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The 3 gen "fix" is not fixing the actual problem at all
It doesn't matter if the killer can't kick a gen anymore if the 3 gen is so clumped together you can't work on them in the first place.
As long as 3 generators can spawn too close of each other the 3gen problem will never go away.
The easiest and simplest fix would of been to just remove 1 generator from the map so generators will have more space to spawn further from each other.
You can still 3gen just fine, I would say now it's even better because you kicking gens it's more effective and by the time you kick a gen 8 times your pressure should be too much for survivors to recover.
Comments
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I'd be curious to see how long a Singularity could hold a 3 gen against a coordinated team. Even with only 8 regression events per gen I bet the match could still be drawn out for quite a long time.
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The killer can't be in 3 different places at once. The survivors however can be. So you will definitely get to work on the gens. After a while the killer will have no choice but to commit to a chase because they absolutely cannot regress the gens anymore.
The 8 regression events limit was installed to stop killers from holding 3 gens indefinitely and that is exactly what it does. So objectively, 3 gens have become weaker. A lot weaker at that.
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Gonna have to disagree with you there. If the killer can't regress gens anymore, they can't 3-gen. Even if you only get 1% and keep pre-running, the killer will lose. At some point they have to commit to somebody and that's the window to break it.
Yes the pressure can be high on a 3 gen, it always has been, but 4 survivors who have only 1 or 2 hooks between them (which is what happens if the killer just camps a 3gen all game), if they are remotely working together should be able to get it done unless they make a quick series of bad mistakes.
Kicks are stronger yes, but what killers have ever been relying on kicks other than when using Overcharge? Most killers ran Pain Res, Pop, Surge anyway instead of kicking... and that hasn't really changed... so the 3 gen system introduces a buff for killers that doesn't really change much anyway, but with a downside if they stack gen regression.
The big issue being discussed right now is actually hitting the limit on the centre gens happens too easily, as it is disproportionately punishing on the less mobile killers who tend to stick near the middke of the map and rely on perks like Surge to make up for their lack of mobility.
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Bruh, by the time a killer gets to kick a gen 8 times in a 3 gen, game is already over for survivors most of the times
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Just attack both furthest gens in the 3 gen until the killer cant kick anymore. Shift+W instantly when the killer is coming. You win the war of attrition because they will run out of kicks
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Yeah that will fix it.
Good luck trying to break a 3gen in a dead zone.
Watch some comp DBD and see it's impossible even by pros and that's after the 3 gen "fix"
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Yeah but that's the point isn't it? If the killer has been chasing survivors, getting downs and hooks, burning pallets and resources, AND holding a 3-gen, the killer has been playing well... if the game is already over by the time the 3 gen mechanic comes in, the killer must have been commiting to chases and catching survivors.
The anti 3-gen system is not there to nuke the strategy of 3-gens to the floor, killers holding a 3-gen is a valid strategy, the same thing as proxy camping is a strategy that the AFC doesnt prevent. The anti-gen system is NOT there to remove 3-genning from the game.
The point of the 3-gen system is to prevent killers from blocking the game for absurd time nearly indefinitely with excessive slowdown that allows them to never commit to survivors and just keep regressing gens without downing or chasing anyone.
Survivors complaining about the AFC and 3-gen mechanisms really need to understand that neither of these implementations are to completely prevent a killer from using that strategy. They are both there to ensure that survivors can get windows to play around those strategies, and safe guard against people exploiting mechanics and systems that allow them to subvert the goal of the game just to grief other players.
You will inevitably break 3 gen if the killer doesn't chase you. Yes you can lose to a 3-gen, but the killer cannot auto win by not engaging with you, and that is the point. Unless you have evidence the contrary, the 3 gen system does not need to be made stronger.
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They use the 8 kick change in comp? They removed the anti-camp mechanic in comp. Do you have a link for me where that happened?
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Skull Merchant is the only problem about tri gen.
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3 gens aren't meant to be easily beatable, they're meant to not be an infinite stalemate.
If the killer isn't committing to chases and only defending gens, then two or more survivors will repair the gens if they focus on tag-teaming the two furthest gens and running away as the killer approaches.
If the killer is using a 3 gen for pressure and scoring hits/downs in the process, then the killer is using the 3 gen as intended.
The anti-3-gen regression limit is not supposed to be an automatic win for the survivors.
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are they playing on private server?
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They were never infinite. Game ends at 59:59 on the clock. The 3-gen solution was meant to prevent games from dragging out beyond the average match time bhvr intends (15:xx IIRC?)
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I would suggest you to finish one of them before actually 3gens.
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3 gens are and should be a strong opportunity for the killer to build pressure because of a smaller play area. It's up to the killer to make good use of that opportunity.
It's not intended that a 3 gen should be a fully guaranteed win condition for the killer, which is what was causing killers to decide to do this in the lobby.
Arguing that the game ends after an hour is completely irrelevant, since the game currently ends with a *killer win* after the timer runs out.
