The fact bhvr's solution to 3 gen setups was to add a 8 kick maximum instead of just fixing gen placement still baffles me. Just horrible map designs, knight isn't the problem.
8 kicks pretty much never happens in a game either, unless it's a very long game or the killer has surge. The 8 kick also got buffed for killer since survivors can no longer see 8 kick progress on gens.
@@Reiner5200 Stalling out the game should be the goal of the killer but not possible. I do think the kick limit is decent, but I wish it was based around total instant progression damage and still allowed 0 damage kicks that only start regression once the limitis reached. It would avoid killers that run perks such as surge from being punished super hard for frequently downing survivors in map hotspots like the middle of RPD, where gens can get locked down because survivors can tap them and passive regression events or kicks while patrolling are extremely likely.
@@Reiner5200 thats straight up BS, I play Wraith in high-ish MMR and I easily get like 15-16 Surge Procs every game cuz of Blinds, DS etc. minimum of 2 gens are blocked at the end of the game, whether they got done or not.... also having like 300 games on Knight I have yet to see getting more than 1 gen ever blocked cuz if you utilise Knight right you keep em from doing gens with the Assassin and Jailer instead of kicking. it's a high tempo control killer, 3 gen camping really is pathetic and I maybe had to do it once in a 40 gaem winstreak cuz ppl brought 4 genrush builds (prove, Stakeout, PE, BNP, the item recharge....) on Cowshed and I had one bad chase in the beginning, losing 4 gens in 6 min btw regarding my first statement, same goes for most other Chase killers I play and for Gen-Kicking Freddy (but that's no surprise ngl using Oppression on cooldown makes that happen)
@@Lovyxia agreed, any time I hit a surge in Midwich Yard (the middle), it hits 2-5 gens..... and people like to reset there and it's generally a high-frequented area so if I run surge that probably happens ~2-5 times a match
Something similar happened to me. I was in a game with 2 bots and there was 2 gen left. We did one and it didn’t count there was still 2 gen left??? Weird
It is not the Invocation, it is not any of Aestri or Baemar's perks, and it is not any of Lara's perks. 2v8 does not grant survivors any abilities which instantly fix multiple gens. I have many doubts that the Castlevania survivor will be able to instantly fix multiple gens. What perk?
thats because its people acting normal when youre just some guy. people fanboy when its an internet personality, they accept way more because of it. how they act towards you is how they really are, how they act towards coco is them acting their best behavior
@@Sweetness_01 yeah idk it's funny cuz people explode at me for playing no regression Knight or no regression wesker but when I run pain res, Pop, Grim, Deadlock/Barbecue on any Killer no one complains (which is sad cuz like If you run that many Gen Regression perks and it's not comp, ur pathetic and don't respect that everybody should have fun in a game) :O
That gen bug has to be the most unfair bs to ever exist lmao. But yes, let's watch BHVR killswitch Knight before addressing a severely game breaking bug in the Survivors' favour
such feature maybe could work in a case where more than 1 survivor dies and there are 4 or 5 gens still left so that the remaining 2 survivors have a chance of actually winning
Could reduce the amount of hide and seek matches. Killers act surprised that 2 survivors don't want to do 4 or 5 gens, especially when they slug a survivor until the end of their slug timer, pick them up, and ignore them until the other survivor is dead.
@@Reiner5200 I have played plenty of both sides and tbh, less than 1% will loop a killer for the six-ish minutes needed to do 4 gens(not counting map traversal of the gen-doer here) without running into the guy doing the gens or the killer leaving. We've pulled it off once or twice (and I've seen it once or twice as a killer) across a thousand + matches, but realistically it does not happen
My theory is the game goes by custom game rules, where one less survivor = one less generator to be done. I imagine the code bugs out and goes "wait this trial only has *three* survivors" and the next time the 'generators completed' status is updated, it compensates for the one survivor "not being there." I think speculating about new mechanics or 2v8 is incredibly misleading
@@jackk.4670 I remember reading somewhere that behaviour changed how games load allowing games to start even when someone DCs during loading. Long time ago it was a normal occurence. You would just get one less gen to complete per player dcing. Now they've changed rules adding bots in place of disconnected players. I suppose (knowing how messy dbd code can be) both rules or a remnant of the old rule firing an event and as @ToiletWolf12 said game tries to overcompensate for it
The 2x Banner Spawn Duration multiplier is making Knight an absolute nightmare. There’s no reason that the easiest guard to set chases off with should have the ability to stall Survivors for 24-32 seconds with each use
Nah I'm sorry I hard disagree, this is what behaviour wants for new knight and honestly I'm down way more fun, I'll be throwing on Franklins and weave for some extra fun
that "maybe a feature" which "solves 3 gens and counter tunneling" is a huge punishment for fair killer who dont force ths strategies. I hope that's a bug, i don't want to become a trash killer for expecting a win
What I find funny it's that they already implemented a 3-gen solution, but now some people are like: "That's it guys!! Now this is the 3-gen solution we've been waiting all along!!"
@@noahclark8076 It would probably just increase slugging by 1200%, since you want pressure without risking an early kill, which costs you a gen. And since every hook can lead to a kill, it's no hooks at all. And soon every killer play like Twins.
