konchok
konchok
About
- Username
- konchok
- Joined
- Visits
- 1,270
- Last Active
Comments
-
If you have any idea as to how to reproduce the crashing, please add it to this thread on reddit. https://www.reddit.com/r/deadbydaylight/comments/pjyay0/rdeadbydaylight_pinhead_is_crashing_i_need_your/
-
@tester said:
Okay, let's try again:
"when you get stomped" + "took away any downsides"
Do you see anything wrong with this statement? Anything at all? Maybe even slightest suspicion that something might be wrong? No?
Anyone in this game can get "stomped". It's not unique to DBD, I've been "stomped" many times while playing chess. Stomped or lack thereof says nothing about balance or lack thereof.
What OP is saying is that it doesn't feel so bad to lose if you can keep your grade.
-
@fogdonkey said:
Why do you think it is not already like that?
It's possible that it could already be set this way, but seeing that it's never been brought up, I don't believe that's how it works right now.
-
@Objectively_speaking said:
Allegedly SBMM will take the average of a SWFS MMR and find killers based on that.
My point is that the result from matches with individuals of varying skill playing a group will throw off an individuals ranking to the point of being meaningless. So that when they play by themselves again there ranks will end up being inflated or deflated due to the influence of those they were playing with.
There's also the matter of how people play together, you may have 4 really solid players where their playstyles will interfere with each other and they'll play poorly and vice versa, you may have a group that is mediocre on their own, but together things just click. In either case, they haven't gotten worse or better, But the group dynamics change who they should verse. In both circumstances the matchmaking should use how they play as a group rather than individual skill rankings to determine who they should verse.
-
While this may be true, the spirit has a phasing noise disabled while within 24 meters because that's where the terror radius is. What you're doing here may make it so that you come out of phase without a terror radius but that phasing noise will be heard within the 24 meters. That's a net loss.
-
I don't like Third Seal just because it's so effective against soloQ. When versing a group of solos, it is the strongest Hex perk in the game, the strategy is simple. You down the first survivor, it honestly doesn't matter if they get off the ground or not, then the next step is to hit everyone else with a basic attack once, if the survivor is out positioned then down them. Never hook anyone. 4 man slug and auto win. If you can pull this off before anyone even realizes that you've got the perk you win.
This strategy does not work against a SWF of any size, and this perk provides minimal value against a SWF of any size, but it's super busted and cheap against SoloQ. So if you like bullying the weak than this perk is for you.
-
Before this was even popular, which was way back because it was right when blight came out. I was running Surveillance rather than tinkerer, it's surprising to me that no one uses or complains about surveillance when it acheives basically the same thing.
-
I do think it is somewhat map dependent. Nurse is interesting as a killer because I feel if her power were nerfed a bit she would go from being the most powerful to being entirely unviable and she's very binary because of her power. Basically if she's nerfed to the point where survivors can run away faster than she can catch up then she is unplayable, but because she ignores obstacles she becomes too powerful, like she is now if she can catch up to survivors. And I think she's near the edge already. I bit of a nerf and nurse is dead surprisingly.
-
I would say only have it cover windows, increase the distance a bit and it could last all match.
-
It's way to easy for killers to get to red ranks and then complain that survivors are OP when the reality is that they got ranked into a group they really shouldn't be in. I am looking forward to MMR so that they won't be out matched completely and the best part is they won't even know because ranks are hidden. They'll think they're going verses competitive teams because of their fragile egos.
-
@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2450471#Comment_2450471
This type of argument is very frequently used in every discussion in every game, because it is generally a very bland and "filler" kind of point to try to make.
First - if there's a problem at the highest level, then that still means the effects bleed out into all levels. We aren't playing a different game. Additionally, the difference between the top 1% of players and the top 2% of players is so minimal, YOU yourself wouldn't even be able to identify the tiny differences. That being said, you don't really understand what you're saying when you make the "point" you're trying to make. Skillful players account for a deeper percentage than the 1% you seem to think. And frankly, the only place where Killers are having "easy games" is against newbies who don't even know what loud noise notifications are.
Killers are OP when everyone's on day 1.
But to suggest that they're up to par after that point? Well, that's just silly.
