kate_best_girl
kate_best_girl
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1049250#Comment_1049250
That isn't "letting a survivor win". That's time management.
Letting a survivor live is letting them win
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@KEKWhisperer said:
eh, I dont see the issue, its really the only god pallet on the map, and every map has one (unless its the game, then it has literally 4)
Well I wouldn't go as far to say EVERY map has a god pallet, it just seems incredibly strange to remove a god pallet for about a year or more then just bring it back.
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Dude I dont understand people who say these things. "Just stop playing to win!!!!" Theres no point in playing a game if all you're gonna do is lose. And a lot of us can only have fun if we are winning. "Just play a different game!" Really? We have to quit the game because the devs dont wanna listen to the community? Why don't the devs improve and actually listen to our feedback? Why is it up to the player to give up everything they like and their fun when they're the ones providing the money and everything else?
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@Advorsus said:
That might be why. Great perks for finding people, and a little bit of help looping, but not much else to slow any aspect of the . And your finding perks are great if they're close by, but if not you're gonna be in the dark about survivor location. I'd suggest trying out discordance for a little while to learn survivor spawn and movements. Knowing survivor spawn points on different maps helps a ton. Discordance can take away some of the guess work, whole also telling you which gen to focus on because it means there's more than one survivor there. As for as slowing the game down, there's other perks besides just gen focused perks. Slowing down healing can be a huge way to stall games. Distressing and unnerving seem like they're not that great together, but when put together they're amazing, and can fit into a lot of great builds. Simply adding overcharge to that combo slows the game down, and makes it easy to locate them when they miss those pesky skill checks. Hope this helps a little.
Thats another issue you shouldn't NEED perks like that you should be able to play around with builds and have fun with various builds. You shouldn't need to focus your build on "How do I have a small build of 2 perks based on something I want and fill the other 2 slots with slowdown perks that are NEEDED?"
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@AntiJelly said:
First of all, you got one of the most survivor sides maps in the game, with a Killer who moves 4.4m/s. That's a big disadvantage, but does not mean you're guaranteed a loss.
If you get your first down & hook nearly 2 minutes into the game; that's on you. If the survivor is really good at looping AND they're in a good position, leave them alone and pressure others.
Dropping a chase isn't a bad thing. The quicker you learn this, the more successful you'll be in your Killer trials.
The fact that a legit strategy is just to let a survivor win shouldn't be a thing.
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@Mr_K said:
https://us.v-cdn.net/6030815/uploads/742/T7ZLKOWFQ957.jpg
Why are you chasing? Pressure gens.
"Why are you playing killer? Pressure gens"
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1045427#Comment_1045427
We used to be able to use DS almost at will (on first down) so all you had to do is make sure you were away from a hook. You didn’t need to have been hooked first and you didn’t have a timer.
I don’t think it was a buff, it just became more conditional.
Yeah and it was 100% countered by Unnerving pressence, the stun was 4 seconds down from 5, dribbles, enduring, and only 1 person would usually get any value off it.
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@Hoodied said:
Number 2 is actually a bad idea as then she will just be straight up broken in the chase
Plague's usually try to get you broken and down you, with this in idea then you actually cannot loop her as if someone is to "rust vault" (That is what I call slow vaults) a window, now she can just swing and down you during the really long animation
Plague imo is fine right now, she doesn't need any changes
Its not at all broken. Once again youre not SUPPOSED to remain broken. Shes not okay right now as she is severly underpowered unless you get corrupt
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1045630#Comment_1045630
Yeah i always wondered why killers like trapper lose their grip of a survivor after being blinded. If anything they would hold on tighter right?
I'm going to go to my favorite lore reason and say the entity doesn't know how the real world works so she's just winging it.
Kinda like how survivors treat chainsaw wounds by rubbing them a bit
The funny thing is I can totally see this. The entity just googling basic medical knowledge of "How to seal a cut." And thinking "What more is a chainsaw slash than a big cut?"
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@Sonzaishinai said:
Cause knifes are no joke. Especially if the person weilding it knows what they are doing. Which judging from their mori they do.
I would sooner ask that question about the pig tbh.
Lore wise, the entity strenghtens the killer. That's why sweet little Suzie can kick a pallet to smithereens in 2 kicks
15 year old girl breaks pallets with two low powered kicks but can't hold a survivor while a light is shining in her face
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Okay thank you sm! I wanted to try Brutal Strength, PWYF, Nemesis, and Enduring on Clown just to see how I'd do but I didn't know if Brutal counter acted PWYF
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1045442#Comment_1045442
I don't know what to tell ya.
Game is garbage because it's difficult on some maps with some killers?
