Gen, Looping to end game
Hey so this is more a short report on some observation I have.
since COB and other gen regration perks have been nerf, having time to chasse is not really there. I have a hard time finding a combo of perks, that slow the trail well so I can afford to chasse. Also when the end game begin with 3-4 survivors left, well all killer players know what follows.
On the other hand playing survivor is easy, if all do the gens. But new players want to look around, they want too find stuff and being chasse by the killer or hide from him. Also perks that make gens work faster, is close to be a instan win button. But if you play solo team work is a street corner in Afrika, most of us have never seen or heard of it.
When people say the game is the most balanse it has ever been, I also think the game has come to a point where it feel more as work then anything else
What are you're thought's
Comments
-
Take a break play something else.
4 -
I cannot see how that help
10 -
The buff to pop has brought it back up to usefulness again, 30% of current progress on top of the 2.5% total progress in basekit makes it so to reach the old 25% pop the gen only needs to be at around 55-60% progress. Because of that i have been rolling around with a few different builds that works well on most killers:
- Gen Defense:
- Pop Goes the Weasel
- Scourge Hook: Pain Resonance
- Lethal Pursuer
- Scourge Hook: Floods of Rage
- General strategy is to use lethal to find a target quickly, and pain res a gen hopefully before it gets done, using lethal to get an idea of which gen it was. Then run to it and pop it. By the time that happens i have regressed that first or second gen a ton and can start the snowball from there, using floods of rage to help me in a chase
- Hex Build:
- Hex: Devour Hope
- Hex: Undying
- Hex: Pentimento
- Hex: Haunted Ground
- This is a build that i think scott jund has started using recently but i have used it for a while on more m1 killers and it leads to good success. Generally, if they don't cleanse totems, you get devour rolling and the game comes to a screeching halt when that happens. Or, if they start doing totems, they are likely to hit haunted ground, and if they do, the game again comes to a halt as they all start hiding. Once they start doing totems Pentimento slows the game down.
- Most games i find that i have 2-3 stacks of pentimento going and the game is slowed down so much that the survivors are basically forced off the gens to do the totems, of which there are many at this point, giving me time to get 2-3 hooks before they cleanse them all and swinging the game to my favor.
- If they proc haunted grounds on their first totem cleanse you have an opportunity to get a 5 stack pentimento which is amazing. So i'll try to hold off using pentimento until they get a few gens done to see if they cleanse them all. 5 stack pentimento with 2 gens up is basically a guaranteed win at that point.
- Slug Build:
- Knockout
- Jolt (Or another if using a killer that uses their power frequently)
- Infectious Fright
- Sloppy Butcher (or addon that gives it and swap for something else)
- I like to run this build if i get in the lobby and see like a ton of flashlights, so i know they are gonna go for a bunch of flashlight saves.
- The goal of this build is fairly obvious, you just slug everyone and never hook. Even if you might be tempted to, just never hook. Be prepared to get a lot of hate for running this. But it is actually quite effective. Sloppy slows the game down to a crawl as they try to pick each other up and heal (generally people try to heal up when they see slug builds) and infectious allows you to immediately start another chase if you can, OR if infectious DOESN'T go off, you can still use the information from that to find out where the survivors are, by eliminating where you know they aren't. So even if infectious doesn't go off, don't hook the survivor, go to where you know they must be based on that.
- Knockout makes it so it takes a while to find them and slows down their recovery, sloppy keeps everyone injured, and you'll be downing so many people that jolt will proc many many times on the same gens as people try to power through them and forgo healing once they realize sloppy is in the picture.
- I don't think the new slowdown perk that slows survivors is actually good on this build because it is too short of range to do anything about. The exhaustion one might be decent if only to deal with the new made for this perk, but in general i find jolt to work much better. I'd consider swapping Jolt for some more passive slowdown like deadlock if you are using a killer that uses their power a lot like wesker or something. Or thana if you are playing someone who can injure a lot, like legion or plague.
3 - Gen Defense:
-
I've had luck with Jolt and Deadlock against TB+BNP groups. Sometimes you need to let further gens go and control an area.
Edit: Forgot to mention that a smart survivor will try to lead you away from people doing gens, usually just drop chase and pick up on someone else, causing a decent amount of value from Jolt.
0 -
Yea if you are not running meta it seems gens can fly. If you want to go for chases then you should just run CI, PR, and Pop. Basically the meta before 6.1 which makes downing a survivor give massive slowdown.
0 -
When I see ''current progress'' on a perk, my mind often go, okay bad. But mabye I should give it another chanse, also thanks for the build discribsion. Slug builds I think will be more commen, If current trends keep going.
1 -
I use Jolt on ghostface, and plan too test is on plauge
0 -
I have too ask Call of brine, would you say they nerf it in a good way. because I understand way they nerf it, but the way by lower its numbers. Feel like ruin it's use
0 -
You could go with an absolute disgusting Hex build:
Hex: Thrill of the Hunt, Pentimento, Plaything and Face the Darkness.
It'll be almost impossible to cleanse the hex totems, yet everything will be slowed down. You'll get your chases and will be able to protect your gens :)
0 -
Yea I would say so. If they kept it at 200% but made it a buff that comes after hooking someone then it would just encourage camping. If they don't nerf the numbers as harsh then killers like Skull Merchant would be able to still drag games out. Think the perk is a bit flawed in design.
0 -
Gen defense isn’t as viable as before. Downing one person and hooking them before proceeding onto the next chase takes too much time. Endgame builds are unreliable.
Expect to see more proxy camping or slugging when the anti face camp mechanic is added.
0 -
I also think the game has come to a point where it feel more as work then anything else
If you see the game as work take a break.
I assume you know you get breaks at work right?
Some places give you PTO days so you take a longer break.
Post edited by I_am_Negan on1 -
I don't belive that a game feel like work, is conected with amount of time in the game.
0 -
Dude, you said it in your first post you said and I quote again
I also think the game has come to a point where it feel more as work then anything else
I'm going off what you posted.
0 -
Gen defense isn’t as strong as it used to be but that doesn’t mean it’s still not strong. Everyone and their mother runs either Pop, Pain Res, Jolt or some combination of those. Corrupt is still strong as well.
The game is in its most balanced state it’s been in. You’re not meant to win every game, that’s how multiplayer games work.
Learn from your mistakes and losses, I guarantee that you could do something in every game that could have gotten you a win, there’s very few situations where you’re truly screwed as killer from the start of the match.
0