Dreamnomad
Dreamnomad
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/454618#Comment_454618
Okay so like, the exact details of my idea need testing. Maybe it should be 2 gens at 30 seconds. Maybe it should completely regress all other gens. IDK. My point is that there needs to be limits to how fast gens can be done. NOTHING ELSE WILL WORK. Not second objectives, not forcing survivors to find a gas can, nothing else will work. All these other ideas do is screw over low tier survivors. High tier survivors will find ways to just rush these new objectives, and you end up not fixing the problem only making the game worse for players that don't even gen rush.
You need something targeted to the high tier survivors to slow down the game. If you don't specifically address that you're not fixing the problem. If you add these new objectives you are changing the fundamentals of the game, which is bad. The game has established dynamics already and if you mess with that you just screw up the game. You don't want to add MORE mechanics because it just over saturates the game with a bunch of garbage dynamics that do nothing to actually solve the problem.
I have a few SWF groups I play with that are all top tier survivors, including myself. We can finish all 5 gens AND totems in under 4 minutes. Considering that totems are the closest analog to a second objective, that right there proves my point that any new objectives you throw into the mix will just get rushed at high levels and do nothing to actually slow down the game. You need an actual speed limiter if you want to accomplish that. Furthermore, a speed limiter would only affect groups such as mine, leaving low tier survivors or solos to have more or less the same experience as they do now.
You guys pushing for second objectives have this idea it will magically slow down the game, when it won't. Again 5 gens and totems in 4 minutes. If we didn't do the totems we could probably do it 30 seconds faster. That's literally all you will get out of adding new objectives. It won't fix anything.
@thesuicidefox I've already addressed most of your objections. The change can basically be made "idiot proof". Rank 20-16 players can also be given extra bonuses to help with the training wheels. They can make a glowing trail that only the survivor can see that goes directly from the generator to the part's location for all I care. They can give them a bonus to repair speed to offset the travel time to and from the generator to the part. By the time the survivor gets to rank 15 they won't need the hand holding any more. Once a survivor dies or DC's, they won't need to look for parts anymore either. So survivors still have an opportunity to come back if they are losing at any rank.
Despite your assertion that high rank survivors won't be effected, you are simply wrong. Yes, they will be more experienced at finding the parts. But there is no way to shortcut the fact that they will need to spend an extra 30 seconds or so running to and from the generators. The time spent running around acts as a form of brakes in the early game. Which is what we both agree needs to happen.
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I HATE the idea of cross play. The nice thing about playing on console is that it is a fairly level playing field. Everyone's machine has the same specification. Everyone is using the same controllers. The only thing that really differentiate players is their internet connection and that isn't something that can really be controlled.
PC players are the opposite of that. They can fiddle with their graphic card settings to provide clear advantages such as lowering fog settings, changing color settings to make survivors stand out, etc. There is also huge disparity between PCs with high end graphics and consoles. This doesn't even factor in the difference between keyboard & mouse vs game controllers.
So yeah, PC players can just ruin each other's experiences. Leave us console players the hell out of it. If they forced cross play on console players, that really might be the thing to drive me away from the game.
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@thesuicidefox said:
What really needs to happen is there needs to be a cap to how fast a gen can be done. A gen should NEVER be finished faster than 50 seconds. NEVER. Doesn't matter how many survivors are on it or if they have toolboxes or not. The gen should NEVER get done faster than 50 seconds.
Next there needs to be some sort of buffer to prevent multiple gens from popping all at once. Something like, if 3 gens pop too quickly (say all within 60 seconds of each other) it will cause all other gens to overheat and lose like 50% progress (total progress, so -40s basically). This forces survivors to pace the gens at least for the start.
Doing these 2 things will greatly slow down the game at higher ranks where it is needed, but won't negatively affect low ranks because they simply won't ever meet the cap for gen speed and/or they won't be popping gens super fast to overheat them.
More objectives won't work. Survivors will just find a way to rush that too. You end up with a situation where you seriously punish low rank survivors, and only get a net gain of like 30 seconds at high ranks. Finding parts is dumb too because sometimes that isn't an option. Sometimes you NEED to finish the gen now and not later.
There simply needs to be limits to how fast gens can go. This would only affect high rank survivors that blow through gens super fast. Anything else you do will just hurt the low rank survivors.