If we were to get all red rank survivors and all red rank killers and have them verse each other, killers will win the majority of their games. The only place where this changes is when you're talking about actual competitive groups. And those groups used stretched res, so those survivors aren't even playing the same game.
-
@Ludicris said:
https://forum.deadbydaylight.com/en/discussion/comment/2460606#Comment_2460606
Survivors have all the means in the game to survive without getting hooked once. Finish the other gen's and leave as to not give the Killer more than a 1k.
The only time that you will never get hooked even once as survivor is when the killer is brand new. And that's how it should be, I know that many killers like to pretend that survivors can avoid getting hooked if they were to play perfectly but against an average killer, not even a good one, you will eventually go down as survivor.
-
@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2461217#Comment_2461217
I disagree, it makes perfect sense to me. Nurse's power is teleportation, after which she can turn her camera and lunge normally. Blight's lethal rush attack is functionally distinct from a normal lunge, as the hitbox is much wider (and I want to say a tad shorter?) than a normal lunge, and the angle of attack is restricted.
A good rule of thumb is, if an attack used during or after a killer's power isn't functionally identical to a regular lunge, then it's a special attack.
I disagree with you, and the reason that I do is that the lunge for Nurse is modified by her power and her cool-down is affected by whether or not she attacks. If Nurse were a killer that came out recently her attack would be considered a special attack, she and spirit were both grandfathered into having them called basic attacks.
-
Bubba is a broken character. Like he's not overly powerful, but he's oppressive when it comes to saves. If the devs were to take my suggestion it would be to have it so his chainsaw does one state of damage. Basically a built in speed limiter. Now, he would need major changes to keep him viable. But that's fine, I want Bubba to be strong, but I want there to be good counterplay even within your ranks to a bubba camping a survivor.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2443628#Comment_2443628
I mean honostly. You're the one acting as such. "Oh just play better" "I do amazing in all my games"
Can you even admit that a lot of the maps are heavily survivor sided ? And gen speeds are a bit too quick ?
This game tends to snowball, whether for killer or survivor. If 3 survivors are working generators because you're locked into chase with one survivor and they have nothing better to do, then they'll wipe the floor with you. But the opposite is true, right? You could be playing Bubba and land a chainsaw hit on 2 survivors near basement with 5 gens up. That is a win for killer as soon as that happens.
The reality is that the game that you're playing as killer is a completely different game than what the survivors are playing. You're not comparing apples to apples. How well you do as killer is really only comparable in games verses other killers. It's the reason why in competitive matches both teams play as survivor and killer and it's generally the same map and the same killer.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2443615#Comment_2443615
No. I just have a good sense of just how broken most of the maps are. How quickly the gens go. And at high levels of play how mostly one sided it is. And it isn't killer. And it damn sure isn't balanced.
Your notion of "just play better" is not applicable. Because maps and gens make it so you cannot
I'm sorry, you should have introduced yourself as Jesus. Then I wouldn't be as confused when you claim to be the Light and Life of the world. The knowledge provider. The one and only truth. Please forgive me, and offer me a bite of your flesh for my sins.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2443606#Comment_2443606
That's because being rank 1 means jack #########. Survivors suck and do dumb ######### typically
The SSMM brought try hard SWFS who knew how to abuse broken survivor sided maps. And made it even more noticeable how ######### map design is. And how fast gen speeds are
And yet I still was able to win just fine during the MMR test. So once again, if you're not performing well that's on you. There's no difference between a survivor or killer. They're the same people behind the screens, and just like how survivors can be bad, so can killers. You seem to have a sense of entitlement, that you somehow deserve to win.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2443594#Comment_2443594
Except at the higher levels. Maps and gen speeds don't lend themselves to you "performing well"
You get gen rushed. You get maybe 3-4 hooks. And t bagged at the gate
I'm rank 1 been rank 1 for as long as I can remember, average 3 kills per match. Usually have just 1 game out of 5 where survivors will have 2 or more escapes. Even during MMR that average went down only slightly. But during MMR I had about the most fun I've had in this game that I can remember.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2443573#Comment_2443573
Lol. Killer is far from balanced. And having 2 kills for "balance" is so subjective it's not funny.
