Gamedozer7
Gamedozer7
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- Gamedozer7
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Comments
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@Thrax said:
I've heard word that it wasn't a nerf. It was just broken, for an entire year, and they didn't know until the wesker perk caused problems.
Why do I believe this is actually 100% possible.
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@sizzlingmario4 said:
Yeah I changed my mind, it's completely busted. I was testing it out with stakeout in customs and was consistently finishing gens in 55-60 seconds WITHOUT a toolbox. With a toolbox it would've been even faster.
It does still seem to be bugged with stakeout though as it's basing the 30% bonus of the base value off 2% (including stakeout bonus) instead of basing it off the normal 1% and adding stakeout's 1% as an additional bonus. But even if they fix that I'm not sure it won't still be too strong.
I haven't tested it myself yet just been on the otherside of it.
I'm really surprised it went live with no changes. I don't understand what the devs were thinking if they thought 80 second gens was to fast how did they let 60-40 second gens go live.
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I've also had this problem.
Platform PS5
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@Man_of_triangles said:
You don't even need to "juke" Wesker. His power is so buggy that half the time you'll do a first dash to get around the corner and then the game will just refuse to let you dash a second time despite having a second charge ready to go.
Or you decide not to use the second dash but it won't put your tentacle away tell its forced slowing you way down.
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@[Deleted User] said:
Been having a blast against him, actually.
As him, no, not really. Going to keep at it and see if something clicks.
Something I've noticed if you hold his power in the open like a Huntress hatchet you can catch survivors running right back into hid power.
Also don't use his power on small loops is pointless he's made to counter long loops with his power imo.
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@DoritoHead said:
His power is laggy and often doesn’t even injure survivors that you slam with it because he just drops them for no reason.
He goes straight through survivors sometimes when he dashes into them.
His bound hitbox is microscopic.
Otherwise he’s very fun :D
His collision is absolutely janky I've when through a few survivors and not that I think about even ran into a couple and it didn't hit them it acted like I ran into the environment.
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@Pulsar said:
Yes.
He is that bad.
His power hitbox is way smaller than Demo's Shred. It feels like Blight's swing hitbox after he uses his Rush, it's tiny and very hard to hit. He still gets stuck on obstacles, his power takes a while to recharge and he's difficult to use.
I've noticed his collision hitbox is way bigger then his survivor hitbox. Also I have pass through quite a few survivors I've hit dead on. He also has a bug where after his first dash he won't put his tentacle away tell the window is over causing some really bad slowdown.
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@jajay119 said:
I've had RPD2.0 East Wing twice so far today and I'm struggling to understand why it was changed..
I'm a fan of RE so playing RPD was fine for me cause I knew the layout. I actually liked some additions BHVR made over the official one. However I appreciate for survivors is was confusing to navigate and for killers it was unpleasant as it was too large.
When they announced the wings I thought the doors to that wing would be sealed off from the main hall (as they are in the actual RE games at times. But a big chunk of the West Wing is Still available on the East Wing map... add into it they're now adding more outside space and it doesn't actually feel like the map I'd any smaller more.more manageable. I don't really understand the rational behind the current design at all.
I've played it from both sides and while it does feel smaller it still feels huge.
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@gatsby said:
Personally, I think the hitbox change is what makes Wesker fun for both sides.
With a smaller hitbox, Wesker doesn't get stuck on random map objects that prevent hits and Survivors feel like his power is dodge-able.
I do think there is some weird collision going on with his power I've when threw a fee survivors and even slid off a couple during the unhook animation.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3158460#Comment_3158460
Sadako is really fun, probably my favorite stealth killer. She is weak but still fun.
I will always be a Myers main but she's definitely my second favorite stealth killer.She can be really strong if the survivors sleep on her and maps like the game she's so scary.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3158434#Comment_3158434
Yep, pretty much correct.
Even if he's weak he looks fun to play. I love onryo she's probably my favorite killer since spirit released.
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@Chocolate_Cosmos said:
I will buy it
BHVR here's my money
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3156079#Comment_3156079
You're not supposed to have strategies between players in the first place. The entire lore behind why tiles are procedurally generated is supposed to be because you're not even supposed to remember the previous trial (IIRC, its been ages.) Its one of the few things they actually try to balance the game around, even knowingly having a system that negates it. I don't believe solos need to be brought to swf levels, but more the peak efficiency (NOT casual presence) of swf specifically needs to be addressed. Buffing solos would require buffing killers, which just gets us back in the same place but with more steps.