@thesuicidefox There are a couple problems with your recommendation. The biggest of which is that it won't actually accomplish anything. A generator "speed limit" of sorts isn't an awful idea, but you are talking about something that is absurdly rare. This is your primary suggestion:
"if 3 gens pop too quickly (say all within 60 seconds of each other) it will cause all other gens to overheat and lose like 50% progress (total progress, so -40s basically)."
So let's play this scenario out shall we? I'm the killer. At the start of the game it takes me 45 seconds to locate a survivor. It takes me an additional 30 seconds to chase and down the survivor. 10 more seconds to pick up and put the survivor on the hook. As I start to walk away from the hooked survivor 3 gens pop almost simultaneously. What exactly does your suggestion do to slow the survivors down?
Maybe the generator that the survivor I chased worked on loses 20%ish progress? After all, the other 3 survivors haven't even had a chance to really start a new generator yet. They just finished theirs remember? So how does this even help? The answer is that it doesn't. Neither one of your recommendations would have any meaningful impact on the game.
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@TheRoyalOwl said:
Like @LDominating said this is a like double-edged sword. On one hand it can help killers who dont get kill a survivor early on, but also hurt survivors who lost a survivor early game.
I say rather than adding a new mechanic to gen repairing, make it so 120-140 seconds into a game the generators repair more slowly giving killers time to set traps, and still allow 3 survivors to have a chance.
@TheRoyalOwl I already addressed this. If one or more survivors are dead or missing (DC) then any generator that hasn't reached the "part missing" stage will not need a part. That way if the killer is winning, the remaining survivors still have a fair chance to come back and escape.
Btw, I think your suggestion is backwards. The penalty should be during the first 120-140 seconds, not after.
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I'd like to think I bring a balanced perspective to the game. If you look at my post history you'll see that I support changes in favor of both sides or oppose changes that I feel negatively effect one side unfairly.
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So the main objections I see so far are the following:
1.) New objectives would be too difficult or punishing for new players.
It's true that there would be a learning curve, but if it is done correctly I think this would be fairly intuitive and simple. Once you reach 50% gen progress is stopped, the survivor is stopped from working on the gen, and a message stating "PART MISSING" shows up on the generator with an icon showing the shape of the part. Then if the survivor is within a very generous 16 meter range, the part's aura will be displayed to the survivor. Once the part is picked up, the aura of the generator is displayed showing where they need to take it. I would also be in support of giving survivors in the rank 20-16 range a bonus to repair speed to offset the extra time needed to find parts.
2.) It's not fair or reasonable to make the game more difficult for survivors without some kind of compensation.
I don't disagree with this actually. I would be fine with survivors getting something in the way of compensation as long as it is reasonable.
3.) It would be too oppressive if the killer has the lead. Working on gens that require finding parts would be too difficult if there are only 2-3 survivors and multiple gens still needing finished.
This is a fair criticism. I would be fine with a system that made it so that generators that haven't reached the "part needed" stage would not be missing parts if one or more survivor(s) are dead or missing.
Hopefully that addressed most the major concerns or objections.
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@newduls said:
They could add new objectives, but its not really necessary.
The gens themselves simple need to be gated.
That is, when the game starts, only 1 of the 7 generators can be worked on, all the rest of the generators would be blocked. The killer should not know which ones are blocked.
Every 2 mins an additionally generator is unlocked.
That way the general duration of the game is 100% controlled by the developers. With 7 total generators available, it would take 12 mins for them all to become "unlocked". At 5 gens to win the game length would always be guaranteed to be over 8 mins
That really doesn't seem fair to survivors. The goal isn't to make the game unfair to survivors. The goal is to put the brakes on the game a little bit.
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@Coriander said:
I like the parts idea, but I think they should be generic and not coded. I see people taking a part and just running off with it. You would be unable to complete the gen if it was one part for one specific gen.
@Coriander You missed the part where I said multiple survivors can pick up the same part. And since you can see the aura of the generator it goes to highlighted with the matching color there shouldn't be any mistake where it goes. There is no way for survivors to screw each other over looking for or picking up parts.
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Whether I buy any new content will depend on if I believe it would be worth it. Simple as that. If the killer looks fun to play then I'll buy it.
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I've had similar thoughts in the past. Look at this thread for details: https://forum.deadbydaylight.com/en/discussion/21841/free-perks-for-everyone
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This is just a bad idea in terms of game balance. I'm sorry.
