Brokenbones
Brokenbones
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- Brokenbones
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Well that's disheartening. Always thought this place was pretty cool.
Oh well.
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@ForTheEntity said:
This perk makes it easy for a Legion to tunnel a Borrowed Time user. That really goes against the spirit of Borrowed Time, one of the OG anti-tunnel perks.
Care to explain how?
Because if a Legion tries to tunnel someone off hook, they'll deep wound them then usually end power quickly so they can normal M1 or they'll try to bodyblock them first
They aren't gonna benefit from their deep wound being automatically gone in 30 seconds
If anything it could help counter killers who can eat through unhook endurance quickly by letting them have access to perks like Dead Hard if they can survive for 30s.
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pre-drop and spam vaults to force them to either hit you and leave or end power and chase normally
pre-dropping also counters spirit fury enduring, to the point some legion's get desperate and start swinging at every pallet just to get stunned which you can predict and greed the pallet to counter
not 100% reliable but it's something you can do to make their job harder
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@MrRetsej said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113691#Comment_4113691
But the Knight still has access to his power; He can switch to one of his other two guards and send a new hunt out which automatically cancels any hunts in progress, putting the guard that was previously in chase on cooldown.
The argument of "being locked out from his power" does not make any logical sense with how the Knight has played since his rework.Again I want to point out this seems like a failsafe measure put in to stop guards from having to pathfind around one way pallets. Imagine if you saw a guard running to the other stairway in midwich just because the survivors dropped the god pallet on the other staircase
That wouldn't make sense either.
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Okay I think I can explain this
If a survivor drops a pallet BEFORE the guard gets to it, they will path around it and if you drop it ON a guard - they phase through it. The abandon thing I believe is a failsafe for if a survivor drops a pallet that can't be pathed around at all, thus cancelling the guard's path entirely.
Example: You know on midwich, the god pallets that block the stairs? If a survivor drops that pallet before the guard can get to it, what should the guard do? Pathing around it is impossible, so they just abandon the hunt instead.
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@Yamalive said:
Classical choice of development from BHVR. Doing something totally useless, that everbody agrred on being trash, but just pushing it through for no reason. Its actually a big wonder that they finally came to the conclusion to change it again. After several YEARS of everyones hatred. Still dont think they will go through with this. Would be too much of an acknowledgment that they screwed up big time.
It's like the hillbilly rework all over again.
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I'm still mad about the Wake up nerf.
They buffed it, then because Sole Survivor exists they had to slap on a condition the perk didn't have before that weakens the perk if your teammates die. Because "rat playstyles". (This change did nothing to stop such playstyles!)
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While I'm mostly indifferent on the change since the exhaustion is the main reason people run it and I don't really use exhaustion perks myself I really hope we start to see those people who say "survivor perks never get nerfed" change their tune because two of the strongest survivor perks in the current meta have both been hit (Sprint Burst and Vigil).
I do think it affecting so many things was a bit much, If It were up to me I'd have just made it Exhaustion, Mangled & Haemorrhage.
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@AliceNull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109232#Comment_4109232
Luckily we'll be getting a pretty big perk shakeup in the midchapter, over 40 perk changes most of which will be either reworks or straight buffs, and a fair few of them finally addressing diminishing returns. They said the only (very, very few) nerfs are going to be for overperforming perks that ignore the intent of DR, and I'm going to be honest I can't think of a single one besides Resurgence that fits that description? Like, there really aren't a lot of options for that on either side, but they made it sound like theres going to be more than just the one, so I'm left a bit baffled honestly. Still, mostly buffs and reworks to underperforming perks, which is pretty nice. Big hopes for Empathic Connection specifically, what the perk does is very appealing but the numbers just aren't quite there.
Hyperfocus + Stakeout probably
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There are people right now who will dodge you if you don't "look good enough".
I loaded into a lobby today and I saw a chat message from someone who dodged the lobby previously and it said some of the stupidest stuff I've seen. It was something like "wow now 2v8 is over all the bad players are back in 1v4" and that just blew my mind because how entitled do you have to be, to queue up to play and say stupid stuff like that at strangers online
I know the survivor playerbase gets quite a bad rap for being entitled, but genuinely this is the kind of thing that feeds that image.