It doesn't matter if that was how the game was supposed to be what matters is that it's in the game and being used and is also ok with the devs sobthey need to address how the game is now not how it was back on release.
They are not going to nerf swf ever it makes no sense why you would be penalized for playing with your friends. Of course you would have to buff killer but you can do it vs 1 group of survivors because solo is almost as good as swf otherwise you have to try and balance around 2 separate groups and it's never going to work.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3156068#Comment_3156068
How many killers do you think would dodge to not have to go against an swf, regardless of size or skill? Again, I'm simply applying the dev's logic when they expressly made that decision, they don't want to give players any reasons to shop for lobbies. Its already bad enough people do it with prestige <9's but at least that'll (hopefully) normalize out in time.
There would definitely be some but it would also make facing them not as bad sometimes because you can change your build addons and strategies going in.
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@UnknownKiller said:
Well you coukd toggle that option.
i was thinking this could be a thing to if you really don't want people to know then turn it off.
There's the Beta tab maybe you could see other survivors with it on as well and see how it goes.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3156035#Comment_3156035
Would that really be a problem though? Isn’t the big problem with solo “useless” teammates? At least then you could somehow eliminate some sort of risk of playing with people you don’t want to.
I see more positives than negatives of seeing the other survivors perks. I would know that 2 is running kindred, maybe I should put Open Handed. Maybe someone is running a healing build, then maybe I should swap my medalist with a toolbox. This would reduce the gap between solo and swf by a small percentage.
I wish I also could see everyone’s ping, including the Killer.
Thats kind of what I was thinking. Resurgence coming out made me think about it again like it would be nice to know if I'm the only one running it so I have to make sure to go to the hook if been camped or maybe my teammate has it and I see with kindred he's going to the hook so I'll stay on the gen.
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@Ryuhi said:
Not only would it be a bad idea balance wise due to how many things break with coordination, it would open the way for lobby shopping by people refusing to play with other survivors whos builds "arent meta enough."
It would hurt both sides more than it would help survivors, same reason (supposedly) killers can't see if SWFs are present in lobbies. Both would be great QoL changes for coordination and organization, but they create too much room for people to cherrypick matches.
How many people do you think would do that though plus they are really just wasting their time. Swf already have that level of coordination so it's already in game.
Bringing solo as close to swfs as possible is the only real option they are never nor should nerf swf.
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@friendlyant1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3154927#Comment_3154927
And yet, everyone who ever complains about is how killers need to be buffed, or survivors to be nerfed, and in both situations, solo q survivors get f**cked.
The problem is they use to just balance for solo thats how the SC, DS,SB,UB with OG BnP toolbox meta happend. Solo was so strong they could take a hit run to a pallet start SC and be about half way done before they would have to drop the pallet then finish healing on the next loop or 2 ans if they messed up OG DS was a free chase reset.I think they might be afraid to mess up and give survivors to much power again
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@SgtMittens said:
This is slightly a strawman because you're assuming they're all the same. I do agree that standing at the exit gate to preen to the delight of no one ranks with a killer shaking their head yes or no at whatever it is they think they're great at.
They are not all the same but in the majority of my matches that have 2 or more out at least 2 stay tell the last second.
My point is one of survivors biggest complaints about face camping is a waste of time yet I've had way more game were where multiple survivors stay at the exit gate tell the last second then I've ever had games where the killer face camped or even proxy camped early.
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@Akumakaji said:
That's the hight of entertainment: just in case that the killer missed the fact that they lost, there is always that helpful survivor that will explain it in broad , wide twerks to them. If need be in the very last second. And telling the killer "if you hate it that much, just eat that tweaking and jerking and just drive them out of the gate" is classical victim blaming.
I take my headphones off and do other stuff like write a post on the forums but isn't it the exact same about of time as both hook states?
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3155025#Comment_3155025
10 second BT isn't going to stop killers from tunneling. A 5 second DS would.