Do you feel like a match where you got 4 hooks all game and got gen rushed in 5 minutes is balance ? Because a match like that can still lead to a 2k. Just because of trying to get everyone out. That's not balance at all.
Balance would be 10 hooks and 2 kills. And maps being weak enough and not survivor sided enough. Gen speeds not being so fast. That killers can actually have chases and not feel like they need to camp/tunnel/slug to stand a chance.
Balance is not determined by one match. And what a strange example of balance. I've had more games where I've killed the survivor at 4 gens left than the extremely niche example that you provided. Again, I have to go back to what I said before. If you're not performing well as killer that's on you.
Edit: changed from 5 gens to 4 gens as that's a bit more realistic. Holding that first generator is actually pretty hard.
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2443573#Comment_2443573
Well, you can make the game scarier for survivors without touching the balance aspect, but I suppose that is not exactly this thread's topic.
The whole make the game scarier has never made sense to me. But I personally don't like the horror genre. But I love the asymmetrical hunter/prey dynamic that DBD has.
-
@Mozzie said:
The problem I feel is how the developers see the term of "balance" in their game. In their eyes, an average of 2 survivors should be able to escape the match. I disagree with that philosophy.
Mozzie, right now killers kill well above 2 survivors on average. If you're not managing that yourself that's you bud. How easy do they have to make killer for you personally to get more than 2 kills on average?
-
Hey McClean if you read this. Thank you for designing Blight.
-
I played this match 10 times as killer than 10 times as survivor and what I've learned after playing it that much on both sides is that the map is not killer or survivor sided. It's sided towards whoever knows the layout of the map. I've actually come to like it quite a bit.
-
In this MMR test they said that they changed how they're handling the MMR score for killers that are new. I'd be willing to bet that even with pig, because you haven't played with her very much it doesn't have the right MMR for you and has set you too high. Play 5 more matches with her than after that play an additional 3 and make a not on how you felt those games were. That should be a better test as to how the MMR holds up.
I'd also recommend against using her strongest add-ons while the MMR system is trying to determine your ranking otherwise once the MMR does settle it'll put you against groups that can best counter those add-ons.
-
@Mooks said:
Is Blight usually getting lots of BP? Because you got 24K BP on That Screenshot which is not a result I expect to see after a miserable match. But there are killers that of course naturally get higher BP without doing much.. like Legion or Doctor I think..
Yes, Blight gets a ######### ton of points whether you win or lose. Blight players are getting unusually high MMR because of that very reason.
-
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2421278#Comment_2421278
I guess I'll word it better next time. I'm just to tired to make large statements on why I think he isnt that hard
I did say in the post above yours that I felt that Blight should be 110 percent because I felt that his skill floor was too low. So, in many ways we probably agree.
-
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2421263#Comment_2421263
Wow salty over an opinion. Didnt even say he was the easiest said he is one of the easiest IMO. His power is not that hard to use. You bump into a wall and charge a survivor. Ya at a pallet it takes some skill, but definitely isnt that hard
I'm not salty, I was showing why I don't like the kinds of statements you made. I had enough examples to show that it's fairly flimsy as an statement. That doesn't mean that your opinion is invalid simply that that statement doesn't hold water.
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2419534#Comment_2419534
Exactly.
- They have traps spread out mainly because they wants Trappers to have his traps not cluttered in an area and camp there.
- People using Bag NOT because bonus trap, but because he can carry more traps.
I did a simple image showing why having all traps make him area camper potential
Pretty picture, but seriously that's a solid infographic.
-
@Itslat3ncy said:
I dont think Nurse is as hard to learn as some maker out to be, but she definitely has the hardest skill cap. Blight has IMO probably one of the easiest powers to learn alls you do is bump into a wall and rush the survivor. This is coming from a Blight main
Hey I can do that thing you did too.
"Survivors is the easiest, all you do is hold W and throw pallets"
"Trapper is the easiest, all you do is place a trap in tall grass around loops that are near the closest 3 generators"
"Wraith is the easiest, you can hit people coming out of invisibility and you get a speed boost while doing it"
"Huntress is the easiest, you can literally throw a truck sized projectile at survivors"
"Nurse is the easiest, after all you can teleport through objects and ignore loops"
"Plague is the easiest, survivors can't even heal the whole match through"
"Legion is the easiest, He can follow survivors through pallets and windows"
etc etc
-
I feel like there's an opportunity to compromise here. Rather than removing the DC penalty entirely, why not put a cap on the maximum DC penalty of 15 minutes. That's enough time to discourage people from leaving without getting into day long bans by those of us that running into this bug.
