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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369390#Comment_3369390

    SM being the killer with the most survivor friendly power

    You just totally discredited yourself. I can no longer take anything from you with straight face.

    Dude, 10 seconds to be exposed, visual cues for the radius on active and inactive, easy as hell to remove the drones and claw trap with the minigame (if it is inactive, just avoid the red scanner pass and go for it, you would hack it without even activating it). It's the most easy and avoidable power they put in a killer since Freddy at launch, and like I said in another comment with him at least you can argue that they didn't expect people to fail skillchecks on purpose to avoid it.

    We can talk about her 3gen and how it is hard for some SoloQ squad survivors to avoid it all you want, but her power being ridiculously weak and counterable is a fact. People also complained of Freddy while being ridiculous weak just because they didn't know how to counter his power and BHVR nerfed him anyways:

    https://www.youtube.com/watch?v=IXwqWxNKdOU

    And taking in count I saw post of people that somehow had difficulties figuring out how the minigame to hack the drones work... well, I have to say anything more?

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369306#Comment_3369306

    It still isn't the same logic. It's the old apples and oranges thing. Sure - both are fruit but that still doesn't mean they're the same / should be treated / evaluated the same. That aside, I won't argue with you about something I already pointed out in the post you first quoted.

    Using the word "excuse" implies you think it's an arbitrary decision not founded in reason. I disagree. - Though you are right they didn't explicitly state the oppressiveness as a reason. It is however how I interpret their evaluating the perk as unhealthy ( esp. for soloQ) due to the complete inability to progress the game in anyway. Because causing the other side to be unable to progress the game in any way is the very definition of maximum pressure / total oppression. -- You also seem to apply the word problematic to a different context. I meant problematic from a game health perspective, in case that wasn't clear. - And on a last note: oppressive is not a binary thing. Hence me saying "this degree of oppression". You even quoted it.

    Is how the perk works now any good? I don't know. The aura reading does seem a bit arbitrary. - Though, I do appreciate their effort to not add another flavour of "this gen is blocked because reasons". - Maybe eruption will see another change that is less arbitrary than aura reading and more original than a gen being blocked.

    Way to say a lot of words, without saying nothing. It is the same logic and you failed to explain why it is not. But the funny thing is all of those things can be changed to something that doesn't left the killer in the same place without even be a nerf to survivors, so even if it wasn't there is no reason to not do it:

    • Blast Mine can just blind the killer so he could still finish to kick the gen and start walking while the effects hits, not just simply "wait it out".
    • DS could add a boost in speed to the survivor instead of stunning for those 5 seconds. Yes, that survivor got away, but at least I can start go after another right away.
    • Survivors already gain an speed boost plus killers a cooldown to be able to attack again, why I need to be also slowed down so I can't even go to another survivor after a hit? More so when that hit was to a DH?
    • A long etc. with all the other "oppressive" things survivor can have and use in a match at the same time.

    That's why I said it is an "excuse", because if that was really it they could just reduce the time so "it's not so oppressive", change it to block the gen instead and do the same to other effects like that. So, the only real reason to that change is "survivors are crying like hell as it has no real counterplay, and god forbids something the killer do don't have a clear and easy counterplay so it's just a slight nuisance to them, so daddy BHVR would simply kill the perk and problem solved". If BHVR would have changed the effect to something equally useful for the killer, like blocking the gen, people would still be crying about Eruption and they know it.

    What I want to know is why they even bother to put it in the PTB in the first place. Technically, the reason to put it in there is if the change isn't good they should not put it in live and keep trying to change it. Do they pretend to say that anyone apart from the survivors main saw that change and said "Oh yeah, that new effect is super useful for any killer. Really good perk, to the live servers ASAP."? Because I don't believe it for a second.

    And to finish, with most games ending in 4-5 minutes what killers need right now is precisely a ton of flavors of "this gen can not be progressed". I think is time for BHVR to stop designing killer powers and perks for the good of survivors, because if SM being the killer with the most survivor friendly power they can think off is proof of something is of this mentality they have.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369252#Comment_3369252

    ....that is not at all by the same logic tho.

    "equally useful" is also problematic as something "equally useful" also entails equally oppressive --- and the whole point of the change and the categorical no to incapacitated by use of perks is that such a degree of oppression should be reserved for killer powers.

    Yes, it is the exact same logic. In fact, it is worst, as with incapacitation you can still move. And if you say it is not because of the time of the effect, they could effectively reduced the duration of Incapacitation to 5 seconds and that would be more useful than what they did.

    And sorry but no, they didn't said nothing about the "degree of oppression", they say specifically "effects that limit survivors to not doing anything at all", that was the excuse given. "Problematic" to deal with and oppressive is precisely what killers perks should be for the survivors, and Eruption effect should have been changed to something like blocking the gen for 20 seconds, even more so with their reasoning to remove the Incapacitation effect.

  • @Halloulle said:

    I don't know which thread it was but Mandy commented relaying the dev's position on the incapacitated status effect and it seems the devs have decided that the whole status effect should be exclusive to certain killer powers. The reason she gave was, iirc, that a status effect that effectively gives you a time out from playing the game altogether and without a condition to end it (you have to wait it out) has been categorically deemed unhealthy for the game. (Other incapacitated status effects are part of a killers power and usually until you do X - like doctors madness where you need to snap out - or extremely short/limited - like doctor's regular shock )

    I agree with that.

    That being said, I could live with Eruption being an exception from that rule if it was sth like 5/7/9 seconds (though; i don't think that's enough to make it valuable - and any more and we're back to what's above) or required you to do that thing you need to do to get rid of skully's drones before you can do sth else again.

    By that same logic, they should also reduce, change or remove all the stuns and slow downs "without conditions to end it" that survivors inflict and the own killer has as basekit like blast mine, DS or the slowdown on hit for DH.

    They don't need to bring back the incapacitation effect, but it should have being changed for something equally useful in slowing down generator progress, not giving it an effect that funny enough would be useful only in a slugging build, something they also want to "nerf".

  • Yeah, we, the people that says that your fun is not responsibility of anyone but you, are the ones in the high horse. Not the entitled ones that want for everybody plays the way they say so they can have their rightful fun in a competitive game, of course.