They will just slug you for 60 seconds to avoid ds as well. 10 seconds of BT and haste gives you a chance to get to a loop and stay alive. If you can't then the 5 second ds isn't going to help you either.
Tunneling needs to happen sometimes so it can't be completely eliminated but it can be discouraged. Camping is the same there's times where survivors put themselves in a 3 gen situation and it would be stupid to not patrol the gens and hook you secured there.
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@kaoraku said:
https://forum.deadbydaylight.com/en/discussion/comment/3148596#Comment_3148596
Can you pls stop this nonsence about the killerbuffs? The only real buff is the faster bloodlust, but if it really counts then you chase in wrong ways.
Make animations 0,3 sec faster is not a real buff. Not even with perks. Neither the less speedburst at hits if you not with a mobile, or ranged killer.
They only made BL 2 and 3 faster. BL 1 was unchanged. You get to at 25 seconds it was 30 and t3 is 35 it was 45. The buffs really don't change much because if you spend 35 seconds with no pallet or hit the game is still probably over.
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@Biscuits said:
Camping will likely be rare next patch, but tunneling still hasn't been addressed. I would have liked to see a DS buff, baseline borrowed time is useless because everyone is going to be running OTR anyway. So realistically nothing changed for tunneling.
If you can't make it to a loop with 10 seconds of endurance and 10% movement speed or take the bt hit 9/10 is a skill problem. I do think camping will finally start to die out though as you say.
I would agree with the ds back to 5.
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@scenicpickle said:
can some one explain like if i cleanse more than 1 does it stack or what if i cleanse a hex after a dull do i get the 16 %
No it doesn't but recently I was thinking I would be could if overzealous had tokens
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@Gorik said:
I put up a post a few minutes ago talking about this exact scenario.
This is my first Killer game of the night and already I am the issue as Killer because of Built in BT making people do questionable plays, that will likely have people asking for even longer built in BT times etc in the future.
Sorry the pics aren't in the correct order but you can see what's happening.
I a survivor comes running at me to bodyblock with bt I'm waiting it out and there going right back on the hook. You want to be hit ill hit you no problem.
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@neb said:
use nurse lmao
Thats hoe I did it
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3150604#Comment_3150604
Eh Yes and no.....Current Nurse no since all blinks are basic attacks so she can chain downs with exposed status.
But if all but the first blink was a basic then it would be fine because she couldn't chain downs.
But a good nurse doesn't need exposed status to chain downs. If she has arua reading she can easily get a hook then start a chase fast and then get a down pretty fast.
Now if a survivor gets m1 by a nurse thats 100% there fault and deserve to be exposed.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3150408#Comment_3150408
Yes but if you take away all basic attacks from her blinks you will have to increase her base speed so she can perform basic attacks. That's why most players agree that all blinks after first will be considered special attacks while the first blink will stay as a basic attack
But does Nurse really need to use exposed perks?
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3150479#Comment_3150479
I agree with the logic for the most part yeah.
Although it's a tiny bit ironic, a bunch of people on the forums tend to gatekeep opinions about nurse a lot. They say stuff like
"Oh you think that because you're probably bad/don't know how to play against Nurse"
"You've probably never played Nurse."
"Post you 4king as Nurse under these circumstances..." etc
And so on.
Not saying that's you btw, just some people I've seen frequent the Nurse threads.
She's definitely problematic. I don't understand why they won't make her blink a basic attack it would solve a huge chunk of her problems. I really don't want her changed to much because I like the idea of changing up the gameplay loop.
I think alot of people defend her because she is on of the few killers in game where your skills directly translate plus she's the strongest.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3150106#Comment_3150106
Not a fan of his content myself but he's the person people never shut up about with regards to Nurse
Mind explaining your point a bit further
Using the very best as the standard is a bad idea. That's like say because an NFL QB can throw 40 yrs your average person can do the same.
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@Chocolate_Cosmos said:
It's so cringe and wrong. "Devs are _______ sided". No. They do changes for both sides. They are trying to balance the game.
Imo one of the biggest thing is sometimes they have to make a lose lose decisions like patch 6.1 the game was clearly losing killers survivor qs were huge and killer qs were always instant there was even some possible info on the how bad it was plus they said kill rates were low so they had to buff killers some how or risk not having a killer player base but they knew some survivors wouldn't be happy.