-
Blight's skill floor is lower than Nurses, but Blight's skill ceiling is higher. I personally think that Blight should be a 110 percent speed killer, which would increase his skill floor.
-
@MeatBycicle said:
I've said this already, high end MMR only benefits survivors, it will do nothing for killers but make each and every game extremely sweaty and stressful.
In high MMR every survivor will know how to run and loop, so it doesn't matter what survivor gets found first, you know you can rely on them to waste enough time to allow the other 3 to pop their gens in 1 chase. Survivors will be escaping way, way more than they will be losing.
Killer will literally having to be sweating their asses off and for what? The game will devolve into a slugging and infectious freight meta at high MMR because you will not have the time to down, pick up, and hook survivors for kills. So there will be a ton of slugging to try and combat the speed of the games.
MMR is not needed.
I disagree with this. I'm a high MMR killer and when MMR is on is the only time I feel even remotely challenged. And even verses good teams I can still snowball to a win. My matches today have been two 4ks and 1 2k (On Lery's with Blight) so that was more the map than the survivors, though the survivors weren't bad at all.
MMR is good for killer for the following reasons. For killers who main, like I do. It allows me to change up my killer to Clown or Trapper and still have a fun and fair game.
When using my Main I get properly challenging games.
And it means fewer games that are complete stomps one way or the other, at least that's been my experience with it so far.
This is soooo much better.
-
@CriticalWeasel said:
For some reason MMR is making everyone an @$$hole on both sides.
People are playing the best that they can while MMR is up trying to see what they can achieve with it. Like normally I'll play fairly casually as killer but during the test I've been using powerful add-ons and been pretty ruthless. (Still give hatch though) Not to be an ass but to see if I can push my MMR up and get really really solid teams.
-
Yeah I just got the message after playing just 3 games. How often are you getting it?
-
@SilentPill said:
Killer is harder to learn. Baby killer is easy, then once you get to mid-tier it’s insanely hard.
Finally once you master killer it goes back to being relatively easy (although usually pretty annoying).
All the baby killers get gen rushed and quit before the huge learning curve is complete.
Smurfs are a real issue in this game. Many new players get scared away from killers by red ranks pretending to be rank 20s and giving them the most brutal defeat imaginable.
-
I'm a killer main with 75 percent of my time playing killer.
I agree with you The only place where survivors and killers are matched (This is only with the 3 strongest killers) is in comp and comp is it's own culture of BS, for example it's common for those individuals to cheat as both killers and survivors by changing their color values and having vertically stretched resolutions. This completely changes what works and doesn't work. For example, mind-games will not work on most loops because they can see over the loops. However, during regular ranked game-play Killers are at a massive advantage.
I disagree that camping is OP because there are quite a few counters to camping, but I do feel that tunneling is over-powered. If a killer can remove a survivor from the game while 2 gens are remaining, that game is lost for survivors. And it's a bit BS when that survivor killed at 2 gens is the only survivor that's been hooked.
I would like to see this game mature into something where skill is rewarded as both killer and survivor. And to me that means removing some of the cheesier strategies. I really do feel that tunneling one survivor should cost you the game.
An idea that I had would be a mechanic where survivors can repair generators faster if they've been unhooked and are healthy. Once hooked they lose the bonus. Generator times, may need slight tweaks. But the idea is simple, if you only go after a single survivor, then the remaining survivors will have enough momentum to win the game even without that survivor. But if the killer spreads damage and hooks that bonus is quickly removed.
-
@Trickstaaaaa said:
Why do people keep asking for decent perks to get nerfed?
If only they had the same energy to ask for 90% of perks to get buffed. Considering most of the perks are basically useless or niche.
Cause these killers hope that they can nerf survivor to the point where they get to rank 1 and stop losing verses SWFs. It's honestly entitlement driven. Killers are the strongest that they've ever been and they're demanding perk nerfs for survivor.