  • @healsoflove718 said:

    I played a total of 185 games (a total of solo queue matches and with friends), and out of that, survivors or myself experienced being camped/tunneled out of those games 75.

    That's a little over 40% of matches in total.

    Please do something about tunneling/camping. And by doing something, I don't mean to make more "anti-tunneling/camping" perks or buffing survivors. That's pointless and it's a waste of a perk slot, and most of the time, very boring perks.

    This game is becoming very boring and it's the same crap every other match. DBD is becoming to me, maybe not all, but tedious and repetitious due to the same gameplay/game style of killers.

    Please make dbd fun again.

    https://www.youtube.com/watch?v=7tzfl1wTemM

    Many more killers are tunneling because the moment 4 survivors that know what they are doing (SoloQ or SWF thanks to the Status HUD) are in your game you either take one survivor before the 3º gen is done or it is almost a lost game. Some high mobility killers like Wesker have an easier time, but most M1 killers without mobility powers don't.

    Anyway, like it has happened with other things I saw in this forum, I started playing as survivor and I didn't see that the tunneling and camping "problem" is so frequent as people say, and many time I suffered it is because someone had the brilliant idea of unhooking me at 5 meters of the killer.

    Also, your fun is not anyone responsibility but yours. You have to make your fun. Don't like getting tunneled? Get better at looping or play more stealthy. But you can't pretend for people to not play to win in a competitive game just because it interferes with your fun. It's like asking someone in Fortnite to not kill you at the drop site because "It's not fun to be killed before I could even get a weapon". It's how the game works, that's it.

  • @Entitled_survivor said:

    Do people still report for Tbags / camping/ tunneling ? lmao

    Like I said, search in Youtube. There is full channels dedicated to salty survivors and killers, specially TTVs, reporting and false reporting just because they had being tunneled or didn't allowed them to play like they wanted and win.

  • So, I'm going to assume some moderator doesn't liked me posting about the SpookNJukes video of a streamer false reporting killers just for killing or tunneling him, as not only that part is gone from my post without any notice but also an answer the OP did to my comment. Funny, seems like the ingame chat is not the only thing over censored in DbD.

  • I think it has more to do with DbD servers that with cheating, more so after yesterday outage (and I don't agree with you, EAC do honor its name as the most easy bypassed anti cheat ever), but I also had a lot of lag recently as killer.

    Hits that should hit literally don't be registered, hits to the air that ends with an injured survivor, grabbing someone from a gen and suddenly stop mid animation and do a hit instead, lost the count of matches that don't even start because "the game won't load".

    Whatever it is, I hope they would fix it soon. That, and they need to implement better anticheat ASAP including lagswitch prevention... too many "It is my imagination, or is he walking faster than me while being injured?" situations.

  • @Kweh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366418#Comment_3366418

    You are NOT using the comp argument.... Competitive DBD is a bad joke and suckers like you who look to it are the punchline.

    First of all, I was aware that there is an "official" tournament and "Competitive DbD" with that video that was recommended to me by Youtube. In fact, it recommended me the Otzdarva reaction to it.

    Second of all, whatever your opinion about "Competitive DbD" is don't change the point of my argument.

    @Canas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367960#Comment_3367960

    Isn't competitive/tournament DbD filled with extra-rules anyway? I remember them having handicaps for survivors like limiting perks to one copy for the entire team to prevent stuff like 4 DHs. It's a whole different meta really.

    Why would they want to limit survivor's perks and items so they don't get an overwhelming advantage over the killer when the survivor meta and perks are so balanced and killers are so strong? That's crazy!...

    And even with that limit, they forced the killer to simply just go for a 3gen and depend on one perk to have a chance to win. Point made.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367654#Comment_3367654

    Just because you find it easy to stop a 3 gen with a SWF doesn't mean others are able to do it as easily. A killer guarding 3 gens right from the start is an issue when the killer rotates quick, easily regresses gens and also quickly finishes chases. Unless you've got some absolute tools for killers it should be clearly understood that 3 gen locking from the killers POV is very easy to do, especially when on some particular maps they are very, very close, and now throw in the new drones, it's even more of a problem unless the killer commits to a chase or, the survivor removes the drone and the killer is back to replace it. Recreating the dilemma once again. I'm sure the rest of the people in here have clearly explained the issue but you seem to need some sort of step by step visual guide for some reason.

    I've played a few games since the update and I've only seen the 3 gen tactic twice, it worked once and only once and that was because we realised what he was trying to do mid-game.

    As for the others.. The easiest way to stop a 3 gen is to make sure you always do ALL of the middle gens first to force the killer into long rotations for gens.

    I've played a few games since the update and I've only seen the 3 gen tactic twice, it worked once and only once and that was because we realised what he was trying to do mid-game.

    As for the others.. The easiest way to stop a 3 gen is to make sure you always do ALL of the middle gens first to force the killer into long rotations for gens.

    So... this part means we agree, right?

    And I'm a SoloQ player, and I literally said one of my builds earlier (+DH), that wasn't just some random advice. Like you said, I don't see the seer amount of "3gens from the start" people are claiming and when a 3gens happens is because the survivors let him got it. So, again, "just don't let the 3gen happen".

  • @MarcMil said:

    I've seen people often claiming to report face campers or sluggers. Now we know from the FAQ that this kind of stuff is not bannable, but legit tactics which can be countered. Nonetheless there seems to be a "unwritten ethic" that this kind of stuff would be bannable among many players. I've seen "report for camping", etc. multiple times and I wonder why people think this is bannable.

    Since most people do not read the FAQ, it would be great if there was some kind of pop-up or notification when someone mentions camping, tunneling, bodyblocking etc in chat or in the report window stating that this is an allowed play mechanic. This would really help get this information out there.

    Did you not received your copy of the holy book of the entitled survivors, the "Survivor's Morals Rulebook"? Doing any of those things you said there is going against their made up rules and therefore that sinner should be banned.