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@Bran said:
I would still say make all perks free, but keep the killers and survivors paid for.
They would almost never sell survivors because they are just reskins. Killers would be somewhat better because there power but I think they would still lose alot of sales so I dint think that will ever happen.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3148922#Comment_3148922
Don’t think that’s how it typically works anymore, with the 10% faster cool down and reduced speed boost from losing a health state. If they’re that close to where they were unhooked, as you say. Should be getting at least two hits pretty quickly when a fast unhook happens, even if those hits are on different survivors.
That 10 is .2 of a second it not that much of a difference. It stops you from running all the way across the map but you still make plenty of distance to a good loop. To put it in perspective survivors use to get 2 seconds of 150% speed boost now they get 1.8 seconds of 150% speed boost. Killers successful basic attack cooldown was 3 seconds it's now 2.7.
Depends on how the unhook went down if they unhook right in my face then sure two hits is easy but if I'm a few steps away when the unhook happens that's enough time for the bodyblocker to get in my way.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3148227#Comment_3148227
A perk that makes all solos with it go to the hook and stop doing gens, and the killer wait at the hook to these survs to appear it’s a trash perk if only give you 30 secs at Hook. And it’s also a perk slot lose
Unless everyone runs at the same time and just hangs out at the hook and gets downed that's a survivor skill issue or they will have to leave the hook to chase the other survivors that came which allows you to get the unhook so that's a win.
It was only changed so survivors can't grief each other and I seen way more survivors complaining about that then killers complaining about not been able to camp.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3148594#Comment_3148594
So they take the hit righter after an unhook. Then what? They aren't going to be making much distance to another tile. At the very least, they'll need to mend. At worst, right onto the hook again for them.
They get a speed boost to another tile and by then the unhooker has plenty of time to do the same so instead of getting a hook trade or at least injuring the unhooker it's a free unhook for them.
It happens to me all the time I stick someone on the hook walk about 3 steps turn around and they guy off the hook is right in my face bodyblocking for the other person I should of got a hit on.
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@lifestylee said:
https://forum.deadbydaylight.com/en/discussion/comment/3148546#Comment_3148546
Survs dont do this enough, they need to try to take aggro and help their teammate aswell if they dont want them to get tunneled. if i come back and cant find the unhooker im forced to go for the person on the hook. atleast make it somewhat interesting for the killer to go for the others.
It happens quite often. I've had survivors try and use there 5 seconds seconds bt to bodyblock me.
It's not that uncommon of a strategy and I will guarantee its about to be more common.
BHVR just needs to Remove collision to stop it.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3147185#Comment_3147185
ORRRRRRRRR.
Down the unhooker instead?!
Stop tunneling.
What about when the unhooked person runs in front of you so you can't get to the unhooker?
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@Metronix said:
Yep, that's called paywall. And it is probably intendet. Well, the economy is at fault here.
I know I just think it's sort of bs because survivors have been complaining about camping forever and is like BHVR. Is say pay us or deal with it.
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@Kira4Evr said:
Oh wait you didn't know?
https://us.v-cdn.net/6030815/uploads/SFE75O7ABBS2/screenshot-2.png
I'm joking btw xd
It's fake made by me lmao
No I think this is legit I'm must just not be looking for it when I play killer.
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@tippy2k2 said:
100% :(
I've been achievement hunting since I've got basically all of them at this point and the "Unhook yourself 50 times" is my current achievement in my sights
I swear if I take that off to do a daily, I'm fine but as soon as it's back on, the killer spawns inside my butt and is ready to stab it to hook me first. I could run them for 7 generators, 5 totems, 2 chests, and the gates to open and that killer will stay on me like the T1000 going after John Connor...
I've had the same problem I'm currently at 29/50 and I was running it and I swear ever killer can smell deliverance even when not playing as Adam they just knew.
Also does deliverance off the hook mean you must be tunneled because I've had a bunch of game were the killer isn't camping or tunneling and then I deliverance off and all of a sudden the killer must kill me. I'm not doing it in there face or with them close they have even been in chase a few times.
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@puncher said:
I play solo q most of the time and I always do gens. My current solo q build is Deja Vu, Prove Thyself, Stakeout, Fast Track. Doing gens is the number one priority.