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The de-ranking concerns are valid. Players would definitely abuse that. I like the idea finding and installing parts to repair a generator. It needs to be fair to survivors and actually buy time for killers. Here is what I propose:
Once a generator is at 50% repair status, survivors will not be able to progress further without finding and installing a part for the generator. When a survivor reaches half repair state they will see an icon on the generator showing the color and shape of a part at which point the part will spawn into the world at least 32 meters away from the generator. If a survivor is within 16 meters of a part, they will be able to see the aura of the part. The aura will be color coded to a specific generator. Once the survivor has picked up a part, they will be able to see the aura of the generator that it goes to.
Multiple survivors can pick up the same part, but once the first survivor installs the part it will be removed from all survivors inventories and survivors that had the part will no longer be able to see the aura of the generator. When a survivor with a part returns to the generator, they will receive a 1000 bloodpoint bonus for installing the part. If the generator is no longer at 50% repair status due to the killer kicking the generator while the survivor was looking for the part when they install the part it will repair the generator progress up to 25%, but will not raise the repair state past 50%.
Brand New Part will lose all current text and be replaced with the ability to repair a generator without having to find the specific part. Using the part will consume it from the player's inventory. Comments?
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+1. I'd like to see the results too.
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Some people might consider it a buff since you can see which direction survivors are further away while in frenzy. Personally, I wish that Legion had an innate M&A effect. 24 meters out of chase and 32 meters in chase.
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I was kind of disappointed in the survey in general. I felt like they failed to ask the right questions. Though when they were asking about which future projects you would be interested in I felt a ray of hope. Nothing about alternate game modes though.
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The thought of "ghostface" as a killer just doesn't excite me honestly. It feels like Legion already fills that role. But who knows, if they come up with something clever enough then I might be interested.
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It's kind of a mess right now. Hopefully all the issues you mentioned will be addressed. They are working toward dedicated servers which should fix the lag issues. They've also been working on matchmaking for a while now.
I do have one suggestion for you though. It's obviously not something you'll be able to or want to do all the time though. But I strongly recommend giving Kill Your Friends a chance. If you get 5 people that just want to play and have fun, it is the best way to play the game. No wait times between games. You can actually make agreements ahead of time.
The downside is that you don't earn bloodpoints. But if you are just playing to have fun then that isn't an issue. The upside is that there aren't any bloodpoints so there isn't any motivation to play like a jerk. If you play on console, you can join communities which makes it easier to find people.
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I would like to see as many stats as possible as related to PC Nurse vs Console Nurse. For years on the forums I've read about how Nurse is the absolute, undisputed top tier killer in DBD, but that has never been my experience. I play killer vastly more than survivor, but even so I've played a fair amount of survivor and from talking with other survivors I don't seem alone in thinking Nurse isn't all that impressive on console. So I'd like to see the following stats broken down into PC and Console:
What percentage of games are played that the killer is the nurse by rank?
What is the average sacrifice rate of nurse games by rank?
What is the average DC rate of survivors against the nurse?
What is the average hit vs miss rate of Nurse after a blink?
**What is the percentage of red rank players that average at least 3 kills per game with Nurse? Only factor in players who have accounts with killer in the red rank and at least 10 games played as Nurse in red ranks.
**If I can only have one statistic, this is the one I'm most interested in.
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Couch Potato- While remaining still and not performing any actions, you generate bloodpoints at a rate of 10/15/20 points per second after a 15 second delay.
"Fixing gens and running is too much effort. Let me know when the gates are open."
Right in the Junk- While injured you may perform a front kick attack. You are invulnerable while performing the kick. If you successfully land the kick on the killer, the killer is stunned for 4 seconds. You can not use this ability if you are exhausted and this ability causes exhaustion for 60/50/40 seconds.
"Sorry. I never learned to fight fair."
It Was The Dog- While being chased by the killer, you periodically pass gas. The killer's vision becomes slightly/moderately/considerably blurry when running through your gas clouds.
"I don't know what that dog ate."
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Or they can make money. You know like companies are supposed to. But you feeling special is more important than continued support, dedicated servers, community managers, etc.
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@Peanits said:
While it initially makes sense to compare it directly to the live version, there's a little more to it than it seems. The fatigue exists to ensure that the Survivor can get some distance after feral frenzy ends. This is crucial, otherwise the Killer could catch up at 5.0m/s (previously ~5.28m/s), cancel frenzy, and then instantly down the Survivor. With that in mind, we can do some quick math. We'll also have to count the speed at which the Legion moves while fatigued.