If you think wanting to win with any LEGAL strategy makes you trash, makes me believe you’ve never played high school sports. Or any sports for that matter.
@@mcahtme2977 I don't think anyone complained during the ptb bro, if anything everyone hated the change they added to live. Seriously, why did they think that 10 second cooldown was a good thing?
@@robotguy88 you make no sense. Think about what you said with logic, if nobody complained about it in the ptb WHY would they change it when it goes lives? BECAUSE SURVIVORS COMPLAINED LOL
@@mcahtme2977 Ah, us vs them brainrot got you. Always have to blame survivors even though they were not the ones to blame. Again, not one person complained other than the 3x chase drain.
@@mcahtme2977 I'll be honest, I've played this game since 2017 and the amount of times BHVR made changes NOBODY wanted is kinda ludicrous, it's been a trend with them for years lol
based on the wording of patch notes and communication from bhvr, it does seem the generator bug is.. well, a bug rather than a feature they were testing internally.
2:53 , Coconut when i saw ruin not count as an regression event first thing i thought was 3 genning but imo ruin alone will not be enough to hold 3 gen. There was a build in my mind that could (i hope) work with Doctor. Why Doctor? Because second thing that will remove progress from gens without triggering an event is missing skill checks, Doctor can use static blast to protect ruin from far away, Unnerving Presence will always be active on the 3 gen which will make madness skill checks even harder, Madness 3 will make survivors get off from gens which will give ruin some time to regress gens, will make Distressing get more value than just terror radius perks due to static blast range also increasing. Build: Ruin, Undying, Distressing, Unnerving Presence. Addons: Both addons that decrease static blast cooldown. I feel like this could work very well because you have madness screams to protect ruin, madness 3 to protect ruin, not let survivors do gens (which will make ruin get more value), madness skill checks for possible regression. Only downside is totem rng. Another build with no totem rng (way weaker than ruin one with good totem rng) is Distressing, Unnerving Presence, Coulrophobia (or Sloppy butcher), Thanatophobia. Distressing will now get more value with coulrophobia too, unnerving presence + coulrophobia will force survivors to heal far away. Thanatophobia to make survivors do gen slower without triggering regression event This is just a silly idea i thought, i dont know if it works or not because i never tried it.
You should run that new pink add on where the guards will stay on the gen for an extra 8 seconds after kicking a gen on this build. (Yes the guards can kick gens while ruin is up as long a survivor is working on it)
Not surprised anymore, survivors always get the most gamebreaking perks. Flat speed buff, infinite heal/revives, invinciblility, inatantly repairing gens by the press of a button etc.
@@mikaylacaldwell4452 the bug was patched I assume, but the idea of this being a possible feature where if a survivor dies then some gens get completed is ludicrous.
@@MagicNash89It was not an idea, it was a reality years ago. If survivor(s) had disconnected before match started, you would have less gens to repair.
it doesn't counter people giving up; at least not in the way we want. Like yes, it "counters" it from the standpoint that it mitigates an extreme disadvantage people giving up causes, but that just incentivizes people to give up on hook since they don't feel as bad abandoning their teammates
Coco looked at fight scenes where every few frames the camera perspective/crop changes and took inspiration while making this intro. Listen, I'm not gonna unclick without "action" and flashing lights constantly entering my brain through my very eyes. I might unclick, however, after getting dizzy/spacially confused.
Coco looked at documentaries where, for 45 minutes straight, it's just some guy yapping with no other stimulation and used that as inspiration when making part of his intro. Listen, I'm not gonna unclick without a methodical peer-reviewed breakdown of the entire bug history of a video game. I might unclick, however, after sitting in my chair bored out of my mind trying to wait for the video to actually start.
As much as I like the being a chase knight, your natural instinct is to win and I find myself resorting to 3 or even 4 gen knight and they can do nothing. I waisted 15 minutes patrolling and the survivors were to too scared to even touch a gen for a while once I secured 2 outs. As someone who’s been on both sides, maybe he needs an individual cooldown nerf only and see how it goes.
To fix the whole "3 gen" issue is as simple as adding a 9th gen. I can't imagine it would change gameplay too much mid-match. Idk how they would implement it, but to fix tunneling the could have the hooked survivor teleport somewhere random when they get unhooked. Basically they would have to rework they entire hook mechanic to be more like ph's cage mixed with the 2v8 stuff (not 100% sure how that works yet) Btw, oppression works amazing for regressing gens in 3-4 gen setup without eating into the regression events. Kick one and the others either start regressing like ruin or any survivor repairing it risks blowing up 10% of their progress. So in a 3 gen, you can regress 1 gen around 24 times. 32 in a 4 gen XD
This could probably work well on Coaltower and maybe RPD lobby. The double gen popping could maybe work well if it only work when there are no swf left and if they buff a lot of the weaker killers, especially the stealthy once.
