Do something about this 3 gen

I’m already over it. Wasted a whole HOUR, when we all did so good.

4 gens done and not a single person was hooked, hour later everyone is dead. Something must be done about this.

and of course the killer messages everyone saying “so easy”

the killer was knight and we were on haddonfield, there was 1 gen in the main house, 1 right outside of it, and 1 behind a wall next to the house.

Comments

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367689#Comment_3367689

    The problem is, what do you add to M1's that helps with larger maps? What makes larger maps hard is being able to get anywhere in time, but if you give M1's some way to do that, now you don't make it harder to spread gens by making the map bigger, because an effective 3gen can be more dispersed.

    Give every killer a mini BBQ basekit (the only thing that I would ever consider to be made basekit ever), showing them the aura of a single survivor after a hooking event, thus showing them opportunity, and giving them a sizable speedboost as long as they move in the general direction of that survivor, are not in chase and are a certain distance away from their new target. In essence this should be used to give the killer a new target, peeling them away from the hook, and giving them tools to close the distance without shooting themselves in the foot.

    Alternatively, rework Insidious: "After standing still out of sight of survivors for 7s, the killers terror radius disappears and they are teleported to a shadowy corner 16m away from a random survivor. The killers terror radius is suppressed for 3s after emerging and they briefly see their targets aura. 120s cooldown. Does not work in the basemenr".

  • @WeenieDog said:

    What they solve it by adding a boon perk next chapter that like;

    When 1 generator is left to be completed:

    Gain 'x'% repair speed if those are 'y' meters away from each other. Killer is stunned when they kick highlighted generators.

    You shouldn't be forced to run a specific perk every game to not have your fun ruined by something like what OP described

    @emetSdidnothingwrong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367501/do-something-about-this-3-gen

    You know it takes both sides to draw out a match that long, if you don't like the 3 gen then let the killer hook you and move on to the next time, you aren't entitled to an escape just because you can hold M1.

    Some strategies / ways of playing like dragging out the game by holding a 3-gen and refusing to leave are so unfun they need to be removed from the game. "Just die" can't be the solution

    @Xernoton said:

    Keep it coming. More complaints about 3 gens. Can't wait for that topic to get the DH treatment and be ignored (or stalled) by the devs.

    They created a monster and now it's back to bite them. What I mean is that they had the right idea to shake up the meta but their way of doing it was horrible. With Pop and Ruin holding 3 gens wasn't impossible but you couldn't stall a match for 40+ minutes. CoB and Overcharge on the other hand can do that and funnily enough they underperform, if a killer doesn't use them in that way since faster regression only works as long as no one touches the gen.

    Then there are these weird 3 gen spawns. I have no idea what went wrong there but for some reason the spawn logic of gens changed and now we have some 3 gens that are virtually impossible to break.

    3-gens were always possible. Changes to Ruin / Pop Goes The Weasel did not make them possible. You could undo all (or some) changes made to these perks ever and 3-gens would still be possible as they are now. Killers can decide they want to 3-gen and make the game miserable for Survivors with or without those two perks

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367658#Comment_3367658

    The gen spawns themselves are problematic and I'm not sure how they fix them. Maps are already too big most of the time as it is. But spacing out the gens means adding more space to the maps. And that would make M1s even more painful on a lot of maps.

    Easiest way is probably to add a way to the game that lets Survivors forcefully end a 3-gen. Such as opening the exit gates, but at a much slower rate, and with aura reveal + notification if only 3 generators are left. Something like 3 minutes+ without interruption to open a gate. That would force the Killer away from the 3-gen, at least temporarily, and allow progress. Depending on how close the 3-gen is to the gates is though this may not work.

    Realistically there are only three ways to stop 3-gen situations:

    • make it against the rules and start banning Killers going for it. This has the massive downside of the report system being awful and requiring a recording (or adding a replay system so the support staff can just check that)
    • make them impossible by forcing generators to spawn far enough apart for it to not work anymore. This most likely requires an overhaul of most (or all) maps and/or map generation
    • add a mechanic to the game that forces the Killer to leave the 3-gen. Such as being teleported away if they are in one area for too long (similar to how Survivors get AFK crows but with a forced teleport) or another way for Survivors to escape that is ideally only viable if the Killer refuses to leave a 3-gen

    Nothing else works.