A game is garbage if you need to specifically play only 2 killers to have a good shot at winning meanwhile one team is so heavily favored that 90% of the maps and mechanics favor them leaving the 'powerhouse' role forced into losing constantly
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@BHVR_is_idiotic said:
https://forum.deadbydaylight.com/en/discussion/comment/1045405#Comment_1045405
Devs don't care. If one survivor says "it's unfun I don't like it" she basically gets removed entirely.
True though.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1045418#Comment_1045418
It isn't absolute garbage. The game has come a long way and of course still has a long way to go, but I wouldn't call it absolute garbage. Doesn't accurately describe it imo.
One thing that back then was better was for some reason gens weren't rushed as much but now that all everyone does is rush gens its insanely annoying to just wanna play a nice game of killer but since a chase lasts more than 10 seconds all the gens pop and the exit gates are powered
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Wraith just cause I hate him
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1044681#Comment_1044681
Even using enduring, it gave enough time for a survivor to get away, it was before the hook change so every survivor COULD use it because 20% wiggle was nothing (the old activation if you didnt get obsession, unnerving didn't affect old DS as hard as you make it seem.
It was actually 45% wiggle which is insanely hard to get cause wiggle timers are too much atm and hooks are everywhere. The stun was only 4 seconds and with enduring it was like 2.1. New DS is much more powerful
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@Divinitye9 said:
Survivors have had their share of nerfs as well. Insta-heals, DS on demand, and pallets galore being three that immediately come to mind. Is this enough? No, it isn't, but that's my opinion.
Killers just happen to be getting spit on more often these days. Playing an effective killer these days is not impossible. It can be hard in some games, yes, but there are also games where you just completely run people over.
Ideas and creativity? Depends what you are looking specifically at. In terms of design, they have a vast amount of creativity. I am looking forward to their map/music/in-house killer designs in the future... definitely some promise there. Now the balance team...
The DS rework was a HUUUUUUGE buff to it not a nerf. Insta heals are still just as bad except now its a styptic instead of syringe thats causing problems. Pallets galore is still prominent on maps like Ormond where every tile has a super powerful pallet while yes its not double pallets, they replaced one tile being super powerful to transforming it into two insanely powerful tiles
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/125322/no-disrespect-but
Are we forgetting killer used to be way harder than it is now to fit a certain narrative? Ok cool, just making sure.
Dude just because something WAS bad doesn't mean it still isn't absolute garbage
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1044841#Comment_1044841
And since in Red ranks, that gen is done within the first minute, that's totally fair, right? While I understand that queues and match length are pretty messed up right now, it doesn't change the fact that a Killer still has to put in the work to use a Mori. Keys should be on par, and they aren't. One is an offering, one a multipurpose item that can be protected and reused. That in and of itself makes them unbalanced by comparison. Keys and hatch mechanics need a rework. Personally, if they ain't changes it so the hatch closes directly after allowing the key holder -and no one else- through, then, it would be far more balanced.
For it to allow 2 people to leave through hatch that means you'd have two kills and they would have finished 3 gens. I DESPISE gen times as I've literally stopped playing killer at this point because of gen rushing is so out of control. But if we have to fix keys or gen times I'd rather gen times and moris be fixed first
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@Blueberry said:
Here's the thing, they are very hesitant to add any effect that weakens survivor looping as that's deemed very "unfun".
I'd propose something as simple The Plague gains a 4 meter reduced TR for each survivor fully infected/broken.
Or we could just do Oblivious while fully infected/broken, but that may be deemed too strong.
This makes it more dangerous to stay broken without debuffing the survivors directly.
Another option is Blindness while fully infected/broken. This wouldn't make it more dangerous, but it would give you more time as they'd waste more time looking for the survivors to rescue.
Also the changes aren't meant to be "Stay injured and broken all game." Its SUPPOSED to encourage you to cleanse not encourage staying broken so something being unfun would also be a good encouragement to cleanse
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@Blueberry said:
Here's the thing, they are very hesitant to add any effect that weakens survivor looping as that's deemed very "unfun".
I'd propose something as simple The Plague gains a 4 meter reduced TR for each survivor fully infected/broken.
Or we could just do Oblivious while fully infected/broken, but that may be deemed too strong.
This makes it more dangerous to stay broken without debuffing the survivors directly.
Another option is Blindness while fully infected/broken. This wouldn't make it more dangerous, but it would give you more time as they'd waste more time looking for the survivors to rescue.
Blindness is trash unless you're looking to slug
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1044787#Comment_1044787
It doesn't remove it all it does is reduce it, she still has some of the best map pressure in the game
You either get map pressure or the ability to blink in chase but you don't get both which is one of the things that kills her
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Well her skill cap is SOOOOOOOOO high now that its basically pointless to start learning her :/
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If Oni keeps that mask on he can so whateva he wants
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Imma be honest, moris need a nerf so badly and keys aren't comparable to moris in the slightest. Keys can only save everyone if every generator is done. Moris are basically guaranteed 3ks with the only requirement being one hook which isn't bad. So no keys shouldn't be nerfed first or at all for that matter
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@LetsPlayTogether said:
The cooldown is necessary to balance her power. Just learn how to play her right.