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Anyone else think a good nerf would be making it so you can only use it on a survivor who has been hooked twice in a row?
That way Killer players aren't punished for managing their hook states, but are punished if they are genuinely trying to force one survivor out as fast as possible which is what the perk is designed to hinder. The perk would still be strong, but it would mean only playstyles that revolve around hard tunnelling someone out as fast as possible are the ones that get hit the most from it going off
Rather than a lot of cases where Killer is balancing hooks between two diff people, then suddenly one of them just gets a state back from the survivors you're not focusing too much on.
If this is how it's changed, I'd remove the expose from it. It feels like the only reason the expose exists is to stop people being able to freely hook dive with this perk and get away with it, rather than making the Killer want to target the person who used it. It could probably stay though idk.
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BP gummies is probably my favorite
Pocket Entity, Puppers charm, Silent Hill 2 dog and all of the crow ones are tied for 2nd/3rd place.
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@DodoSwarm said:
no, he needs to be gutted and reworked. if you don't want to experience people holding W and Prerunning everything then don't play a killer with zero interaction. its just an autopath AI following them and yelling, the only counterplay is hold W. They need to make his power interactive and then you will see variation of counterplay.
Not true, there's other counterplay to guards. Such as vaulting tile windows repeatedly since that slows them down just enough for another vault (No entity blockers either since its not a chase). L+T walls are best for this; do it until the banner spawns.
If you ask me, Knight's undetectable addon is probably the 1 thing that needs changing about him. It shouldn't last the entire hunt duration, it lasts way too long and has too much uptime.
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@SkeletalElite said:
Certain special attacks also fail to trigger protection hits. Forget which killer it was but I took a protection hit with duty of care the other day and it didn't activate. I think it was Jason but not 100% sure. All I remember is the perk just didn't work because it wasn't an m1 and so I decided to just use a meta perk instead of some off meta mid perk that may not even work in the situation its supposed to be useful for
Yeah was probably Jason, I think his projectile just doesn't trigger protection hits at all.
Although it probably should? Meat-shielding someone who's injured against Jason is actually really annoying for them to deal with.
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Survivors do not have a perk that can completely disable one of the killer's core mechanics for the entire trial.
I just want to point something out - there are several perks in this game that "disable" certain aspects of playing Killer or Killer abilities. I shall list them:
- Calm Spirit/Hardened counters any perk that causes screaming, thus removing an information gathered from them. Calm Spirit also stops crows from flying off, which you might scoff at but good killer players use crows more than you might think. Also disables the info Doctor gets from screaming survivors.
- Self preservation completely, 100% disables BBQ's aura reading on yourself. If you equip this perk, you will never ever be spotted by it. Distortion was partly hated for this exact reason and got nerfed for being too good at countering aura reading perks
- Corrective Action from Jonah completely counters perks that might cause survivors to miss skillchecks/have smaller skillchecks as it is a map wide buffer that automatically 'corrects' missed skillchecks.
The main reason why Killer players don't really complain about any of these perks at the moment is because they are either bad perks or they only get used by like one or maybe two survivors on a team. If Self Preservation was used by all 4 survivors constantly like other meta staples, people would 100% complain about it as it would be obnoxious.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108701#Comment_4108701
It’s not a guaranteed ban, not even close. I’ve reported many people for death wishes, racial/homophobic slurs, etc and not a single report has gotten a response from BHVR. In my experience it’s guaranteed that you won’t get banned for that kind of stuff.
I guess our experiences differ. I've submitted tickets before for various reasons (with clear proof) and they almost always got banned for it.
This was a little while ago though so maybe its gotten worse since then?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108699#Comment_4108699
"Proof" is needed for stuff happening in the match, the chats on the other hand are all easy for them to see. Chat abuse is one of the buttons on the report menu for a reason, so no... i dont think slurs and such is allowed.
I never meant to imply slurs and such were allowed, I'm saying a degree of 'trash talk' is allowed, which is like the example I put in my post.
