement (a whole section of map that is guaranteed to not have gen), suddenly this map is no longer best for 3-gen holding skull merchant.
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I didn't think about Wesker, this sounds annoying. He would be able to get into point where everyone is infected with no spray...
Funny is how everyone complains about Merchant, but I don't think she is best at it. It's just PTSD from her release with CoB.
I can get same or better effect with Demogorgon. I know you are working on gen, I can teleport there and I can setup portal in a way that I can push you into my 3-gen zone. Also STBFL will snowball.
Hag, Demogorgon, Knight, Wesker, Artist can be good too
Skull merchant is not really better than those. Her main issue with her is lethality. If I just hold W away from 3-gen, she is not able to commit.
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Skull merchant is not really better than those too. Main issue with her is lethality. If I just hold W away from 3-gen, she is not able to commit.
yeah it is hard to explain. It is lack of catch-up. some people might throw the word Mobility or use word Map Pressure. I think these word do not describe problem too accurately. if you are ahead of the killer like 15-20 meters away, the killer move at 4.6 m/s while survivors move at 4.0 m/s. 0.6 m/s is very slow that for the killer to come close to the survivor that is 15 meter away. For example, to catch-up to a survivor 9 meters away, 9/0.6 = 15. it takes 15 seconds for killer to catch-up to the survivor to be able to hit them. 15*4.6 is 69 meters. rounding up to 70 meters. 70 meter is the size of half of the total map size in dbd. As long as survivor is within 70 meters near a pallet, they get to that pallet. You do get to bloodlust 1 but a lot of the pallet in dbd are safe with varying degrees of safety. 2 survivor on a generator finish gens in 52 seconds. your chase as killer has to be shorter then this otherwise you lose the gen. most of the killer have no gap-closing/poor gap-closing tools to deal with this type of gameplay.
Skull merchant is not that bad because she does have 3% haste from those drone traps. it does shorten her catch-up but it is not exactly strong. she has some add-on further improve it to be more serviceable.
I didn't think about Wesker, this sounds annoying. He would be able to get into point where everyone is infected with no spray...
yes exactly. His bounds give incredible catch-up as first bound is 7 meters and 2nd bound is 14 meters for total of 21 meters meaning that you are almost never in safe distance against him with your perceived strategy. he perfectly counter it.
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I respectfully disagree with you on this one.
Wesker might be up for discussion if he can get to the point of no sprays (which takes a lot of time giving possibility for survivors to break any 3gen - that's why I don't consider him problematic).
But your demogorgon is very bad example. Sure he knows where to port with his 3gen. Sure he can quickly get people off gen and sure STBFL can work wonders on him. But if 3 survivors press 3 gens, then they can always work on 2 of those. Also he has cooldown on his teleports, so even if survivor starts to run at gen mid-burrow, you as a killer can't do anything about it.
That's not the case with merchant. She uses her ability and goes away. As a survivor, you can either wait for the drone to be hackable and then hack it and then start to work on a gen (which takes A LOT of time = long downtime), or you can go to the gen immediately being exposed AND practically oblivious for very cheap and easy hit/down. There's just no comparing it. Like they could be comparable if you don't really have a 3gen and last gens are quite a distance from each other, but not in 3gen camping case. This does not even factor in her extra speed from hacked drones.
This ability to postpone working on a gen for merchant is the main factor that distinguishes her from knight (also good one even if not as good, because he can pressure 2 out of 3 gens at the same time), hag (wiping traps takes a lot less then hacking drones + setting traps takes time), artist (she can't really pressure 3gens that well - she has info, but repelling does not take THAT long and lockers+dodging crows do exist) or any other killer for that matter.
Your math is actually not perfectly accurate. The distance/time is much shorter, because lounge exists. But it's true that if you have long distance as survivor against M1 killer and use it, it indeed takes ages to catch up. The thing is - that you don't usually get to have such a distance before you know where to run.
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i did account lunge. 15-6 is 9 meters.
it indeed takes ages to catch up. The thing is - that you don't usually get to have such a distance before you know where to run.
what makes you say that? there is something called terror radius.. also known as heartbeat that tells when killer is nearby. if you do not understand the heartbeat by sound, a recently added Visual UI of heartbeat is available. In soloq, it is a lot harder to keep distance with no TR but in 4 man SWF. no TR is no issue.