Not really it just makes it easy to gen rush her by removing her map pressure
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@oke said:
The Nurse is still a top tier killer, and I'm not the only one with that opinion. It just requires more patience to learn her now than before the nerf.
Arguably she becomes more powerful as Survivors run into fewer Nurses and cannot adapt fast enough if they do face one.
Well shes impossible to learn unless you where a god tier nurse before the patch went live, I'd say now Spirit is strongest killer ONLY because the Nurse's learning curve is SOOOOOOO big
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1044702#Comment_1044702
I shouldn't have to play as Spirit until I'm good at her to understand how to counter Spirit. No other killer is like that in the game.
Because no other killer is as complicated as spirit. She's perfect where shes at right now and she was perfect back then too.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1044665#Comment_1044665
Her changes didn't really address any of the problems survivors had with her, so no not really.
Because the problems they had are easily fixed by just knowing how to loop her. If you play as spirit and are good with her you know how to effectively counter spirits, throw pallets down early about a second or 3 after she begins phasing, zig zag during your runs to confuse her, and basically just be good at reading killers. She's the hardest to read but while playing against her its easy to do it once you notice her patterns.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1042071#Comment_1042071
Old DS was 10x stronger. The only buff it received was the dribble
Old DS you can just counter by using enduring and only one person possible could have it, you could equip unnerving which would most likely make them miss. New DS is for sure everyone gets 60 seconds of immunity after each hook with a longer stun, pretty much no chance at missing, and nothing to possibly reduce the stun then yeah it was buffed
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042114#Comment_1042114
You're not listening to what I'm saying. I never said you can't give proof, I said that proof will not matter when it comes to giving feedback, because all feedback is subjective and anecdotal and you can't "prove" an opinion. The devs will listen to what you have to say, or not, regardless of how many screenshots you have to support it.
Your exact words "We shouldn't feel we have the right to have our feedback listened too." You say they want whats best for the playerbase but when the playerbase comes together and says "Hey we HATE this change please change it!" They blatantly ignore us they ignore EVERYTHING we say and its ridiculous. You know they do so stop acting like the devs even care about us because they've shown us by pushing through this recent patch, leaving huge game breaking loops and perks in the game, and not even fixing issues that they said they'd fix YEARS ago, that they could care less what we want if it doesn't make them any money.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042080#Comment_1042080
They don't "need" to do anything. It's their game, and we have (temporarily) purchased the right to play it. We're not their teachers. It's not our job to tell them how to make their game. It's our job to give them critical feedback about how we think it could be improved, based on our own experiences with it, for the sake of everyone involved. But at the end of the day, the game is their property, and they get the final say.
You're right, screw the playerbase! Screw everyone who plays this game right? Its their game so we dont matter at all!
I hope you don't actually think the things you say and are only saying it because you're trusted
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042061#Comment_1042061
And yet, there are plenty of posts online analysing the Overwatch MMR algorithm, and plenty more explaining the best ways to derank according to it. If Blizzard wants to display MMR, knowing the risks, that's their decision. There are plenty of other extremely popular games, like League, that don't. It doesn't mean it's a good idea for DBD.
Yeah but League devs as far as I know aren't prone to sweeping things under the rug, lying, and pretending everything is fine so people stop complaining. The DBD devs are prone to these things so they NEED to show proof for their work like a middle school math equation. If we could trust these devs they wouldn't need too but they've shown to be seriously untrustworthy
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1039630#Comment_1039630
That does not mean anything. You are complaining about things far gone that needed nerfs and only seeing what you wanted to see. In that same enduring nerf (which btw, enduring is still very powerful) They nerfed DS into its current state. You only see what you want to see to make yourself victimized to try and make your opinion worth more.
**Buffed DS to its current state
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042050#Comment_1042050
I already explained above why it's a bad idea to show MMR. I can't think of a better way to express my point than I already have, so I'm not just going to repeat myself.
Yeah not sure why a game like overwatch hasn't been exploited or even figured out yet then even though its playerbase is like 10x larger. Overwatch shows MMR so you'd think its ranking system would be exploited all to hell right now huh? But its not soooo
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042034#Comment_1042034
Nope, not what I said. What I said was that your own personal experience is all you can be expected to rely upon when giving feedback on someone else's design. Because when you're giving feedback on a design, any claims you make are subjective. You can't "prove" an opinion.
Why not show MMR to see if matchmaking was REALLY fixed instead of "I just feel this way."