I would not say that dead dawg is the only possible 4 gen. RPD when you get the 2 gens in main, you can really set up some crazy stuff. It is the easiest to hold in my opinion since you can stand in just one area
Probably the multi Gens issue was because the Devs were testing features and forgot to remove the code on releasing... or they want to remove the Hatch and the partial code was released
Ignoring the part where it was activating with 2 or 3 attractive still alive, I think it makes sense as a feature to make it so the last survivor doesn't have to do every single gen if the killer decides to just sit on top of the hatch
I'm pretty sure the bug was caused because of the way custom matches are coded. If two survivors and one killer get into a custom game, then the gen counter is set to three, four if there are three survivors and so on. This makes it so that when a survivor is killed and stops spectating, the game thinks that there are only three survivors in the match so it lowers the gen counter. This also explains why multiple survivors dying causes the required gens to lower per kill. Ex. three survivors die and stop spectating and one gen has been finished, in custom games when there's only one survivor the gen counter is set to 2, and since the game is confusing the custom gamemode and the normal gamemode then the last survivor only needs 1 gen to power the exit gates, much like what would happen in a custom with one gen being popped and only one survivor on the match.
@@Helena-me6mp because for a long time the value used to be dynamic. Game had to calculate the gen number based on players loaded. When you have such big collection of entities and scripts attached to them changing one thing might cause a cascade of unknown results (bugs). So they have probably just locked some parts of code from executing when they made changes to how games used to load (when they disallowed games to start when someone DCs). This update they've changed this again allowing games to start when someone DCs making a bot take place of the disconnected player. Knowing how messy dbd code is they have probably used a simple logic check to calculate number of gens (gens = 5 - number of disconnects). When players leaves the lobby event handler probably treats them as discconected thus I suppose both rules or a remnant of the old rule firing an event and game tries to overcompensate for it
@@Helena-me6mp you still need to make it dynamic for custom games to work or you would not be able to start a 1v1 match. It's probably so ingrained in the core code they are scared to refactor it
@@hantix6829 maybe i dont have enough experience on that, but if i knew that i would code another entirely different gamemode, i would separate them so that i could change 1 without breaking the other, maybe thats not possible because of storage limitations? idk
Have you ever tried to interview a Fandom wiki moderator such as DocOctober before? Some people are quite shady when it comes to so-called protecting their game info. He does lots of patrols, but he also acts like a typical Behavior employee, although he may not have been working for them.
When I first found a coconut vid I was like I’ll check this guy out and then I started to watch more and I love him the way he expresses his joy for the game with his hand gestures and fun builds
I had some clown tell me the new “feature” didn’t impact my game because it didn’t happen, the only reason it didn’t happen is because the game would’ve ended faster if I tunnelled someone out, which I could’ve done at 4 gens. But I kept him alive because it was literally the better option but they still got the 4 man out, and then after the game told me I sucked and needed more pressure like WHAT
i definitely dont think this is a feature because of how many balance implications it has and how jank it works,not to even mention all the ways to abuse it both sides,i saw a comment before that it could do with the 2v8 coming up and something messing up and i believe that waay more,
I think its too conspiratorial to think they were testing some feature to deal with survivors dying too quickly. It is safer to assume incompetence here, and it probably has to do with 2v8 mode. They probably changed the "required number of generators to power gates" number, based on the number of survivors in the game, to account for the 2v8 mode, but due to their incompetence, forgot that survivors can leave the match, and it shouldn't be based on the "survivor count still in the match" but based on the survivors that started the match.
The problem with this bug being a "feature," was something I ran into a few number of times. That I was playing good with killer, but they can get the survivors are rewarded for doing poorly in the end. I had to play around not killing anyone until 1 gen was left. That was far from enjoyable or even fun.
Honestly this bug really is the answer to all of survivors blights, but I think it should only be triggered if someone is getting hooked back to back. It would punish people for hard tunneling and the counter would be to not hard tunnel, lol.
This has been the buggiest update I, personally, have ever seen. Just today, I loaded into Azarov's and see the map is just completely broken. Walls gone and, what it seemed to be, misplaced hooks. It was extremely funny to me 😅
Tbh from what I've noticed is it encourages survivors to self delete on hook. Most my games now are slug games mostly getting a 4k because it's not worth hooking.
I'm a survivor main I think if it does become a thing it would be a bit dumb maybe if it was a perk otherwise it's too powerful bc then you'd have randoms waiting for people to die instead of doing gens, it punishes people trying to do gens but rewards people who will hide the whole game
This essentially promotes not killing survivors, killers would have to just wait for everyone to be dead on hook before even killing one survivor to stand a chance, yet many many games have shown that pressure that is that spread apart will struggle, survivors will also know that if they have been hooked twice, then they are essentially untouchable by the killer, if the killer wipes them out, two gens are done, if they dont, then the survivor fixes gens. It promotes slugging survivors, something survivors have despised for ages. I really hope this is a bug and never becomes a feature, or at least gets tuned or reworked to allow killing without a punishment for the killer doing what they are supposed to do.
Calling it now, i aint playing DBD if they turn this into a "feature" playing killer is hard as it is with so many overpowered survivor perks, items, protection from devs.
In my games as a killer this doesn,t happen, however when the second to last gen is finished 1 more gen unblocks so there isn't a threegen but 4 gens. Maybe another feature to fight camping gens
It is an interesting idea, but it is just way too abusable in its current state. I can´t even think of a way of fixing it to not be abusable in any way and only serve the purpose it should. I doubt that BHVR is testing anything. It seems like their typical spaghetti code to me.
