Peanits
Peanits
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Not a nurse main, but it's not very common, especially now. It was much more noticeable when insta-blinds were a thing. Now you'd have to stand close and hold the flashlight for so long that the nurse could very easily just blink the short distance and hit you before you could blind her. You can also just look away while charging your blink and completely counter it.
So basically it'll never happen unless you let it happen.
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The plan (regarding #3) is to eventually standardize the amount of add-ons across all killers, so it would be pretty likely to see a pair of ultra rares at some point. Although when that might be, I have no clue. The nurse is one of the best killers at the moment, so I would imagine she's nowhere near the top priority for add-ons.
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@ChraizE said:
Why do you never discuss them in streams? I am just curious to see if there are any devs out there willing to provide some kind of explanation as to why?I guess I'll just leave this here.
https://clips.twitch.tv/AnnoyingEnthusiasticKiwiPJSalt -
Hillbilly is definitely the more powerful one. Even taking the instant down out of the equation, you can get across the map so fast and keep the pressure up. Sprint burst? More like no, haHAhaha.
Cannibal just has a stronger camping game, is what I've noticed. He can down multiple people with a single chainsaw, but the only time you'll do that is when they're locked into animations like unhooking. Or if they're super careless.
I would have totally picked hillbilly, if it weren't for the turning speed curve. I used to play him all the time at launch. It felt super solid to play. I had no issue with the flick going, either. But at some point they tweaked the turning speed, and now if I blink too hard at the start of a chainsaw, I've got a 50% chance of doing a 90 degree turn with sensitivity way higher than normal and smashing my face into a wall. I could just get used to it, but that's effort. If someone wants to hook me up with classic chainsaw controls, we're gucci.
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I dunno, even when I play killer, I don't want hook vacuums*. I don't want vacuums in general, really, I'm more of a broom guy myself. Window vacuums, pallet vacuums, hook vacuums, sabo jukes, get rid of 'em all.
- Although the 'vacuum' effect is actually totally okay. It just gives you a little bit more freedom as to where you can stand to activate the hook interaction. The only issue with it is that it prevents the survivor from wiggling while you do so. It would be fine if the game moved you towards the correct position at a normal speed, and if the survivor happens to wiggle out before the hooking animation started, they'd get away (as they should). The real issue is just that while it's moving you into position, you can't wiggle, leading to really close calls that you should have gotten, but got denied because the killer did a wicked shimmy towards the hook and skipped the last few meters.
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Gotta' say, I've been seeing "game is dying" posts since day one of the beta. The reality is that the community is stronger than ever.
Most of the things you've mentioned have been discussed/tested recently. Loops in particular are being looked at and tweaked to be certain lengths (to reduce effectiveness) and reduce line of sight (to allow mindgames). I know it'll always seem like the current issues are massive, but the game has come a long way from the days of infinites and trap farming.
I would hardly say that a underwhelming perk like surveillance would kill the entire game, though. But in any case, that's what mid-chapter patches are for. Maybe that perk will be changed next time around.
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I don't really think it's that bad. Gotta' remember that the DLCs are basically free now too. At the end of the day, you need to pay the bills somehow. Most stuff is available for free with a fair bit of grinding, but if you just want something right now (or one of the few items that are AC only), you can just pay real money.
I think of it as a matter of perspective. I found it to be a little pricey at first, but then I realized, "I don't really need to deck out all my survivors, I only play one or two. I don't play every killer either." Thinking of it that way, you don't end up spending all that much. After you get the things you actually want, everything else is just a free bonus you get just by playing.
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No clue. I wish I could tell you, but unfortunately I don't know anything more than you guys.
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The wonderful thing about it is that if you're tired of it, you have the power to end it. I don't care for them either so I either just jump in or hit them depending on what I'm playing. I don't need to get out/kill everyone every time, and my time is worth more than the few points I'll get from it.
They're working on fixing it. They had some changes in the last PTB (not the current one, one before that), but they didn't really play out well. It'll be better eventually.
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That sounds incredibly overpowered, if I'm honest. The point behind hex perks is to give added power at the risk of the perk being lost. Imagine devour hope with TOTH against the hillbilly or the nurse. You'd have to cleanse five totems- and they all take longer, and they all show the killer your exact location while you're cleansing them, and they can instantly put you into the dying state and/or mori you.
That's bananas.
I'd rather they just tweak totem spawn parameters so you can't spawn next to a totem, and remove the obvious spots in the open. If you'd like them to be a little more durable beyond that, TOTH is the perfect perk for you.
