Why not simply swap out last 3 generators to farthest positions?

I mean if you hate killers defending 3 gen from the start so much, why not just make it impossible?

I honestly don't think the swingy nature of "3gen or not" is very nice when we think about game consistency, and with this change setup killers can get a big buff.

Comments

  • Sure, just expect way more tunneling.

    When killer gets low on gens, their option is to tunnel someone out of the game, or hold 3-gen to have good chance of winning.

  • @DaddyMyers_Mori said:

    Sure, just expect way more tunneling.

    When killer gets low on gens, their option is to tunnel someone out of the game, or hold 3-gen to have good chance of winning.

    I know, and I don't see any problem in tunneling tbh.

  • @fulltonon said:

    I mean if you hate killers defending 3 gen from the start so much, why not just make it impossible?

    I honestly don't think the swingy nature of "3gen or not" is very nice when we think about game consistency, and with this change setup killers can get a big buff.

    Thats not balancing, thats just flipping the coin from killers winning 3 gen to survivors winning 3 gen.

    As killer you still need to have a chance to protect 3 gens and if you just put them far apart, killers like blight, nurse, dredge or others like them still would be able to hold 3 gen. Distance is not a factor for them.

  • The solution to 3-gens isn't to make them free gens.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379879/why-not-simply-swap-out-last-3-generators-to-farthest-positions

    Thats not balancing, thats just flipping the coin from killers winning 3 gen to survivors winning 3 gen.

    As killer you still need to have a chance to protect 3 gens and if you just put them far apart, killers like blight, nurse, dredge or others like them still would be able to hold 3 gen. Distance is not a factor for them.

    Yes, it's not balancing, and I don't think removing strength of 3 gen is balancing either.

    high mobility killers keeping 3 gen anyway might be valid point though, I don't know the way to deal with it.

  • Then there would be no strategy in forcing Survivors off some gens if they always automatically get the advantage in the end game.

  • @Emeal said:

    Then there would be no strategy in forcing Survivors off some gens if they always automatically get the advantage in the end game.

    So everyone can stop caring about it because it doesn't matter anyway, and still win because game will be balanced around it.

    I personally feels good when I don't have to care about defending specific gen anymore.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379879/why-not-simply-swap-out-last-3-generators-to-farthest-positions

    Thats not balancing, thats just flipping the coin from killers winning 3 gen to survivors winning 3 gen.

    As killer you still need to have a chance to protect 3 gens and if you just put them far apart, killers like blight, nurse, dredge or others like them still would be able to hold 3 gen. Distance is not a factor for them.

    it puts their power on cooldown which is significant drawback. Also Nurse after fragile wheeze got nerfed does not travel much faster then 115% m/s killer because of cooldown. She does have that purple add-on that has blink-back which is very good for 3 gens though I have never played vs nurse that used that add-on and 3 gen with it.

    small map+tight gen spread is main advantage of 3 gen. remove that and 3 gen is pretty much dead.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459232#Comment_3459232

    Yes, it's not balancing, and I don't think removing strength of 3 gen is balancing either.

    high mobility killers keeping 3 gen anyway might be valid point though, I don't know the way to deal with it.

    it is very hard to balance end-game in dbd, 3 gen is just a killers last stand to turn a game.

    Countering this would just be a overall nerf for killer-endgame. No matter 3-gen or not.

    But i am sure there is a way to work around this in a similar way as the anti-face-camp mechanic that is coming to the game. If gens regress faster the further the killer is away from it, i think this would be a good start to balance it (only when one gen is left of course). It would benefit the killer to go for a chase instead of just patrolling between the gens. This would still be no big draw back for mobility killers, but like i said, it would at least be a start to the solution.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459232#Comment_3459232

    it puts their power on cooldown which is significant drawback. Also Nurse after fragile wheeze got nerfed does not travel much faster then 115% m/s killer because of cooldown. She does have that purple add-on that has blink-back which is very good for 3 gens though I have never played vs nurse that used that add-on and 3 gen with it.

    small map+tight gen spread is main advantage of 3 gen. remove that and 3 gen is pretty much dead.

    like i said, killing 3-gen is not the way to go, this is not balancing, its flipping the coin from killer to survivor.

    Even if nurse is not good for this anymore, a lot of killers still are.

  • I'm not sure what they have in mind to 'fix' a 3 gen from the start kind of strategy, and I'm not even sure how they could fix that issue without an overhaul to at least part of the core game mechanics.

    Unfortunately, the only mechanic that currently prevents a stalemate situation is the EGC, but that obviously doesn't cover everything, including 3 gens or when the last 2 survivors do nothing but hide indefinitely.