-
@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2396359#Comment_2396359
It's objectively fair that in a PvP game, the player with a good connection is punished for issues raised by latency in the slower connection person's game??
Methinks you might need to revisit this and check what 'objective' means. It's not fair at all for the killer's objective (hitting/downing survivors) to be defined by the survivor's connection which the killers have zero influence over.
You lack reading comprehension. But I'll try to dumb it down to your level. I had said that the survivor had dropped the pallet very early to counter there high ping. That you had hit them even though they had pre-dropped and it was within your own latency window where the validation had triggered. But honestly I dont expect you to understand.
-
This map at high ranks is unwinnable for killer. You can't mind game any of the pallets, I can't hardly use Blights power, not even for map traversal. This definitely hurts.
-
@knight_killer said:
https://forum.deadbydaylight.com/en/discussion/comment/2396359#Comment_2396359
Maybe I'm not understanding fully but instead of laggy killers getting hits through pallets now laggy survivors get priority drop?
You don't understand at all. Not going to fault you for it, but I can't be bothered to explain it again.
-
@Product said:
https://forum.deadbydaylight.com/en/discussion/comment/2396335#Comment_2396335
Thats only fair for the survivor POV because I reacted perfectly. Therefore, you believe that there should be no counter play to camping pallets because if the survivor just presses space before the frame that they are hit then they get to be invincible. What a great idea
The pallet is a race of sorts, if the survivor reacts fast enough to stun the killer before getting hit then yes, they should be protected by the pallet. That is after all the purpose of pallets in this game.
-
@Zozzy said:
I have under 20 ping and still get hit validated..
There's this misconception that if your ping is low that you'll never get hit validated. As long as your ping is not zero your hit could be correctly validated, even if someone else's ping is 10 times what your ping is.
Let's paint a picture
Imagine there's a pallet and the pallet is thrown. We'll assume that the time for a lunge and the time for the pallet to get to 50 percent are equal. They're not, but it will make the math simpler. Therefore, If the survivor threw the pallet at the same time that the killer used their attack, the killer's attack would land successfully because the killer has lower ping and vice versa if the survivor has lower ping. However, even when the survivor's ping is higher it is still possible for an attack to get validated.
We'll take the same example as above, the pallet is being thrown, however this time the survivor has 100 ms of ping and throws the pallet before the killer swings by 110 milliseconds. We can subtract 100 from 110 and we get 10 milliseconds, because the killers ping is 20 milliseconds they see the hit as being successful. However, the server sees that in fact the survivor had thrown the pallet and stunned the killer before the hit landed and the hit state was removed.
We can see that in that second example the survivor has higher ping, they threw the pallet early to account for their ping and the killer's hit was incorrectly registered due to their own ping, despite it being very low.
-
@Sypherpathic said:
This gets tiring.
The hits are based on the servers perception of positions at the time it receives the signal that the hit was attempted. What was your ping? What was the killer's ping?
The server made the decision that the killer was close enough to hit. THIS IS NOT BASED ON WHERE THE PIXELS ARE ON YOUR SCREEN but based on what the server believes the actual positions to be. Since the server, your system and the killer's system are all in different locations, it's physically impossible to have the same position everywhere if anything is moving.
You just can't trust your screen and have to assume to some extent it's an approximation. This happens in all multiplayer games, you can search the internet about it.
Someone who actually understands networks. You're like one in a million.
-
People who think that the reason there hits are not landing soley based off of ping don't understand how networks work. In fact the fact that they have worse ping for you is more of an indicator that the hit should not count and not the other way around.
This is very likely what happened, they pre-threw the pallet, they're a bit laggy and they're afraid that you're going to hit them because of it. Your own latency of 30 ms is enough latency that the hit appears to land despite them throwing the pallet ages ago (again due to their personal lag) The server determines that the hit that you landed was invalid due to your own 30 milleseconds of latency and you have the health state removed.
I get that it doesn't feel good, but it is objectively fair.
