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Gen rushing is getting out of hand in this game

AnnoyedAtTheGame
AnnoyedAtTheGame Member Posts: 539
edited February 2021 in Feedback and Suggestions

Can we get another nerf to % on the gens please?

All this game is now is 4 swf who just want to come in the lobby and gen rush the game.

Can we add another 30 seconds to each gen? decrease great skill check to add a quarter to the percent its at now?


Also toolbox nerf so they do half the % they're at now.


It's an absolutely waste of a match. It's a waste of BP that could have been earned. I got a felling I will start lobby dodging again today.

Comments

  • REL1_C
    REL1_C Member Posts: 619

    Yes everyone knows gens are quick but 80 seconds is quite long. The devs have to nerf "Actually this time" toolboxes and nerf the penalty of a swf.

  • Chordyceps
    Chordyceps Member Posts: 1,715

    I agree that gens get done too fast, but I think lowering gen speed again is the most boring possible solution. I think we could stand for a new early game mechanic all together, something that survivors have to do before they can start working on gens. I know the devs mentioned they were working on an "Early Game Collapse" around last year, but we haven't heard any extra news on it since. I think it would help this issue if they went and put out whatever they had planned for the Early Game Collapse.

  • Milo
    Milo Member Posts: 7,383

    Getting? Weren't they out of hand for like over a year now?

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited February 2021

    no and base gen speed is fine, it's the amount of gens at the start of the game you simply can't stop one or two from getting done.

    I saw an idea called the trial start up where gen repair speed is reduced by 50% for 1-2 minutes or until a survivor gets downed. i think this is one of the best ideas i have read and i hope it gets added.

    this doesn't necessarily make gens take longer to get done it just stalls the game at the start so the killer can apply pressure without always having 1-3 gens get done by the time they down a survivor. survivors can move to better spots on the map, loot, do totems, or deal with the repair debuff at the start of the game and it goes away after the killer has pressure or if the time runs out.

  • Yords
    Yords Member Posts: 5,781

    Survivors doing their objective is getting out of hand?

  • Karao_Ke
    Karao_Ke Member Posts: 1,221

    Ugh, I was just about to write this and you beat me to it.

    What the hell do people even want anymore? Undying was literally there as a secondary objective, they didn't like it, and then when it gets nerfed to the ground they complain they want more objectives. Make up your damn minds people!

  • thefallenloser
    thefallenloser Member Posts: 1,281

    You literally just admitted in this comment that the problem with the game is your skill and not gen speeds. :/

    Just git gud.

  • Yatol
    Yatol Member Posts: 1,960

    your complaint should actually be against matchmaking then. They going to bring back MMR.

  • matthewg64
    matthewg64 Member Posts: 79

    You gotta remember before adding more time to gens, think about all the abusive Freddy players you’re gunna see. That’s the worst scenario ever. I’ve suggested in the past adding an objective that pushes survivors off gens

    -power surge: in-between every 2 gens OR at 2 1/2 gens, survivors must activate panels before continuing on gens

    -blockade: I even drew out the animations years ago but in the walls, there will this thing survivors need to pull out and activate before gens can be worked on OR it affects the gate. Either way the blockade structure is simple

  • ILoveDemo
    ILoveDemo Member Posts: 681
  • Envi
    Envi Member Posts: 4

    Just pressure them? Run perks to help you or even play a different killer if its that big of a problem.

  • DBD78
    DBD78 Member Posts: 3,469

    30 seconds to each gen? That is too much. Built in NOED for all killers would be better.

  • AnnoyedAtTheGame
    AnnoyedAtTheGame Member Posts: 539

    It says gen rushing and i don't think you would be writing this if you look at previous updates where it states they already slowed down gen speeds, great skill checks etc but i don't think it was enough. Needs more speed.

  • Yords
    Yords Member Posts: 5,781

    What? I thought you said that gens need to take more time to complete and now you are saying they need to speed them up? I would like to see some of your gameplay to see if it is just you playing poorly (Which is fine for a new killer player) or if it is actually just generator speeds.

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    Except mmr is going to get overidden by the fact they keep nerfing killers and their perks, leading to less killers, leaving less killers to matchmake with, and bypassing mmr to get high ranking survivors into games faster.

  • Ashwitherton
    Ashwitherton Member Posts: 83

    Honestly I love this game and its play styles but gens are of the rails and I'm disgusted by its speed and over all amount so I have devised 2 ideas in order to balance it first every time a gen is popped ever other gen on the map is blocked for a minute straight or you must complete all 7 gens on the map in order to escape

  • Khar
    Khar Member Posts: 640

    Really makes it seem like upping how much time it takes to finish gens is the right path to go, since it's all survivors ever WANT to do.

  • Mysterynovus
    Mysterynovus Member Posts: 318

    The Survivor side of this game needs shaking up, but slowing how long it takes to complete their primary objective won't help anyone. Maybe if they had some bonus objectives that complimented it, that would be useful. Like if there were hidden scrap piles Survivors could find on the map to boost gen repairs, but it comes at the risk of revealing them to the Killer.