The stuff with slurs yeah they have logs but I think if you do a proper report with proof, it's a guaranteed ban. Their ban system I believe is an escalating one so the more a person gets banned the longer it gets (Outside of permanent ban offenses like cheating etc).
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108665#Comment_4108665
They can start by actually banning the people filling the endgame chat with insults and slurs. I feel like if they even did a 1 week ban for that... ppl would stop.
I'm pretty sure a certain degree of "trash talk" is allowed though (FYI not condoning it)
Like saying something like "wow carried by broken survivor perk/killer power" and stuff like that. Insults/slurs do get people banned as long as its reported with proof (Which is time consuming unfortunately)
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@coldflame said:
i play both roles (60/40 killer/surv) and my take on the tribalism thing is that theres more nuance to it than people rooting for their own team to get buffs
the game demands one side take it seriously whilst the other side is expected to treat it casually, something that's consistently reinforced through balance changes. this is an obvious recipe for discontent. killer players lose to people trying way less hard to win than they are because they get carried by stuff like perks and pallet density, survivor players lose to killers 'sweating' and not holding back/giving them a chance because rhe modern game prompts doing so.
i'm not sure how you bridge that gap. actually expecting survivor players to start taking the game seriously, adopt clean macro and be good at chase to have a decent chance to win seems unlikely, it'll alienate a large chunk of the casual soloq surv playerbase. the alternative would be to simply killer play so there are less decisions and opportunities for skill expression, but killer players don't want that for obvious reasons. the anti everything ptb from a while ago that locked killers into a single gameplan seemed to be a move towards that before it got axed, and imo you see the same with 2v8- it's a vision of the game bhvr wish they had for live imo
I don't think the current state of the game expects survivors to treat it casually as you put it.
I do think survivor is the more casual role overall but as you put it - a lot of Killers have adapted and play to win with the strongest stuff, so doesn't that also mean that Survivors have to do the same in turn to keep up?
I know you brought up pallet density and broken perks but the same applies to Killer too, it's not a one way street. Maps being shrunk, tiles being made weaker and more and more Killer powers being anti-loop themed means Survivor gameplay a lot of the time just boils down to "don't take risks/try to outplay; just waste time" and usually that's done with predrops/holding W away from teammates on gens.
Imo it's also worth mentioning that Survivor, while being the more casual role, demands a lot more knowledge on each individual Killer's power, their addons, weaknesses and so on to play against them effectively. A lot of people simply don't have this knowledge because there's nearly 50 killers in this game and you only face each one a few times a month unless they are popular like Blight, Nurse, Kaneki and so on.
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What can they honestly do about it?
Tell people that it's unreasonable to get so angry about your preferred role in the game? Both sides would metaphorically set BHVR on fire for even implying that, nevermind outright saying that.
Tell their content creators to not promote/engage with it? People will cry censorship/call them biased and so on.
Ironically the only people who can fix it, is us, the players and we've made it abundantly clear we don't really care to.
For every 1 person who tries to see it that way there's 100 others who think the game is slanted to one side and the other is full of toxic sweaty and so on and so forth. Simply having an opinion that doesn't align with someone else's experiences makes you wrong and probably biased, "you don't play survivor you don't play killer".
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@Callahan9116 said:
If I played well, got the 4k, I earned that mori. You shpuld have to watch. Survivors get to tbag exit gates, we shpuld get our moris
So it's out of spite then.
Because nobody forces you to watch survivors at the exit gates
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I think Tenacity gained a lot more utility when they added the fact it hides your aura when you're in the dying state
The current version text doesn't show this, because it's bugged and hasn't been fixed yet but you can use Tenacity to great effect with Plot Twist, it almost guarantees the Killer won't find you because not only will your aura not be shown, you can move and recover meaning you don't have to stay in one spot the whole time
If there's any betahub users reading this, please make a report about tenacity's missing text if someone hasn't already.
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Counter question
Why do you think the last survivor should be forced to wait to watch an animation they've seen dozens of times when the game state has already been decided.
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Yep they badly need to add this
Sick of 120m/s killers on the servers I play on
I don't really care if it'll cause people to dodge, nobody wants to play against bad ping players.