    The holy trinity mantra of the Survivor's Morals Rulebook is as follows:

    • Everything should be fun for the survivors. A killer can't play smart with the intention of winning if it affects my enjoyment of the game. My fun should be the top priority, so you should not camp, you should not tunnel, and overall you should not play to win, you should play for my entertainment. And if the killer do or can do something that is not amusing to me he should be banned.
    • Everything the killer can do should have and easy, clear counter so survivors can completely nullify it. If the killer does something that requires me to change my perk build, learn how to go against it, or anything that isn't just wall hugging a loop and drop pallets it should be nerfed or completely reworked.
    • Doing anything that doesn't allow survivors to play however they want and win means the killer is taking the game hostage. If me and my pals have a full SWF sabo squad, the killer down me and we take all of his hooks so can't hook me, his duty is to take the L and let me go. If he dares to commit the sin of slugging me because he can't hook me, he is a baby unskillful pity killer and should be banned for taking my game hostage as is impeding me to keep playing.

    And some people take this mentality to the extreme, like false reporting killers who tunnel or camp for things like taking the game hostage or slurs just because they don't like what the killer is doing and there is plenty of examples of this in Youtube.

    So yeah, it would be nice if they added some kind of pop up saying "Before you report, this is not a reportable offense: *List*" for the people that still really don't know, but I really think it won't make any difference as most of them knows it is not bannable and they just simply don't care, they are going to still report it one way or another.

    Note for the moderator that edited my post without any warning: If I did something against the rules of the forum, I want to know.

  • @Technature said:

    Come on guys, you heard the advice.

    Just don't let 3 gens happen.

    Ya know, the advice that's just as useful as just find the Hex or just do bones.

    Just win the game man.

    @SkeletalElite said:

    People saying "just dont let the 3 gen happen" as if SM players don't load into the game and instantly decide which 3 gens to defend and ignore every other gen.

    Smartest victim blamers

    Ey, just bait the DH, right? It's not gen rushing, is just doing objectives. If you didn't tunnel you won't get hit by DS, even if it's the own survivor who used it to tank a hit for someone. Etc., etc., etc...

    So yes, just don't let 3gens happen. Instead of saying "let's do the other gens" pressure the killer until you break the 3 gens. And if you can't do it having all the tools you need to do so, even more when we are talking about the most easy to counter and avoidable power ever conceived by BHVR gameplay designers... well, it's your problem.

  • @DudelPuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367473#Comment_3367473

    hahahaha i swear you are the best example, why i say " dbd community is not so intelligent (compare with a toaster)"

    again smaller for you with your maximum 1 or 2 thousand hours guess a hundred but it doesn't matter for all of you who have no idea about dbd but always talk big, IF THE KILLER IS LOOKING FOR 3 GEN AT THE BEGINNING OF ROUND AND THEY DEFFT THEM, YOU CAN'T DO ANYTHING, I mean you don't even have to play dbd to figure it out is a logical thinking process xD but well we're talking about the dbd community here who are doctors and professors when they don't play dbd :D

    I think you are the best example of that, seeing the way you write. I didn't even understand half of what you are saying.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367521#Comment_3367521

    You're assuming that they don't have regression perks. Of course if they don't have a proper gen regression build it will be easy

    But Overcharge + call of brine takes this regression to 0.75/s, and don't forget if you don't let go of the gen the second she starts getting close she can injure you, place the drone again, then kick the gen. This is even worse with sloppy butcher. and she will KNOW that someone is there, unless she did not place the drone correctly and you manage to to sneak past the scan onto the gen where it can't see you. Then hope to God she doesn't activate the drone manually

    You simply cannot repair the gens at all without extreme coordination, and even with that, its unlikely that you'd get enough progress anyway, especially if she has dying light on top of that

    Dude, with max regression perks (CoB + OC) it is still 2:40 minutes to full regress a generator against 1:30 to complete it with basekit progression:

    https://www.youtube.com/watch?v=BGtF_5jH8ww&t=5s

    Two survivors with one of the using PT do a gen in 46 seconds, 3 in 32. Add a toolbox, and even less than that. And "extreme coordination"... the moment the Status HUD shows the killer isn't following anyone anymore, let go the gen and hide. Extreme coordination indeed.

    @Flood73 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367473#Comment_3367473


    You can't do the middle one right away if the Killer decides to defend the 3-gen from the beginning of the game. I also don't see the need for a perk to identify a 3-gen when you can predict it based on map knowledge or by observing the spawns after you load in.

    Some people may need it, as it seems. In fact, I use it, as even if may know the gens positions it still grants 5% of bonus progression.

    @Flood73 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367521#Comment_3367521

    You're right that basekit regression is 4 times slower but a competent Killer who plans to hold a 3-gen from the beginning of the game will have perks like Call of Brine, Overcharge etc. to increase the regression rate much higher than that. I'm not saying it's impossible to counter but it can drag the game out into a long battle of attrition where the killer rarely commits to chases and instead prioritises kicking gens.

    @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367535#Comment_3367535

    Most definitely, and 95% of the time, the killer will win this thanks to the 1 hour cap that kills all survivors instead of giving them escapes

    Dudes, again, "much higher than that" its still a minute difference of regression against basekit that you can stop at any time with just a slight touch on the gen. Regression sucks even with all the perks to max it out. There is no excuse.

  • @ProveKa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367473#Comment_3367473

    I really don't know why you're having such a hard time understanding.Killer defends only 3 closest gens.(From the beginning to the end of the game).I played 2 games my games took 2 hours.

    And regression is 4 times slower than basekit progression, and if the killer don't commit to chases you could progress a gen, get out of there when he comes, and the moment he got away tap the gen to stop regression or continue repairing the gen.

    I have played many times as survivor and the only games 3 gens have being a problem are the ones were we, the survivors, let him have those 3 gens. And the SM power is ridiculously easy to counter.

    If you are a SoloQ player, PT, Situational Awareness, Deja Vu and a toolbox. I still don't know how this is so hard to pull off for so many people when I, being a total survivor noob who can't loop to literally save his life can do it. I don't even know what killer we are against until 2 or 3 gens are done in most of the games.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366102#Comment_3366102

    My mistake.