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And then there's people like me who pick a name just so it sounds dirty when you actually do say it.
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It's pretty balanced. Even more so now that Caulrophobia exists and pretty much hard counters it, so if you do particularly hate people healing at the hook, you can just run that and catch them part way through. It really just punishes tunneling more than anything, making it harder to chase the same person each time (since they'll take two hits to down again).
I really don't ever camp, and I've never had a problem with We'll Make It. It's a decent use of a perk slot for something relatively situational (you have to get the unhook and it has to be safe to heal), and there's plenty of much more powerful stuff they could be using.
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@Jack11803 said:
@Peanits said:
It's all semantics, if you think about it. If you would have used this event to level the clown and Kate, what would you have used the next one for? If you leveled them up with the first one, you'd have to level up something else with the second one. So at the end of the day, you could just spend these points on something else for now, save a million for the new chapter, and then use the next one to grind out the rest if you really want. Either way though, you don't need a double bloodpoints event to level them up. The other platforms didn't have one when the chapter launched.I don't really see the point in only giving it to one platform. There's nothing to gain by doing so, and it doesn't hurt anyone to have it on all platforms.
Do you have any thoughts on my crazy radical selfish peasant legacy idea? Or is it generally not allowed for a Mod to get involved with that stuff?
¯_(ツ)_/¯
I just don't see the point in finding new ways to re-release legacy or altered versions of legacy. At the end of the day, you cannot possibly give people the original without making the people who earned it mad, and you can give out whatever else you want but it still won't be as cool and rare as the original so people are still going to want the original legacy anyway. It's basically just a lose-lose situation, so I really just feel like it's better off left as is. -
It's all semantics, if you think about it. If you would have used this event to level the clown and Kate, what would you have used the next one for? If you leveled them up with the first one, you'd have to level up something else with the second one. So at the end of the day, you could just spend these points on something else for now, save a million for the new chapter, and then use the next one to grind out the rest if you really want. Either way though, you don't need a double bloodpoints event to level them up. The other platforms didn't have one when the chapter launched.
I don't really see the point in only giving it to one platform. There's nothing to gain by doing so, and it doesn't hurt anyone to have it on all platforms.
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@Absolute_Zero said:
@Peanits said:
Intentionally deranking: Yes, it is bannable (WITH A HUGE ASTERISK, READ ON). If your are intentionally dying in your games to lower your rank, you are hurting the other people in the game by ruining their experience and making it tougher on them. Though these days it's much easier to do something and still derank, so you could still do something to help the team and derank in the end if you really want.Basically, just don't throw the game, that's all. Be considerate of the other people in the lobby who aren't trying to derank. If you're commited to deranking, at least do some generators or something first. Don't just make a beeline to the killer and die as soon as possible because you're making it into a 3v1 and that's not fair to everyone else.
Staying AFK: Not really. Sometimes people go AFK. Sometimes the dog pees on the rug. Sometimes someone comes to the door. Sometimes you forget that you're queuing for a game and walk away from the computer. We'd have to be able to tell that you're intentionally doing it on a regular basis for it to become a problem. It's still preferable that you don't do it just because that does make the game boring for everyone else.
Farming: Farming at someone else's expense is. e.g. If someone is working with the killer to lead them to other survivors, sandbagging, then farming them on the hook for points- that is bannable. When farming crosses into griefing, that's a problem.
Macros (wiggling, etc.): No. We don't ban for that. Though it's a use at your own risk type deal because if EAC picks up on it and automatically bans you for it, we won't be able to help you.
Macros (botting): Yes, that is bannable. Don't do that.
Thank you for the response. Am i allowed to save this so when the question comes up again (in steam forum, as the mods are quite inactive lately) i can give them a clear answer?
Sure, go for it.
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You really don't gotta' play nurse. She's the best at countering looping because she can just blink through pallets and walls, but by no means do you have to play her to do well. With some practice, you can be just as effective with most killers.
Except wraith/Freddy. That's hard mode.
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As a survivor, just escaping or doing well and dying. I don't expect to escape every single time, but as long as I did a lot, that's fine for me.
As a killer, mostly pipping. I don't care so much about kills as much about how well I did in chases. If I hooked everyone twice and three escape, I feel like I did better than if I hooked three people once and camped them to death.
I've got very nebulous standards.