Hey coconut!! I have a friend who played in ptb in the past and since he has on the bottom left how many gens are done instead of how many are left. For example he sees 2/5, not 3. When someone leaves and a gen is completed, he sees 3/4. Kinda like the amount of gens needed to power the gates is reduced. It was bhvr feature btw, not a 3rd party or sth. Hope it helps!!
They should make it so that happens if you kill someone before you even hook some anybody or if you kill anybody before a 2 minute timer I would like to see that (both or just 1 idk)
Watching this makes me think maybe just play a sort of AFK Tombstone Myers. Just wait till they pop all gens and then go for the instant kills. Thank God that bug/feature nightmare is over.
Survivors when they get bugs:I see nothing wrong here Also Survivors when a killer is bugged: Omfg fix the game devs locking the killer a hour into the found bug
You know what they will do? They will make when you as a killer near hex totem too long (camp it), hex will throw to another totem (even if others broken, it will respawn). Check this out.
Well I would say that is definitely something interesting but I think it would be a strategy to just near the end try and kill themselves for a three man out.
the gen bug is rough def but oddly enough ive still been enjoying killer just because hook respawns has been massive. also thinking this build could be way more mean with deadlock replaced with thrill of the hunt
If they made this a feature, it will get a super slugging meta. Unbreakable will be everywhere again, knockout will be everywhere, and it'll make the game unplayable.
The fact bhvr's solution to 3 gen setups was to add a 8 kick maximum instead of just fixing gen placement still baffles me. Just horrible map designs, knight isn't the problem.
8 kicks pretty much never happens in a game either, unless it's a very long game or the killer has surge. The 8 kick also got buffed for killer since survivors can no longer see 8 kick progress on gens.
true
@@Reiner5200 Stalling out the game should be the goal of the killer but not possible. I do think the kick limit is decent, but I wish it was based around total instant progression damage and still allowed 0 damage kicks that only start regression once the limitis reached. It would avoid killers that run perks such as surge from being punished super hard for frequently downing survivors in map hotspots like the middle of RPD, where gens can get locked down because survivors can tap them and passive regression events or kicks while patrolling are extremely likely.
@@Reiner5200 thats straight up BS, I play Wraith in high-ish MMR and I easily get like 15-16 Surge Procs every game cuz of Blinds, DS etc. minimum of 2 gens are blocked at the end of the game, whether they got done or not.... also having like 300 games on Knight I have yet to see getting more than 1 gen ever blocked cuz if you utilise Knight right you keep em from doing gens with the Assassin and Jailer instead of kicking. it's a high tempo control killer, 3 gen camping really is pathetic and I maybe had to do it once in a 40 gaem winstreak cuz ppl brought 4 genrush builds (prove, Stakeout, PE, BNP, the item recharge....) on Cowshed and I had one bad chase in the beginning, losing 4 gens in 6 min
btw regarding my first statement, same goes for most other Chase killers I play and for Gen-Kicking Freddy (but that's no surprise ngl using Oppression on cooldown makes that happen)
@@Lovyxia agreed, any time I hit a surge in Midwich Yard (the middle), it hits 2-5 gens..... and people like to reset there and it's generally a high-frequented area so if I run surge that probably happens ~2-5 times a match
Thanks to Coconut, this video will probably set the Japanese back by 100 years.
やべー!
And they didn't even need help doing that
Wait, CoconutRTS is Japanese?
I haven’t seen this said by anyone yet but I’ve experienced the opposite, someone quit as the trial was loading, and we had a bot with 6 gens.
WHAT
Something similar happened to me. I was in a game with 2 bots and there was 2 gen left. We did one and it didn’t count there was still 2 gen left??? Weird
Lol this is awsome
Yeah, having bots was weird. It gave a +1 instead of -1 from the person leaving
fixing multiple gens across the map at the same time is just the new survivor perk ability
It is not the Invocation, it is not any of Aestri or Baemar's perks, and it is not any of Lara's perks. 2v8 does not grant survivors any abilities which instantly fix multiple gens. I have many doubts that the Castlevania survivor will be able to instantly fix multiple gens. What perk?
@@thehamburglar2420 dude it's a joke
@@thehamburglar2420 joke flew over your head. bet ur fun at parties
Survivors cant even have 3% haste. Nice joke fella
@@becm7026 It's not a good one then
Imagine if this was a feature. Finally Behaviour would punish killers for doing what they're supposed to.
I'm just now realizing, why is their just a giant cardboard box in his room lol
that's where he lives bro
It's probably for his cat 🤷♂️
Where else would doggo sit
“Coconut lives inside the cardboard box.”
“Coconuts cat lives inside the cardboard box.”
“Coconuts dog lives inside the cardboard box.”
Everybody asks, who lives inside cardboard box...but nobody asks ...where does cardboard box live?
Coco getting the "I love you" for playing a 3 gen Knight
I'm out here being told to uninstall the game while using no perks or addons :(
I got told to kms once only for playing Spirit (I had ok perks to balance it out).
