“Gen rushing” solution as killer?
If I can recall there are always 6 generators in a trial, no? Why can’t the devs make it so that 3 gens are coop, and 3 gens are solo? This would force players to split up, and choose gens even more wisely. As survivor you’d be inclined to get the 1 man gens done first which would be 80 seconds automatically.
I think the problem is exactly this because with comms you can always huddle up somewhere. Meaning the moment you chase one team member the others do gens together. If there were more 1 man gens like the one in Hawkings upstairs then they can’t abuse the full effects of Prove Thyself, or get every gen done in 40 seconds.
I say this because I was using Trapper before the SBMM in Yamaoka. I would put traps in the grass directly where survivors must plant themselves to double up on gens. Many times players would get caught, and when I arrived I see them freeing their buddies. I was able to drag the match because I prevented doubling up this way, and with Thana it stalled long enough to catch them all.
Is this a bandaid to a bullet wound? Or? 😂
Comments
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There are seven gens.
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Bring NOED. They can't do all the totems if they're gen rushing that hard. Sometimes there's not even a point in defending gens, because survivors will give you injures but not downs so you can't use Pop, or you'll interrupt a gen with Ruin but they'll split up on gens and you can't be everywhere at once.
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Just use noed and blood warden you should be able to win that match.
By win i mean 3 or 4k depend what you like
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I would rather all 4 spawn on one gen, if they have it close to completion they will be drawn like a moth to a flame once you chase them off. Ruin will do the work as you get injures, or downs, on them, adamant on getting that gen completed. If they move, discordance does it's work.
I find that if they are split up on 4 gens, unless you're a really good killer or have high mobility, 2 or 3 gens will pop by the time you get your 2nd hook.
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Nah, 3 solo gens would be awful. The two work on Hawkin's because both are out of the way, both are relatively safe for balanced users which are obviously the ones who should be soloing those, ideally. And in the case of the isolation room, it is a freaking locker room, barely even worth protecting that one unless you are a stealth killer or Nurse, imo. Beyond that, the other solo gen has like a one in 3 chance of spawning anyways.
I digress, my point is that 3 solo gens on normal maps is crazy. Most survivors are not efficient enough for this change to be "fair."
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Christ I wish I had your games then. I can't go 3min without teams popping off the first 4 gens.
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Nah I usually get two gens to pop per chase. The match doesn’t get going until 1-2 gens are left. So if someone isn’t dead by then I will surely lose. Unless the survivors make a big mistake. Sometimes this never happens. If there’s 7 gens total like a post said then 4 should be team work accessible, and 3 should be solo. If anything 5 for 2. Say the furthest/corner gens being solo as the killer has to walk all the way there for whatever reason in the first place. If I don’t have Lethal Pursuer or Whispers the survivors will pop a gen in some corner in the time it took to find them. Especially with Trickster, being all sluggish. Keep the center ones the same because players can always scatter and return when the killer shows up to stop them.
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A lot of those big streamers have actors that let them win sometimes. They’ll run in straight lines, and even dance with the streamer on screen. I see none of that in my games as killer or survivor. If I chase a single person as killer the others will start gen rushing, which encourages tunnel/camp. The only fair counter is to make more single gens. This gives the killer ample time to chase each and every person fairly without feeling the pressure to eliminate people as fast as gens are popping off. This also divides players, making them vulnerable to being caught while alone (Like a real horror flick).
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1 - Run gen regression
2 - Run a killer you a good with, or a killer that can end chases relatively quickly with a bit of map pressure, or a killer with snowball (ie Hag, Oni)
3 - Learn when to slug and when you shouldn't slug
4 - Learn where you should chase and when you should not chase, or when you should drop chase.
5 - Learn to apply pressure to generators or play to the style that suits you. Using Ruin? Sometimes you want to drop a chase to pressure a gen. Down a survivor and know where a survivor is doing a gen and have Ruin? Slug, go to the gen. Using Sloppy Butcher? Hit and leave them, either they waste time healing or they stay injured on a gen.
6 - Learn to properly run specific tiles and how to mindgame them, and learn the RNG tiles and how they can be busted or bleed into one another, creating the "get the f away from there" zone.
7 - Huge map like Ormund, Red Forest, countless others? Find 3 gens, pay attention to them. Try to find survivors and chase in the direction of those gens. 3 genning requires some things of you, ie if you sit on one side of the map with 3 gens as Doc, you're 100% going to lose. You need a killer that can efficiently down to get them on a hook near those gens.
Obviously a lot of these aren't immensely helpful because they don't explain what is or isn't a terrible RNG tile, like a god window on x map. These things are best learned from Youtube, streamers, or playing yourself.
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faccecamp
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I Mean pop if you're not facecamping changes a 5 gen match into an effective 7 gen match on its own. There's also the nurses 5 percent slowdown per injured survivor or Meyers slowdown for hooks. You could run them all with sloppy butcher for a hilariously slow match.
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God, please no. Do not give survivors the incentive to split on gens
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tunnel one out of the game and slug the rest. maybe even bring ruin.
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