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@Jack11803 said:
@Peanits said:
I don't think that's a good change to make to her. Her traps are not meant to just kill the person you put them on, they're meant to take them off of generators and force them to remove the trap. They do a fairly good job of that as is, my one gripe there is that sometimes it can be the very first box they search, which means lady luck can sometimes make them nearly useless.Basically if you're chasing the person with the trap, you're using the ability wrong. It's meant to slow down generators by forcing people off them, or in the late game, to force them to stay in the match longer than they'd like because they have to remove their trap first. It's not a killing ability, it's a time-buying ability.
Her ambush attack could use a buff though. As long as you start sprinting before she gets to you, she's got basically no chance of hitting you. Perfectly fine at the start of a match, but once people know they're playing against the pig and keep an eye out for her, it's next to impossible to use effectively.
They should just remove the hiss. And keep the only sound as the blade coming out
Would be nice. They mentioned moving it to the end of the lunge rather than the start at one point, wonder what happened with that.
Between that and a slight speed boost, I think it would be pretty solid.
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I don't think that's a good change to make to her. Her traps are not meant to just kill the person you put them on, they're meant to take them off of generators and force them to remove the trap. They do a fairly good job of that as is, my one gripe there is that sometimes it can be the very first box they search, which means lady luck can sometimes make them nearly useless.
Basically if you're chasing the person with the trap, you're using the ability wrong. It's meant to slow down generators by forcing people off them, or in the late game, to force them to stay in the match longer than they'd like because they have to remove their trap first. It's not a killing ability, it's a time-buying ability.
Her ambush attack could use a buff though. As long as you start sprinting before she gets to you, she's got basically no chance of hitting you. Perfectly fine at the start of a match, but once people know they're playing against the pig and keep an eye out for her, it's next to impossible to use effectively.
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@Sn0wJob said:
You wouldn't say that if you had to catch them.Not sure what you mean.
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Basically the way it'll work is by starting with a narrow set of parameters, only searching for survivors close to the killer and within a certain rank range. Ideally the lobby fills up here and gives you a close match.
However, if you're in an area with not a lot of players (or you're playing at off peak hours), that might not always be possible. So rather than having the game force the killer to sit there for an hour just to fill their lobby, the game will eventually hit a point where it thinks, "Okay, clearly there's not enough people that meet the requirements to join this lobby." It'll then loosen up those requirements and start allowing more people in.
This is why you'll sometimes see dramatically different ranks in a lobby. +SWF. Two friends with a dramatically different rank can still play together, so one of them is bound to be off.
TL;DR, lobbies start off picky, but then if they can't find anyone, they'll get more broad so you don't have to wait all day for a perfect match. After a short waiting period, the game decides that some game is better that no game.
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If you do the bare minimum to kill those two survivors (find them, down them, camp them), the game is going to give you the bare minimum emblems. The ability to stand next to a hook and not move does not require a vast amount of skill, and your emblems will reflect that.
On the other hand, if you're able to keep applying pressure to survivors while still getting those two kills, the game will recognize that and reward you appropriately.
It's the same deal for survivors too. If they do nothing but hide in lockers all game, they aren't going to pip just because they slip out the door. They rank if they did well, not if the do the bare minimum.
Fortunately if you just play to kill, rank isn't important, since your rank does not influence your ability to kill.
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Intentionally deranking: Yes, it is bannable (WITH A HUGE ASTERISK, READ ON). If your are intentionally dying in your games to lower your rank, you are hurting the other people in the game by ruining their experience and making it tougher on them. Though these days it's much easier to do something and still derank, so you could still do something to help the team and derank in the end if you really want.
Basically, just don't throw the game, that's all. Be considerate of the other people in the lobby who aren't trying to derank. If you're commited to deranking, at least do some generators or something first. Don't just make a beeline to the killer and die as soon as possible because you're making it into a 3v1 and that's not fair to everyone else.
Staying AFK: Not really. Sometimes people go AFK. Sometimes the dog pees on the rug. Sometimes someone comes to the door. Sometimes you forget that you're queuing for a game and walk away from the computer. We'd have to be able to tell that you're intentionally doing it on a regular basis for it to become a problem. It's still preferable that you don't do it just because that does make the game boring for everyone else.
Farming: Farming at someone else's expense is. e.g. If someone is working with the killer to lead them to other survivors, sandbagging, then farming them on the hook for points- that is bannable. When farming crosses into griefing, that's a problem.
Macros (wiggling, etc.): No. We don't ban for that. Though it's a use at your own risk type deal because if EAC picks up on it and automatically bans you for it, we won't be able to help you.