    21 seconds is still longer than 16, however, so my overall point stands: it's not infinite medkits because it's slower than default healing speed, and that extra time is on top of setup and the range restriction. On its own, Circle of Healing is pretty reasonable, I'll take a team that has one CoH and no other healing speed boosts over teams with proper medkits and healing builds any day.

    Healing speeds overall need to be brought in line, and CoH is only one (comparatively quite small) element of that.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366338#Comment_3366338

    Oh, I can answer that: Because they're different mechanics designed with different purposes aiming towards different goals. Boons aren't designed the same way as hexes in any other regard (beyond interacting with totems), so why should they have the same downside?

    Because they're different mechanics designed with different purposes aiming towards different goals. Boons aren't designed the same way as hexes in any other regard (beyond interacting with totems), so why should they have the same downside?

    Precisely! You made a very good point... just not the way you pretended it to be.

    The argument of why Hexes can't be rekindled or work like Boons is because they are so strong that they need a hard counter to them, while boons provide more situational and weak effects, but in exchange can be moved or relit all what you want in exchange of expending some time doing so. That's the design point:

    • Hexes: Strong and useful along the whole match (in most cases), easily counterable and with only one use.
    • Boons: Weak and situational, but infinite uses in exchange of time.

    The thing is, that design philosophy is not true for CoH. It is not weak at all to the point it is a viable substitute of multiple items and perks while at the same time buffing those items and perks if you have them, and because of that it is useful in all situations and matches, reason why it is practically the only boon used. Also, it has an useful universal effect for survivors: Healing, which at the same time acts as a way to counter killers effort and time. So, you could say by the way it work that this boon is stronger for survivors that many hex perks are for killers, as not every hex perk would benefit all killers on all situations, and the ones they do like Ruin or NOED have a secondary condition or counter (just until the first survivor is dead / aura revealed to survivors so it's easy to find).

    TL;DR and to conclude: If it doesn't follows the boons design logic of "weak and situational, but infinite" and it follow more the design of Hexes, being more as powerful and useful to survivors as many Hex perk are for a killer, why it doesn't have the same downsides as an Hex?

    CoH needs a nerf, and that nerf is making it work like an Hex with the advantage that you can choose in which totem you want it to be or make it more weak and situational by removing the self-healing effect unless you have self-care or leaving it but removing the buff to healing, for example. Simple as that.

  • Have people forget that there is a perk that allows you to see the 3 closest gens at the start of the game so you can go to do the middle one right away? Or is just that people want to be able to win in every situation by only using the "cool guys perk builds"?

  • Again, what a great argument! You would be a great politician, my friend 🤣

  • An area of effect Dead Hard? Just what this game needs!...

  • @Skill_issue said:

    the new survivor hud was a way to bridge the gap between solo and swf but solos are still doing badly overall.

    why not give beginning solo survivors a buff early on faster running speed, gen repair speed, or aura reads where their fellow survivors are located for the first 60 seconds of the match? All 4 survivors must have queued in seperately no teams of two or three or four.

    it would not affect swf any since they are the most efficient group in dbd currently.

    any thoughtful discussions?

    Here's my thoughtful response: Skill issue.

    Like you said, Status HUD Icons bridge the game between SoloQ and SWF, and now you only need to have a little of brain process running to be able to coordinate with your fellow survivors. You even can know when you should let go that gen or not as they make it show you when someone is being chased.

    Survivors have enough advantages and hand holding as is right now. If anything, is time to start implementing QoL and some basekit buffs to killers.

  • Oh, I'm sure you could do way better, King... 🤣

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366442#Comment_3366442

    Funny. The idea was shot down by people saying it would be way too strong and no killer should ever know the survivors perk loadout.

    And who said that? DS users? Because waiting 10 seconds to maybe know that someone have DH or DS before using it seems to me kinda useless. Not going to say totally useless, but I won't see this as an advantage in many cases as there is just a couple of perks that would be useful to know someone has before him use it in the first place.

    That, and you would have to get the planets aligned so a survivor that have a perk equipped that you knowing it would hurt him decide to stay 10 seconds in the clearly signaled drone zone, and then that the revealed perk is precisely that perk that would come handy to know.

    Seriously, what are the reason that made someone said it would be so strong? Just curious now.

  • @Nos37 said:

    I suggested that staying in the drone's area too long allowed the drone to discover that survivor's perks, 1 at a time.

    The Skull Merchant can bring up the scanner to see the perk icons that have been discovered on her screen while in a chase with that survivor (if they're the closest survivor being chased).

    (This means that even injured survivors will fear her drones, if they have perks like Unbreakable hidden up their sleeve that they want to keep secret, otherwise they would literally be exposed)

    Failing the hack or trap removal makes the drone release a shock that exhausts the survivor and notifies the killer.

    You changed my mind, THIS would be the weakest power BHVR could come up with.

    For it to be a "zone denial" power, it needs to have strong consequences so you don't stay in that zone. If the effect is so minimal that you won't have the need to get out of the zone or counter it, it won't be a "zone denial", would be a "zone nuisance". And her power is designed so there is no way any survivor can't counter.

    Again, what you people are asking for is for her power to be more useless and weak it is right now. The only good things she has is looping prevention and gen "watching", and you are basically asking for them to be removed or nerfed.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365963#Comment_3365963

    I don't really care for any survivor rulebook. I'll tunnel and camp if I feel the need to. Eruption is and has been a huge crutch for bad killers that can't apply proper pressure. Now that the crutch is gone, all the bad killers are coming out of the woodwork complaining that they can't walk anymore.

    The winner of the DbD Community Cup, who at 2:30 of a 20 minutes match decide his only option is to maintain a strong 3 gen and is using Eruption would laugh at you, "killer main":

    https://www.youtube.com/watch?v=4iX4a0J4juo


  • @jinx3d said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366145#Comment_3366145

    neither side cares about the other sides fun, this community needs to stop giving such a ######### about "is the enemy having fun?" nobody thinks that in overwatch, fortnite, cod, or even other asyms like vhs or evil dead, if they arent having fun they get over it.

    Amen, brother.

  • @TigerSnake said:

    People want 3 gens dead, and they want tunneling dead. I think you guys would be happier playing against perkless bots.