It's either sweat with an OP build or get shit on. No in between unfortunately they can't balance the fuckin game
thats because its people acting normal when youre just some guy. people fanboy when its an internet personality, they accept way more because of it. how they act towards you is how they really are, how they act towards coco is them acting their best behavior
@@Sweetness_01 yeah idk it's funny cuz people explode at me for playing no regression Knight or no regression wesker but when I run pain res, Pop, Grim, Deadlock/Barbecue on any Killer no one complains (which is sad cuz like If you run that many Gen Regression perks and it's not comp, ur pathetic and don't respect that everybody should have fun in a game) :O
Killswitch Behavior.
They have to be under new leadership
@@cjames9320 No surprise when someone prefers the mobile version of the game. (which is updated by a different dev team.)
@@clowno4206Nah, DbD mobile is run by netease. That game is a full cash grab.
Killswitch gens seems like a cool name that is already being used for this feature that only fogwhispers like coconut would know . . .
@@iWhisperASMR The cool guys club
That gen bug has to be the most unfair bs to ever exist lmao. But yes, let's watch BHVR killswitch Knight before addressing a severely game breaking bug in the Survivors' favour
a patch was just released today that fixed a lot, including this gen bug.
@@jaysonmiller4382 Next up, Knight gets killswitched
@@jaysonmiller4382 no, they didnt fix it
@@natati1363They literally did.....
What did you expect them to do… killswitch gens?
Coconut’s finally lost it, he’s legit unintentionally trying to break the game by promoting this “feature”. He can’t help it anymore
such feature maybe could work in a case where more than 1 survivor dies and there are 4 or 5 gens still left so that the remaining 2 survivors have a chance of actually winning
Could reduce the amount of hide and seek matches. Killers act surprised that 2 survivors don't want to do 4 or 5 gens, especially when they slug a survivor until the end of their slug timer, pick them up, and ignore them until the other survivor is dead.
@@Reiner5200 I have played plenty of both sides and tbh, less than 1% will loop a killer for the six-ish minutes needed to do 4 gens(not counting map traversal of the gen-doer here) without running into the guy doing the gens or the killer leaving. We've pulled it off once or twice (and I've seen it once or twice as a killer) across a thousand + matches, but realistically it does not happen
My theory is the game goes by custom game rules, where one less survivor = one less generator to be done. I imagine the code bugs out and goes "wait this trial only has *three* survivors" and the next time the 'generators completed' status is updated, it compensates for the one survivor "not being there." I think speculating about new mechanics or 2v8 is incredibly misleading
The fact that (if this were to be the reason) this bug has only appeared now goes to show how messy this game's code must be 😂
@@jackk.4670 I remember reading somewhere that behaviour changed how games load allowing games to start even when someone DCs during loading. Long time ago it was a normal occurence. You would just get one less gen to complete per player dcing. Now they've changed rules adding bots in place of disconnected players. I suppose (knowing how messy dbd code can be) both rules or a remnant of the old rule firing an event and as @ToiletWolf12 said game tries to overcompensate for it
If this was a potential feature honestly I think a lot of people are gonna stop playing dbd
The 2x Banner Spawn Duration multiplier is making Knight an absolute nightmare. There’s no reason that the easiest guard to set chases off with should have the ability to stall Survivors for 24-32 seconds with each use
Buddy just doesn’t want Knight to be good whatsoever LMAOO
Nah I'm sorry I hard disagree, this is what behaviour wants for new knight and honestly I'm down way more fun, I'll be throwing on Franklins and weave for some extra fun
that "maybe a feature" which "solves 3 gens and counter tunneling" is a huge punishment for fair killer who dont force ths strategies. I hope that's a bug, i don't want to become a trash killer for expecting a win
What I find funny it's that they already implemented a 3-gen solution, but now some people are like: "That's it guys!! Now this is the 3-gen solution we've been waiting all along!!"
yeah this just makes me think killers will tunnel then have an endgame build or something
@@noahclark8076 It would probably just increase slugging by 1200%, since you want pressure without risking an early kill, which costs you a gen. And since every hook can lead to a kill, it's no hooks at all. And soon every killer play like Twins.
@@noahclark8076 I see lots of killers slugging now, which is understandable since you get penalized when you hook someone (AKA does the objective).
If you think wanting to win with any LEGAL strategy makes you trash, makes me believe you’ve never played high school sports. Or any sports for that matter.
Coconut doing a lot of glazing for the knight despite being in the worst postion he's been lmao
Maybe if survivors didn’t complain knight has no counter play he’d be in the best position he’s been in lmao
@@mcahtme2977 I don't think anyone complained during the ptb bro, if anything everyone hated the change they added to live. Seriously, why did they think that 10 second cooldown was a good thing?
@@robotguy88 you make no sense. Think about what you said with logic, if nobody complained about it in the ptb WHY would they change it when it goes lives? BECAUSE SURVIVORS COMPLAINED LOL
@@mcahtme2977 Ah, us vs them brainrot got you. Always have to blame survivors even though they were not the ones to blame. Again, not one person complained other than the 3x chase drain.
@@mcahtme2977 I'll be honest, I've played this game since 2017 and the amount of times BHVR made changes NOBODY wanted is kinda ludicrous, it's been a trend with them for years lol
based on the wording of patch notes and communication from bhvr, it does seem the generator bug is.. well, a bug rather than a feature they were testing internally.