    Some commonly suggested solutions and why they don't work:

    • anything to do with perks: you should never just lose or risk being dragged into a 30+ minute game if you don't always run a specific perk
    • Killer buffs: you could make an overpowered Killer that can mori after the first down so they don't "need" to go for 3-gens but they still could if they wanted to. The problem is that some Killer players apparently find it fun, but their fun comes at the cost of four other players. Just because there are better ways to get kills doesn't mean everyone will stop going for 3-gens. It's still going to be a miserable experience for four players even if it's not the optimal or even a good strategy
    • "just don't get 3-genned": Killer can decide to 3-gen at the start of the game and there is nothing you can do about it as Survivor. There is nothing forcing the Killer to care about the other four generators. They just ignore them, you can work on them for a few minutes but then you are stuck in a 3-gen
    • "just give up and let the Killer kill you": "just don't play the game" is a bad solution for obvious reasons


  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367652#Comment_3367652

    You shouldn't be forced to run a specific perk every game to not have your fun ruined by something like what OP described

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367655#Comment_3367655

    Some strategies / ways of playing like dragging out the game by holding a 3-gen and refusing to leave are so unfun they need to be removed from the game. "Just die" can't be the solution

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367658#Comment_3367658

    3-gens were always possible. Changes to Ruin / Pop Goes The Weasel did not make them possible. You could undo all (or some) changes made to these perks ever and 3-gens would still be possible as they are now. Killers can decide they want to 3-gen and make the game miserable for Survivors with or without those two perks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367667#Comment_3367667

    Easiest way is probably to add a way to the game that lets Survivors forcefully end a 3-gen. Such as opening the exit gates, but at a much slower rate, and with aura reveal + notification if only 3 generators are left. Something like 3 minutes+ without interruption to open a gate. That would force the Killer away from the 3-gen, at least temporarily, and allow progress. Depending on how close the 3-gen is to the gates is though this may not work.

    Realistically there are only three ways to stop 3-gen situations:

    • make it against the rules and start banning Killers going for it. This has the massive downside of the report system being awful and requiring a recording (or adding a replay system so the support staff can just check that)
    • make them impossible by forcing generators to spawn far enough apart for it to not work anymore. This most likely requires an overhaul of most (or all) maps and/or map generation
    • add a mechanic to the game that forces the Killer to leave the 3-gen. Such as being teleported away if they are in one area for too long (similar to how Survivors get AFK crows but with a forced teleport) or another way for Survivors to escape that is ideally only viable if the Killer refuses to leave a 3-gen

    Nothing else works.

    Some commonly suggested solutions and why they don't work:

    • anything to do with perks: you should never just lose or risk being dragged into a 30+ minute game if you don't always run a specific perk
    • Killer buffs: you could make an overpowered Killer that can mori after the first down so they don't "need" to go for 3-gens but they still could if they wanted to. The problem is that some Killer players apparently find it fun, but their fun comes at the cost of four other players. Just because there are better ways to get kills doesn't mean everyone will stop going for 3-gens. It's still going to be a miserable experience for four players even if it's not the optimal or even a good strategy
    • "just don't get 3-genned": Killer can decide to 3-gen at the start of the game and there is nothing you can do about it as Survivor. There is nothing forcing the Killer to care about the other four generators. They just ignore them, you can work on them for a few minutes but then you are stuck in a 3-gen
    • "just give up and let the Killer kill you": "just don't play the game" is a bad solution for obvious reasons

    That's a good idea. It reminds me of something VHS actually did well, which was the Rift concept whenever there was a lack of engagement between players.

    The exit gate thing could work. It made me think of something else too: after 5 minutes without a down with 1 generator remaining, the auras of all survivors are revealed until the next hit, and generators start to power on at 1 charge per second. Could even reduce it to 3 minutes to reduce the abuse potential on the survivor end. Auto-progress stops on the hit. The progress could work like Overcharge too where it eventually reaches 200% if the killer is blatantly stalling and not committing.

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367652#Comment_3367652

    You shouldn't be forced to run a specific perk every game to not have your fun ruined by something like what OP described

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367655#Comment_3367655

    Some strategies / ways of playing like dragging out the game by holding a 3-gen and refusing to leave are so unfun they need to be removed from the game. "Just die" can't be the solution

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367658#Comment_3367658

    3-gens were always possible. Changes to Ruin / Pop Goes The Weasel did not make them possible. You could undo all (or some) changes made to these perks ever and 3-gens would still be possible as they are now. Killers can decide they want to 3-gen and make the game miserable for Survivors with or without those two perks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367667#Comment_3367667

    Easiest way is probably to add a way to the game that lets Survivors forcefully end a 3-gen. Such as opening the exit gates, but at a much slower rate, and with aura reveal + notification if only 3 generators are left. Something like 3 minutes+ without interruption to open a gate. That would force the Killer away from the 3-gen, at least temporarily, and allow progress. Depending on how close the 3-gen is to the gates is though this may not work.