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103448#Comment_4103448
No they are not look at Onryos kill rates, most people do winstreaks with them no problem, if players can't master them then it's only their fault, plus solos barely win matches against them
Most solo Q teams lose to Sadako because somebody doesn't do tapes, gets condemned and dies too early.
She's the only stealth killer that gives survivors a big heads up she's close by, her lullaby. It's condemn that causes the killrate, not stealth.
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Perfectly timed voicelines
I was once healing myself near a Springtrap door as Alan Wake and when he emerged from it suddenly and Alan's panicked reaction was the same as mine. Pretty cool moment.
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Again a lot of it is circular logic
A lot of people run sprint burst because of mobility killers so people don't play low mobility killers because SB is too common and strong against them, leading to people playing high mobility killers to keep up and the cycle perpetuates.
One thing I wanna point out though, you can get a similar effect to Sprint Burst against most of the cast by simply pre-running as soon as you hear the TR or see the killer from afar approaching. All SB does in those scenarios is allow survivors to not pre-run and still be fine.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102520#Comment_4102520
So this is for sure a bug, that is so weird
100% and it is not limited purely to pallet saves
For example, you can trigger this bug on some killers if you somehow time certain actions in time with the server's 'tick'. E.g Slinger aiming down sights or Oni triggering his blood fury. I've seen it happen
In a nutshell, if two things occur at the same time on a tick - it's like the game can't decide or cancels one of the inputs. I'm no expert on stuff like this but I'm pretty sure this is what's happening.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102515#Comment_4102515
You can claim what you want I gave estimate of what happened. You stating something does not make it a fact and I have had people tell something happened then show video that literally shows totally different thing happening. People don't always know what happened and remember stuff wrong thats why the other guy asked for a video as currently we have your statement that in reality is not really prove of anything.
Also the killer is wrong the reason why people swing on those is to move away from the pallet as it makes you move faster. Thats why people swing on pallets I have never seen it to cancel any stun and I have played this game a long time.
You could also report this to the bug reports in betahub with the logs of the match so devs can check if this is indeed a bug.
You can't lunge while carrying.
The only logical reason to do it is to try and hit the person pallet saving if they are in front of you, but experienced killers will do it anyway because there's always the SLIGHT chance they hit the tick perfect swing to cancel the pallet stun and you lose nothing by simply trying but stand to gain a lot.
This is a bug that has been in the game for a very long time where you can cancel any pallet stun if you START an action on the same tick you would be stunned. It's not consistent enough to do every time, and I'd say it's quite rare so it's not a huge issue BUT that is the main reason experienced killers auto m1 if they think a pallet save is coming; there's a small chance the game just insta cancels it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098247#Comment_4098247
This is the thing that's always stuck out to me. What mistake does DS cover? Unbreakable, too.
The situation those perks work in aren't related to mistakes. DS requires the killer to target you after an unhook, which isn't your mistake, and Unbreakable requires you to be left on the ground by the killer, which also isn't your mistake.
I've never really understood calling these perks "second chance" perks because they cover situations where you didn't have a first chance.
To me, DS is boiled down to "You were unhooked and downed again quickly, this perk will give you another chance at that chase". I know it's not really used that way anymore these days, aggressive DS and all that but that's what I believe the perk is INTENDED to be. An anti-tunnel perk that lets you have a 'second chance' at the chase you just lost.
UB is a bit more nuanced, it needn't necessarily be the survivor who has it that made the mistake but in those positions where the survivor team will lose due to slugging, unbreakable grants a 'second chance' by letting you get out of that scenario.
That's my logic anyway.
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@Dustin said:
My main vote goes to Bioshock. Bioshock and Outlast are the main video game licenses I want to see that are left. There's definitely more but I think those are the last two I've been wanting to see.
Also - why was Teletubbies in the licenses? Did I miss something? Isn't that a British early childhood television show? Did it get some sort of modern horror adaptation like the Winnie The Pooh slasher film?
At one point there was this internet trend of 'horror teletubbies'. Basically that's the only reason they are included for I'm assuming.