    Killer M1 is so OP man, they should nerf it. It's not fun getting hit by the killer, there is no counterplay to it, and downing me is not allowing me to play so the killer is taking the game hostage and making it unplayable. In fact, attacking survivors should be a banneable offense!

  • The best solutions would be for the perks to deactivate when killer snuffs the boon like Hex perks or like @Caiman said change it so it only buffs healing others and doesn't allow self healing by itself.

  • @Remedicist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366166#Comment_3366166

    10 seconds is enough for survivors to want to hold w out of the zone. Again, that isn't very engaging. Killers like Wesker, Nurse, and Blight are popular because they have abilities that counter that exact thing. I think fun is an argument to be had because everyone who plays video games do it because they enjoy it. I know it can be difficult to balance around that, but this problem that she has has been making the community in general miserable from it. I agree, though, that the hacking sequence is far too short. BHVR should increase the sequence of the hacking so that it at leasts wastes the survivor's time more. However, they cannot do that because of the exposed effect. You see the problem here? Other parts of her kit that could be improved can not be because exposed in of itself is too overbearing.

    So, what you want is for the zone denial killer with the weakest and most avoidable power there is, to not be able to even do zone denial... great.

    And no, again, fun is not an argument to be had if you are using it pretending to nerf the other side or forcing people to play the way you want, which is what you are doing here. Even less when you are talking about nerfing the only thing the new killer is good at and still is the weakest power there is.

    Sorry, but no.

  • @Remedicist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366085#Comment_3366085

    Being weak and unfun are not mutually exclusive. Her power isn't exactly avoidable on objectives either. The drones are something survivors have to interact with, which is a good thing because otherwise her drones would not serve much use. The problem lies in the exposed effect because it doesn't make sense with the power and promotes the worst gameplay one could think of: holding w and creating a bulwark defense around 3 generators. There are plenty of other areas she could be buffed in with exposed removed. I named the passive slowdown as one, but also extended stealth would help her greatly as a hunter and tracker.

    You need to be 10 whole seconds in her drone radius to get the exposed effect and you have a so visually effective mark of it that sometimes what it would do is block the linesight of the killer. Disabling the drones are damn easy, and if they are inactive even more as you know exactly when the scanner is so you can do the minigame with the drone not even noticing. Removing the claw trap is just as easy as deactivating the drone. But above all that: Being unfun is not an argument. Killer powers shouldn't be fun for survivors, should allow killers to win and compensate going against a team of 4.

    Again, you are complaining about the most survivor favored power BHVR can have ever conceived since Freddy at launch, and the most worrying thing is this time is obvious they designed it this way on purpose. With Freddy you could argue that they didn't expect people to fail skillchecks on purpose to counter it.

  • I love how this community is so survivor sided that even alleged killers say that doing the smart thing when is the most efficient to do is not having skill, but not as much as survivors saying it at the same time they ask for the game to cover up their skill issue so they don't get killed the first.

    Tunneling to get rid of a survivor as soon as possible is playing smart. The thing is tunneling on unhook is only viable if survivors allow you to do it. With basekit BT, unless someone wants his partner dead and unhook with you looking or that unhooked survivor decide to get altruistic and use his protection to block you, tunneling on unhook is not worth it as the unhook survivor would have gain a lot of distance by the moment you start chasing them, and taking in count the speeds gen get done right now you would only giving them repair time.

    So, conclusion: Stop unhooking in front of the killer and using your protection as a shield, and you would make tunneling less appealing for the killer.

    And if you meant being chased again later in the game without other survivor being hooked, you just had bad luck. If I found you again and have the option to chase someone with no hooks or you with one/two hooks already, I'm going to chase you. And if you get mad because I don't follow the Survivor's Morals Rulebook, is your problem.

  • Survivors complaining about one of the weakest, easily avoidable and counterable killer power BHVR can come up with. "What a surprise!", said no one.

  • @Dead_by_David17 said:

    All the killers acting outraged in this thread as if they were using any of these perks and not bringing some combo of Overcharge, Call of Brine, Lethal Pursuer, BBQ, Pain Resonance, Dead Man's Switch, Pop, Floods of Rage, Pentimento, Plaything, Nowhere to Hide, No Way Out, Save the Best, Devour Hope, Brutal Strength, Eruption, Deadlock, Surge and Discordance. This is ALL I HAVE BEEN FACING FOR OVER HALF A YEAR. EVERY. SINGLE. MATCH.

    We survivors have been complaining about this oppressive "gen kick" meta for 8 MONTHS and they only just nerfed a single one of those perks.

    I mean come on, they even went and buffed Knight when it should be outstandingly clear he either needs a nerf or complete power rework just because a few whiny killers didn't get a 4k one time and claimed he's weak. Same thing happened with Ghostface and Legion, two killers that were strong as they were made even stronger and more obnoxious.

    If a completely inconsequential update like this makes you quit than good riddance because it's due to killers like you all that dbd has been in the worst state it's ever been in (for survivors anyway).

    "They only nerfed one of those perks" Yeah, they nerfed the single one perk that was central in a kick gen build and was the best and one of the few advantages a killer would have compared to survivors. And they nerfed it without addressing the gen rushing meta of survivors or touching any survivor meta perk. And they "buffed" the Knight because his power was easily avoidable in long distances which was the original purpose of it (You see the green orb going one way? Run to the other. Problem solved.).

    Now, we have a killer with a power designed to be so counterable that it is ridiculous, a nerf to the killer meta changing the perk that was allowing many killers to at least have a chance at the end of the match (more so after the Status HUD update made almost every game feel like you are going against a full SWF) without touching survivor meta to compensate, and a "fix" to something that wasn't broken and is in reality another indirect buff to survivors, as now many perks are almost useless if you are 19m away of the survivor affected by it.

    So no, killer "like us" are not who is making DbD worst for everyone, it's BHVR listening to people like you who is doing it. And if they keep going that way, I can only see two things happening: Many more killers would tunnel and camp in every game as it is the only way to get a win because the disadvantage they are in, or simply stop playing the game.

    "Good riddance", right? I would love to see if you would say the same when the queues get half an hour long because no killer want to feel like they playing just to be the fun of entitled survivors that only want to tbag at the exit gates.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363787#Comment_3363787

    That's not how I'm reading it.