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I'm just going to be honest with you man as the person that plays survivor and that hates the killer Side Lol. The "Deja Vu" Perk is the solution. Deja Vu shows you the three generators that are closes to each other and also gives you a 6% speed boost. So as a survivor you target the three generators that are closes so at the end of the game when it's just three generators they'll spaced out. Most time survivors do the generators on the outside of the darn stage to avoid the killer. What that does is makes the stage smaller for a killer that's faster than the survivors. Making it easier for the killer to patrol three generators that are super close to each other. The generators in center must be completed first if possible. Meaning the area that the killer will be running is wider in order to check the generators towards the end of the Match.
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Players also scream for smaller maps to ease gen patrol on the less mobile killers. Shrink the maps and that has to shove gens even closer together.
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Someone finally said it, but of course you'll be not listened at all, 'cause you're telling them to stop running the strongest perks to loop the killer over and over and over, asking for the entire game to change to let them do it, instead of playing a role in a team and help the survivors follow one of the main objective they have: gen management.
But well said man, well said. I'm with you.
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The Anti-3-gen system is doing way more than it's supposed to. It's not uncommon for weaker/M1 Killers to end up with one of the last gens (usually one in a high-traffic area like main/middle gens) which makes the endgame essentially unwinnable for the Killer since they have very limited regression left on that gen, forcing them to prioritize that specific gen over the other 2 even though they never intended to 3-gen.
This makes it much safer to simply do every gens in sight in any order instead of choosing which gens to do. Who cares if the game ends in a 3-gen, unless it's against an S-tier Killer or one of the 3-gen trio (fun fact: Knight can use his guards to kick the gens more than 8 times, apparently the guards can continue damaging gens if they do the 8th kick as they can't trigger the gen-block themselves, entirely bypassing the mechanic. An ill-thought-out mechanic and it still managed to be worked around somehow by one of the main culprits in making this system exist in the first place) then simply pre-running will essentially guarantee victory.
Using Surge and Eruption in particular is just asking for ending up in such a situation if the Survivors don't go down easy. It also makes non-regression kick perks (Nowhere to Hide, Surveillance, Dragon's Grip, Trail of Torment, Machine Learning etc.) a limited resource despite not being made to defend/regress gens, reducing perk and Killer variety and viability.
The system itself isn't a complete failure, the idea behind it is sound, but the system should have less regression events (like 6 or 7) but only activate after the 4th gen is completed to truly be an Anti-3-gen system. As it is now it only makes life more difficult for weaker Killers, stronger/3-gen Killers don't care and it reduces variety.
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Deja lets you see the gens that are closer together, that does not stop the killer to choose a 3gen and consistently patrol it, also forcing to equip a perk to fix something will never be a real solution.
Perks should make parts of the game better not be a band aid.
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I agree to an extent, playing for a gen cluster is still very potent. Now, the regression limit wasn't meant to make 3-genning unemployable, it was more specifically aimed at preventing a killer from being able to indefinitely stall the game - playing around a gen cluster in and of itself should still be a viable strategy as well as something the killer can capitalize upon should the survivors 3-gen themselves. But it arguably is too potent still on some specific killers, and the buffed 5% instant regression on kicks as well as the requirement of needing to put in 5% of repairs before the regression stops are de-facto buffs to 3-genning.
Most importantly, the regression limit does next to nothing to alleviate issues where generators simply spawn too close to each other for survivors to be able to contest them. In these instances, killers can feasibly stall the game for an hour even without kicking gens at all, just by walking from one to the next. The regression limit is not a band-aid for this, BHVR still has to do something about spawns like this:
Then there are killers like Skull Merchant, Singularity, Knight, Doctor, Hag and Trapper that excel at 3-genning and could do with adjustments to account for that. Singularity even in tournaments after the implementation of the regression limit has had various instances of winning against top teams by playing around a 3-gen setup, with players like Wispy and Knightlight essentially never not at least "4k1"ing (killing everyone at 1 gen left, because they can't get one of the remaining gens done).
Apart from remedying ridiculous cluster spawns and adjusting some of the most egregious killers in terms of defending gen clusters, I think it could be beneficial to change the regression limit system such that it only starts applying once the last 3 gens are left, but then having a much lower limit.
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The fix they implemented was not for 3-gens, it was for the killer using 3-gens to take the game hostage until the server ended the match and made all the survivors lose.
Survivors can still 3-gen themselves, so it would not be fair to punish the killer for that.
Even if the killer gets lucky with a tight cluster of gens (and survivors are unable to make 5% worth of repairs because it's a Hillbilly using endless chainsaw sprints to keep survivors off the gens), the gens will eventually regress to 0% and the survivors can start the progress anew, eventually leading to the killer kicking it and getting blocked from the Entity.
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This, even if this chance was not meant to fix 3 gens, the game absolutely needs a change and fix for 3 gens, they should never spawn that close of each other in the first place, a good killer can guarantee a 3gen even if the survivors try to break it, as you mentioned in tournament, even the best players cant stop that from happening most of the times.
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