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You can't run away as soon as you hear any TR. 1, you can run directly into killer this way 2, you would be useless for your team. This is especially true when talking about 3gens as killer can position so, that he would be within 15m from all 3 gens at the same time (some maps are small enough to spawn 3 gens in 30m radius).
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You know exactly where to run during 3- gen situation.
It doesn't really matter if you run into killer, you would still want to get behind them away from 3-gen.
On some maps you have good line of sight, where you can prerun even before you hear TR, this way killer has no way to commit on you.
Sure, setups like this are separate issues. RPD is most likely worst for this.
But I consider that map issue, not really 3-gen in general.
I think there should be 3-gen on each map, but not this strong. Nurse can hold blink and he able to teleport to each of those gens on RPD easily (with library gen).
Then you have Groaning Storehouse on other side, where you have 2 gens, which you can't really defend unless you have power for movement.
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But I fully acknowledged that the catch-up time can be too long. The thing I mentioned is, that it usually doesn't mean you can only start chase at 15m or more (but on the contrary, usually the distance is a little shorter). Even in 3gen situation this can be true, because if you have all 3 gens within 30m, then you don't stop working on gen just by killer looking at your direction.
Also IMO 3gen is always (also) map issue. Depending how close the 3gen is, you can or you just can't break it. Make maps look like red forest and there's never 3gen problem. Have maps like saloon and you always have 3gen problem (I specifically mentioned those 2, because they are both overall problematic - and both would need an adjustment in 3gen - and as you rightfully pointer out, red forest should contain at least something more similar to 3gen)
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Nah, the situation you describe only really happens against bad survivors. 5 seconds of working on a gen as survivor in a 3 gen scenario is pretty easy, takes more than that to patrol anyways. so one survivor does 5 seconds while killers off at another gen in the 3 gen, killer comes back and kicks it. Takes away the base 2.25s, then takes 11s to regress the remaining 2.75s of progress. Net positive for just one survivor.
If the survivors are smart though, they'll be splitting progress on gens so they are always getting progress while your away.
Ex:
- 3 gen scenario. Lets say it takes 18s to patrol all 3, 6 between each. Lets pretend theres one survivor on each.
- So, theres on survivor on each. It takes 18s to patrol all 3. Assuming the killer kicks every generator, thats an added 1.8s to the patrol time per generator. so, we now have 5.4s added to 18s. The patrol time with kicks is 23.4s
- so 23.4s for a full patrol. I'd imagine the survivors would run when they see their the next gen to get patrolled, so they get off abour 2/3s into that time then get back on when you go. so about 15s of progress per patroll.
(this scenario is obviously mathematically specific and is more to show that good survivors will get a net positive on gen progress in a 3 gen despite kicking)
Alright so 15s per patroll, kicks remove 2.25s. so closer to 12.75s per patrol, without doubling up and without added gen timers. Regression goes at such a slogged rate Im not factoring in the time its regressing before survivors come back. So 90/12.75= ~7 patrols before a generator goes off.
This excludes getting hits and hooks though. Faster killers can obviously patrol faster and ranged killers can get hits more consistently for slowdown. but if someones hit, it takes 16s to heal. so if the gens regressing then you lose 4 seconds of progress. so for everyone injured, excluding the progress gained while the killer was off injuring them, the total progress per patrol is reduced by 4s. but even then the 12.75s would still need 3 injuries just to be negligible.
while that math is pretty specific I think you get the point. gens will be gaining positive progress per patrol unless you are playing a killer with great 3gen, like mid merchant who can prioritize the gens being worked on and get quick downs thanks to lock on.
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Read her power description. It does not take 5s for her drones to be hackable. After they are hackable, it doesn't take 0s to get to it. It doesn't even take 0s to hack said drone. The net result is, that you are most definitely NOT getting extra time, if she has close 3gen (which a lot of maps have), are not on comms and she doesn't really commit...
Rest of the math is also about as wrong, as saying chase takes 5.4s, because hit cooldown is 2,7s and u need 2 hits...
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For one, I think I mentioned that SM needs her design looked at anyways. Shes simply messing with how the game needs to be balanced, like nurse and aura perks. Gen kick meta NEEDED to die completely bc of SM. Awakened awareness/im all ears have to be mid bc of nurse. She should have a full rework so design stops being bottlenecked.