2:53 , Coconut when i saw ruin not count as an regression event first thing i thought was 3 genning but imo ruin alone will not be enough to hold 3 gen. There was a build in my mind that could (i hope) work with Doctor. Why Doctor? Because second thing that will remove progress from gens without triggering an event is missing skill checks, Doctor can use static blast to protect ruin from far away, Unnerving Presence will always be active on the 3 gen which will make madness skill checks even harder, Madness 3 will make survivors get off from gens which will give ruin some time to regress gens, will make Distressing get more value than just terror radius perks due to static blast range also increasing.
Build: Ruin, Undying, Distressing, Unnerving Presence. Addons: Both addons that decrease static blast cooldown.
I feel like this could work very well because you have madness screams to protect ruin, madness 3 to protect ruin, not let survivors do gens (which will make ruin get more value), madness skill checks for possible regression.
Only downside is totem rng.
Another build with no totem rng (way weaker than ruin one with good totem rng) is Distressing, Unnerving Presence, Coulrophobia (or Sloppy butcher), Thanatophobia. Distressing will now get more value with coulrophobia too, unnerving presence + coulrophobia will force survivors to heal far away. Thanatophobia to make survivors do gen slower without triggering regression event
This is just a silly idea i thought, i dont know if it works or not because i never tried it.
Survivors playing against CoconutRTS: HE CANT KEEP GETTING AWAY WITH IT!
I didn't see anyone unironically think it was a feature besides Coconut😂
We should start calling this the 'Coconut Effect' whenever killers get nerfed after these videos 😂😂
You should run that new pink add on where the guards will stay on the gen for an extra 8 seconds after kicking a gen on this build. (Yes the guards can kick gens while ruin is up as long a survivor is working on it)
If someone dying triggers a 2-gen pop then winning the game as a killer will be almost impossible. Smfh.
It didn’t trigger 2 gens but it made it to where after you died any gens that popped counted as 2 gens
A possible FEATURE? WTF
It was patched today calm down
@@mikaylacaldwell4452 yep ggs
Not surprised anymore, survivors always get the most gamebreaking perks. Flat speed buff, infinite heal/revives, invinciblility, inatantly repairing gens by the press of a button etc.
@@mikaylacaldwell4452 the bug was patched I assume, but the idea of this being a possible feature where if a survivor dies then some gens get completed is ludicrous.
@@MagicNash89It was not an idea, it was a reality years ago. If survivor(s) had disconnected before match started, you would have less gens to repair.
Alright that's it
*Killswitch coconut*
You know a game is long when it is day when he starts the game and its dark when he finishes it.
Release “This Video Will Probably Get Wars Nerfed” coconut can make world peace
At this point I think he’s trying to nerf him on purpose because next video he’s just gonna make an entire video about sander (carnifex)
STOP IT, HE'S ALREADY DEAD, HE'S ALREADY DEAAAAAAAAAD!!!!...
we need to get him his individual cooldowns back from the ptb duh.
God please, all the synergy and fun with his kit got flushed down the toilet when I realized what they did to him after the PTB
yeah we need to let bhvr know this
it doesn't counter people giving up; at least not in the way we want. Like yes, it "counters" it from the standpoint that it mitigates an extreme disadvantage people giving up causes, but that just incentivizes people to give up on hook since they don't feel as bad abandoning their teammates
0:46 Why bros head moving like a chiken.
Now you have to run this experiment on the Game with SM or Singu, because damn that map has some horrific 3 and 4 gen set ups sometimes
Coco looked at fight scenes where every few frames the camera perspective/crop changes and took inspiration while making this intro. Listen, I'm not gonna unclick without "action" and flashing lights constantly entering my brain through my very eyes. I might unclick, however, after getting dizzy/spacially confused.
Coco looked at documentaries where, for 45 minutes straight, it's just some guy yapping with no other stimulation and used that as inspiration when making part of his intro. Listen, I'm not gonna unclick without a methodical peer-reviewed breakdown of the entire bug history of a video game. I might unclick, however, after sitting in my chair bored out of my mind trying to wait for the video to actually start.
Solid editing to showcase insanity
you know how you combat this, play the nurse and slug
As much as I like the being a chase knight, your natural instinct is to win and I find myself resorting to 3 or even 4 gen knight and they can do nothing. I waisted 15 minutes patrolling and the survivors were to too scared to even touch a gen for a while once I secured 2 outs. As someone who’s been on both sides, maybe he needs an individual cooldown nerf only and see how it goes.
Wouldn’t it be smarter for bhvr to just add one more gen to a trial so it becomes a 4gen?
Bad Coconut, bad!
To fix the whole "3 gen" issue is as simple as adding a 9th gen. I can't imagine it would change gameplay too much mid-match.
Idk how they would implement it, but to fix tunneling the could have the hooked survivor teleport somewhere random when they get unhooked. Basically they would have to rework they entire hook mechanic to be more like ph's cage mixed with the 2v8 stuff (not 100% sure how that works yet)
Btw, oppression works amazing for regressing gens in 3-4 gen setup without eating into the regression events. Kick one and the others either start regressing like ruin or any survivor repairing it risks blowing up 10% of their progress. So in a 3 gen, you can regress 1 gen around 24 times. 32 in a 4 gen XD
it better be a bug.
