What will the 3 gen fix be?
I’m hoping once 4 gens are done Survivors are able to pick one completed gen to reset with the initial gen completion still counting. The Killer would be alerted to which one.
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They would always pick the furthest gen away. Just make the gen furthest away reset and take away the unnecessary interaction.
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Would unfortunately give the survivors way too much control and power over the game. Imagine being in a three gen and on the other side of the map the survivors reset a gen. There is literally nothing to do in that situation because if you leave, the survivors complete the three gen, but if you don't they still get another gen and free endgame. This exact situation even happens in the game when there's two gens on one side and one on the other
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Ideal solution would be to even out the curve for gens. My thinking is to take 40 seconds off the last gen, put it on the first gen, and 20 seconds of the 4th gen, and put it on the second gen. Thus.
1st gen takes 130 seconds, 2nd gen takes 110 seconds, 3rd gen takes 90 seconds, 4th gen takes 70 seconds, 5th gen takes 50 seconds.
Tweak the numbers, and make it so that when the charges are removed from the gen, it removes repaired charges first, so you can't have like 5 gens pop all at once for example. This also minorly addresses tunneling because 3 people can do the last gen at 50 seconds a lot easier than 90 seconds.
Most likely though? They will do some horrible mechanic that only nerfs chess merchant but doesn't actually address the problem. Probably something like, gens can't be regressed more than 100% of their total progress, or something. Creating yet another complicated mechanic that forces killers to keep track of yet again another thing while continuing to give survivors a bunch of UI that shows them everything.
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8th generator
Repair bonus on generators which are close
Repair bonus by 3/6/9% for each sacrificed survivor
Relocation of certain generators
I hope this doesn't feed bad survivors.
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They said before that it won't interfere with survivors accidentally 3 genning themselves. Your solution sounds like it would, as it would mean survivors could play alot more carelessly and recover.
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Just give 10 s of Deja vu aura reading basekit after completing a gen.
If Survivors still 3 gen, it’s on them.
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I imagine something mechanically simple like a regression cap on gens.
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i believe they're not nerfing it because of chess merchant. coconut showed video with singularity 3 gen for 30 minutes with 0 regression perks. Like i said, any killer can stall game on purpose if 3 gen are close enough together. I don't know what they'll change. regression limit is one possibility. adding 4th gen is another one. another idea is making that you can open exit gates at 1/4 speed. I saw otz come up with an idea where he said that what if killer had limit of how many times they can kick gens. he suggested that killer have 30 kicks per game. it could work as well.
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I'm afraid of this change tbh, because I think it will be detrimental also for killers who don't 3gen deliberately like me. I play in 3gen sometimes but because the survivors 3gen themselves by reparing the incorrect generators, not because I pick 3gens and patrol them from the start of the game.
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Devs already said survivors accidentally 3 genning themselves will still be able to happen, that they're not looking to stop that.
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"potiential energy" is already in the game. bhvr gave you the tools to break a 3 gen. people prefer not to use it...
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Probably a system that blocks the 3 gens that are furthest away like Corrupt.
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Survivors should not escape a 3 gen situation. Its their fault for playing dumb and careless.
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Yeah sure, survivors should run potential energy to counter 3gen, DS and OTR to counter tunneling, unbreakable to counter slugging. Why did we even nerf CoH and MFT when shattered hope and exhaustion perks + add-ons exist ? /s
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This take is so old and so wrong.
There are Killers out there who play for a 3-Gen from the start. Skull Merchant and Knight where the biggest offenders (and they still are probably the best at it), but every Killer can do that. Especially if they throw a Map Offering for e.g. Dead Dawg Saloon.
And if the Killer decides to play this way from the start, it is completely irrelevant if the Survivors repair the 4 other Gens, 99 all of them or dont touch them all. Because you cannot escape a game with only 4 Gens done, so it does not really matter as long as the Killer has a strong 3-Gen they can hold from the start.
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I dont really know what they want to do, because it is a fine line between making sure that Killers cannot 3-Gen from the start and making sure that Survivors still have to pay attention which Gens to do.
Maybe it will be as simple as fixing Gen Spawns a bit (like they did on Haddonfield, where really nasty 3-Gens could spawn, it got a bit better) and adding an 8th Gen or something more complicated like increasing Gen Repair Speed the longer the match goes on or adding Progress Caps to Gens. (even tho the latter is a bit tricky, because it would also affect Gens outside of a 3-Gen situation and IMO it would not be a good solution because of this since Survivors would probably just repair as many Gens to the highest progress cap and then finish them rapidly one after the other)
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Firstly, I would say that a Survivor-created conundrum of the final three generators ending up close together because of poor planning ought to be punishable. Fortunately, that doesn't appear to be the type of 3-gen the devs are targetting.
The livestream was clear: the 3-gen change is targetted at Killers who would play for the 3-gen early on, such as the Skull Merchant's old "Chess Merchant" tactic. How this will take form is unclear, but if this is the type of 3-gen strategy the devs are aiming to get rid of, I'm for it. I just don't want the devs to punish Killers when the 3-gen is purely caused by Survivors.
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That would be awful.
I think the 3-gen fix should be something where the survivors get gradually more pressure as the game drags on. The longer this last 3-gen isn't completed, the more repair speed they get to them.
Or maybe some kind of progress cementing thing, where every perfect skill check makes 1% of the gen's progress unregressable.
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At the simplest level they might just be looking at gen spawn logics. Some maps lend themselves to unbreakable 3 gens much more than others. There are a lot of maps in the game though, so not sure it would work out.
Putting a limitation on how many kicks a killer has would also be a good idea. It would be like anti-facecamp, it wouldn't even touch the way most players are in a game, but would greatly hinder the activity the devs want to stop.
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A regression cap is probably the only way to address forced three gens. Everytime a gen is kicked it also applies an effect similar to BNP. Everytime it's kicked it requires two or three charges less to complete. (While I think gen tapping is alright at the moment in this case gen tapping would have to get removed; a gen only stops regressing when you repaired it for at least 1.5 seconds.)
Survs three genning themselves won't usually have touched the three-gen-gens often enough for that to matter; they never tried to break it and never really got interrupted if they had tried and most killers will rarely have to kick a gen more then three times, not even with Overcharge, CoB, Eruption or NTH if they don't actively try to keep a three gen the whole match. (for all I care they can also get three kicks per gen for free - and every thirty-ish seconds the gen requires one more charge again to adress a situation where a killer guarded one highly progressed gen for a while - but even after that it never got stopped from regressing. That's on the survivors and I see how that shouldn't make the gen take only 70 seconds or something like that to be completed).
Survs trying to break the three gen right from the beginning would be rewarded the most; the gens they tried to complete while slowly also working away at the others would get kicked many, many, many times over the course of the match, reducing the total charges needed by the time the three gen gens are the only ones left to a number low enough to be entirely manageable.
(Looking at most of the content creator experiments on three genning most teams manage to get at least one gen to at least around 70% several times and under the circumstances outlined above these gens would have popped.)
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