    Realistically there are only three ways to stop 3-gen situations:

    • make it against the rules and start banning Killers going for it. This has the massive downside of the report system being awful and requiring a recording (or adding a replay system so the support staff can just check that)
    • make them impossible by forcing generators to spawn far enough apart for it to not work anymore. This most likely requires an overhaul of most (or all) maps and/or map generation
    • add a mechanic to the game that forces the Killer to leave the 3-gen. Such as being teleported away if they are in one area for too long (similar to how Survivors get AFK crows but with a forced teleport) or another way for Survivors to escape that is ideally only viable if the Killer refuses to leave a 3-gen

    Nothing else works.

    Some commonly suggested solutions and why they don't work:

    • anything to do with perks: you should never just lose or risk being dragged into a 30+ minute game if you don't always run a specific perk
    • Killer buffs: you could make an overpowered Killer that can mori after the first down so they don't "need" to go for 3-gens but they still could if they wanted to. The problem is that some Killer players apparently find it fun, but their fun comes at the cost of four other players. Just because there are better ways to get kills doesn't mean everyone will stop going for 3-gens. It's still going to be a miserable experience for four players even if it's not the optimal or even a good strategy
    • "just don't get 3-genned": Killer can decide to 3-gen at the start of the game and there is nothing you can do about it as Survivor. There is nothing forcing the Killer to care about the other four generators. They just ignore them, you can work on them for a few minutes but then you are stuck in a 3-gen
    • "just give up and let the Killer kill you": "just don't play the game" is a bad solution for obvious reasons

    I don't think the teleporting would be a good idea.

    It totally inverts the problem; "If Survivors 3-gen themselves, you're going to automatically lose because you're not allowed to stay in the area and must take a chase that lets the gens complete".

    We don't want a solution that just guarantees an eventual survivor victory after four gens are completed (the above powering-on would be a similar one--at that point, the Survivors can just refuse to engage on their side and will win)

  • A complicated way to solve this

    After 20 minutes of game, survivors gain a speed boost on objectives: 10% speed bonus but for every different generator kicked by the killer, 1% is removed from the bonus, for a minimum of 3% bonus to all survivors

  • you gotta love survivors

    months of whining about big bad eruption until it got gutted and then just an immediate shift to whining about the next thing

  • 3 Gens are a possibility on a lot of Maps

    Gen Aura reading perks- may help those that get tunnel vision but that doesn't help the fact that Killers can force it is another thing

    Gen progression perks- may help but that depends on how they are used

    Chase perks- always a decent chose but as soon as the killer knows what perks you are using they may avoid you and focus on the 3 Gen they have

    All in all... it's more of what perks and gameplay choices that are made even before the game starts

  • Another one here... absolutely boring matches with skull merchant, impossible to play... I hope devs fix the problem before 2047...

  • @dollidahlia said:

    I’m already over it. Wasted a whole HOUR, when we all did so good.

    4 gens done and not a single person was hooked, hour later everyone is dead. Something must be done about this.

    and of course the killer messages everyone saying “so easy”

    the killer was knight and we were on haddonfield, there was 1 gen in the main house, 1 right outside of it, and 1 behind a wall next to the house.

    Its ridiculous. People taking advantage of total cheese in the game saying "so easy." Losers.

  • @foods said:

    you gotta love survivors

    months of whining about big bad eruption until it got gutted and then just an immediate shift to whining about the next thing

    People have been complaining about 3gens before eruption and rightfully so. I don’t get how people keep making these bizarre statements that have already been proven wrong.

  • Run 4x Blastmine in your team.

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367652#Comment_3367652

    You shouldn't be forced to run a specific perk every game to not have your fun ruined by something like what OP described

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367655#Comment_3367655

    Some strategies / ways of playing like dragging out the game by holding a 3-gen and refusing to leave are so unfun they need to be removed from the game. "Just die" can't be the solution

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367658#Comment_3367658

    3-gens were always possible. Changes to Ruin / Pop Goes The Weasel did not make them possible. You could undo all (or some) changes made to these perks ever and 3-gens would still be possible as they are now. Killers can decide they want to 3-gen and make the game miserable for Survivors with or without those two perks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367667#Comment_3367667

    Easiest way is probably to add a way to the game that lets Survivors forcefully end a 3-gen. Such as opening the exit gates, but at a much slower rate, and with aura reveal + notification if only 3 generators are left. Something like 3 minutes+ without interruption to open a gate. That would force the Killer away from the 3-gen, at least temporarily, and allow progress. Depending on how close the 3-gen is to the gates is though this may not work.