The math doesnt include chasetime. Or hitting someone. Or doing ANYTHING other than patrol and kick. The comment actually says that the math is pretty hyper specific. I used some numbers kind of generous to the killer too, 15s to patrol all 3 gens means its a pretty close 3gen. like 20m between each? ~10 survivor models stacked horizontally. So if survivors are gaining 12s of progress per patroll, probably closer to like 7 bc you run early and come back late. but even the net gain is positive. Include time to chase and down someone, or even just get a hit for some extra time regressing and the gens still get done. Just happens slower. The math doesnt even include all 4 survivors or double ups, just one survivor working on each gen. it clearly favors the killer and still the gens are going to finish. 3 genning isnt the issue its skull merchant.
I know on dead dawg theres some 3gen you can patrol by standing still. But on most maps you have to walk for at least 15s to patrol 3 full gens. It was math based on if the game was balanced. I made assumptions so the math was possible to do.
Besides if that math factored in hits and chasetime etc etc then boom the survivors win. Committing to chase means not defending the 3gen, so more progress. If you are running pgtw or surge or pain res then yeah you make that time back but otherwise they are getting the gens done sooner or later. I actually say at the bottom of the post that SM is an exception.
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In addition, yeah SM is bad game design and is way too good at 3genning.
Normal killer 3gen: Try to find a survivor and down them so you progress your objective while survivors slowly progress theirs. Hope you win the battle of attrition, killing survivors before the gens go off.
SM 3gen: Know when and which gen a survivor is on at all times. Doing generators will expose the survivor, and give an audiovisual cue to their location and exposed status. If they cleanse the drone, then you know where they are no matter what for about 30s and get a speed boost.
- If they dont cleanse, they are always exposed and shouldnt even bother healing. Easy fast chases and fast hooks ---> kills.
- If they do cleanse then other survivors can do that generator, but you are now faster for every drone they cleanse. ESP and speed bonus make patrolling very easy. Once their claw traps are gone, place drones and repeat.
Only SWFs can realistically cleanse all 3 drones and start doing gens. Even then, she has a fourth she'll probably place on the most progressed making all your effort useless. And even then that value is limited to about 30s of time before she gets her drones back and you have to do it again.
she needs a full rework.
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bro, survivor taps gens and it never EVER goes to 0%.
what are you on about??
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I’ve had two recent games with the Knight who set up a 3-gen from the start and they were the two longest games I’ve played. It’s not as easy to break and win as you say. These players literally did nothing but defend the three generators. Knight’s power can be used quickly enough that he can switch from defending one gen to the next without having to move far, and if he does he’ll get a speed bonus for drawing a longer patrol line. He can utilize his guards to damage gens for him, and if he pairs this with gen perks then he’s got a very difficult to beat set up. It’s not impossible…. The last game I played we did end up finishing the last gen but only because he eventually started downing and hooking. (I think even he got bored after a while.) I’m not for completely nerfing the 3-gen strategy but it does draw games out for painfully long amounts of time, and is borderline op for certain killers. Like with the introduction of the endgame collapse I do think something needs to be implemented. For instance, I sort of like the idea of changing up regression. Maybe something that will only allow a generator to regress to a certain percentage of the amount of progress that was on it. For instance, if a gen is @ 90% maybe it will only regress to 1/3 of that @ 30% instead of 0. I also think one thing that could help would be if they fix survivor perks that use active abilities so they can be used in conjunction. For instance, perks like Blast Mine, Potential Energy, and Repressed Alliance are all activated using the same key/button. They need to have the game automatically assign each perk to a different key/button so you can use them how you choose. Being able to stack PE and stun the killer with a blast mine so you can dump it into another gen would be useful or whatever other combination.
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Rework the Skull Merchant 🔥
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yes, she needs a buff so she can actually win games instead of stalling silly survivors that hides in corner because they are salty that they can't work as a team and win.
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3 gen strat has been nerfed mostly. I don’t see the point of coming up with more “counterplay” for 3 gen defending if a significant portion of the playerbase are not using exclusive 3 gen strategies anymore
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Sure it can get hard if killer is prepared.
That was always an issue of DBD. You don't know what other side will bring.
Is it possible to win against 4x BNP? Yeah, but that's also hard and some killers have no chance. You don't really need BNP, just green with normal add-ons and perks. You are able to finish all gens under 4 minutes.
But both of those are rare. Simply because as you said, it's boring for everyone. Even players using it.
