You know what counters gen rushing?
Tunneling.
The sooner I can get at least one of you guys out of the game, the sooner that gen speeds drop by 25%. With ruin, I was able to be a little bit more lenient when chasing survivors. In the past, if I had a choice between two survivors I would usually go for the one with zero hooks or who was uninjured. Genrushing was already an issue before this patch, but without ruin, it's just exacerbated it amazingly and forcing me to play dirty or like an ######### if I don't want my games to end in 4 minutes. Best I can probably do is simultaneously tunnel two people, but no guarantees, especially when it comes to toolbox squads or swf.
Tunneling it is.
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Also NOED and BloodWarden
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Corrupt Intervention ¯\_(ツ)_/¯
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Counter he said not failed and had to resort to noob-ed
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Imagine thinking NOED is for noobs lol
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I like Noed. Puts the cocky T-Baggers in their places. Let them 'think' they're about to win and boom. The panic sets in and it is glorious :D
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The only noob part of noed is the survivors who fall victim to it because of their own failure of not cleansing totems.
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The triggers oh my. Never had to use it sorry kids lol.
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Also still passed my point up with the counter perk not a last resort cause you fail at chases and gen pressure 😏
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Skill could as well.
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All mighty skilled one, tell us your secrets.
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Game isn't over until all Survivor's leave. Devs even said that completing all generators does not mean the match is over.
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How do you pressure 4 people at the same time especially with killers like The Clown? I've asked this to many people who say "just apply pressure" and they've pretty much always dodged the question or said to play a high tier killer which doesn't help low to mid tier killers with no mobility
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It's something you got to work towards, something you can't go to the boards to complain is OP every time you lose to it. I don't play with headphones, so I'm handicapped compared to others and can still hold my own in the high ranks. Do I lose awful on some matches? Yep. Do I win hard on others? Yep.
Too many freak out on any hard loss and look to blame.
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I wasn't being serious fyi. But this about tells me you're just full of it.
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Of course I knew you weren't serious. You're the type of get on here and cry. Why take advice and try to get better when you can complain and try to get nerfs to happen. :P
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Lmao
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Good - it'll teach survivors to loop well and carry DS, while the remaining survivors will gen rush even harder since they know where you will be at all times now - near the guy on the hook or chasing him.
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Oh no how dare I talk about literal problems with game balance that are clear to see if you just take a moment to consider it. I honestly doubt you do play Killer, or you sit in the low to mid ranks and face potatoes. But whatever, the devs have shown their hand and have taken a stance that they know best and high skill players are just wrong.
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Never said that match was over i said that was not a counter.
M&a for low terror radius would help.
I use to main freddy and clown was a bit much for me.
Ask the clown main lol.
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There is such a double standard in this game.
Both "gen rushing" and "tunneling" are the most effective way to win the game, yet gen rushing is considered fair and the survivors just doing their objective, yet tunneling is considered toxic and for some reason not the killer just doing their objective.
Both lead to not fun experiences for either side.
I agree with your point though OP.
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You not liking the huge buff to ruin? All you have to do now if scare survivors off their gens and you automatically super-kick them. The only downside it has now is the same one it always had, that hex perks mysteriously explode a few seconds into a match.
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NOED is the equivalent of using adrenaline as a survivor and DS. Survivors have way more in their favour than killers do.
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It's not hard to work through. Killer can only chase one at a time. I usually hide very close to that generator and get straight back on it as soon as the killers back its turned. New ruin does nothing against good survivors who don't run to the opposite side of the map or hide in a locker for too long. New ruin is extremely weak.
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Tunneling is not toxic, only salty survivors think so to find a reason for why they played badly and made poor decisions during a chase. To make themselves feel better.
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That's fine I'll still be popping gens like crazy while you stupidly tunnel the Legacy Claudette.
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Are you saying that you weren't playing optimally as killer because you felt that killer was easy enough without using every advantage?
So either, Killer was overpowered before and you were playing nice or tunneling isn't a viable strategy, which is it?
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Who is it that cries every time a killer camps slugs or tunnels? As long as you're cool with it, killers are just gonna play for the win, no consideration of survivors enjoying the game. And then survs will cry about it and it'll be nerfed.
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Noed is great also since survivors now hunt for all totems. They know trouble starts as soon as last gen is done.
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If tunneling does allow killers to be viable without Ruin, that means it probably was indeed op with Ruin together. So once the devs buff all weaker killers to a viable state, by also reworking maps, they will probably need to look into nerfing tunneling in some way. Otherwise it would become op again for obvious reasons.