    Realistically there are only three ways to stop 3-gen situations:

    • make it against the rules and start banning Killers going for it. This has the massive downside of the report system being awful and requiring a recording (or adding a replay system so the support staff can just check that)
    • make them impossible by forcing generators to spawn far enough apart for it to not work anymore. This most likely requires an overhaul of most (or all) maps and/or map generation
    • add a mechanic to the game that forces the Killer to leave the 3-gen. Such as being teleported away if they are in one area for too long (similar to how Survivors get AFK crows but with a forced teleport) or another way for Survivors to escape that is ideally only viable if the Killer refuses to leave a 3-gen

    Nothing else works.

    Some commonly suggested solutions and why they don't work:

    • anything to do with perks: you should never just lose or risk being dragged into a 30+ minute game if you don't always run a specific perk
    • Killer buffs: you could make an overpowered Killer that can mori after the first down so they don't "need" to go for 3-gens but they still could if they wanted to. The problem is that some Killer players apparently find it fun, but their fun comes at the cost of four other players. Just because there are better ways to get kills doesn't mean everyone will stop going for 3-gens. It's still going to be a miserable experience for four players even if it's not the optimal or even a good strategy
    • "just don't get 3-genned": Killer can decide to 3-gen at the start of the game and there is nothing you can do about it as Survivor. There is nothing forcing the Killer to care about the other four generators. They just ignore them, you can work on them for a few minutes but then you are stuck in a 3-gen
    • "just give up and let the Killer kill you": "just don't play the game" is a bad solution for obvious reasons

    I'll throw out another possible solution: gen kick limit. Let's say the killer can kick each gen 6 times (or damage it via knight summons) and after that they can't touch it again. That would still allow the killer to defend a 3 gen, but would still mean they would have to chase/pressure survivors.

  • @Quizzy said:

    Funny how ppl keep complaining about 3 gen strats when potential energy is literally right there. But nobody wants to use it. Oh well.

    As well as Deja Vu (shows 3-closest generators at the beginning and after every single gen completion + provides 5% repair bonus on any of the highlighted gens) and Hyperfocus/Stakeout + stacked toolboxes for the final gen.

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367652#Comment_3367652

    You shouldn't be forced to run a specific perk every game to not have your fun ruined by something like what OP described

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367655#Comment_3367655

    Some strategies / ways of playing like dragging out the game by holding a 3-gen and refusing to leave are so unfun they need to be removed from the game. "Just die" can't be the solution

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367658#Comment_3367658

    3-gens were always possible. Changes to Ruin / Pop Goes The Weasel did not make them possible. You could undo all (or some) changes made to these perks ever and 3-gens would still be possible as they are now. Killers can decide they want to 3-gen and make the game miserable for Survivors with or without those two perks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367667#Comment_3367667

    Easiest way is probably to add a way to the game that lets Survivors forcefully end a 3-gen. Such as opening the exit gates, but at a much slower rate, and with aura reveal + notification if only 3 generators are left. Something like 3 minutes+ without interruption to open a gate. That would force the Killer away from the 3-gen, at least temporarily, and allow progress. Depending on how close the 3-gen is to the gates is though this may not work.

    Realistically there are only three ways to stop 3-gen situations:

    • make it against the rules and start banning Killers going for it. This has the massive downside of the report system being awful and requiring a recording (or adding a replay system so the support staff can just check that)
    • make them impossible by forcing generators to spawn far enough apart for it to not work anymore. This most likely requires an overhaul of most (or all) maps and/or map generation
    • add a mechanic to the game that forces the Killer to leave the 3-gen. Such as being teleported away if they are in one area for too long (similar to how Survivors get AFK crows but with a forced teleport) or another way for Survivors to escape that is ideally only viable if the Killer refuses to leave a 3-gen

    Nothing else works.

    Some commonly suggested solutions and why they don't work:

    • anything to do with perks: you should never just lose or risk being dragged into a 30+ minute game if you don't always run a specific perk
    • Killer buffs: you could make an overpowered Killer that can mori after the first down so they don't "need" to go for 3-gens but they still could if they wanted to. The problem is that some Killer players apparently find it fun, but their fun comes at the cost of four other players. Just because there are better ways to get kills doesn't mean everyone will stop going for 3-gens. It's still going to be a miserable experience for four players even if it's not the optimal or even a good strategy
    • "just don't get 3-genned": Killer can decide to 3-gen at the start of the game and there is nothing you can do about it as Survivor. There is nothing forcing the Killer to care about the other four generators. They just ignore them, you can work on them for a few minutes but then you are stuck in a 3-gen
    • "just give up and let the Killer kill you": "just don't play the game" is a bad solution for obvious reasons

    Realistically there are only three ways to stop 3-gen situations:

    I'll try for another possibility - Gen kick limit. Let's say the killer can kick each gen a max of 6 times, then never again.

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