Thats a bit much I normally run PT and it's good but hey if your the only one doing gens I'm sure its needed.
Imo people sleep in overzealous I've got alot of good value from it.
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@steezo_de said:
Could be challenges. If a new tome comes out, I always prioritize them over the main objective-- and if I have to do it in solo queue, well, that's DBD balance and it usually plays out poorly unless I happen to be teamed with some good randoms.
I hope it's this because solo has always been a gamble if your team is doing gens or not but like the last week or so it's been even worse
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3144841#Comment_3144841
Realistically it doesnt make sense to hold the same mindset after all the changes. I know Billy use to be a top tier killer, but using it for a justification to force people into a playstyle when that killer has clearly been nerfed into the ground is just dumb. Especially when the killer is made worse by BHVR's overall map design; Garden of Joy, Eyrie of Crows, Haddonfield, and RPD are all painful experiences for Billy, but people sweep that under the rug Ig.
I agree it's an old mindset that some still have and probably will. I'm a Huntress main and I'll still m1 if it's the better play and I need the down.
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@Iron_Cutlass said:
I dont really come across Billy players often whenever I play survivor, but whenever I do, even if they are insane with their chainsaw, they still get harassed in post-game or made fun of during the match for M1ing. I was wondering why this is? I know people use to do this back when insta-saw was a thing, but I dont get why people still do it even after Billy got butchered with nerfs.
Imo it's romantic back when he was the second best killer in game and was easier to use. A good Billy wouldn't need to m1 they could win with just a chainsaw so using an m1 ment you weren't that good with Billy. I believe that idea just cared over to now.
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@TheArbiter said:
Wouldn't it be Mother's Dwelling for Killer and Midwich for Survivor?
While mothers dwelling is huge the gens aren't spread out to bad most of the time. Midwich can be bad for killers because of having to walk all the way up the stairs then across the map to get to a gen.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3141003#Comment_3141003
So it's "balanced".
Technical it is just to the extreme on both sides lol
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I think reassurance just needs a slightly longer cooldown(and be a general perk) other then that I think it's a solid perk.
I don't think it will be as much of a trolling tool as survivors think because you have to keep one survivor close to the hook at all time and you have one on the hook meaning the efficiency is cut in half plus the killer will eventually snowball and start hooking other survivors.
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@SwayerNewb said:
Pale Rose, ARP, Suffocation pit and Thompson House are top of my head.
I played against The Huntress on Pale Rose; the dock had 2 gens, the outdoor shack had 1 gen, 1 gen on the corner and the other gen is in the middle of trees. The problem for the survivors who are trying to finish the gen: all of the gens are viable when she is on the dock without a lot of work like pallets and she can end the chase quickly or she can throw a lot of hatchets. The survivors must rescue someone when she is proxy camping around the gens and hooks. The worst part is she had A Nurse's Calling, we can't heal near these gens when she's proxy camping and she can watch what's survivors doing. That allows her to snowball and win the game. Pale Rose is very horrible with the gen spread.
Grim Pantry can have some of the worst 3 gens I've seen honestly. The original version was terrible for killers but I think some of the 3 gens might be just as bad for survivors.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3140787#Comment_3140787
You can control the gen spread by doing those gens first literally a perk that shows them and helps you do them slightly faster 💀. There should be a min/max distance from each gen so they're aren't any super insane 3-4 gens, but never gens so far apart you can't hold anything down as killer.
I normally try to move to the otherside of the map for the next gen to try and stop us from 3 gening ourself works most the time.
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@BenOfMilam said:
Gens are too close together or easy 3-gen:
Midwich, Haddonfield, Dead Dawg, Azarov's, Thompson House, Torment Creek, Father Campbell's Chapel, Family Residence, Sanctum of Wrath, Suffocation Pit
Gens are too far apart or are otherwise indefensible:
Eyrie of Crows, RPD, Giddeon's, Mother's Dwelling, Temple of Purgation, Pale Rose, Grim Pantry, Disturbed Ward, Fractured Cowshed, Blood Lodge, Gas Heaven, Groaning Storehouse, Ironworks of Misery, Shelter Woods
I love the fact that 3-4 maps make it into both lists.