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Coming from someone who loves to play fair and fun, switching between people giving the unhook guy a chance to recover, etc. I have been playing a lot more dirty after the ruin changes. I don't and have never needed Ruin to 4k and I still 4k consistently after the nerf, however I have to play a lot more like a jerk in order to keep enough pressure to stop gens from flying. I tunnel and slug very often now, which I dislike but I really feel forced if I want to win.
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Old ruin doesn't do anything to good survivors, new ruin tells me exactly where the survivors are since I was already running surveillance on almost every build. It punishes survivors who go looking for the totem, which old ruin didn't, and now I can tell the moment survivor hops off the gen as I approach, or if they are still on it and I can grab.
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The fact that you were playing nice tells me that ruin, while active was incredibly powerful and needed the nerf. If the balance between killer and survivor is at a good spot you shouldn't need to handicap yourself by "playing nice".
Killers were playing nice because 1, they could and still win games 2. because they know how much it sucks to get tunneled, camped, or slugged.
But now playing nice is no longer viable. So what does this mean, maybe DBD does have an underlying problem where the game encourages killers to use tactics that are unfair. If that's the case it should become more obvious and just like ruin, maybe a core change is needed. And there's no doubt in my mind that killers are put into a situation where they cannot do well without specific perks. Maybe that needs to be looked into as well.
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I like how Vex literally doesn't give any advice, instead he just writes out a lengthy "git gud", and bullshit.
Like dude if you're not here to add to the discussion, get out of the discussion forums.
Against an optimal team, you can't counter gen rushing - yet.
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actually it's the other way around. genrush counters tunneling. you tunnel one survivor and the others just do gens and escape with one survivor sacrificed. unless they are potatoes
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Cleansing totems isn't the win condition...stop spreading this nonsense.
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But you need two perks to make ruin even worth it. Seems like a waste.
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It might be for the majority of the folks complaining about the change. I've always been a big fan of surveillance, so this has been a big boon for me.
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Fair enough mate. If it works for you then more power to you 😊💪
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Yes and no.
Yes, if you get someone out of the match early on, the rest of the game is going to slow down. Now when you chase someone, that's 1/3 of the survivors off of generators instead of 1/4.
But no, not if the generators get done before that. If you decide to tunnel someone right off the bat, the other three survivors are fully healed and have nothing to do but generators. They're going to be popping off left and right, especially if you get hit by DS and end up in a really long chase.
It might pay off, but it could also completely backfire very easily if the survivor is good in chases.
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Thats why you slug. No ds for you.
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Slugging the survivors counters gen rushing, they can't do gens in a dying state.
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Not playing killer?
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and that's:
- 59 seconds on first hook
- 60 seconds of slugging
- 59 seconds on second hook
- 60 seconds of slugging
total: 238 seconds + the time to actually lift the survivor (2 seconds * 3), actually hooking (1 second * 3) + eventual first chase / time to reach the hook (I will not count this) ≈ 250 seconds
time needed for 3 survivors to complete 5 generators (no toolboxes, no perks, but optimally separated): 160-200 seconds (I add 40 seconds of idle due to rescue / search for a new generator).
Nah, tunnelling the first hooked survivor and slugging him is an automatic loss, against the survivors @Peanits was talking about.
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that's why green moris exist
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well, that's another story :P - but that's basically cheating, like 3 survivors escaping through hatch with 1 gen left - and now there's also a couple of Tome Challenges "escape through the hatch by using a key" lol.
I'm confident devs will eventually address this, let's say.. in a couple of years.
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OP is right. At the highest levels of this game if you are playing against really good survivors, tunneling is the best option for killers. There is simply no substitute for removing a survivor from the game. Even eating a decisive strike is worth it.
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Playing well counters playing well.
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Oh, okay. So cleansing totems doesn't get rid of NOED. Also - totem destruction goes toward your pip. So it's definitely part of peoples win conditions, depending on who you are. So, there's that.
Buddy, quit opposing everything I say for the sake of opposing it. It has literally never worked out for you.
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I haven't had to use NOED since the days of pallet vacuums and pre-Exhaustion nerf. I'm still testing the waters with the Ruin nerf. "Presence" killers like Doctor can utilize the change, but it really boils down to triggering successive pressure.
Ex: Pig is very direct in how she functions in the game, but her power does not. Until she brings someone down and traps them, there's no momentum on her part, but once it starts, she can disable an entire team with a single trap. Trap and hook one, slug another, and chase a 3rd. Fourth survivor has to go saving. The entire game can stop.
But unless you reach a stage of the game where you can keep at least two survivors off of the generators, or be a constant disruption to multiple generators, it looks like a nerf.
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Gen rush isn't just down to playing well though, it's a product of insanely quick gen times. Of course a survivor is gonna do the objective if they're not being pressured, people aren't begrudging that, but the issue is the objectives themselves are too quick to give killers a chance to do anything.
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