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@[Deleted User] said:
I think it's a term that had some validity many years ago with the original iterations of NOED and DS, and it stuck in the community lexicon.
There isn't really anything I would classify as a second chance at this point, at least not in a negative sense. I think people use the term "second chance" when they're running head first into an opponent's perks and can't accomplish what they're trying to accomplish.
I'd argue DS is still a second chance perk, a necessary and more healthy one than previous iterations I will add but by definition it is THE 2nd chance perk considering what it does for you.
Personally I consider "Second chance" perks to be the ones that let you stay in the game longer after a mistake. Unbreakable and DS are the main ones that spring to my mind. You could argue Coup De Grace is also a 2nd chance perk as it gives you a very strong chase effect in exchange for losing one of your primary objectives
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Seeing Shin Megami Tensei and Persona on here was a dream come true for me
Shame I didn't see Dexter on the official list though :[
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097839#Comment_4097839
This is one of those topics I'd love to dig into a little. If Killer anxiety is something you feel, is there anything specific that tends to trigger this for you?
I think for a lot of people, it's the fact that even if we have a horrible game that we know we have 0 chance of winning - we're still forced to suffer through it until the survivors open the gates and leave
The survivor role if they have a bad game e.g they all get downed at once, can just abandon and be done with it. Killers have to either sit around and wait for the timer or push the survivors out themselves. I don't have a problem with either but for a lot of people just the notion that they might have to do either of those things can be a bit anxiety inducing
Some kind of Killer abandon condition would do wonders. Either when gates are powered and the Killer has no hooks, or when the endgame collapse starts and all 4 survivors are still alive. Something like that
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Well Badge got nerfed
I'm pretty satisfied with it, feels a bit vindicating to know it hitting regressing gens was a bug and not intended.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097106#Comment_4097106
I don't think deputy badge is as crazy. You can use it once per phase and you burn your regression events at rocket speed. I mind and it's same with Springtrap why would they need a guaranteed minibloodwarden.
Only issue I have with it is the fact that it works on generators that are already regressing, which gives it mad synergy with other gen slowdown perks but mainly Ruin since ruin regression doesn't count as a regression event p sure.
It's basically a 5th perk slot.
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Big agree.
I don't actually mind that they got stand-ins for the more intensive voice acting parts but the issue is those actors weren't up to the higher quality of the other voice actors in the game. They stick out like a sore thumb, if you ask me.
ironically Michonne's is the best and she's the only one who's actress does both the intensive and voicelines part of the character.
I really hope they go back and get some other voice actors to do a better job.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095924#Comment_4095924
- There is no counterplay that's kinda why people don't like him. Crouching around doing nothing to progress the gamestate is not real counterplay.
- Requiring everyone to be in a swf to have a chance really shows how stupidly broken Jason is.
- Statistically speaking it's improbable for anyone to be consistently winning for this long, if Jason is not broken as ######### then the streak should have ended a long time ago.
The counterplay to Jason is understanding map spawns and cutting sharp corners in chase.
Legitimately when he's in omnipresent evil, look around you and figure out where he could potentially appear then using that knowledge, plan where you will go if he appears there.
I'll give you an example, let's say you're doing the generator in the top floor of the Garden of Joy building. There are only 2 places he can really appear there - the window, which would be your main escape route otherwise or the nearby breakable wall. Realistically, 9/10 times A Jason will pick the window to force you into a worse position.
So, what do you do? Stay on the gen for a bit then if you think he's coming for your gen - prerun away from the window or alternatively walk away from it then start crouch walking away once you've cut line of sight. You either get a headstart on him appearing at the window or you stealth out the jumpscare and force him to search for you. Either way, you waste his time
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Much appreciated!
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Hey Mandy, thanks for the update.
It's pretty disheartening that none of the balance feedback seems to have been taken into consideration yet as the offering situation aside that is what most people are taking issue with. I know I've gone back to the regular queue because I don't see the point in playing the event queue when it's so massively imbalanced and unfun for one side
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I noticed they actually take the place of Generator spawns and even have priority over them
Many times the 'main building' generator that's usually always there wouldn't spawn.