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@Laakeri said:
If they showed the MMR they would actually have to make that system. Now they just say hidden MMR and call it working match making when there will be none.
BHVR likes band aids and this whole matchmaking system will be another one.
Exactly what I was thinking
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042017#Comment_1042017
Yes, I think they would have. Because they have access to that data themselves. Players don't need to back up their feedback with any proof other than their own experience, and the developers don't expect them to. The devs are the ones with the stats. They would have known that people were being matched with others far outside their rank bracket even without players providing screenshots. Our job isn't to back up our claims with stats, it's to tell them what our experience of the game is like, perhaps make some suggestions as to what we think could be improved, so that they can make changes accordingly... or not, as the case may be.
Did you REALLY just say "We shouldn't use proof for our claims just personal experiences!" Im sorry but that is...kinda dumb
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@Infckingcredible said:
Please don't show HIDDEN mmr. It has a good reason to be hidden.
That reason is?
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@YaiPa said:
If that's the tile introduced with Ormond, then yes. Pretty strong tile for survivors, with a guaranteed fast vault anyways. Rather than remove it I'd like to nerf it a bit.
Yeah it is and I would prefer a nerf since I want as many diverse tiles in this game as possible but I can't see how they would nerf it. They could shorten each wall and maybe make the window wall unsafe
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1041461#Comment_1041461
I intially thought the same as you, but even so I think it's best that it stays hidden. It's only non-abusable as long as players don't know how the system works, and showing our MMR would make it easier for a few smart cookies to figure out the algorithm.
Yeah but it also masks the problem, allowing for a lot of rumors to start which will end with people leaving the game because no one will believe it was truly implemented, is really inconvenient since you don't know if you're doing good or if you're doing horrible, and doesn't help you improve.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/1041446#Comment_1041446
Oh, I misunderstood. I thought you meant showing what is considered playing "poorly" and playing "well". I guess it would be nice to know what category you fall into MMR wise and see your MMR status. Don't really know any other games that provide this information, but I don't think it would be abusable in those regards!
Oh its okay we all misread things sometimes!
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@LemeTheMeme said:
It should stay hidden. there shouldn't be a way to abuse it. Though I think that the system won't be able to pick up on all variables, I don't want a system that can be abused more than what emblem system we have now. Which is abused, but also caters to a certain playstyle.
How would showing what our MMR is abuse?
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@agutty1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1037713#Comment_1037713
Ehhh. I only play solo with like 2.5k hours and I disagree. I use to use back then but I started using no perks and it made me way better at the game and now I don’t even run it cause it’s just pointless. I think it’s a good perk for new survivors who are scared but if you are confident in your abilities to loop you don’t need it. The way I see it, if you can play injured for about most games at the high ranks, then you should be good. If not then the high ranks aren’t for you.
Going against high tier killers injured is a bad idea but aight
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@hex_genrush said:
I don’t know how many times I see killers saying self care needs a nerf, it doesn't it’s a ######### perk that takes 32 seconds to heal if all 4 survivors are running this perk they are going to be busy healing, self care is a survivor perk crutch you do not need it
If you play solo you do most of the time
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People really justifying this-
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1033600#Comment_1033600
I have been.
Was a former red rank killer, but because I mostly played survivor the past 2 resets it bought my killer rank back to brown. Now I’ve been playing killer again the past month I’ve now climbed up to rank 11.
But here in Australia for some weird reason 95% of the time I’m only matched against survivors in rank 4, 3, 2, & 1. Very rarely have I been matched with any survivor out of red ranks. I’ve almost exclusively played Clown & Doc, with a little Ghostface (I love Plague but she’s just way too bugged right now for way too long)
I’ve had about a 70% win rate, with about a 50% ratio of those wins being either a pip/double pip, or just a safety pip.
Rank doesn't matter unless its an actual competent team which is what im talking about
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@[Deleted User] said:
It was inevitable that this Ruin change would filter out the killers that don’t truly know how to play this game from those that never needed Ruin to begin with.
The upside I see is that BHVR will work on further map balancing. And any new players we get won’t be tarnished with an unhealthy perception of old Ruin.
I mean have fun getting any sort of kills with plague or clown against actual good survivors in red ranks with no slow down
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I mean playing hag & spirit I don’t see a difference but playing killers like Plague gens get done before I even get one hook off
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1023399#Comment_1023399
2 maybe. 3 is not.
Even with the best toolboxes, and two people with Prove Thyself, it will take you more than a minute to get three gens done. I think with maxed Commodious with two people using Prove Thyself, it takes about 30 seconds for a gen to pop. 30+30=60. Therefore, you cannot do 3 gens in under a minute, barring perfect and extreme circumstances.
Just use A normal brown toolbox with socket swivels and have 3 separate people working on 3 separate gens then bam