  • Imagine_Milk
    Imagine_Milk Member Posts: 96

    In my opinion, Gen rushing is not that effective like it was before toolboxes and generator completion time was nerfed. Understanding when and when not to commit to chases can aid your chances of winning and be able to avoid gen rushing.

  • DoomedMind
    DoomedMind Member Posts: 793

    Hey, if killers are smart (and I'm a smart one), now you have the brand new and improved Undying Devour Hope. And damn. That is way more oppressive than Undying Ruin. It's so powerful, you just have to see the amount of DC when you run it. When you have your 3 tokens, it's THE objective, or you give up your team with the hatch, or you cleanse massively. Doing gen becomes secondary, and I would say doing gen isn't an objective until they're dead or Devour Hope is cleansed.

  • Volfgang57
    Volfgang57 Member Posts: 369

    Have people forgotten about Corrupt Intervention as well? That literally freezes 3 gens for 2 minutes. And it's always the three farthest gens from the Killer, which is typically where the survivors spawn, so it forces the survivors and killer closer together at the start.

  • DoomedMind
    DoomedMind Member Posts: 793

    Actually when you don't have any perks to slowdown the game (literally every players who starts the game), it's another problem, yet if you're new, survivors are not quite effective, and you don't need these perks (and NOED, even if it's frustrating for survivors, would often be very helpful during the games where you needed slowdown perks). I played the game with the classics DbD killers until I was rank 7, and there I felt like I needed slowdown perks, and I got Pop in the Shrine. And I felt resurrected, like, damn yes that is good to have a slowdown perk.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    They should make it so only 1 survivor can use BNP on their toolboxes and forbid the other 3 survivors to use it. Boom fixed it.

  • Venusa
    Venusa Member Posts: 1,491

    If camping and tunneling is a viable "strategy" so is gen-rushing.

  • DoomedMind
    DoomedMind Member Posts: 793

    And when you're solo, you want to run it because why not, and the game says you "Hey someone is using BNP, you can't bring it". Ok, super fun. And maybe the player who brings it will unequipped it ten seconds before the game starts. There isn't the BNP, and you didn't play how you wanted to.

    Plus, the exclusivity will encourage survivors to almost always bring one BNP, because you don't know when you won't be able to play it when you have one.

  • Adjatha
    Adjatha Member Posts: 1,814

    Corrupt Intervention does lock down 3 generators, which makes the area you have to patrol slightly smaller. What it also does is last for 60 seconds. It is fairly common for survivors to just hide for that first minute, wasting everyone's time unless you're using another tracking perk like Whispers. And even then, it switches off after that 60 seconds, leaving you as a 3-perk killer. Also, Corrupt works off of killer placement, which is random, leaving the 3 it blocks extremely vulnerable to bad spawns (like being in the middle, so you still have to patrol the full map.) It's ALSO useless if the map is a large one, like Red Forest, because the sheer scope of the map means patrolling so far that survivors can just hide till you pass by and jump on an unblocked gen in the time it takes for you to make a circuit.

    Corrupt Intervention is a band-aid, and a bad one. What you might EXPECT is that some generators always start blocked passively and become unblocked progressively rather than all at once. The killer is at their absolute weakest at the start of the match, so making their job easier in the first portion and harder later on (when they have a chance to have built up some degree of map pressure) seems to make sense. If it's costing you your resources for more useful perks (that actually last the whole match), and can randomly provide no actual early game slow down because you happened to start in the center of the map... well that's not really a solution to the "3 gens pop at the 80 second mark of every match" issue.

    tl;dr - If the game's core rules require you to equip one specific (unreliable) perk not to be rolled in the first minute of the game, there's a core problem here.

  • RessurectAngel
    RessurectAngel Member Posts: 7

    I completely agree that gen rushing is a serious issue for killers to deal with; the only real counter to gen rushing is noed since survivors rarely will stop to cleanse totems when there are generators to work on. However, this only seems to be an issue when dealing with a swf. Swfs are organized, work cooperatively and communicate so efficiently that there is tremendous amounts of pressure put on the killers as long as all 4 survivors are still in the match. The only counter balance to put pressure back on the survivors is to camp, tunnel, or pray that they don't find your hex ruin, and like I said earlier with noed. This does NOT usually apply to solo que survivors as they do not have the same lines of communication and cooperation to keep each other alive and coordinate gens together. Solution? Add gen slowdown or generalized slowdowns to people going in as a swf, and don't penalize solo que survivors.

  • Volfgang57
    Volfgang57 Member Posts: 369

    It's a 2 minutes lockdown, so if survivors want to just hide they're likely to get idle crows, pressuring them to actually work on something else.

    While I understand your point those 2 minutes can help a lot more than you think

  • kaijudane
    kaijudane Member Posts: 139

    "Gen rushing" translation: the survivors shouldn't do their only objective because I want to camp/tunnel/mori

  • Khar
    Khar Member Posts: 640

    You'd think there'd be less camping and tunneling if killers didn't have to worry so much about gens and could just play as a killer instead of gen janitor.