How to avoid getting genrushed by a competent swf team? (without slowdown)
I usually never run any hex-/ or slowdown perks, because:
- I dont trust rng.
- I rather run chase perks because I stuggle at this part.
What exactly can I do, if I notice, I go against really experienced survivors?
And do I need to bring slowdown if I expect a hard match in the lobby already?
Best Answer
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Slug whenever you get the opportunity.
try to make them do things more ineffeciently by making survivors who are far from the hook go for the save (chase people who are closer to the hook)
Try to eliminate one survivor as fast as possible. One being out of the game for good really slows gen progress.
Understand that without slowdown directly protecting generators is often impossible and the only way to slow down repairs really is to stop them from repairing in the first place. Sometimes if a generator is far out of your way, it's best to let them have it so you don't lose generators that are more easily protected.
Your time is very important, survivors will be trrying to end the game as quickly as possible, never over commit to one survivor. Try to get something out of a survivor every 15 seconds and if you can't you need to leave them (whether that be a hit, a pallet drop, ect.)
Don't expect kicking generators to actually slow the survivors attempts to repair. Once upon a time, generators could not even be kicked, and kicking gens was only added as a way for the killer to potentially counter a 99d gen. Kicking a gen will only help if no survivor is nearby and able to continue repairs or stop regression and really only serves to get rid of progress on generators that survivors have abandoned completely.
Don't allow yourself to be juggled protecting a generator. Sometimes survivors will bounce you back and forth on a generator. Sometimes you just have to commit, but remember the 15 seconds rule. Get a pallet or a hit then switch targets, if you can't do that you shouldn't be chasing that survivor in the first place.
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Answers
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I'm not gonna lie, you can't really stop a genrush without any slowdown perks against good survivors. Against 4 average survivors, maybe.
You will just start a chase, 20 seconds later a gen will pop... and another one, and another one.. It really doesnt matter how much pressure do you put on them, gens will still fly if they are good enough and you don't have anything in your kit to stop that.
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If you don't trust hex perks yet want to avoid getting steamrolled by SWF I don't know what to tell you except to run Pop. Gens are just too fast.
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Competent SWF survivors are basically one of the main reasons why gen slowdown is such an important thing to have. So... No way at all? The only way I know in which you can play without any slowdown whatsoever (would it be Pop/Corrupt/Ruin or just Thanata/DL/addons) is playing from Endgame or from massive slug. In the latter you'll have to look out for Unbreakables and will most likely need Deerstalker.
Being good in chases is really not enough at all. Even if each and every single one of your chases lasts no longer than 10 seconds (which won't happen against competent SWF, btw), you'll still get your generators fixed in literally no time. You need to be able to pressure gens, if possible - constantly. Clown, for example, is all about chases, yet he is still considered to be one of the top-3 weakest killers by practically everybody at this point. So, if you don't want to sweat like a crazy man in the middle of Death Valley, you HAVE to have at least some sort of slowdown against good SWF. Otherwise - gens will be done.
Complete absence of slowdown works only when you face.. well.. dumb survivors. With them, though, you don't really need perks at all.
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Thank you for your answer! I could try this, I hope this will help me in the future.
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If you're having trouble with gen rushing and want to be really chase oriented, I'd recommend Pig with this build:
Knockout, Whispers, Enduring, and Bamboozle.
I main Pig, so I'll tell you how this works. You have traps that slow the game down. Because of this, Pig is the one killer who really doesn't need a slowdown perk. What you do with this build is slug the first guy you down and trap him. Leave to find someone else. Always keep one person slugged with this, it creates so much pressure. Trap the ones you're slugging. I found that this build usually works amazingly, as if survivors don't see an aura, they do gens and leave the guy on the ground for a long time.
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If they are a good SWF that know what to do then you wont be able to win without any sort of slow down perks my guy.
anti loops perks wont help you either, they will finnish gens faster then you get hooks :p
You can try to do slug builds with infect + knockout. But unless you play Spirit or Nurse, you will have a difficult time with non meta perk builds on mid tier killers
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The good teams will take ruin down within half a minute. Might take 90 seconds if you have undying too. I've only seen undying swap totems more than once like once... And I was one the survivor team for that.
Things like pop and dying light only work if you can actually hook people in a reasonable time frame.
Mostly these days I run thana, sloppy, and nurse's... Most of the time Franklin's, even if they aren't holding anything in them lobby, they'll stock up from chests pretty quick, and even the most competent swf teams seem to love going back for their dropped stuff.
Keep people slugged, don't chase for more than a few seconds, and especially don't chase away from everyone else, which is what runners tend to do.
Supposedly mindbreaker is a good anti-exhaustion perk now, but I've been having trouble getting it to with for me.
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