People who want to nerf 3-gen should realize that only alternative is to tunnel at some point of the game.
If survivors finished 2-3 gens before I get second hook, unless I am snowball killer like Oni or Plague, if I want to win my options are at 3-gen or tunneling.
It is what it is. I don't use any of those from start of the game, I just adapt.
But if survivors have gen rush perks or I was just unlucky and they spawned everyone on different gen, do you expect me to just give up and let them leave?
Hell no, there needs to be way for comeback. 3-gen is that option.
I don't consider that issue in general, but there are some specific maps that should get it nerfed. (Have some loop there or create more distance between gens)
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Sure. I was talking specifically about skull merchant. Like knight can be also obnoxious about it, but he can never be as bad as merchant. If they removed/completely changed merchant and maybe adjusted knight, then there's no issue whatsoever. Survivors do get some progress against every other killer so even if it costs several hooks, it's fine. It's not a problem. SM (and to much lesser degree knight) are the only problems in my opinion
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I can get similar or better results than merchant with:
Legion, Demogorgon, Wesker, Hag, Knight, Artist, Nurse, Blight
All of those can win on 3-gen reliably. Issue with merchant is her lower lethality. Doesn't matter which side win, merchant will be slower than other killers. That's why she is hated most. She is not really better at it.
Most maps don't have that good 3-gen. Some maps need it to be somehow playable (Garden of joy).
Saloon and RPD should have 3-gen nerfed.
Thing is if 3-gen is an issue, we should talk about gens which are impossible to defend too and fix both in same patch.
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I still disagree about other killers being better at holding 3gen. Other killlers don't have ability, that basically forces survivor to wait (for regress) until they can start to work on gens. That's the biggest difference.
Otherwise I agree with you. 3gen is map-specific thing. Like haddonfield had awful 3gen, that got (thankfully) removed. But now the map has nothing for killers to play around - it should probably nerf houses a little. There are quite a few maps, that have some issue one way or another
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Passive regression is not only way to regress gens.
It's also not best after perks for it were nerfed hard. Skull merchant is better for passive regression than others, that's true. That's why she was nightmare before CoB build nerf.
Other killers I mentioned have mostly higher lethality than her, so they can use perks like Jolt, Eruption or Pop to regress gens by %. They don't need passive regression that much.
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Yes agreed. But until certain level, survivors (and basically whole soloQ) just don't know how to counter it. On the other hand it's not that hard to do on killer's side. Playing good 3gen demo is MUCH harder then playing good 3gen skull merchant. And also - she still does get value from active regression, because she still gets sneaky hit from time to time (after 40 minutes, you are bound to do a mistake or two).
Don't get me wrong. I am not saying she is OP and it's impossible to win against her. It just needs much more coordination/teamplay and it will always take ages to win. Making it quite pointless to try. Because even if you win - the question is "was it worth it?" And say that the answer is yes. Would you answer the same after 2nd such game? 3rd? 10th? Because for me it got old after single game.
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I have yet to see merchant forcing 3-gen from start and I always remove 3-gen first against those killers, so I don't get into that situation if possible.
(I haven't played that much during CoB era)
There is simply not that many killers that does use 3-gen from start and never commit. It's same as gen rush squads, it's boring to do.
From killers I mentioned, it's probably true that skull merchant have easiest 3-gen to do. Next is probably Legion.
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lucky you... And yes. It is boring (I would argue from both sides, but some killlers like it for some reason). That's my main point
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Maybe the new Deja Vu will help to combat 3-gen. But you’re both right about maps. I should never be 3 seconds away from the next gen. That can make the game too easy for both sides depending on the situation.
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3 gens are caused by survs.
If i use all the hooks on one side of the map is it my fault or the survs?
Survs can see where gens spawn at the start, they choose to ignore them.
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It's survs fault because they should have prayed to RNG gods harder?
It was mentioned several times, that the main problem is, that skull merchant spawning in game, ignoring 4 of her gens and just focusing 3 closest together is very viable tactics for very long match. And there are other killers capable of doing the same with a little worse success rate.
How is this survs fault? Because they didn't bring 4x BNP +4x potential energy just in case it's skull merchant? Well if that's ok, then how about bringing old boil over - that made survivors on certain spots unhookable if killer didn't bring iron grasp+agitation? Great design both of these things!
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