(This is assuming you're not hitting the survivor and giving them a speed boost, since that would be silly. For simplicity's sake, this also assumes you are exactly where the Survivor is when you hit them, which obviously won't be the case, you won't be inside them.)
With a 1.75 second cooldown, the Survivor will gain:
(1.75 * 4) - (1.75 * 2.7) = 2.275m
With a 3 second cooldown, the Survivor now gains:
(3 * 4) - (3 * 2.7) = 3.9m
The difference:
3.9 - 2.275 = 1.625m
The Survivor is getting 1.625m more distance than they would before. Not a huge amount, but let's not write it off. The important part is how long it takes you to close that gap. (Again, for simplicity's sake, we're going to assume that you need to be directly on the Survivor to hit them. This more or less makes up for the assumption we made before.)
At 4.4m/s, you will close the 2.275m gap in:
2.275 / 0.4 ~= 5.7s
At 4.6m/s, you will close the 3.9m gap in:
3.9 / 0.6 = 6.5s
In total, you're only taking 0.8 seconds longer to catch up to the Survivor than you are in the live build. It's not a very significant amount of time, especially once you factor in the time you'll save being able to run loops at 4.6m/s.
In short, while it is slightly weaker than before, it's not significant when you take the movement speed into consideration.
@Peanits I just wanted to take a second to say that I really appreciate the level of engagement you've shown to the community. This level of transparency is particularly welcome. I'd like to think in your heart of hearts that you know they've dropped the ball on the Legion rework, but it isn't your job to say "hey guys, I agree with all you that Legion rework wasn't handled well." You are literally being paid to defend the company's decisions to the community. I get that.
While I personally feel that they messed up on a number of fundamental levels with the rework and now Legion has half a power, I'll leave all that aside for now and ask questions related to your response.
1.) Do you or your company believe that Legion's cooldowns are a problem on the live servers?
2.) If not then even by your own math this is a nerf even with the base run speed increase. Why is this necessary when Legion already is getting hit with numerous other nerfs?
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@NuclearBurrito said:
I mean. If you aren't supposed to down people with M1 out of frenzy, and you aren't supposed to down people with Deep wounds.
Then what ARE you supposed to down people with?
This is why I think Frenzy should down people who are injured without DW. It doesn't encourage tunneling since it work on everyone BUT the person you initially went after. It gives a logical inherent reward to chain hitting a bunch of people. AND it lets ALL of the nerfs work for his kit in order to make it still fair.
His ability to ignore pallets and windows too strong? They were just nerfed. He can just wait for you to mend? Not if you can just ignore DW in his terror radius, which also makes it easier to tell when he is nearby since the edge of the TR can be hard to hear sometimes. Too hard to juke? No scratchmarks, no blood, a long stun and he is kicked out on a miss. Can't get away from him while he is using Killer Instinct? Now he's slower while using it and has no addons that help make it that better.
All of those things make no sense to implement if you can just ignore his frenzy attacks anyways. But if once you have mended (which you eventually have to do) he can (relatively) easily down you with Frenzy then suddenly it all adds up.
@Peanits any idea if this was one of the "too awesome to share" ideas that the devs had?
@NuclearBurrito Just to play devil's advocate for a bit here, that isn't how players would use his power if they did this. The smarter play in most situations would be to hit players with a regular hit and then use Frenzy to secure the down. Maybe that would be a problem, maybe not. But when trying to figure out if it would be balanced or not, that should be considered.
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There is so much wrong with this version of Legion. The killer doesn't have any real identity now. It's like 1/2 a power. Looking at the fatigue timer is just one aspect they should be reviewing.
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@PedoleonSpaceBeast said:
@Dreamnomad My whole point is: These changes doesn't affect her too much, just making her not to abuse the Endgame Collapse with her RBTs!
My point is that she can't "abuse" the RBT. They are part of her kit. This is unarguably a nerf to Pig. She wouldn't be so overpowered with the changes to the end game that a nerf is warranted. She might have had a small percentage increase in her kill ratio. To which I say again "so what?".
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@PedoleonSpaceBeast said:
I'm a Pig main since her release and I do understand about her! Yeah, the changes may sound like it killed her, but think about it!