Macros (botting): Yes, that is bannable. Don't do that.
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That would be pretty cool. I've seen some really good ideas though and it would be pretty cool to see some of them become real. Though I imagine if something like that did happen there would have to be a fair bit of creative liberties involved to make sure everything works well in game. Things might have to change a little from what the original concept was.
I don't know if the prize should be that the winning concept ends up in game, just because that'd be a lot of work and probably legal mumbo jumbo, lore, etc. But it would be cool if they took a couple good creations and spun them into their own killers down the line, tweaking them where necessary to make them work, while crediting whoever came up with the original concept.
I feel like cosmetics, auric cells, and real life prizes (+ name in credits if your suggestion gets used) would be better for that sort of thing. That way they're not forced to use the winning concept if they prototype it and it doesn't turn out, and then trying to shoehorn it in when they should have scrapped it and moved on.
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There's no Tappy boy. Why you lie to me?
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As weird as it might sound, often times the people who like the game the most are the ones who complain the most. You don't stick around and complain about a game you don't like and don't want to play to begin with. Reality is, people don't often come to the forums for any game just to say, "Wow, this is really fun, keep up the good work!" More often than not games with a sizable playerbase see a lot of negative feedback.
There are definitely some people out there who will complain for the sake of complaining, but most people just want to see the game improve. Negative feedback is still feedback. You don't fix problems by having everyone tell you it's perfect.
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@Cetren said:
Peanits said:@Cetren said:
I'd rather see it so that cypress gets buffed to be like the state that ivory is in with one kill, and ivory gets buffed to let you kill two survivors per game.
Ehh... that's like giving one survivor a BNP each game. I'd prefer they stay as far away from that sort of thing as possible.
Well obviously it wouldn't be built in if this were the case. That would be broken. It's just be nice to have a USABLE offering is what I'm saying.
Ah, I see what you mean.
If that were the case, I'd probably rather see cypress just scrapped and ivory left as is. One mori on anyone that's been hooked before is already huge. Two early on is basically an easy win, there's no way two survivors are going to make a comeback if there's still at least three generators left (and even then, three is a stretch because they're only going to have one person fixing generators and saving while the other guy gets chased). So at that point you'd be bordering on a cheaper and slightly less instant results ebony, but it would still get the same job done at the end of the day.
Might just be better to scrap the cypress at that point like they did with some of the other lackluster offerings, just so they don't water down the bloodwebs. I guess while they're at it they could make it baseline so you can always mori the last survivor. (Hey, we came full circle.)
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The second one (with We'll Make It) would end up with a 5 second healing speed. With Botany Knowledge and a tremendously faster medkit, you're looking at about 4.06 seconds to heal someone. Cutting out BK and just using We'll Make It is ~4.36 seconds. If you go really nuts and fully deck out a medkit for speed, that'll end up at 3.56s.
I dunno, that seems a little too fast to me. That's the safest way I could do the math on it as well, where 100% + 40% = 140% faster = 5 seconds (from 12). I believe that's the way it's currently calculated.
But aside from that, We'll Make It is already 100% faster, so you'd be better off just running We'll Make It alone unless you really want to make a gimmicky super fast heal build with all the bells and whistles. Granted, this perk would also proc without unhooking someone, so at least it has that going for it.
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It would be cool, but the audio would be bananas. Trying to tell who the killer is close to or who's close to that injured survivor would be painful.
Also performance issues. You'd basically have to render everything twice.
And to a much lesser extent, some perks would sorta' be way more powerful with that. Like one person could run empathy and both survivors could see just by peeking at the other's screen.
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I've noticed that sometimes if the lobby is laggy that wiggling your arms just a little bit is difficult, so I'm not sure if something like that could work. You gotta' hold it for a second sometimes before it starts to pick up on it. So then you gotta' either commit to it and go 99% of the way so people can actually see it, or tap it and hope people see the very slight wiggle every second or so.
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Maybe it's just me, but I actually prefer to stay still when possible. I feel like it's so much easier to see him when he's moving. That white mask sticks out like a sore thumb as is, and it only makes it worse when you see that white mask moving around.
Later on when everyone knows it's Myers and is watching their backs, all that goes out the window anyway. If you're going up against some half-awake survivors, you'll probably have to move just to keep eyes on them.
Though Myers did stalk people on the move fairly often in the movies. He even drove around town staring people down a couple times.