This could probably work well on Coaltower and maybe RPD lobby.
The double gen popping could maybe work well if it only work when there are no swf left and if they buff a lot of the weaker killers, especially the stealthy once.
Coconut speedrunning to become the next dowsey.
HE CANT KEEP GETTING AWAY WITH THIS!!!
4 gens spawn on the bottom side of the family residence pretty often too
Coconut I swear to God I you get my main killswitched right after his reward I will be a very unhappy boi
This 4 gen can also be done on the swamp. In fact its way easier to do, even without using the knight.
Matthew's parents forse him to be good at school subjects but punish him, when he brought A+
Coconut gonna get Ruin nerfed even more now. Thank god I don't have that perk so I won't have to deal with the goob
I would not say that dead dawg is the only possible 4 gen. RPD when you get the 2 gens in main, you can really set up some crazy stuff. It is the easiest to hold in my opinion since you can stand in just one area
Probably the multi Gens issue was because the Devs were testing features and forgot to remove the code on releasing... or they want to remove the Hatch and the partial code was released
DbD driving Coco crazy, confirmed.
Strongest three gen killer? Maybe against babies😂😂😂
Ignoring the part where it was activating with 2 or 3 attractive still alive, I think it makes sense as a feature to make it so the last survivor doesn't have to do every single gen if the killer decides to just sit on top of the hatch
I'm pretty sure the bug was caused because of the way custom matches are coded. If two survivors and one killer get into a custom game, then the gen counter is set to three, four if there are three survivors and so on. This makes it so that when a survivor is killed and stops spectating, the game thinks that there are only three survivors in the match so it lowers the gen counter. This also explains why multiple survivors dying causes the required gens to lower per kill.
Ex. three survivors die and stop spectating and one gen has been finished, in custom games when there's only one survivor the gen counter is set to 2, and since the game is confusing the custom gamemode and the normal gamemode then the last survivor only needs 1 gen to power the exit gates, much like what would happen in a custom with one gen being popped and only one survivor on the match.
why wouldnt you just set that number at the start of the game? That is mental
@@Helena-me6mp because for a long time the value used to be dynamic. Game had to calculate the gen number based on players loaded. When you have such big collection of entities and scripts attached to them changing one thing might cause a cascade of unknown results (bugs). So they have probably just locked some parts of code from executing when they made changes to how games used to load (when they disallowed games to start when someone DCs). This update they've changed this again allowing games to start when someone DCs making a bot take place of the disconnected player.
Knowing how messy dbd code is they have probably used a simple logic check to calculate number of gens (gens = 5 - number of disconnects). When players leaves the lobby event handler probably treats them as discconected thus I suppose both rules or a remnant of the old rule firing an event and game tries to overcompensate for it
@@hantix6829 ok thats insane. Id just code the different game modes with a static variable like genAmount or something.
@@Helena-me6mp you still need to make it dynamic for custom games to work or you would not be able to start a 1v1 match. It's probably so ingrained in the core code they are scared to refactor it
@@hantix6829 maybe i dont have enough experience on that, but if i knew that i would code another entirely different gamemode, i would separate them so that i could change 1 without breaking the other, maybe thats not possible because of storage limitations? idk
Have you ever tried to interview a Fandom wiki moderator such as DocOctober before? Some people are quite shady when it comes to so-called protecting their game info. He does lots of patrols, but he also acts like a typical Behavior employee, although he may not have been working for them.
When I first found a coconut vid I was like I’ll check this guy out and then I started to watch more and I love him the way he expresses his joy for the game with his hand gestures and fun builds
I had some clown tell me the new “feature” didn’t impact my game because it didn’t happen, the only reason it didn’t happen is because the game would’ve ended faster if I tunnelled someone out, which I could’ve done at 4 gens. But I kept him alive because it was literally the better option but they still got the 4 man out, and then after the game told me I sucked and needed more pressure like WHAT
i definitely dont think this is a feature because of how many balance implications it has and how jank it works,not to even mention all the ways to abuse it both sides,i saw a comment before that it could do with the 2v8 coming up and something messing up and i believe that waay more,
I think its too conspiratorial to think they were testing some feature to deal with survivors dying too quickly.
It is safer to assume incompetence here, and it probably has to do with 2v8 mode.
They probably changed the "required number of generators to power gates" number, based on the number of survivors in the game, to account for the 2v8 mode, but due to their incompetence, forgot that survivors can leave the match, and it shouldn't be based on the "survivor count still in the match" but based on the survivors that started the match.
Nah everyone would just set a number defined by the type of match thats declared somewhere else
@@Helena-me6mp I believe this gen bug might be due to bot changes. So I'd rather blame it on incompetence not a secret new feature
@@hantix6829 well bhvr is not fit for programming anything, but that would be some kind of new record
Honestly I liked the bug; It really did feel like a solid way to stop the killer tunneling out one dude
The problem with this bug being a "feature," was something I ran into a few number of times.
