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Idea To Permanently Fix 3 Gen Server Timeouts
A large portion of the community dislikes this strat and the ability to do this leads to server timeout games becoming common by killers like Skull Merchant and Knight. This even becomes their ideal win condition unless the survivors choose to give up. This strat also limits the creativity of the dev team to make specific killer designs as it favors one side too heavily when this strat is employed. Simply put, something needs to change. Onto my idea to potentially fix it.
Idea:
- When 4 generators are complete, if all of the 3 remaining generators are within 32 meters of another generator, this mechanic activates.
- When activated the anti-3 gen mechanic turns off one of the generators more than 32 meters away from all the 3 original remaining gens. Then a randomly chosen generator in the 3 original gens is turned on and entity blocked. This leaves still one generator to be completed to power the exit gates.
Explanation:
- This automatically prevents 3 gen situations from ever occurring
- This makes it so killers wanting to guard a limited number of generators still can so long as they prevent a 4th generator from being done (4 gen situations instead of 3 gen which is more hard to defend for free with killer powers)
- The purpose is to automatically split the generators to have at least one generator more than a killer's terror radius away for survivors to try to complete.
Comments
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What about fix base gen spawning instead?
So survivors still have to use some brain and spread on gens.
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Counter argument: most players are solo queue and you cannot account for 4 separate people to try to break 3 gens. You also have to account for the only people knowing about the upcoming 3 gen being the ones chased so they can't break it.
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You can do it yourself, no need to rely on other players.
We finished one gen on this side, so it may be good idea not to work on another gen, but instead walk to opposite side and work there.
Start with center gen.
Know some map has evil 3-gens, try to break it as first gen (saloon, RPD).
I would say it's more about knowledge and paying attention (finished gens location). You don't need SWF for this.
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the only problem with 3gen is sm, for 7 years in a row, early destruction of 3ge was considered a good game for survivors, and for a killer, competent protection of 3gen
Just because 1 problematic killer spawned and you didn't want to take potential energy doesn't mean survivors should auto-win on 3 generators
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It isn't an auto win, just an automatic rearrangement of generators to account for bad map design, killer designs that are good at guarding areas (perhaps too good) and nothing else. This would allow killers like Skull Merchant to not be problematic in the way they are implemented.
If enough survivors are alive and only 1 gen is left, you have lost anyway without an end game perk or two. 4 survivors alive during 1 gen is basically a free survivor win, 3 alive= <50% chance of win, 2 alive is almost always a game over except hatch/gates after hatch close in killer favor suggesting a fast chase, and 1 is straight up a killer win because they finished a gen to get only one left and gave away their location instead of finding hatch.
Look, I understand if my idea is bad but something has to change so this situation cannot be made possible again in the future even after Skull Merchant is fixed/changed. What would you guys suggest instead? I want game health to be improved and prevent this going forward from ever being a concern that Knight first highlighted before Skull Merchant.
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How can you break a 3 gen by yourself if the killer is guarding it from the start of the game? I seriously don't understand how you expect to do that while being the only one inside the 3 gens being guarded so killer just focuses on killing you out first. This isn't a 1v1 game and survivor isn't designed to be able to do that with the killer.
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If killer is holding 3-gen from start, then you have to hope you were lucky and other survivors know how to beat it, but that's unlikely.
That's more of an issue of soloQ tho, same as camping and tunneling against soloQ.
But wouldn't better fix be buff for soloQ rather than nerf for killers?
There need to be tools for players (information), if they fail at using it, then it's skill issue.
Your mechanic is basically baby sitting.
I would like to see chat wheel for example with some premade options. Easy to use and quite effective.
Other methods are flawed. Chat bar wastes time, you will lose many games for it.
Voice chat will not be used by most and abused by others (time to mute everyone).
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Those are very fair arguments. Thank you for trying to see one of the specific situations I was talking about is almost impossible to break yourself. While I may not agree that information being provided would be enough to fix it (for instance the hud update is still not utilized by a large portion of the community properly), I just think it is important to do something about the possibility and any option is better than nothing.
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It doesn't matter if players use it or not. There just needs to be valid options.
I really like HUD icons, it's great tool that improved soloQ a lot imo. But you need to pay attention to it.
Your mechanic has one kinda logical flaw. Why have strong gen spawns when you can ignore them in each game?
There are weak and strong gen spawns on basically each map.
You should keep weak gens to late game and focus strong gens early if possible, when survivors are at their strongest.
Your mechanic makes it so you don't have to care at all about what gen you work on. Even if you screw it, game will fix it for you.
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I concede it can eliminate thinking through what gens you do unless the killer holds a four gen. I do like the idea of the information being provided even if no one uses it as you suggested regardless of other changes. Mind you, not all killers can hold a 4 gen, just the strong ones. Even Skull Merchant falls just short of being a 4 gen killer as one drone pickup would break that strat now. Perhaps my idea is too simplistic but it was the first one I could think of to address all possibilities but that also means it probably overshoots.
A very bandage fix type of way of using my idea is to just add the mechanic to Skull Merchant directly so it functions when she is in the match.
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It would work with basically corrupt base-kit.
So you force survivors to deal with stronger gens at start of the game, but make it possible to win in late game, if they didn't break it early.
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I don’t think this would be possible on a lot of maps without increasing the map’s size.
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If you move the generators farther apart, then survivors will get rewarded for pre-leaving generators at the slightest hint of a terror radius (or the lullaby warning). Survivors excessively pre-leaving generators is a major game issue, and is half the 3-gen problem.
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