    The only solution I've heard that I even kind of like was someone suggested having an 8th generator in the basement under the stairs that only one survivor could work on, and was completely blocked by a door or something unless a stalemate was detected. So basically it only came into play if the game stalled, but not in a 'normal' game.

    Even then though, what happens when the basement is also in the 3 gen? It'll just get camped with the rest of them and we're back to square 1.

    Moving the unfinished gens to the edge of the map will just cause trapper and hag to have to walk across the entire map for no real reason, and mobility isn't the strong suit of a setup killer.

    I suspect having a mechanic that forces the killer to leave the area in the event of a stalemate is probably what they have in mind. Like adding a switch in the basement that is only available when a stalemate scenario is detected. Have it take 90 seconds or more for the killer to activate, like a gen, so they have to commit to being away from the 3 gen, but then triggers the EGC with doors unpowered if they finish it.

    I still don't like that option, because it seems ineffective at best or prone to abuse at worst, but something like that could be possible.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459235#Comment_3459235

    it is very hard to balance end-game in dbd, 3 gen is just a killers last stand to turn a game.

    Countering this would just be a overall nerf for killer-endgame. No matter 3-gen or not.

    But i am sure there is a way to work around this in a similar way as the anti-face-camp mechanic that is coming to the game. If gens regress faster the further the killer is away from it, i think this would be a good start to balance it (only when one gen is left of course). It would benefit the killer to go for a chase instead of just patrolling between the gens. This would still be no big draw back for mobility killers, but like i said, it would at least be a start to the solution.

    ...but regressing faster doesn't seems to be anything when killer is chasing? because if they are farther, any survivors can safely work on it, still making killers to stay on gen.

  • @AmpersandUnderscore said:

    I'm not sure what they have in mind to 'fix' a 3 gen from the start kind of strategy, and I'm not even sure how they could fix that issue without an overhaul to at least part of the core game mechanics.

    Unfortunately, the only mechanic that currently prevents a stalemate situation is the EGC, but that obviously doesn't cover everything, including 3 gens or when the last 2 survivors do nothing but hide indefinitely.

    The only solution I've heard that I even kind of like was someone suggested having an 8th generator in the basement under the stairs that only one survivor could work on, and was completely blocked by a door or something unless a stalemate was detected. So basically it only came into play if the game stalled, but not in a 'normal' game.

    Even then though, what happens when the basement is also in the 3 gen? It'll just get camped with the rest of them and we're back to square 1.

    Moving the unfinished gens to the edge of the map will just cause trapper and hag to have to walk across the entire map for no real reason, and mobility isn't the strong suit of a setup killer.

    I suspect having a mechanic that forces the killer to leave the area in the event of a stalemate is probably what they have in mind. Like adding a switch in the basement that is only available when a stalemate scenario is detected. Have it take 90 seconds or more for the killer to activate, like a gen, so they have to commit to being away from the 3 gen, but then triggers the EGC with doors unpowered if they finish it.

    I still don't like that option, because it seems ineffective at best or prone to abuse at worst, but something like that could be possible.

    I mean, that kind of mechanics doesn't seems to be that different from just chasing survivors?

    if a killer is interested in progressing the game rather than stalling it, they can always try to down survivor, if they didn't want to do that anyway giving killers agency seems to not work.

  • @AmpersandUnderscore said:

    I'm not sure what they have in mind to 'fix' a 3 gen from the start kind of strategy, and I'm not even sure how they could fix that issue without an overhaul to at least part of the core game mechanics.

    Unfortunately, the only mechanic that currently prevents a stalemate situation is the EGC, but that obviously doesn't cover everything, including 3 gens or when the last 2 survivors do nothing but hide indefinitely.

    The only solution I've heard that I even kind of like was someone suggested having an 8th generator in the basement under the stairs that only one survivor could work on, and was completely blocked by a door or something unless a stalemate was detected. So basically it only came into play if the game stalled, but not in a 'normal' game.

    Even then though, what happens when the basement is also in the 3 gen? It'll just get camped with the rest of them and we're back to square 1.

    Moving the unfinished gens to the edge of the map will just cause trapper and hag to have to walk across the entire map for no real reason, and mobility isn't the strong suit of a setup killer.

    I suspect having a mechanic that forces the killer to leave the area in the event of a stalemate is probably what they have in mind. Like adding a switch in the basement that is only available when a stalemate scenario is detected. Have it take 90 seconds or more for the killer to activate, like a gen, so they have to commit to being away from the 3 gen, but then triggers the EGC with doors unpowered if they finish it.