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I'm pretty sure you only get that hindered if you do the 'extract' interaction, no?
So it's not really that big of a deal, just don't do the interaction.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093769#Comment_4093769
you don’t understand and likely never will, but regalia is something that should never and i do mean never be sold for profit, it never should’ve had an auric cell option, shane could’ve had some of his other cosmetics take the auric cell purchase point instead.
Bit harsh to say I'll never understand, I didn't even say being concerned about it is wrong.
I'm just saying this is how BHVR operates, if they do something offensive it's usually out of incompetence or lack of foresight than it is to cause any disrespect or harm to communities.
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@Skittlesthehusky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093568#Comment_4093568
outside of natives, i'm also concerned about how they're going to treat other cultures moving forward. i might edit my OP to reflect that deeper. but it is very late and this was on my mind in the sense that i really wanted to get it off my chest. i might rewrite the post entirely bc it doesn't entirely capture my thought process
i'm all for companies and businesses shedding light on cultures, as everyone deserves an opportunity to learn and be seen. but i'm scared about this becoming a repeated thing where BHVR commits to collecting money off of the backs of marginalized communities and doing nothing for them other than "you get exposure".
holding their feet to the fire helps set an example on giving communities the respect they deserve while being represented. i don't want them to be scared of representing, but they should do it ethically.
I think your concern is valid honestly but this post in particular irks me because…
People ask to be represented in the game right, the same way as anyone else? That means the content is treated the same as anyone else I.E the same way to get it, the same methods of purchase and so on. I guarantee you if Shane had released and the content you're taking issue with was excluded, people would've been upset, angry and so on
Something to the effect of "It's not real representation, BHVR was just being lazy". I don't believe you would have but some certainly would have. Or at the minimum asked for it.
Plus, you act like BHVR never gives back to communities when history shows they do. The donations to LGBT+ communities, the portion of profit from Orela's cosmetics was donated. So you're not wrong in saying they COULD do something like that but to act like they don't is a bit unfair imo
Not trying to be a BHVR defense force guy tho, criticise them to your hearts content if you ask me.
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Doing well in chase and saving teammates.
I love going for those risky endgame saves where realistically, the Killer is getting someone. If it's gonna be anyone, It'll be me! Leave my team out of it.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092448#Comment_4092448
I just wanted to know why she did that lol, i was doing something for the team by distracting him, but in her eyes i was horrible lol. Ghoul respected me lol
On the plus side, there's a high chance that survivor will just dodge you in the future - which if you ask me is an absolute win
I've had players in my lobby say in the chat "lol sorry i don't play with console players" and then dodge
There's no pleasing these kinds of people.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092450#Comment_4092450
one of my fav builds atm is Flow State, Counterforce, Boon: CoH and Boon: Shadowstep coz of the uptake in hex builds with jason.
Honestly that is an impressive escapre rate for being altruistic, mine is usually a lot lower when I try to be.Flow state is pretty underrated imo
Getting a 30% increase in unhooking speed after a few gens might not sound like a lot, but if you pair it with something like we'll make it - you reduce survivor downtime even more.
Only downside of running it together with Counterforce is diminishing returns cripples the perk with the lower numbers.
My boon build is usually Flow state + Shadow Step + COH + An altruism perk (babysitter, we'll make it, bt). All good options.
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People who intentionally sandbag become priority target #1 for me when playing Killer
It's MY job to kill the survivors, not yours. Who do you think you are?!
Also as a predominantly solo Q main, those types of players hurt my soul so I feel for people who get stuck with them.
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Shin Megami Tensei (Or more likely the more popular Persona series)
So many possibilities, so many iconic designs and characters.
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Honestly, just commit to one and down them to secure a 3k. in a 2 v 1, it is basically impossible to not trade at the hook if the Killer is right there.
If you really want to push for the 4 man you can slug them but in scenarios like this where the Killer is being predictable, the survivors have the upper hand because they know that you're not going to commit. You also should try to injure both of them at the minimum because that makes contesting the gen way less safer and forces them to group and heal which makes the gen regress more if it's not at the limit.
Or even if they finish it, you can still slug the person you committed to and then check gates.