That I was playing good with killer, but they can get the survivors are rewarded for doing poorly in the end.
I had to play around not killing anyone until 1 gen was left. That was far from enjoyable or even fun.
there could be a perk that allows you to have to do *double the repairing on one gen* to stop a three gen
Honestly this bug really is the answer to all of survivors blights, but I think it should only be triggered if someone is getting hooked back to back. It would punish people for hard tunneling and the counter would be to not hard tunnel, lol.
the gen bug drove me over the edge and I felt forced to play as sweaty as possible every game to deal with it
Coco you could def push the first 3-gen idea further. On Haddonfield theres MUCH better 3 gen opportunities
This has been the buggiest update I, personally, have ever seen. Just today, I loaded into Azarov's and see the map is just completely broken. Walls gone and, what it seemed to be, misplaced hooks. It was extremely funny to me 😅
I cant wait for the finale of this series "this video will probably not get knight nerfed" and its just you losing games with the tubby guy
Better addon combo: replace map of the realm with the steel manacles for more frequent jailer spawns
Tbh from what I've noticed is it encourages survivors to self delete on hook. Most my games now are slug games mostly getting a 4k because it's not worth hooking.
I'm a survivor main I think if it does become a thing it would be a bit dumb maybe if it was a perk otherwise it's too powerful bc then you'd have randoms waiting for people to die instead of doing gens, it punishes people trying to do gens but rewards people who will hide the whole game
This was a triumph I'm making a note here
Huge success
It's hard to overstate my satisfaction
Behavior is aperture and we're performing in their insane tests
This essentially promotes not killing survivors, killers would have to just wait for everyone to be dead on hook before even killing one survivor to stand a chance, yet many many games have shown that pressure that is that spread apart will struggle, survivors will also know that if they have been hooked twice, then they are essentially untouchable by the killer, if the killer wipes them out, two gens are done, if they dont, then the survivor fixes gens. It promotes slugging survivors, something survivors have despised for ages. I really hope this is a bug and never becomes a feature, or at least gets tuned or reworked to allow killing without a punishment for the killer doing what they are supposed to do.
Calling it now, i aint playing DBD if they turn this into a "feature" playing killer is hard as it is with so many overpowered survivor perks, items, protection from devs.
In my games as a killer this doesn,t happen, however when the second to last gen is finished 1 more gen unblocks so there isn't a threegen but 4 gens. Maybe another feature to fight camping gens
It is an interesting idea, but it is just way too abusable in its current state. I can´t even think of a way of fixing it to not be abusable in any way and only serve the purpose it should. I doubt that BHVR is testing anything. It seems like their typical spaghetti code to me.
this is just SAW xD they can end suffering with just a sacrifice
Hey coconut!!
I have a friend who played in ptb in the past and since he has on the bottom left how many gens are done instead of how many are left. For example he sees 2/5, not 3. When someone leaves and a gen is completed, he sees 3/4. Kinda like the amount of gens needed to power the gates is reduced. It was bhvr feature btw, not a 3rd party or sth.
Hope it helps!!
remember that with the rework, the chase duration is increased based on patrol path lenght
bro if BE adds that as a "feature" it would hurt killers so badly survivors already have so many built in perks
They should make it so that happens if you kill someone before you even hook some anybody or if you kill anybody before a 2 minute timer
I would like to see that (both or just 1 idk)
Coconut should just be hired as a part of the balancing and bug team
Watching this makes me think maybe just play a sort of AFK Tombstone Myers. Just wait till they pop all gens and then go for the instant kills. Thank God that bug/feature nightmare is over.
Survivors when they get bugs:I see nothing wrong here
Also Survivors when a killer is bugged:
Omfg fix the game devs locking the killer a hour into the found bug
Nerf Dead Dawg? Just wait till they see Grim Pantry.
5:03 NEGOOSEEEEEEEE
Honestly if this feature gets pushed to live as is they should just replace killer with a bot since that's what they want them to play like
You know what they will do? They will make when you as a killer near hex totem too long (camp it), hex will throw to another totem (even if others broken, it will respawn).
Check this out.
Well I would say that is definitely something interesting but I think it would be a strategy to just near the end try and kill themselves for a three man out.
37 minutes .
37 minutes is all i can spare to play with you right now.
Coco... Knight is already trashcan water..... PLEASE COCO YOU'RE KILLING THE KILLERS COCO.
Love your vids❤
the gen bug is rough def but oddly enough ive still been enjoying killer just because hook respawns has been massive. also thinking this build could be way more mean with deadlock replaced with thrill of the hunt
As a survivor main, I don't mind dealing with a three gen. Unless it's a skull merchant, but that's just on principle xD
"It fixes all of the problems with playing Survivor. The only problem is all of the Killers will quit the game."
jailer with the torch addon for undetectable for 28 seconds owo
bro is always putting some contraption together
If they made this a feature, it will get a super slugging meta.
Unbreakable will be everywhere again, knockout will be everywhere, and it'll make the game unplayable.
I just recently got that bug. I punched a gen and the next second it completed XD
this community is lucky to have you.
« 2 gens pop when someone DC leaked dev build » will definitely be mentioned in upcoming DBD’s icebergs