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That would be sweet. I've seen some really good ideas for moris out there. I'd especially like a trapper mori that involves a bear trap on their noggin.
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So just so we're clear here, hit three healthy survivors, get an instant down, then reset to 0 tokens?
I can dig it. It's good, but not overpowered. Let's be real here, if you just hit a healthy survivor to get that third token, they're going to be injured anyway which sorta' makes it redundant. Still might be useful for applying pressure to that survivor and then going off to instantly down another, or to punish survivors for grouping up and trying to take hits.
As long as it shows the exposed status for everyone, I'd be okay with it.
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@Lowbei said:
they fired the person who handles reports to save some extra money, and will not be hiring any new people for the dbd project.This is not even remotely true.
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@Cetren said:
I'd rather see it so that cypress gets buffed to be like the state that ivory is in with one kill, and ivory gets buffed to let you kill two survivors per game.Ehh... that's like giving one survivor a BNP each game. I'd prefer they stay as far away from that sort of thing as possible.
For the last survivor exclusively, I'd be okay with it. The chances of them wiggling out are very slim, and it would be pretty cool to end the game with a unique kill.
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That's an excellent question. I would imagine that more will be added later on. Probably not the top priority at the moment though. I'll ask around.
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@Lowbei said:
Peanits said:I'll just throw it out there, but in my experience, I find that the survivors who don't say gg are the ones that died early and left. They typically don't say anything at all then. So I'm not entirely surprised that people who don't escape don't say it as much.
I dunno. I don't really say it in the first place. I'll say it back if someone else says it, but people throw it around so much that it means nothing anymore. One side can steamroll over the other and people will still say gg. If someone doesn't say it, I don't think of it as a bad thing.
But at the end of the day, ¯(ツ)/¯
Salty people be salty. If someone's getting mad because they lost a video game, that's on them.
while you are completely correct, i personally have a habit (i think a good one) of immediately typing gg in the chat before anyone else types anything.
i find that often, people who were angrily typing up a storm, sometimes see your gg and decide to delete all their salt and also respond with gg to avoid looking like the salty one.
It's true. Kill 'em with kindness and they'll feel bad for being mad in return.
Although these days I'm half convinced some people think "gg" stands for "git gud", or at the very least use it sarcastically, so it's a double edged sword.
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Sorta', yes and no.
If you look around, you'll notice there's little tags that say "Community Manager", "Dev" and such on some posts (if you click the tags, it'll jump to the post in that thread). Those will show you where devs have posted. They do post here occasionally, but they watch it far more often than they post. They lurk often.
Typically the way the devs will communicate is through dev streams, videos, and Q&As. This way it's much easier for people to find the answers to their questions rather than having to dig through countless threads. You can find the Q&As here, and the videos/streams here. (You can also catch them live here.)
But overall, yes, they are fairly active. You'll mostly see CMs, but questions and feedback are collected and they'll answer what they can.
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That's basically the way I play all the time. I only use pallets as a last resort and ideally only use windows and try to lose the killer.
Mixed results. I do pretty well usually, but more than anything I notice that my teammates die less than way because they often rely on pallets to stay alive, so the less I use, the more they have later on.
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Emblems are totally different from the old system. They are not based on bloodpoints. Each category is based on stuff you do in the game. I'm pretty sure you can just mouse over them and it'll tell you how to get more points in each, but in case I'm just imagining things, you could also check here like @Khalednazari said.
In your specific case, my guess is that you got a lot of objective score from co-op points. Those don't contribute towards your emblem, just bloodpoints. You actually get less technically speaking because they are distributed between the survivors working on the generator, rather than all the points going to one person.
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I'll just throw it out there, but in my experience, I find that the survivors who don't say gg are the ones that died early and left. They typically don't say anything at all then. So I'm not entirely surprised that people who don't escape don't say it as much.
I dunno. I don't really say it in the first place. I'll say it back if someone else says it, but people throw it around so much that it means nothing anymore. One side can steamroll over the other and people will still say gg. If someone doesn't say it, I don't think of it as a bad thing.
But at the end of the day, ¯_(ツ)_/¯
Salty people be salty. If someone's getting mad because they lost a video game, that's on them. -
@Nickenzie said:
@Peanits Do you think a 3 second running requirement to activate Sprint Burst will solve the perk? Like I said in a different Sprint Burst thread, survivors can't get cocky with it and will allow stealth killers to do their job. If a survivor runs for 2 seconds then quickly release the Sprint key and instantly holds it again to reset the Sprint Burst requirement to save the perk. We could add a slow decrease ramp to 0 seconds so a survivor can't save the perk, problem solved
I don't think it would necessarily fix it. The proposed change essentially prevents sprint burst from activating more than once per chance. Adding a delay to the start would not.