    "When a survivor screams to reveal their location, the scream will be a 3d scream (instead of a 2d/mapwide scream), with a 19m max range, and a loud noise sfx is triggered."

    It says '-and- a loud noise' -after- the range was declared. If the loud noise also had a 19 meter range, wouldn't it have said 'a 3d scream and a loud noise sfx with a range of 19m'?

    The real problem isn't if you get a notification or not, the problem is that now if you are outside of that 19m range you won't hear what survivor is affected by the perk.

    I didn't used those kind of perks precisely because if you are far away it was difficult to know what survivor you should go after even hearing the scream if two of the same survivor were in the match. Now, it's impossible. What they should have done is left the 2D sound when you are outside of the 19m range and everything would be "fine", but then it won't be an indirect buff to survivors of course.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365723#Comment_3365723

    This isn't your typical DBD skillcheck, as I'm sure you know. Pressing random directional buttons as generated by this drone hacking thing isn't difficult, but it's awkward with a joystick, and I mess it up more often than not. I haven't tried using the d-pad, but I doubt it would work.

    Another thing I learned is that the Skull Merchant is absolutely CRACKED on indoor maps with multiple floors. She places a drone downstairs in Midwich; if you happen to go into her zone on the top floor, you still get exposed and can't reach her drone to hack it from there.

    Even in that situation, you still need to be in the zone for 10 seconds to get exposed. What would surprise me if someone ever get the exposed status when it is so obviously obvious you are on Lock On and need to get out of there "fast".

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364108#Comment_3364108

    "Eruption will carry m- ACK!"

    Killer main that never ran Eruption here, I laugh at you.

    What a great argument you made there! Everybody knows Eruption was an "I win" button and the moment you equip it you won every match you did without having any type of skill, of course.

    You are definitely better than us peasants that don't care about the survivor morals book and used the best perks we have to win. I hope you received an award for your accomplishments! You are a national hero!!!!

  • Well, if you are getting genrushed and things are going south you could always try defend a good 3 gen setup and use Eruption to get an upper hand at the endga... oh, wait!!!

  • For the licensed characters there is nothing to do apart from buying them, but for the IS unlockables ones you could always do those challenges in the future when you get them for free. It won't contribute to the most recent rift, but at least you would get the BP and the pages.

    Also, as far as I saw you can always progress the challenges even if you don't have those characters, but you would have to play both killer and survivor, tho.

  • The only solution is what BHVR is already doing, put SoloQ to a SWF level in information terms and balance the game taking in count survivors can share (and now always have) info across all the map.

  • @ventu02 said:

    todos tuneleros y camperos mi amigo mottu sufrio mucho hoy por ser un jake con pelo azul amigo no pudo disfrutar 1 partida pobre ojala lo nerfeen !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

    Ban incoming in 3, 2, 1...

    Anyway, I can only say: Aprended a jugar contra el.

    Nada más que añadir 🤣

  • @CrypticGirl said:

    The new wiggle skill checks aren't made to be better than the old ones. Devs stated that they made the great skill check zones slightly bigger to compensate for not being as impactful as the old wiggle skill check.

    Though the old wiggle skill checks weren't that impactful anyway, so I'm really failing to see why it needed to be changed...

    They basically made them bigger, removed the 1 second shave off, but if you do the great skill checks you would move the killer more (120% of force applied) because as you said, that second didn't made any difference anyway. To compensate, if you don't hit the great skill check you would only apply 50% of strafing force:

    https://deadbydaylight.fandom.com/wiki/Wiggle?so=search#Patch_6.5.0

  • @pepe_lepepe said:

    Even if you hit perfect skillchecks, the new wiggle effect isn't better than the old one. I think it was fair that, if you ever managed to hit EVERY skillcheck (which isn't easy), you got one off earlier.

    It is not noticeable for the survivor, but in first person perspective I guarantee you the killer feel the wiggle more than before if you get the great skill checks.

    And sorry, but it is super easy to get the skill checks, even easier than before when you would get only 1 second less by hitting them all the time.

  • From the wiki:

    For years, the Community complained about this system, especially Players who suffered from repetitive stress syndrome, which eventually prompted the Developers to rework it into the new Skill-Check-based system.

    And if you need more reasons, having two separate system for doing the same (A+D button smashing for PC and stick rotation for consoles) means more work and considerations the moment they wanted to do something to the wiggle. Having the same system for all platforms would also help in that regard.

    Now, real question: Why would someone prefer the old, button smashing system instead of a simple, easier to do one? Because the only reason I can think of is the old one allows you to use macros / script to automatically do the wiggle for you. And by the way, this is another good point in favor of the new system.

  • Claiming the game is not fair to survivors by complaining about literally one of many things survivors have an asymmetrical advantage: Totem functionality. Cool.

    From another comment I did:

    Killer can hear them because unlike survivors they don't have any other way to locate a totem that is not an Hex, no killer perk gives totem aura reading like the map for example, survivors can choose where to place their boon so they can choose the most hidden and far apart totem to bless, and of course snuffing the totem doesn't deactivate the survivor perk allowing him to basically just relit it over and over again until he is out of the game.

    "So it would be fair if it goes both ways" Sure, remove the sound cue of Boons and let the killer place and relit Hexes as many times he wants plus some ways to see totem's auras. That would be fun.

    PS: Killers can't see the "blue aura", only hear the sound effect.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329352#Comment_3329352

    Ok, you know people give tones of ideas to make the game better for both sides. I play both roles and have done or got done to me all the plays people complain.

    Also, no i can't force anyone to play the "Correct way", its game, you are free to do what you want, but buffing killers in parts that help them split pressure and nerfing strategies like tunneling is a good direction to take the game. You can still do it.

    Also, no the killer is not obligated to provide fun to the survivors. But loosing and still feeling good about it is mark of good game design, and the fact that the most effective strategies involve tactics that are not fun could get solved.