    I still don't like that option, because it seems ineffective at best or prone to abuse at worst, but something like that could be possible.

    i think what dev's will do is make hatch spawn open after certain amount of time. that is my guess. for example, the hatch will spawn after 20 minutes of the game elapsing. All survivors can escape through hatch. If the killer closes the hatch by kicking it, the end game collapse begins. that is my guess on what will happen. don't take my word for it. I am not fortune teller.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459242#Comment_3459242

    ...but regressing faster doesn't seems to be anything when killer is chasing? because if they are farther, any survivors can safely work on it, still making killers to stay on gen.

    yes, thats true and i also see no total solution to balance it. But like i said, it would at least give killers SOME reason to not stay near the gen. Because as of right now, why should you not just patrol the gens? there is no reason not to do it except for human decency. And the benefits are to strong.

    This would not be the ending solution but at least a start.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459237#Comment_3459237

    So everyone can stop caring about it because it doesn't matter anyway, and still win because game will be balanced around it.

    I personally feels good when I don't have to care about defending specific gen anymore.

    Sure and someone would feel personal good when Survivors start the game on hook, that does not make it a good idea for a game.

  • Removing 3-gens altogether is not good either. All the game needs is, for survivors to be able to very slowly progress gens even if there are just 2 of them (so they have no reason to hide instead) and for killer to be able to exchange best 3gen for several hooks if he's good.

    Provided killer has enough time on gens and no free regression (like OC, CoB, merchant's drones especially w certain addon, knight guards, ...) is strong enough to fully counter gen progression, the game should be healthy (at the same note 30% pop is actually good earned regression that does not result in endless game stall)

  • @AmpersandUnderscore said:

    I'm not sure what they have in mind to 'fix' a 3 gen from the start kind of strategy, and I'm not even sure how they could fix that issue without an overhaul to at least part of the core game mechanics.

    Unfortunately, the only mechanic that currently prevents a stalemate situation is the EGC, but that obviously doesn't cover everything, including 3 gens or when the last 2 survivors do nothing but hide indefinitely.

    The only solution I've heard that I even kind of like was someone suggested having an 8th generator in the basement under the stairs that only one survivor could work on, and was completely blocked by a door or something unless a stalemate was detected. So basically it only came into play if the game stalled, but not in a 'normal' game.

    Even then though, what happens when the basement is also in the 3 gen? It'll just get camped with the rest of them and we're back to square 1.

    Moving the unfinished gens to the edge of the map will just cause trapper and hag to have to walk across the entire map for no real reason, and mobility isn't the strong suit of a setup killer.

    I suspect having a mechanic that forces the killer to leave the area in the event of a stalemate is probably what they have in mind. Like adding a switch in the basement that is only available when a stalemate scenario is detected. Have it take 90 seconds or more for the killer to activate, like a gen, so they have to commit to being away from the 3 gen, but then triggers the EGC with doors unpowered if they finish it.

    I still don't like that option, because it seems ineffective at best or prone to abuse at worst, but something like that could be possible.

    Could be that it slowly progresses itself over time, starting at first extremely slow but then mabye as more time passes it gets faster and faster

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459247#Comment_3459247

    Could be that it slowly progresses itself over time, starting at first extremely slow but then mabye as more time passes it gets faster and faster

    Could be.

    Personally I'm not a huge fan of either side being able to 'win by default' in a stalemate situation because it just gives an alternate win condition.

    The whole reason 3 genning even took off at all is because the game defaults to ending with a killer win after an hour. I don't think it would've been nearly as popular a strategy if the game just ended, gave out blood points, and was considered nullified when the timer expired. No escape points, no free kills, just basically disconnect the players but give out BP.

  • This did make me start thinking about introducing a mechanic where suvivors could take a part from an existing powered gen, breaking it and reducing its progress to 50%, and transfer said part to a gen in the 3 gen and get a 34% progression for each part applied... you'd then have to transport the other part back to the broken gen and repair that as normal... To get a complete instant repair of a 3 gen gen, you have to break 3 currently working gens...

    The fact the killer would see a completed gen lose a part mean they may well start looking for people muling parts instead of just walking the 3 gen, and the time it takes to move these parts back and forth without a coordinated team would make it more interesting for the killer to patrol part routes

    I would lend more brain power to this and iron out interactions to suggest this seriously if I trusted people not to use it to troll on survivor by nabbing parts of gens and holding them hostage xD

    But the idea of me on Killer thinking "Ha 3 genned...", only to see 3 gens suddenly pop back up on his aura reader and going... 'oh... you bastards' was an idea that amused me ๐Ÿ˜