-
@Product said:
https://forum.deadbydaylight.com/en/discussion/comment/2396290#Comment_2396290
I have like 30 ping.
https://forum.deadbydaylight.com/en/discussion/comment/2396295#Comment_2396295
They were fixed for survivor POV. As a killer, you played the game exactly how you were supposed to. You can't possibly look at that video and say he deserved to not get hit there
https://forum.deadbydaylight.com/en/discussion/comment/2396297#Comment_2396297
They aren't free hits. He misplayed the pallet and tried to camp it, and threw it down after I hit him. If you think that is a "Free hit", then camping pallets is going to be the meta because it is literally impossible to hit a survivor camping a pallet if they have good reaction times
https://forum.deadbydaylight.com/en/discussion/comment/2396314#Comment_2396314
You think the hit in that video was unfair?
Yes I do, here's why. Yes in your world view you hit the survivor before the survivor reacted, right?
Wrong.
So for the hit to cancel the pallet needs to be more than 50 percent down and for the killer to be stunned before the survivor was hit. The reason that that was cancelled was because the survivor reacted incredibly quickly and threw the pallet before you hit them. The only reason why your client thought that was not the case is due to latency. The server acts as the referee and determined that the survivor had actually reacted before they were hit and the damage state was reverted. Again, this is good netcode. The client should never have authority over the server.
-
@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2396263#Comment_2396263
Sure, survivors suffered when versing laggy killers for a long time.
However there are 2 problems with this system now.
First, the killer dont need to be "laggy" to be punished, just 20ms more than survivor has is enough. It may be 40 vs 60ms ping for all we know.
And second, survivors vs laggy killers in the past had an option to pre drop pallets early since they couldnt trust killers latency. Killers cant really do anything like that
If you've been stunned before the hit landed, the hit should not register. The only thing that needs to change is to have it so that the survivor scream and blood animation is only triggered after the server confirms the hit. In this way the information that the killer is provided with is consistent with the server, rather than hearing an injured survivor only to have that damage state corrected.
And the server should prioritize the individual with better ping. Players should not be compensating for other players terrible ping. The fact that you think it should be that way is an oddly entitled in my honest opinion. I'm not trying to insult you, but it's a bit weird to suggest that the killer should have authority to determine hits regardless of their ping to the server.
-
Let's be clear as clear can be. The only time that the hit gets cancelled is when the hit landed after you were stunned.
With how latency works the survivor that you see is a few milliseconds in the past. You swung and they threw a pallet. You hear a successful hit because your client thinks that you were fast enough but the server is the referee and does a comparison from both you and the survivor. It then determines that the survivor had in fact stunned you before the hit landed and therefore the hit is not registered. Basically you were getting unfair hits through pallets before this change.
-
@Harold_Shipman said:
Previously if the killer had bad ping, they could hit through pallets, and as the hit connected on their screen, and as the distance on the server would have still allowed it (as they were in close proximity to one another) the hit would have been allowed, regardless of how it appeared survivor side.
Now, my understanding is the server will also check if the killer is stunned before allowing the hit. If the killer is stunned on the server (and therefore, actually stunned) then its no hit.
The only way to make it so you only see blood/hear the scream would be that the killers client waits for confirmation of the hit from the server before making the necessary sound/animation. This would probably result in noticeable delay between hits and screams though.
I think that there's a middle ground allow hit sounds to be determined client side, but survivor screams and animations wait for the server. It would be just one or two more frames before the survivor screams. I don't think it would be noticeable and then you wouldn't get people complaining that they heard the survivor scream but they didn't get the hit.
-
I disagree on all fronts. I think that the change to the hitboxes are very fair. Now there may be bugs and those should be looked at and fixed, but bugs do not warrant a roll back. It's not like they rolled back Nemesis when Dead Hard was bugged and I didn't see you making a post in the forums back then.
-
@Mechanix82 said:
I was thinking last night after a game i had. All survivors went to different gens really early in the match by the time i found surv and downed them three gens popped. So i was forced to tunnel someone out of the game which i dont particularly like to do. So i was thinking to help killers in the early game i know people have said to make ruin base kit but i feel like that would be too much and drag games way out. What about making a speed reduction x gens being repaired at the same time which would get less overtime as you get them done. This way at game start the killer has more of a shot at stopping multiple gens instead of three popping in the first min or so.
If you're going to make gen slow down basekit all gen regression perks would have to be removed. Otherwise what you're suggesting is totally unfair.