    One thing killers and survivors need to understand is the notion of cause+effect, every change to one side affects the other and changes the way they play. Just look at the metas

    Survivors are too strong and killers have to camp and tunnel to have a chance at winning - Survivors bring second chance perks

    Gens are too slow and killers are stacking strong regression perks and locking 3 gens - Survivors bring more gen rush tools to make gens way faster

    This are cycles they feed on both roles problems. Killers need to be rewarded and incentivize to spread pressure and not have gens fly in their faces, and survivors need to not be condemned to a death sentence for being hooked once

    Mending is fine as it is, it was changed a while ago and it needs to stay that way. And the devs will not waste time to change the killers like legion and deathslinger whose powers cause the deep wound, that is way to many resources for something that is fine as it is.

    Also, i like to give wild changes and feedback. Even if i admit that it could be a bad idea, simply because i myself don't like Off the record, i still find it interesting to discuss it

    You don't like it, fine all good to me. The devs won't probably read any of these post anyway xD

    The only thing I'm going to comment from all that (because sorry, but I don't see how anything of what you said there is relevant to anything being commented before) is the "Loosing and feeling good about it is mark of good game design" part... no, it is not.

    "Feeling good", whatever losing or winning, is totally subjective and on you, not on the game design or other players. In fact, yesterday SpooknJukes uploaded a video about this topic and I think he explains it pretty well, showcasing the "entitlement of having fun" mentality many DbD players have, both survivors and killers. So, instead of writing a long post, I will just put it here:

    https://www.youtube.com/watch?v=moCAT6LOUSE&ab_channel=SpooknJukes


  • @Karmiana said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329304#Comment_3329304

    I agree with you in terms that something drastic needs to happen to prevent tunneling.

    I am new player and casual at that,and 3/5 my games are miserable as i am being hard tunneled ( my team took hits and even went down but killer still just went for me). i didnt do anything that could of caused that reaction. As i was target from first second due to lethal pursuer. I go down within less than a minute and i am out of game. So my experience is lost items,no BP to recoup lost items,lost pip (which i only want for end of month BP) and miserable game experience.

    So something needs to be done whether through perks,basekit or reward system (BP) to discourage tunneling and even camping.

    OR

    Introduce different game mode, tournament style where tunnelling etc is allowed and casual where it is harshly punished.

    Again as I said I am a new player and the current playstyle of killers makes the game miserable and i play less of it.

    The problem you are facing is precisely you are new to the game. As a killer, I could tell when someone is not as good at looping and that would be my main target whatever I can. It is fair? No, but I play to win.

    Keep playing, get good at it, and you would see how you are not only less tunneled but are able to survive more time. In fact, I recommend you also start playing as killer, as even if I'm a noob playing survivor being a killer main allowed me to see what experienced survivors do to get away from me, which allowed me to get a little better as a survivor.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328642#Comment_3328642

    1- i already said this was probably a bad idea and not the change i would want (even if very effective at solving the issue)

    2 - If you hitting the survivor within BT time and continuing chase, you are tunneling. No excuses of acidental tunneling or something.

    3 - While yes tunneling is a strategy and necessary for killers to make some pressure, improving the game for killers to split pressure and making focusing on one survivor more punishing would make the game more enjoyable for more people.

    4 - That version of deep wound was a thing, and it was nerfed because of killers like Legion or tunneling that would maintain chase to guarantee downs in which survivors couldn't do nothing

    1.- You thought it was a bad idea, but posted it anyway. So don't get mad if someone confirms to you it is a very, veeery bad idea.

    2.- Who is excusing tunneling? Tunneling don't need an excuse, taking out ASAP a survivor from the game is the smart thing to do and with gens being done so fast right now even more.

    3.- You don't have the right to tell people not to play smart / to win (or how to play in general) so you can have an "enjoyable game". That's like making a rule in soccer that doesn't allow a team to steal the ball after they scored a goal so the other team "can have their fun too". Again, being "unfun" for you is not a valid argument for anything, as killers don't have the obligation to provide you with your fun or vice-versa.

    4.- Then create another effect for Legion, rebalance the total time, remove self mending or leave Deep Wound as is but rework Endurance in another way (like not giving speed boost on hit). The point was, Endurance shouldn't be literally a 3º health state with the only condition of not being able to stop running for 20 seconds, even less having a version allowing to have a 4º health state.

    And as I said, most of the time tunneling is only possible because survivors allows it. If you unhook someone in front of me, what do you expect me to do? Just waste the chance to get a second hook on him and chase someone else? With the basekit BT, if you don't hit the unhooked survivor soon after he touches ground it is not worth the tunneling, as he has haste, which will take longer to catch him up, you have to wait 10 seconds minimum to hit him or simply hit him and make the chase even longer. So, stop killing your fellow survivors and don't unhook in front of the killer, and if you must to, coordinate to body block.

  • In short, SoloQ got "buffed" precisely so BHVR can balance the game around those SWF you are complaining without hurting too much SoloQ, as now the gap between the two is shorter.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328753#Comment_3328753

    At some point Hens stopped being effective and started memeing with them. Hand shaking and all that. This is current dbd. What stopps you from selecting your 3gen in first 3s of the match and doing what Hens did?

    Now suppose devs buffed regression exactly as you ask of them. Why as a survivor should I even bother with the game? There's no way I can finish gens. I can't escape without doing them. So why?

    In conclusion - there's already too much regression in the game as is (I am not talking about basekit - in fact I would buff basekit regression and nerf all regression perks) and killers can very much replicate what Hens did

    Found it:

    The first and biggest mistake, as the streamer says in the 4:40, is let the killer to have 3 gen close by. By the way he is talking they wasn't a full SWF, but right now an squad of 4 is pretty good at doing the middle gens so the killer end with each one of the 3 gens in a corner of the map.

    The second mistake: They are 4, but they are not coordinating to do the gens. In the 7:40 the killer was chasing someone and the generator was 1/4 fixed. Two survivors only needs 52.94 seconds to do one full gen, 46.04 with PT, and a lot of progress was done. By the time he came back 2/3 of the gen was done. If someone was "pressuring the gen with him" like the streamer survivor said (maybe if he had Situational Awareness [Note: In the original post I made an error and said "PT"] so the others could see the aura of the gen he was repairing), that gen would be done by the time he got there. And later, at 8:25 it happened again, were he is chasing one survivor and the streamer is alone repairing. And again in 12:00. And yet again in 13:10. Where are the other two survivors? That's four wasted opportunities to do the last gen.