You could also make a case for sprint burst simply being used more strategically if there were a three second delay. Rather than sprinting away at the last second, you could instead time it and have it activate right before the killer swings, potentially giving you even more distance as they recover from their missed attack. Basically I think it would have a pretty negligible effect. They'd just have to get off the generator and start running three seconds sooner.
I actually think the change they're doing is a good move. Sprint burst shouldn't really activate more than once per chase. It's a pretty big game changer even if it only activates once. 3 seconds of 150% speed will net you 4.2m of distance from the killer (assuming the killer moves at 4.6m/s, some move slower). That 4.2m will take 7 seconds for the killer to close. A free 7 second headstart is a pretty big deal, and will almost always be enough time to get to a pallet/jungle gym. Getting a 7 second headstart multiple times in a single chase is a little much.
(That's also considering it's a 4.6m/s killer, which is currently the fastest. If you're up against a 4.4m/s killer, that's a 12 second distance gain.)
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This was mentioned in the last dev stream. If perks like Dead Hard/Lithe end up being too weak because of it, they may be tweaked individually.
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I dunno, I sorta' feel like dance with me is fine as is. I'm using it along with Iron Will, Lithe, and Q&Q and it's pretty powerful. One well planned vault is usually enough to lose most killers (unless you're injured, then blood usually gives you away).
The only thing I might want to see changes is making it so it only activates when you can actually move again. It currently activates as soon as the vaulting animation ends, so if you use it from a second story window, you lose a large portion of the perk's effect by the time you hit the ground and wait for the stun to wear off.
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The shrine will only go back up after the update is released on all platforms. The shrine is getting some tweaks in the 2.0 update, and since shrine data is shared between all platforms, it cannot be updated until all platforms can properly support it.
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That would just sorta' screw you over if you're legitimately running from the killer and trying to escape. I've seen plenty of close calls where someone gets downed right on the edge of the escape zone while getting chased.
RE: 20 seconds and gates closed - this would not work. You could power the gates, hide inside, then sit there and hold the game hostage forever. The killer cannot open the gates to kill them. Only the nurse would be able to prevent it.
¯_(ツ)_/¯
I usually just hit them. They can either leave or go down and get hooked, their choice. -
No. Both move at 4.6m/s. There's actually some comparison videos floating around where you can see that they move at the same speed, but I don't have a link handy. (It's very slightly off, but that's down to human error and slight mouse movements throwing off the path.)
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I wouldn't touch skill checks or time. Skill checks just means that better players are going to be just as effective while newer players struggle (which is already the case as is, I find). More time just makes it boring, and also makes camping more viable since the only counter-- fixing generators-- is less effective. Not to mention that it wouldn't really make ruin any less 'meta'. They can take 100 seconds and ruin would still be just as powerful and used.
First thing I would like to see is a chase rework. Right now a single chase can go on for far too long. If they could shorten chases overall (between map generation, mechanic changes like the upcoming exhaustion change), that would go a long way. Less time chasing = more time you can patrol generators.
After that, I'd be interesting to see how things play out. I would imagine that would put a lot more pressure on survivors.
Minor tweaks I feel would be the way to go about it. Things like limiting repair points on generators (limiting the sides of the generators available to repair) to force certain generators to take the full 80 seconds to complete, giving you more chances to protect it. Or slowing the default repair speed while injured, forcing people to take the time to heal up before going back to repairing generators. Maybe even removing the light posts above generators so you can't just spot one from a mile away, immediately going from one to the next with no wasted time, and instead have to actually go searching for them.
But as a whole, I don't think it needs a massive sweeping change. Generators themselves are perfectly fine, and if it ain't broke, don't fix it. Chase length is the real cause here. You can't just drop every chase to go guard generators. Deal with that and that's most of the problem gone right there. The rest is just because there's little to no reason to ever not be doing a generator, so giving people a reason to not be on a generator (whether it's because they're injured and need to heal, or because they need to actually find a generator) would help a little as well.
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This would be a great question for the weekly Q&A next time it comes around.
I would assume no, because that would be a little unfair to those who spent money on those cosmetics just to have them become obtainable for free, but I can't say for sure. A dev would have to answer that one.