What if they don't do something on her and she tried to tried to open the gate by herself, hook the trapped guy and triggers Blood Warden, and patrol the jigsaw boxes? How were you suppose to get the trap off in time if she do so?
This is a very silly scenario. But even so my reply would still be "So what?" Pig gets a kill. How is that a problem? Pig gives up a lot of chase potential for her ambush and RBT kit. A stronger than average end game potential seems reasonable to me.
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Another mistake made this patch. I like the way they are implementing the end game collapse, but virtually everything else in the patch is a disappointment. Legion is a disaster. Pig nerfs are dumb. Remember Me nerf is terrible. Faster exit gates are a slap to killers. This is shaping up to be the Worst. Patch. Ever.
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It's just completely unnecessary. Pig would have been fine with the end game collapse. I think they are trying to fix something that isn't broken.
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BBQ. If I play a game w/o it, I feel like I'm getting half bloodpoints. The bloodpoint grind is already insane enough as is.
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Legion has half a power now.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/438749#Comment_438749
Yeah but you cant blame them, they release MoM and instead of doing anything with it, they release the end game collapse which is completely survivor sided.
It is nice to know they will listen to our feedback but I doubt they will fix much.
@TheRoyalOwl "end game collapse is completely survivor sided"???? What are you talking about? I think it is pretty fair all around, but if there is a bias then it is in favor of killers. Remind me what happens when the 3 minutes are up.
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In my opinion, there are more bad changes than good ones. I usually don't feel that way about patches either. Typically, I feel the opposite. Hopefully most of the changes are reversed or don't go live. Small chance of that though.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/438513#Comment_438513
... I'm not? I said your hatch changes would make Left Behind good enough without the other buffs
Sorry, your comment was ambiguous. When you said hatch changes I thought you were referring to the hatch spawning even if no generators were done. And yes, the hatch aura is more important than the exit gate opening. But there is no way you could dedicate 2 perk slots to Left Behind and Wake Up. Given how narrow they both are, they both could use work.
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@DemonDaddy said:
Noed got a nerf almost every bad survivor wanted. Now you only have to deal with it for 15sec.
What are you talking about? The only change I saw for killer perks was Remember Me.
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@Mc_Harty said:
Left Behind would be good enough with the hatch changes. Wake Up! already exists for the exit gates.
Don't defend Left Behind. No survivor with 2 brain cells to rub together would use it. Wake Up could use a buff too.
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https://us.v-cdn.net/6030815/uploads/384/N945CX8I2S45.png People of The Fog, Thank you for participating in the Player Test Build!
@Bithard said:
What have they changed?
I hate when people start topics without linking what they are referring to. It's incredibly rude to assume everyone has seen the same things you've seen imho. This is the relevant part for this thread:
"The Pig
- RBTs only become active whenever a generator is completed. Inactive RBTs will no longer trigger when attempting to leave via an exit gate. *NOTE: Initiating the End Game Collapse will not complete generators, but will block them. This means that any inactive RBTs will remain inactive.
- The RBT timer now stops if the Survivor is within the Terror Radius, as opposed to when in a Chase."
I don't think any of this is necessary. End game collapse isn't a good enough reason to make these changes.
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I was parsing some of the data from: https://docs.google.com/spreadsheets/d/1qsLHWKqxw1jZB2Mrrffrb_IuuNXqHwhyEwQGbJPPAAk/edit#gid=0
It's a relatively small sample size, but in terms of which killers performed the best, these are the results:
Myers: 3 kills 3 escapes 6 games total 50% kill rate
Pig: 3 kills 3 escapes 6 games total 50% kill rate
Billy: 2 kills 3 escapes 5 games total 40% kill rate
Nurse: 4 kills 7 escapes 11 games total 36% kill rate
Huntress: 3 kills 8 escapes 11 games total 27% kill rate
Spirit: 1 kills 5 escapes 6 games total 20% kill rate
Lol, guess Myers and Pig are top tier =p
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@Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/435692#Comment_435692
Ive seen good survivors and i am not so bad myself . Marth is simply not high level play. Games ive seen with Marth he plays almost like a casual.
Unless all that data from the previous post was made up (which I doubt) then he is clearly better than average survivor. His survival rate was 69% while ranking up. The average survival rate is around 40%. Considering those were all solo games, you can't say he was carried either.