    So, your "example" of how those perk could lock a game is one case where survivors wasn't playing optimally, with the one killer that can pressure a gen without even being there by leaving a guard, and when they have 4 chances to complete the gen but wasn't able because they weren't even trying.

    And I'm not asking for regression to be buffed. On the contrary, survivor mains are the ones in this forum asking for regression perks to be nerfed non-stop without realizing that perk boosted regression compared to basekit progression is just not enough, against progression perks even less.

    So, as I just said just a comment above this one, both regression and progression perks should be rebalanced, that's what I'm saying. I didn't even mention to touch base progression or regression, but I have to agree with you that it would be a good way to do it.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328048#Comment_3328048

    I still have no idea what you're trying to say, but if your argument is that you do gens faster together with PTS than doing them together without PTS, then color me surprised.

    On a more serious note, the first 3 gens is where PTS doesn't matter at all, at which point it becomes a vitally strong perk. And even then, you STILL want to be split up on gens (ideally 3 people on 3 gens on 2 gens left), so that the pressure is spread thin all across. The fact of the matter is, a killer pressuring one gen that has 3 people on it is objectively worse for the survivor team than a killer pressuring one gen that has one person on it.

    Also, I have 3.3k hours with about a 75-25 killer to survivor ratio. My aggregate killer prestige level is around 200, my aggregate survivor prestige level is about 50. If you're not getting free hits out of people repeatedly hopping back on gens as soon as you leave the area, then you're probably not as good as you think you are.

    Again, you're still confused on what aggregate gen times are, so let me break it down for you as simply as possible: if three survivors are on one gen, and they get 47.7s of progress on it in 17.47s, that's 47.7s of progress on a single gen that the killer can easily pressure. Now, assume the killer shows up at the gen, kicks it, and the survivors are committed to it. Killer loosely chases someone, gets an injure, comes back to the gen, injures someone else, loosely hovers around it again, rinse and repeat. Survivors are inching that gen towards more progress (say 90s), but there is LESS AGGREGATE progress being done, because all 3 survivors are trying to commit to this one gen. As opposed to having the killer delete 47.7s of progress, which WON'T be recovered by a single survivor in 17.47s, but TWO OTHER survivors on two other gens will manage to get 52.41s of AGGREGATE gen progress, with the killer only being able to pressure ONE of these gens at once. I don't understand why you're not understanding this: the longer killer keeps survivors off gens, the more time he has to win the game. If the survivors are overcommitting to a single gen that they keep getting pushed off of, they're giving the killer free pressure.

    SWFs doing 2-3 gens before first hook very likely means they split up on gens to begin with, meaning PTS made very little difference. If a SWF is cranking out a single gen together before killer gets his first hook, they are actually throwing.

    And the early game is survivor sided, not because "basekit gen progression is so fast", but because at the start of the game, four survivors can spawn on four different gens, out of 7 available gens, on a map which may or may not be massive, against a killer who may or may not have 0 map mobility. Basekit corrupt would be a bandaid fix, but would be a massive temporary solution to the current meta.

    And survivors (as well as killers) are complaining about the current gen reg meta because it's a boring, stale meta. I loathe the current meta, as a killer main. Killers aren't supposed to be matching basekit gen progression, nor should they be striving to get close to it. The early game simply needs to be less survivor-sided so killers stand a chance outside of early tunneling+3 genning.

    The only thing that is clear to me is that you are confusing "time spent" repairing with "charges done" in a gen. That, and you have an strange way of saying that in your opinion, having the same number of charges progressed in multiple gens is better as it would be harder for the killer to regress the same amount of progress of multiple gens at once.

    What I still don't understand is this part...

    As opposed to having the killer delete 47.7s of progress, which WON'T be recovered by a single survivor in 17.47s, but TWO OTHER survivors on two other gens will manage to get 52.41s of AGGREGATE gen progress

    ... and why the hell you keep calling that "AGGREGATE gen progress" and mixing it with time. It's just charges, in multiple gens. A gen have 90 charges, a single survivor fix it at a rate of 1 charge per second, o c/s. Multiple survivor in one gen do the same amount of charges at higher rate, hence, in less time. Of course a single survivor won't recover 47.7 charges in 17.47 seconds, he would recover that charges in 47.7 seconds. But if a killer regresses 47.7 charges that took 3 survivors 17.47 seconds, the time lost is less than if a single survivor would have do the gen.

    I think is simple to understand, but I will break it down for you: If you spent all day painting your house alone, you would be all day doing it and don't have time for anything else. If you call two pals to help you and paint it all in just 3 hours, you now have the rest of the day to do whatever you want. And if for some reason someone comes and mess with the painting and you have to start all over again, instead of wasting all day you would have only wasted 3 hours. Call another pal, and now you can recover that 3 hours lost by doing the same work in only 2. Easier to understand now?

    To conclude and again, no, it is not better to have only one survivor on multiple gens and I already explained why: You would always do gen faster with at least 2 survivors in one gen (as no matter how, the last gens would always be done faster than 180 seconds), charges lost done faster aren't as punishing as charges at base c/s lost by regression, and because one survivor have to sit for 90 second in the gen without being able to heal, unhook or do anything else until he completes it while 3 survivors would only spent 42.86, gaining 47.14 seconds to do whatever they want to do. That, and by doing the gen faster you would reduce the risk of the killer coming and "meshing up your painting work".

    Also, and again, I won't say is impossible for your hypothetical "3 survivors in one gen is free injuries for killer" to happen, but that is not what usually happens. I posted a video for you a couple of comments up showing what usually happens in a situation where 3 survivors are on the same gen and the killer comes:

    https://imgur.com/a/A44ySgd#TDv0tKx

    I wish this would be a "gifted 3 man injure" fest everytime it happens, but normally it will only mean that the gen is lost forever. With PT, in 30 to 40 seconds, while a killer would need to stack all regression perks available to regress that in 160 seconds. So, can we agree now that both regression and progression perks should be rebalanced?

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