Don't get me wrong here. I'm no Marth88 fanboi. But facts are facts. The evidence doesn't support him being referred to as a "casual" player.
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@BillyIII said:
That experiment is still relevant btw. Gen times and chase mechanics didn't change. Also, they went against multiple Nurses, which is as good as it gets in terms of chases.
It is true that gen times have not changed, but there are more killer perks that affect gen progress now than there were when the "experiment" was conducted. There are also numerous changes to chase mechanics since then. Also, the very condition by which the experiment was conducted (aka killer's pips) have changed multiple times. The "experiment" simply doesn't hold up to the test of time. I would certainly be interested in a group of players conducting a new experiment though. Preferably with more controls in place such as controlling the quality of killer and various perks/mori's/maps/etc.
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It's not even the same game today that it was when this "experiment" took place. But people still like to site it as evidence. Just for the record, it was 14 out of 100 killers that pipped.
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Am I the only one that likes seeing threads like this? Evidence that A.) bad behavior is punished and B.) the punishments change a person's behavior.
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I would like it if they did the following:
Frenzy hits cause deep wounds. Frenzy hits on survivors with deep wounds drains 1/3 of deep wound timer. All successful hits using Frenzy refreshes duration of Frenzy. A miss or pallet stun drops Legion out of Frenzy and completely drains the power meter. They can keep all the other changes with the way mending and deep wounds.
What this would do is make it so if Legion can chain 4 hits on a single target, they would go into the dying state. But if Legion misses a single hit or gets hit with a pallet it would completely drain the meter and Legion would have to wait for a full charge to try again. The extra hits wouldn't matter if you can't get the survivor down since mending and deep wounds is a joke. But Frenzy would actually feel like a Frenzy. This would allow plenty of levers for balancing purposes too.
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About a 2. The rework lacks any real identity. It's like half a power.
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For survivors that really know how to use windows well, sometimes the best choice really is to just walk away and try to find that survivor later in the match when the situation is more favorable. Or you could use bamboozle...
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Open the gate.
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@ClogWench said:
The fact that so many people play Legion to get downs with deep wounds just shows how many people fail to grasp the core purpose behind him and his strategy.
The fact that mending takes 10 seconds just shows that the developers that made Legion fail to understand the core purpose behind them and their strategy.
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I expect you will be disappointed then. Which is unfortunate because I think they did a fantastic job with the endgame collapse. It's fair to everyone. In truth the hatch has always opened as soon as the second to last survivor dies. The delay, if any, is really short but most players don't seem to realize the the survivor isn't truly dead until the animation is finished.
Think about it. When you get sacrificed, the screen doesn't fade to black and send you to the post game results until the entity carries your remains off into the sky. You typically hear the sound of the hook falling even. Until you are in the post game screen, you are still "in game".
I would actually like to do a test now that I think about it to have a KYF match where the survivors finish all the gens and the killer and survivor locate the hatch together. Then the killer does a mori to the second to last survivor in view of the hatch to see exactly how long after the animation is finished before the hatch opens.
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double bloodpoints or something of that nature. I doubt it is anything huge.
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I'm very excited for this change. It fairly addresses the end game issues for both sides.
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3 minute timer -> BAD Too long. Any decent survivor can easily evade a killer for 3 minutes to make it to one of the 2 open gates.
I think you fail to understand the point of this feature. It is to end the game. It isn't really meant to give killers free kills. If the killer hooks or downs a survivor then the survivor team deserves an opportunity to save their friend. Allowing the clock to continue to run would act as a deterrent to hook rescues. Which again, is not the intent.
3 minutes is ample time to leave most games, but imagine the new hatch closing scenario. Killer closes the hatch. The last survivor only has 2 possible escape points and often they can be reasonably close to each other. So the killer can easily patrol those two points. The survivor needs time to open the exit gate while still trying to evade the killer. 2 minutes might not be very practical. I don't think this was an arbitrary number they pulled out of their hat. They should have play tested to come up with something fair to all sides involved. 3 minutes sounds just about right to me.
"Killer can open gate > Bad" Ummm, how so? I think there might need to be some kind of restriction so the killer can't open the gate before generators are done. It would be really obnoxious to have the killer open the gate at the start of the match so they can de-pip faster. Other than that, I don't see an issue. If you don't want to open the gate as the killer then no one is forcing you.
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How is it that you guys did such a great job with the end game collapse, but such an awful job with the Legion rework?